I suggest starting with The Lost Golemmancer since it's by far the easiest mission. We can then proceed through the asura areas.
Some skills we should generally be using about all the time:
EBS Honor
EBS Wisdom
Weaken Armor
Deep Freeze
After that it's far more versatile, depends which mission you are tackling - eles have several options, but there's only a handful of really good "straightforward" builds in each element, with a few skills you swap in and out. One thing to keep in mind is that we don't have the typical minion wall or SY spam 90% of PvE has grown accustomed to. We'll have to invest some more time into defense, fortunately eles have a ton of skills well suited to the task.
Another thing to keep in mind is that AoE works far better on herded foes- it will usually pay for a tank to grab aggro and pull enemies forward into a nice clump before we start blowing them up. These days a tank doesn't have to be a highly armor warrior anymore with just a few monk prots, although a few key ele spells can turn one of them into very solid tank choices.
For fire I think savannah heat or the sister assassin's promise DoT fire spam builds are generally best - with things like tenais heat, searing heat, maybe meteor and rodgort's supporting. Earth, smiting, and to some degree water are going to be stuck with DoTs anyway, we might as well stack it up with EBS Honor and some snare/KDs to keep foes from running. The counter logic to this is that without melee, we need some point damage to finish foes off - mind blasters tend to be better at that, while still able to pump out AoE and whatever ridiculously expensive spells you can think of.
Earth eles mostly pick between sandstorm and unsteady ground for nuking. Fill the rest of the bar with churning earth, eruption, ward against melee, and possibly stone daggers. The other main build is an obsidian flesh tank, but there's probably only going to be a few places were we really need to pull that out. Any standard earth ele can throw on stoneflesh aura or the mantra of earth/stone triker combo to tank reasonably well while still pumping out damage.
Air eles generally aren't going to be pushing the AoE, but they have some great defensive options. The two main defensive elites are Blinding Surge for destroying melee, and Thunderclap for destroying casters. The rest of the bar is not that impressive, but you can throw on stuff like arc lightning or chilling winds (we should have water hexes), gale to keep a monk on their rear, or lightning orb for the decent damage + crack armor. There's also the old lightning hammer spam builds with elemental attunement or ether renewal as elites if the defense isn't needed.... which I'm not sure is often.
The "best" spell on a water ele bar is perhaps snow storm, it has such a great recharge.... anyway theres the crazy interrupts and OK damage of maelstrom, deep freeze to slow scatter (very important), blurred vision to mess with melee. The water elites aren't that great for PvE, but you can push single-target damage with Mirror of Ice, Mist Form for tanking melee, or Ward Against Harm vs fire-heavy areas. I'd strongly suggest /me for the energy management of auspicious incantation + deep freeze combo.
The typical monk smite bar is well known.... ray of judgement, smite hex, smite condition, reversal of damage, castigation signet... throw in spear of light somewhere if you want. If we end up needing extra healing, the zealots defense + divine boon build is fairly helpful. Heroes are quite adept at playing either build.
Working with blood will be interesting because it's generally pretty bad outside of orders I think you're looking either at Blood is Power (or Well of Power) to energy everyone, Life Transfer for some AoE degen (usually redundant with burning), or spoil victor to take down bosses fast. Dark Pact + masochism should be stapled because it's such a cheap and reliable damage spam, the pinpricks should help finish foes off. This can be compelemented by blood of the aggressor for fast spam. Vampiric swarm is kinda OK too. I would avoid the many high recharge nuke skills left in the frequently nerfed blood line, utility like blood ritual, weaken armor or enfeebling blood will generally be more useful.
The backline is basically a typical resto rit (n/rt or e/rt or even me/rt) plus a healer's boon/UA monk. Because I hate hero monks though I'd probably concoct some crazy ether renewal healer if a hero does that job. Even the healing monks should spec a few points for prot spirit.