I've done it on occasion with my Me/E in PvE. I can't remember the precise build (been a while since I've used that character) but it included Ice Spikes, Blurred Vision, Gust, Arc Lightning, Lightning Strike, and a couple of energy-management skills (Ether Signet and Energy Tap from memory, with the eightth slot being a res or a situational skill like Power Drain or Drain Enchantment depending on the opposition). From memory, I usually ran 11 air, 10 water, and the rest in Fast Casting and Inspiration. (Normally I use it in areas with enchantment stripping, hence the lack of attunements - also note the Mesmer primary for Elemental Attunement

)
Generally, it behaves like an air spike build with a little crowd control on the side. Gust and Arc Lightning are both decent support for Lightning Strike even without the secondary costs - it doesn't kill single targets quite as quickly as a conventional air spike build, but it does still dish out the damage at a reasonable rate. On top of that, Ice Spikes serves to slow down the approaching horde (giving you more time to pick off your first target before the enemy melee hits) while Blurred Vision is a good follow-up once they close, or if there are any clumps of enemy archers. Energy Tap and Ether Signet are, of course, used for energy management - I generally follow a 'tap early, tap often' mantra with Energy Tap, while with Ether Signet, try to drain your energy completely before activating it to reduce the chance of your energy climbing over the cutoff before it goes off.
That's my general approach, anyway. I suppose the best piece of advice is to repeat my earlier comment - even without the secondary effect, Gust and Arc Lightning are efficient damage dealers for their five energy cost. Getting the secondary effect is certainly worthwhile, and do keep it in mind when deciding what order to cast your spells, but on the other hand, don't feel that you
have to have your target hexed before throwing Gust or Arc.