EotNElementalist. Air Magic 5Glyph of SwiftnessGlyphFor 15 seconds, your next 2 Spells recharge 25% faster, and projectiles from those spells move 200% faster.5110
CoreElementalist. Earth Magic 15Obsidian FleshElite Enchantment SpellFor 20 seconds, you gain +20 armor and cannot be the target of enemy Spells, but cannot attack and have -2 energy degeneration.25130
NightfallElementalist. Earth Magic 15Stoneflesh AuraEnchantment SpellFor 15 seconds, damage you receive is reduced by 31, and you are immune to critical attacks.10215
CoreMesmer. Inspiration Magic 7Mantra of EarthStanceFor 58 seconds, whenever you take earth damage, the damage is reduced by 37% and you gain 2 Energy.1020
PropheciesMesmer. Domination Magic 11Wastrel's WorryHex SpellAfter 3 seconds, target foe and all adjacent foes take 79 damage. Wastrel's Worry ends prematurely if that foe uses a skill.5¼1
NightfallMesmer. Domination Magic 11Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 8 damage and an additional 8 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 5¼3
"By Ural's Hammer!"EotNNo Profession. Deldrimor rank "By Ural's Hammer!"ShoutFor 30 seconds, all dead party members in earshot are resurrected with full Health and Energy. Resurrected party members deal 25..33% more damage. When this effect ends, affected party members die. This skill does not incur a death penalty. PvE only.560/IntensityNightfallElementalist. Sunspear rank IntensitySkillFor 10 seconds, the next time you deal elemental damage with a spell to a target, you deal 60..70% of that damage to all other foes in the area. PvE only.510
Arcane EchoCoreMesmer. UnlinkedArcane EchoEnchantment SpellIf you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.15220
Crystal WavePropheciesElementalist. Earth Magic 15Crystal WaveSpellFoes adjacent to you are struck for 70 damage but are cured of any negative Conditions. Each condition removed deals 15 damage.15¾15 and/or Teinai's CrystalsFactionsElementalist. Earth Magic 15Teinai's CrystalsSpellTarget foe takes 40 damage. If target foe has a Water Magic hex, this spell strikes target and nearby foes for an additional 40 damage, and nearby foes also suffer Cracked Armor for 15 seconds.518
Ether NightmareFactionsMesmer. Kurzick rank Ether Nightmare (Kurzick)Hex SpellTarget foe loses 5..8 Energy. For each point of Energy lost in this way, that foe and all foes in the area suffer -1 Health degeneration for 10 seconds. PvE only.10325
Cry of PainNightfallMesmer. Sunspear rank Cry of PainSpellInterrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25..50 damage and -3..5 Health degeneration for 10 seconds. PvE only.10¼15
Light of DeldrimorEotNNo Profession. Deldrimor rank Light of DeldrimorSpellAll foes in the area are struck for 55..80 holy damage. The location of hidden objects are briefly indicated on your Compass. Any hidden objects in the area are revealed. PvE only.5¾20 with high Dwarf-Ranking
Sliver ArmorFactionsElementalist. Earth Magic 15Sliver ArmorEnchantment SpellFor 11 seconds, you have 50% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 35 earth damage.10130 but does only 7 damage
Storm Djinn's HasteNightfallElementalist. Air Magic 5Storm Djinn's HasteEnchantment SpellFor 15 seconds, you move 25% faster. Each second that you are moving, you lose 1 Energy.5¼10 easier to get to jaga moraine.
Equipment
Armor: Max armor, the above runes and then Geomancer Insignia on all pieces.
Weapons: Any weapon set with an +20% enchantment mod. Energy just has to be at least 50.
If not using Geomancer Insignias, use any max shield. This will reduce damage to zero. Preferably with a +10 vs. Earth Damage scrip.
For experienced farmers, it may be very helpful to bring along a 40/40 domination set to specifically cast the damage-dealing spells with. This can dramatically increase the damage dealt.
When all monsters have been aggroed and grouped around you, cast your nukes. Repeat that until the Vaettirs are dead.
Pick up your drops and zone out the door and back in.
Frequency
Slightly less common than the assassin build due to being slightly less forgiving of mistakes, but still very commonly seen during holiday events.
Notes
There seem to be a stacking problem with Mantra of Earth and Stoneflesh Aura, which can cause SA to not work. Try using MoE just before SA has been used. This should overcome the problem and leave you free to farm.
Energy is unlikely to be a problem, because you gain 2 energy per hit.
Using elemental damage is a poor choice because Vaettir have high armor against earth damage.
If you switch one damage skill for Stone Striker, you can use this build to farm the first 2 groups of Snowmen in The Secret Lair Of The Snowmen.
At least 35-45 energy is required for maximum efficiency to cast all the enchantments before aggroing, if you don't mind waiting for energy regeneration.