My GvG E/Mo flagrunner build (water/healing):
Water: 14
ES: 10
Healing: 10
Res sig
Infuse health (emergency healing)
Heal party (spammable healing)
Armour of Mist (for running the flag)
Ward Against Harm (elite) (best if a ranger brings Greater Conflag)
Water attunement (energy)
Ice spear (spammable damage)
Frozen Burst (speed hex/aoe damage)
My old air spiking build:
Air: 16
ES: 13
Res sig
Ether Prodigy (elite, energy management)
Lightning orb (damage)
Lightning strike (damage)
Enervating charge (damage + weakness)
Gale (interrupt long casting skills or spells)
Chain lightning (large AoEish damage, not very good anymore)
Air attunement (energy)
Chain could be swapped for Aura of Restoration or blinding flash.
PvE hydromancer:
Water: 16
ES: 13
Rebirth
Water attunement (energy)
WvHarm
Maelstrom (interrupt/damage)
Glyph of lesser energy
Frozen Burst
Ice spear
Armour of Frost
Elonian minotaur farming:
Water: 16
ES: 5
Wilderness: 12
Mist Form (elite)
Water attunement
Serpent's Quickness
Troll Unguent
GOLEnergy
Frozen Burst
Ice Spear
Armour of Mist
You need a +16% or greater enchanting weapon. Use SQ for a permanent mist form and kill the minotaurs with spear and frozen.
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