Such a guide would be useful, but incredibly long. I'll throw my 2 cents in for some generic advice-including builds would just bog the entire thing down (and my guild doesn't use specific builds-normally it's just a grab bag). This will also be for HM as NM....is well...NM.
Ooze Pit: [[protective spirit] is your friend. Interupts are also nice. Physical damage vs. the end boss can be troublesome, but it is doable. Degen is highly recommended, but DON'T USE AOE ON THE END BOSSES! Once you kill one, more will spawn. If you're not careful, you'll end up with all 3 bosses dead, and about 40 oozes to wade through. Best to kill one, quickly kill the spawns before they multiply and move on.
Cathedral of Flames: Lots of undead and enchanted weapons here. Things like [[guardian], [[defensive anthem], and [[aegis] are good for the enchanted. [[protective spirit] for the undead spikers help also. For Murakai, a BHA ranger does wonders.
Rrager's Manegerie: [[ebon vanguard assassin support] is your friend. You'll also need to deal with Charr rezzers: either [[frozen soil] or kill the rezzers (dominators and avengers). The Flameshielders will also be troublesome, so bring enchant removal like [[rip enchantment]. For Rrager and his pet, have someone able to remove Mark of the Master-getting hit with a 300+ spear attack from Hidespliterr sucks.
Catacombs of Kathandrax: BHA is your friend! Lots of elementals down here. Also bring things to remove burning and something to reduce the elemental damage. On the third floor, the becalmed djinns are annoying-if you can get away without killing one, kudos! But we also kill the first available one and just wade through the monsters. You'll want some blocking skills for your monks as they like to interupt.
Darkrime Delves: Go go [[protective spirit]! Anti KD is also useful, but it's best to also have alot of damage negation and anti physicals. If you bring a mesmer [[empathy] will tear up those Jotun.
Anvil of Dragimar: AoE is useful here. Also blocking for the dervish thingies as they can and will hit for 200 pts. of damage. For the end boss, BHA is nice, but not needed. I'd bring [[pain inverter] for the avalanches.
Frostmaws Burrow: I hate this one with a passion. Best advice-anti KD, [[protective spirit] and LOTS of hex removal.
Oola's Lab: Anti physicals are nice. Also watch out for the [[lightning orb] that gets thrown about.
Arachni's Haunt: Massive AoE ftw! [[spiteful spirit], [[savannah heat], [[rodgort's invocation]-just to name a few. MM would be of great boon down here.
Bloodstone Caves: Another [[protective spirit] needed dungeon. Just kill the enchanthed scythes first, then the forge masters-the shields don't do much and can be ignored.
Bogroot Growthes: Take Giriff's war-much easier to fit the memser boss at the end. Minor hex removal is recommended, but you can get by without it. Kill the rit toads first, then the paragon ones (I forget their names). For the boss, just pull carefully and kill the surrounding groups first. A MM is also nice here.
Shards of Orr: [[heart of holy flame]! Also, [[avatar of melandru] dervs with this skill will clean up. You'll need to watch the blindness and the earth spikes. Basically, massive holy damage will win the day. For Fendi Nin at the end, watch your enchantments when fighting his/her physical form!
Others can add to the ones I didn't mention