I have created the ultimate 2 monk 1 MM/SSer necro team. One monk is built around Smite giving up some Divine Favor for the Flame smite of 25pts damage everytime he uses a skill on someone. Both are setup as healing monks because WOH rocks now. They both have mending touch and I only have 1 or 2 points in protection, to me just the mere fact they can remove 2 conditions with this skill more than makes up for the low healing they give. My MM/SSer is a 15 death/13 Curses that brings Spiteful Spirit, Parasite and Barbs from the Curses line and then uses the Bone Minions and 2 Summon Minions skills with Death Nova to create 100pt explosions and disease for 25 seconds and Blood Bond for healing protection and a cheap rez from the monk line in case of emergencies. The other monk is a Monk/Warrior using my blue 15AL 6 tactics shield I made with +30hp and +10 vs slashing and one monk is a Mo/N so he can bring blood ritual I can use to keep the others in energy. I'm just not a big fan of the protection line of healing unless I need protective bond like against "The Drought". Protective just doesn't have the ability to add a lot more hit points to a team mate as fast as the Healing line does, dual WOH is just awesome and I've played in hard mode areas with just my 3 heroes and myself and let them do all the fighting and we still win (and nobody dies) without any or hardly any of my own intervention. Sometimes I will turn the MM/SSer into an Ele instead of a monk and bring Mark of Rodgort so the two monks add to the damage when attacking with their fire weapons of +14pts every second the mob is on fire with their hits. This is when I'm ultra lazy and want them to do everything. Otherwise I just make myself a W/Ele and I bring Mark of Rodgort and I just wand things from the rear with my fire wand.
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The other advantage of this is it helps keep from aggroing more mobs that are very near. Though the Necros minions already do a pretty good job of that. lol
All n all though having my own two hero monks in the team is far far better than using the AI henchies who only have a limited selection of skills and those aren't very good. Plus Alicia suks so badly for getting out in front getting herself killed all the time. Mhenlo as well. At least with my controlling the very important monks I don't have near the party wipes as I did using only henchies and their stupidity play. I usually carry the elementalists and a Paragon. The occassional mesmer though most all the henchie AI mesmers suk really badly with their selection of skills also. I rarely ever take a melee class because they cause all kinds of agro when I just want to remain yards away and have the mobs run to us. Rangers and sins and Dervishers always sit on the sidelines. But, I'm looking into a Ritualist healer type as I've seen some good ones in PVP I'd like to know how they stay alive so easily. Anyone have a great Ritualist healing with perhaps some damage build? I could replace Dunkoro and try one out.
Also a good test of your heroes is to go to Jokanur Diggings and set up to play in HARD MODE, then goto Fahranur, The First City and just let your heroes fight. If you can survive that whole zone without them dying and not helping then you have a perfect hero group build. My heroes can smoke this zone in hard mode without my intervention.