I'm trying to balance the gear for good melee survivability and crit based damage. Read through the traits, and you will see how much straight damage % stacking you can do. While holding the hammer, you just need to stay in water attunement for the 20% damage to vulnerable foes which you get on crits from the air traits. The cleansing flame utility can be switched for lightning flash, or run speed signet, or something fun like another weapon summon or glyph of storms to use while still in water for that awesome ice storm we all love.
The normal weapons don't matter much, and I would have liked staff, but dual wielding adds a sigil, and I use 2 crit based sigils for the effect like healthsteal and extra damage. You could switch the air sigil I use for a sigil of strength, or fire, or even purity if u have a fight that needs it. I normally do double dagger, but I used a scepter for a bit of escape range, a second good heal when I drop the hammer, and because I made this build so I could play with new weapon abilities.
The gear is flexible if you want more damage or survivability. With my set, I get plenty of both. As for traits, please post anything that you would consider doing differently for a conjure or hammer/fgs build.
Edit: The hammer adds a buff with a good chunk of precision and crit% damage that is not shown in the builder.
Edited by DerKomp, 07 June 2013 - 01:42 PM.