27 Sep 2010 at 14:39 - 9
The mindblast bar should ditch the power drain and spec more into energy storage to get more out of it. You could bring glowing gaze to synergize with rodgort's, seeing how there is little reason to bring glyph of immolation if you don't have skills that play off burning (Steam maybe?). Mind blast bars tend to bring 10-15 energy utility and power drain is 5 energy and isn't going to be cast that often since it isn't on a mesmer. (If you aren't slapping utility in there, why not run Elemental attunement? Heroes don't use mind blast very well.) Fireball is also used poorly by heros since they don't check for line of sight. It's mediocre unless used by a player since it is adjacent range. I'd sooner put glowing gaze and pump energy storage to 11+1 on that bar as you're also using glyph of immolation and it would help aura of restoration. Then again, I'd also be tempted to slap a prot spirit/aegis on there and drop glyph of immolation for glyph of lesser energy, thereby not needing a prot henchmen. You could also spec into Restoration for Weapon of warding or Channeling for splinter weapon.
Searing flames is a bad choice if running it on only one elementalist because it will require constant glyph of immolation and/or mark of rodgort. It is generally a better idea when paired / trio-ed.
The water magic bar could use deep freeze if you could fit it (especially since you have maelstrom). Maelstrom isn't that great without an AoE snare and you're better off with Thunderclap on your air ele given the recharge (and 25 energy) since you'll only be snaring one target. Basically water magic non-elites = deep freeze, freezing gust, blurred vision.
I agree with blinding surge as the elite for the air elementalist. Invoke Lightning is a mediocre elite and since you have chain lightning it isn't that great. You have ward against melee, so you could bring something else instead of b-surge such as Thunderclap, which would help with large caster mobs. It's nice to have redundancy though, so blinding surge is probably better.
I disagree with bringing Shell shock. The PVE version of Lightning orb already has cracked armor, as does the weaken armor. That's 2 sources of cracked armor already. Since shell shock does very little damage and is single target cracked armor it is a bad idea. Arc Lightning, however, is a weak skill generally ought to be replaced by chilling winds if you are water hexing but Shatterstone would be delayed. Instead I'd bring something from the blood line such as blood bond, which gives 14hp per hit to your physicals and a 68 heal on enemy deaths. You're lacking enchantment removal, so I'd bring Strip enchantment on this character, seeing how it specs just enough to remove 2 enchantments (minimum 8 blood magic). Oppressive gaze would synergize with Weaken armor and the burning condition to max out degen, but I'd say Strip enchantment helps with enemy monks and dervishes. If you brought Stoning then it would synergize with Oppressive Gaze.
On the earth bar, I'd sooner bring Eruption than Churning earth if you bring Deep Freeze. The cast time is only 2 seconds and it applies 10 seconds of blind for 5 seconds, stopping removal. The only disadvantage is 25 energy compared to churning earth.