So the first one one the menu will be an ele team. I am by no means an expert on these professions, so any input would be appreciated.
Powerhouse: Right now it looks like searing flames is a pretty good way to deal massive amounts of damage.
[skill=text]Aura of Restoration[/skill]
[skill=text]Fire Attunement[/skill]
[skill=text]Searing Flames[/skill]
[skill=text]Glowing Gaze[/skill]
[skill=text]Liquid Flame[/skill]
[skill=text]Glyph of Sacrifice[/skill]
[skill=text]Meteor Shower[/skill]
[skill=text]Resurrection Signet[/skill]
This is the build straight off wiki(couldn't get all the cards to work , so text will have to do.) Decent energy management from Glowing gaze, but I you could always switch out Glyph of Sacrifice for more(though the insta cast meteor shower is nice) The main thing to remember is that there will be 5 of these, so it may not need all these offensive abilities. If someone could recommend a tweak to add self defense, I'd greatly appreciate it.
Now we need someone to grab and control aggro, and we have several options in this experiment. A trapper/interrupter to help pull, a water ele for snares and slow downs, or the good old mm.
For the sake of keeping ele's in the mix, lets use the water ele. Another build straight off of wiki:
[ skill=text]Ice Spikes[/skill]
[skill=text]Shard Storm[/skill]
[skill=text]Deep Freeze[/skill]
[skill=text]Draw Conditions[/skill]
[skill=text]Heal Party[/skill]
[skill=text]Ether Prodigy[/skill]
[skill=text]Resurrection Signet[/skill]
This build leaves a blank space, so we've got tweaking room. Draw conditions should probably be replaced with a hex removal, and ressurection signet with a hard res. Since this build is e/mo, it can continue to double as backup healer. To use a different secondary would open up options: ranger would give access to traps and interrupts to help with pulling and aggro control, while mesmer would give slowdowns and hex removal.
Final Option: ignore your secondary except for res and take more aoe such as [skill=text]Grasping Earth[/skill] or [skill=text]Ward Against Foes[/skill] to toss at a choke point.
After that we don't have much more to discuss. We have 5 damage eles, a slowdown ele, and 2 slots open. We can go with the traditional approach and toss a minion master and a monk in, or we can go with a slightly different approach and toss in a Warder and a monk.
I couldn't find a build on wiki for this, but here's what I could cobble together.
[skill=text]Ward Against Melee[/skill]
[skill=text]Ward Against Harm[/skill]
[skill=text]Ward Against Foes[/skill]
[skill=text]Armor of Earth[/skill]
[skill=text]Kinetic Armor[/skill]
[skill=text]Sliver Armor[/skill]
Ward against elements could be used if you wished to cobble together Greater Conflagration and winter, giving you +24 armor against anything, but leaving you unable to use Rodgorts invocation. Energy management would of course be needed, and if you keep Kinetic armor you'll need a good spammable spell to allow you to wear it. Self-heal or res wouldn't hurt either.
That's all I've got for now(without repeating myself), hopefully some of you will be interested enough to correct my mistakes and build a better mousetrap.
But that's just my two cents