Update:
1. Melee variant raidway has been removed, I will put it up again when caster raidway is fine tuned.
2. Version2.5 raidway to caster variant is added
Team Build
The original caster raidway
http://i228.photobucket.com/albums/e...lm/RaidWay.jpg
Version 2 caster raidway
http://i228.photobucket.com/albums/e...m/RaidWay3.jpg
Version 2.1 caster raidway
http://i228.photobucket.com/albums/e...m/Raidway4.jpg
Version 2.5 caster raidway

Team Composition
Mesmers are excellent at dealing armor ignored damage along with utilities. I chose to bring 3 Esurge as my go-to elites for most areas. I tried Illusion mesmer with Ineptitude, while the damage is great with blindness, but it is reactive hex which is prone to hex remove also if mobs do not attack often. The other limit is without merchant hero so I can only have 3 memsers.
Blind Surge was not too good in PvE pre-ele update, but post-ele update bsurge applies blindness it also deals aoe damage. And air resistance in monsters are rare so it can be used in throughout whole game. A good alternative to Ineptitude because it's damage on demand so can be used to spike down on caster groups with help of Esurge.
The second air elementalist got rit as second profession to do healing. The reason I use ele/rit instead of the usual necro/rit because lack of good offensive elites in necro (imo). Thunderclap in air line provides small aoe interrupt and spreads weakness/crack armor and some damage. Air attun, aura of restoration, are used to provide energy return with air spells, also self-heal. Restoration spells also take advantage of aura of restoration for 1e return as well. Shock arrow is used as energy management also another form of offense.
The necro/rit serves as battery for whole team and carries some utility such as rip enchantment, and Enfeebling Blood for further physical shutdown.
ST rit runs shelter and displacement as backbone of team defense. Armor of unfeeling is to prolong the life of shelter/displacement. Mesmer secondary profession gives some offense option to st rit. The signet of clumsiness is great addition to more physical hate. Signet of hex eater is for more hex remove.
Fallback is used because I like to move fight to fight faster, and also faster vanquish. Being in the same line with fallback, it's too great to pass on SYG. Unstrippable +24 armor can reduce damage lower if shelter isn't up, also can make shelter triggering less often.
The whole idea behind Raidway is be aggressive while prevent foes doing too much damage to the team. Also try to achieve faster vanquish and dungeons clear as quickly as possible.
Usage:
Normally there is no micro involved in using raidway, but micro shelter/displacement followed by armor of unfeeling before boss fight or big groups helps tremendously. Heroes will do the rest and tear through monsters. I also use Panic on gwen if things get real hard to do with 3copies of esurge. Fallback can be replaced with skills like "We shall return" or "never surrender" or other command skills that you see fit if fallback isn't important in the area.
Screenshot
No cons used in the following high-end area.
DoA Foundry NM
http://i228.photobucket.com/albums/e.../DoAfundry.jpg
I ran panic on gwen because the overwhelming presence in foundry. I also replaced spirit light with cure hex as additional hex removal. Fallback is replaced with signet of return on gwen, and "We shall return" in place of fallback on zhed, because honestly there isn't any need for fallback in foundry.
Forgot to take screenshot after finishing Vloxen Excavations in HM. I used the exact setup as the original caster variant template with SoS buiild above, no Panic, and got wiped once in 1st and once in 2nd floor where I got careless and pull 3 groups. No DP remove was used.
http://i228.photobucket.com/albums/e...ealm/gw011.jpg
Ele finished Rand Stowrmweaver in slaver's
http://i228.photobucket.com/albums/e...ealm/gw022.jpg
A barless ele in Vloxen HM
Thanks to
Drk Dervish, Ryan2, Relyk, Premium Unleaded for their contribution in making Raidway better.