I am running the following, using a Staff. It’s a Healer/Support focused build, exceptionally good at removing Conditions and providing a steady stream of buffs and healing.
I am currently equipped with Cleric’s prefixed gear ( + Healing, + Toughness, + Power), which, in my opinion, best compliments the build.
0 Fire
10 Air
0 Earth
30 Water
30 Arcana
The following traits :
Air 1 : Quick Glyphs
Water 1 : Cleansing Wave
Water 2 : Aquamancer’s Alacrity
Water 3 : Cleansing Waters
Arcana 1 : Elemental Attunement
Arcana 2 : Blasting Staff
Arcana 3 : Evasive Arcana
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Healing Skill : Glyph of Elemental Harmony
Utility Skills : Arcane Blast, Glyph of Renewal, Arcane Shield
Elite Skills : Glyph of Elementals
Superior Sigil of Renewal
Rune of the Water (x2)
Rune of the Monk (x2)
Rune of the Fire (x2)
These selections and the reasoning for them are outlined below.
Cleansing Wave, Elemental Attunement, Healing Ripple: Healing Ripple is free, but these tailor to the general idea above, that you should be switching elements whenever your CDs are all active to benefit most from your traits.
Quick Glyphs Affects an excellent choice of healing skills, which allows you to gain 3 stacks of Might for some extra damage, add Regen, which combined with Cleansing Waters removes a condition as well, to dampen incoming big hits with the Protection, should you need Protection for a longer period of time, or even is useful for just running around randomly, applying Swiftness.
Evasive Arcana : enhances your burst healing by applying an extra ~2k of Healing + 1 Condition Removed when you need it, or can be used in Earth by rolling into a Water field for an Area Healing combo. The blind effect can be useful situationally, and the Fire burst isn’t half bad either.
Blasting Staff This is merely my own preference of traits. I prefer the larger areas to be able to dodge-roll into when using the Earth-version to trigger a Blast combo, but if you were to want to select a different one, I’d suggest using Arcane Mastery
Aquamancer’s Alacrity This allows you to get access to your Water fields more often, especially Healing Rains, which removes a brilliant 3 Conditions per tick due to Cleansing Waters
Skills
Glyph of Elemental Harmony The reasons are listed above under the Quick Glyphs reasoning.
Arcane Blast With a meager 20 second CD, it’s an amazing, easy to use Blast Finisher, which is otherwise in relatively short supply with a staff.
Arcane Shield It breaks stun and blocks 3 attacks. The CD is rather high IMO, at 75 seconds, but it’s not a bad choice, especially since it still lets you perform actions and can be activated while activating other skills.
Glyph of Renewal This is, in my opinion, one of the most potent and yet underused skills that we have available. There are really only two elements that you want to generally use it while attuned to, since Water’s effect has been broken to date, and the Air’s effect of teleporting the target to you is highly situational, but not to be disregarded.
Earth allows you to bring up to 3 downed targets back to life. Useful if you survive an attack that your allies didn’t.
Fire, on the other hand, is useful if you have the 3.25 seconds to devote to applying an auto-rez to yourself, and is doubly useful if you need to pick up a downed target already. That effect is amazingly potent and is not to be underestimated.
Note that this glyph functions on NPCs as well, making it nice to have for some events at times.
Glyph of Elementals : Arguably the only useful Elite skill that we have, and its versatile to whatever your party needs at the moment. I usually use either Earth or Water, depending on the situation, but Air and Fire can be useful as well.
Rune of the Water, Rune of the Monk : These two sets of two will further increase your Boon Duration bonus to 60%, which makes a good bit of your support ability that much better, especially Might, Protection and Regeneration. With these four, you can easily stack Swiftness or Regeneration to minutes at a time using various sources.
Rune of the Fire Gives you +20% Might Duration, which appears to stack after the 60% bonus from the other sources.
Sigil of Renewal Makes it so that, on a 9 Sec CD, you restore around 500 HP to nearby allies when you swap attunements. Since you do so often, it’s a steady amount of health boosting to your allies.