What this thread needs is a reality check.
Ideally, I would bring the following:
1 Warrior: KD machine - hammer skills and/or [skill]Shock[/skill], [skill]Brawling Headbutt[/skill], [skill]Club of a Thousand Bears[/skill], with [skill]A Touch of Guile[/skill] for extra shutdown.
1 Dervish: [skill]Armor of Sanctity[/skill] + [skill]Veil of Thorns[/skill] + [skill]Reap Impurities[/skill] + [skill]Wearying Strike[/skill] + [skill]Contagion[/skill] + [skill]Dark Aura[/skill] + [skill]Signet of Agony[/skill]
1 Paragon: [skill]There's Nothing To Fear![/skill] + [skill]Go for the Eyes![/skill] + [skill]They're on Fire![/skill] + [skill]Save Yourselves![/skill] + [skill]Focused Anger[/skill] + [skill]Aggressive Refrain[/skill] + [skill]Hexbreaker Aria[/skill]
1 Ranger: [skill]Broad head Arrow[/skill] + [skill]Distracting Shot[/skill] + [skill]Concussion Shot[/skill] + [skill]Apply Poison[/skill] + [skill]Throw Dirt[/skill] + [skill]Screaming Shot[/skill] + [skill]Pestilence[/skill]
1 Necromancer: [skill]Foul Feast[/skill] + [skill]Plague Sending[/skill] + [skill]Weaken Armor[/skill] + [skill]Enfeebling Blood[/skill] + [skill]Epidemic[/skill] + [skill]Masochism[/skill] + [skill]Cultist's Fervor[/skill]
1 Elementalist: [skill]Mind Blast[/skill] + [skill]Mark of Rodgort[/skill] + [skill]Rodgort's Invocation[/skill] + [skill]Pain Inverter[/skill] + [skill]Finish Him![/skill] + [skill]You Move Like A Dwarf![/skill] + [skill]Blinding Flash[/skill]
1 Monk: [skill]Glyph of Renewal[/skill] + [skill]Divine Spirit[/skill] + [skill]Protective Spirit[/skill] + [skill]Patient Spirit[/skill] + [skill]Remove Hex[/skill] + [skill]Cure Hex[/skill] + [skill]Reversal of Fortune[/skill]
1 Ritualist: [skill]Glyph of Swiftness[/skill] + [skill]Attuned was Songkai[/skill] + [skill]Splinter Weapon[/skill] + [skill]Great Dwarf Weapon[/skill] + [skill]Weapon of Warding[/skill] + [skill]Wielder's Boon[/skill] + [skill]Soothing Memories[/skill]
Basically, the above is condition-way on steroids: Bleeding (D, R, W if sword), Blind (E, R), Burning (E), Cracked Armor (E, N), Crippled (D, E), Dazed (R), Deep Wound (D, E, W if axe), Poison (R), Weakness (D, N). Disease is absent because it may spread through the team on occasion, though the necro could just steal it off the party and throw it back if desired. Between Epidemic, Pestilence, and Plague Sending there should be no shortage of condition transfer whatsoever.
Weakness, [skill]There's Nothing to Fear![/skill], [skill]Save Yourselves![/skill], and [skill]They're on Fire![/skill] will all reduce enemy damage output greatly. The only real danger will be keeping the necro and the dervish from dying to sacrifice, but each of the party's healers has a way to spam their skills.
Damage-wise, there are no "big guns," but party synergy should more than make up for it. [skill]Splinter Weapon[/skill], [skill]Great Dwarf Weapon[/skill] and Cracked Armor will crank up the damage of the physical attackers, and the constant condition spam should keep the enemies at max degen. And that's without even mentioning the ever-popular boss-remover, [skill]Pain Inverter[/skill].
That's what I'd run in ideal conditions. In reality, though, most pugs lack any form of coordination, and always fall back to the "tried and true" methods. What you're most likely to see is:
1 tank (to hold aggro)
2 tank (to hold aggro when tank 1 dies/ragequits)
1 nuker (to spam Mind Blast)
2 nuker (to spam Searing Flames)
1 monk (to heal)
2 monk (to prot/bond/overheal/heal when monk 1 dies/ragequits)
1 necro (a.k.a. "battery," with or without curses spells)
1 "whatever joins" - Ritualist, Ranger, Dervish or Paragon, mostly - or yet another "redundancy" slot.
Yes, I know Mesmers and Assassins aren't on the list, but that's only because most Me or A players have long given up on getting into pugs (the recent Shadow Form incident notwithstanding).