To respond to a comment a page back, I actually find Earth Elementalists super easy to get going. Sandblast is an incredibly powerful spell, especially against unarmored things, you just need to know when to use your rocks. Early game it's essential to use rockless sandblasts against things like lonely goblins/kobolds, small creatures, etc. With the exception of snakes. Those you need to devote rocks to killing. Also pick up any rocks you see, ever, and deposit them in your stash (only rarely am I encumbered by the time I reach the temple). As soon as you can reliably cast petrify your survivability shoots up, as long as you continue to play cautiously. Always have an escape route (i.e. a 1-square wide tunnel). In open dungeon levels without any tunnels, it's imperative to play like an Assassin. Very carefully. Keep staircases at your back and prepare to petrify
everything and run. It's better to do that than to risk getting surrounded, only to have an orc priest stroll into your fov with a big 'ole grin on his face.
Passwall, I've noticed, is not a great escape spell until you have quite a few Earth levels under your belt. There are almost always better escape methods. However when you can pass through 4 walls 6-7 turns it's really great to have, especially if you have Summon Elemental. Break an elemental out of the wall, sic him on the guys down the tunnel, and passwall out of there.
Lee's Rapid Deconstruction is great for situations like, opening a door to a room containing an orcish love dog pile. Petrify one to block the door and wait until he's completely still, then explode him until everything behind is dead. Using LRD can be pretty risky because of how fun it is. Before you know it you'll have no mana left, and as you run away you'll run into a stone giant or something equally ironic, and you'll frantically try to blink or teleport or spam sandblast.
So just play cautiously early on and always be aware of how much mana you're working with. Sif Muna's channeling is amazing for petrify. I can get a newborn EE off the ground 3/4's of the time without any trouble.
Oh and for people who don't play trunk..
They replaced fire elementalist's starting conjure flame spell with Inner Flame, which means we can no longer take on hordes of creatures with relative ease. Or escape with ease. It's like a (more) suicidal version of fireball. WHYYYYYYYY?
Though after playing around with it a bit I have noticed that with perfect positioning and timing, you can do some serious damage to "trouble" creatures early on. Is there an ice beast standing next to sigmund? Inner fire that bastard (the ice beast) and blow it up. Hell, you can even do decent damage with goblin bombs. So while FE's have lost a lot of early survivability, they've gained some quirky nuking power. I still preferred conjure flame's great utility and nuking power though..