I'll start off by saying that the process of getting here has been a ton of fun (and only a few close calls which were not great for my heart :D).
Starting off with Stunning Strike. It was definitely to most "Pokeyway" build you could play with this setup. Sadly it was severely lacking in AoE damage and while the Daze was nice to have, I learned pretty quickly that most mobs just get poked to death quite fast. So I wanted to have some better AoE and pressure while not losing the essence of the Spear! Mind Burn seemed to have to best synergy with the team (very long burning duration for "They're on Fire!"). The only question was the second slot to fill. I tried out Smoldering Embers first since Damage over Time seemed like a nice way to increase the "spike" damage from spear attacks. However the cast time and again the fact that mobs died fairly quickly made it feel like a wasted spot. I really did want to find a great spell that benefits from Exhaustion since Mind Burn will give me plenty :D. Next contender was Lava Font. At first I was quite hesitant since I never really used it. However it proved to be a great fit. While I focus with my spear on targets further away, I can cast Lava Font (with increased range thanks to Exhaustion) that will deal great damage. You might think "won't mobs scatter?" and yes, you would be 100% right! There are a couple of things: (1) the Mo/P has Ray of Judgment, this spell will cause scatter anyways so I wasn't really worried about this; (2) we have some quite great Crowd Control on the team (Psychic Instability on P/Me and Earthen Shackles on P/E) that might (note: might because we're relying on hero AI and they do not always do what we want :D) cause mobs to stay in the AoE for an extended period of time; and (3) if they are running, they are not attacking! This one is quite important since I have this thing next to my name! 
P/E Thunderclap
Which started out as E/P (to mimic my own player build) I noticed that it was either way to caster-y for me or that it was just lacking overall. Flipped it around for P/E. Much better! The way Paragons work is pretty much the more the merrier. Echoes combined with a tons of Shouts and Chants have great sustain and allows for situations that feel VERY scary (I imagine everyone has had a scary encounter with the Wind Rinders outside of Rata Sum when they first played through Eye of the North.... Most caster-based parties will guarantee a wipe if overaggroed; this team thrived on HM :P). Blind Surge was my first choice of spell; Blind is better than Weakened since there is a huge chance of preventing damage. It definitely worked great, however due to the amount of stuff I wanted to cram into this setup, I ended up going for Thunderclap. It's honestly one of the best Elementalist elites. I had been running 2x P/E with Blinding Surge and Thunderclap but eventually dropped the BSurge for P/Mo Aura of Faith. Great AoE range (recently increased ^^) while also interrupting and inflicting Weakness and Cracked Armor (this is a big one for this team; any foe with Cracked Armor will receive more damage from the pokeys we throw at them).
P/Me Psychic Instability
This one has not really changed that much over time. I had always planned to run Psychic Instability on a Paragon since (1) they do not have that many very viable elites to choose from, and (2) with a +5 Fast Casting Spear Mod it takes zero investment while gaining a 3 second KD. I mean what is not to love :D! The only changes have been moving Anthems and Shouts between the other Paragon builds.
P/Mo Aura of Faith
Alrighty, previously this was the P/E Blinding Surge. With both Thunderclap and BSurge, it felt very overkill to have both on this team. While changing things around for the N/Mo and Rt/Me, I decided to swap Aura of Faith over to the Paragon. It's probably the best spell you could run on a Dhuum character; it does not only reduce damage taken by 41% but also increases healing by 90% (note: with the amount of healing that is being pumped out by Finale of Restoration and literally any Anthem or Shout ending plus maybe additional healing from those.... Let's just say that it's ridiculous). Adding in Convert Hexes (since energy is not much of an issue on the paragons if they work together) allowed for the N/Mo and Mo/P to drop Hex Removers and opening up slots for better spells^^.
