I didn't say Ele are weak, and I'm not talking about group combat. I'm talking solo heart-questing PvE content. Do you not believe Elementalists have to work harder to kill mobs than other professions? You have to constantly swap attunements to be effective, whereas other professions are usually much simpler. Staff and Scepter can do very good damage
if you have time to chargeup and/or the mobs are standing still. That is not possible solo play. Dagger/Dagger requires you to constantly swap and dodge around since your in melee range.
Anyways this is the basics of the build. You probably need to be at least 40 to reach the Conjurer trait.
http://www.guildhead.com/skill-calc#ccs9oMCLT0MCLT0G9MG0mRcs
Your utilities are Conjure Hammer, Signet of Earth, and your cantrip of choice.
You get three possible heals... one from your active heal, one constant passive heal from water attunement, and one extra regen from your cantrip spell.
Your cantrip spell also gives you 3 x might, vigor, and in my case, cleansing.
You basically stay in water attunement and hammer away, using heal or cantrip if you get low. The #1 hammer attack is the most effective, giving area damage and a blind on the third hit. It's surprisingly tanky for an Ele. I'm curious to see how it plays out if I add more Toughness gear or invest in Earth Traits.
The only annoying part of this build is watching your charges, or random people stealing your extra hammers. The CD on conjure hammer isn't too long though, and you can swap to fire to cast some spells until your CD is up again. I've used this build from 55-60 and it works. I don't think it's viable for other parts of the game, but it seems a solid 40-80 leveling option. I'm going to spend some more time playing it, and see how far it takes me.