P/Mo Song of Restoration
Song of Restoration has been here from the start. It's probably the strongest heal in the game (if you're considering everything: 110HP heal @15Motivation with 8sec CD (Essence of Celerity) and is almost a guaranteed heal for the entire team while only costing 3(!!) energy). Combine this with Aura of Faith and/or Finale of Restoration and you're all set again. Extinguish combined with Purifying Finale (P/E) and Weapon of Remedy (Rt/Me) felt like enough Condition Removers for the team; Purifying Finale can be maintained on pretty much 7 out of 8 party members, Weapon of Remedy is used very well for party members taking damage (and always steals a certain amount unlike Xinrae's Weapon which steals for UP TO a certain amount (aka Weakness will decrease your healing from it and it costs more energy:P) and Extinguish is just great to also have party-wide Condition Remove (plus additional healing if burning is removed).
Mo/P Ray of Judgment
Ray of Judgment has been here from the start. Since the increase in damage from the update and the reduction of Casting time from 2 seconds to 1, I felt like I had to try it. Additionally, the Burning from this spell has great synergy with the team. Overall I really cannot complain about this build. From what I have seen so far, this hero will always be guaranteed to be #2 in damage of the team. Combined with Symbol of Wrath (also increased damage and reduced Casting time) this build pumps out great AoE Holy damage while not wasting time to throw some spears in the meantime!
N/Mo Shield of Regeneration
As mentioned before, this used to run Aura of Faith. However, after dropping Convert Hexes and moving it over to the P/Mo Aura of Faith, this build had freed up some energy. The choice came down to Shield of Regeneration (10 energy | 8 second CD) and Shield of Deflection (10 energy | 5 second CD). Both looked great, but I already had a favorite before I even decided. Shield of Regeneration gives +9 Health Regeneration (aka 18HP per second) and gives +40 Armor, while Shield of Deflection gives 75% Block Chance and "only" +27 Armor. Considering the fact that Health Regeneration and Armor have more benefits than Block Chance and (less) Armor, the choice was quite clear. With a Conset and Recuperation, it's possible to hit +13 Health Regeneration (capped at +10 but will counter heavy Degeneration very well). Dark Fury is pretty much the key spell on this team. It allows for the Pokeys to pokey very hard and very fast (and in my opinion a much better option than Infuriating Heat as heroes will cast it off CD or as soon as they are out of range from previous spirit and therefore might lack behind and also you'd have to "sacrifice" an elite skill AND a primary or secondary profession, which already does not seem worth it to me for this setup.
Rt/Me Weapon of Remedy
This build probably has the most amount of variations I have played, tried, thought off and also erased from existence again. It was very hard to decide what to bring, which would work and also very importantly whether heroes can use the skills effectively. Psychic Instability, Fevered Dreams, Expel Hexes, and Spirit Light Weapon were the options I used before. Psychic Instability was definitely a good fit, but it does lock you in with a +5 Fast Casting Mod while +5 Soul Reaping leaves more room for spells with a higher energy cost. Fevered Dreams didn't feel that great since the target of the Hex would also die pretty quickly which did not leave a lot of room for the Daze to really have that much effect. Expel Hexes seemed like a waste compared to Convert Hexes (higher energy cost but not issue for this team; plus removes ALL Hexes). Spirit Light Weapon seemed to be a dream on paper. Ran it first with Recovery and Recuperation (since I did want 2 spirits to pretty much guarantee the double healing from Spirit Light Weapon) and the theory looked great. However... the hero does not use it consistently enough for me. Sure, when he did use it, you could just see HP bars jumping up like crazy. But the issue was when he did not cast it. Even with "only" 6 skills to really use during a fight (some with decent CDs), I'd expected the hero to use it quite well as a heal. Sadly.. NOPE! So my next option was either Preservation or Weapon of Remedy. While Preservation is a good heal, I did not benefit that much from an elite Spirit as much as an elite Weapon. Weapon of Remedy always steals 76HP, removes 2 conditions upon Life Steal, has a 3 second CD and only costs 3 energy. Plus, the hero actually uses it very well :D!
Long story short: team is great, spears are great, anthems are great, shouts are great, judgment is great, regeneration is great... but above all: THE POKEY IS GREAT!!!!!