After seeing Rex's post I decided to make a team build, looking at this now I think I may need to add range damage to elementalists, that doesn't result in exhaustion, perhaps Stoning.
2 Elementalist/Monk (Earth/Protection)
2 Elementalist/Monk (Earth/Air/Protection)
1 Monk/Elementalist (Healing/Earth)
1 Monk/Necromancer (Healing/Protection/Blood)
1 Mesmer/Monk (Domination/Illusion/Smiting) (Based somewhat on Freyas Healer's Bane)
1 Ranger/Necromacer (Marksmenship/Blood/Curse)
Elementalist/Monk (Earth/Protection)- Assisting in damage by using Aftershock on a knocked Monk (Knocked down by Gale). Also tosses Shield of Regeneration, Shielding Hands, Life Bond, and Protective Spirit on the enemy's main assist. Obsidian Flame is used if the armor of the target has been increased via Watch Yourself, Armor of Earth, etc. Ward Against Melee can be dropped to stop any warrior assist trains.
Elementalist/Monk (Earth/Air/Protection) - Much like the first Elementalist/Monk, the difference is that these 2 have Gale, alternating it should be enough to keep a single monk knocked down permanently for around 10 seconds before exhaustion becomes a problem, top that off with 4 Aftershocks, that's 700ish damage (against 60AL) in the first few seconds, Protection Enchantments will be the bane against this unfortunately.
Monk/Elementalist (Healing/Earth) - Lots of healing, has Armor of Earth to fall back for extra armor, grasping earth to help outrun a tank.
Monk/Necromancer (Healing/Protection/Blood) - The Secondary Healer, has remove hexs and conditions to make sure everything is running smoothing, Blood is Power for tossing energy regen on elementalist and in particular the Mesmer/Monk. Strip Enchantment to keep the enchantments from staying on the main assist.
Mesmer/Monk (Domination/Illusion/Smiting) - Tossing Arcane Conundrum and Migraine, (on a protection monk hopefully) and using, Interrupts and Diversion to prevent anything from being casted on the main assist.
Ranger/Necromancer (Marksmenship/Blood/Curse) - Like the Mesmer/Monk the R/N will be providing interrupts on any 3rd Monk that may be present. Rend Enchantments to be casted on the main assist just before the Aftershocks land. Blood Ritual to help assist in energy regen.
2xElementalist/Monk
Earth 12+4 (16)
Protection 10
Energy Storage 8+1 (9)
Selected Skills Skill: Aftershock (10,3/4,10) [Spell]
Earth Magic Level : 16
Nearby enemies are struck for 105 damage. Knocked down characters are struck for 71 additional damage.
Skill: Ward Against Melee (10,1,20) [Spell]
Earth Magic Level : 16
You create a ward against melee at your current location. For 21 seconds, allies in this area have a 50% chance to evade melee attacks.
Skill: Obsidian Flame (5,2,5) [Spell]
Earth Magic Level : 16
Deal 118 damage to target foe. This spell ignores armor. This spell causes exhaustion.
Skill: Armor of Earth (10,3/4,15) [Enchantment]
Earth Magic Level : 16
For 30 seconds, you gain 63 armor, but move 11 % slower than normal.
Skill: Protective Spirit (10,1/4,5) [Enchantment]
Protection Prayers Level : 10
For 17 seconds, target ally cannot lose more than 10% health due to damage from a single attack or spell.
Skill: Life Bond (10+1 maintenance,2,0) [Enchantment]
Protection Prayers Level : 10
While you maintain this enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 21 points.
Skill: Shielding Hands (5,3/4,25) [Enchantment]
Protection Prayers Level : 10
For 10 seconds, damage received by target ally is reduced by 13 .
Skill: Shield of Regeneration (elite) (15,1,20) [Enchantment]
Protection Prayers Level : 10
For 9 seconds, target ally gains 8 health regeneration and 40 armor. This is an elite skill.
2xElementalist/Monk
Earth 12+4 (16)
Protection 10
Air 4+1 (5)
Energy Storage 7+1 (8)
Selected Skills Skill: Aftershock (10,3/4,10) [Spell]
Earth Magic Level : 16
Nearby enemies are struck for 105 damage. Knocked down characters are struck for 71 additional damage.
Skill: Armor of Earth (10,3/4,15) [Enchantment]
Earth Magic Level : 16
For 30 seconds, you gain 63 armor, but move 11 % slower than normal.
Skill: Gale (5,1,5) [Spell]
Air Magic Level : 5
Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Skill: Obsidian Flame (5,2,5) [Spell]
Earth Magic Level : 16
Deal 118 damage to target foe. This spell ignores armor. This spell causes exhaustion.
Skill: Mend Condition (5,3/4,2) [Spell]
Protection Prayers Level : 10
Remove one condition from target other ally. That ally is healed for 48 health.
Skill: Shielding Hands (5,3/4,25) [Enchantment]
Protection Prayers Level : 10
For 10 seconds, damage received by target ally is reduced by 13 .
Skill: Restore Life (10,8,0) [Spell]
Healing Prayers Level :
Touch the body of a fallen party member. Target party member is returned to life with 26 % health and 42 % energy.
Skill: Remove Hex (5,2,5) [Spell]
No linked attribute
Remove a hex from the target ally.
Mesmer/Monk
Domination 10+2 (12)
Illusion 10+1 (11)
Smiting 10
Fast Casting 5+1 (6)
Selected Skills Skill: Migraine (elite) (10,2,15) [Hex]
Illusion Magic Level : 11
For 23 seconds, target foe suffers health degeneration of 3 and takes 100% longer to cast spells. This is an elite skill.
Skill: Arcane Conundrum (10,2,20) [Hex]
Illusion Magic Level : 11
For 23 seconds, spells cast by target foe take twice as long to cast.
Skill: Power Spike (10,1,15) [Spell]
Domination Magic Level : 12
If target foe is casting a spell, the spell is interrupted and target foe takes 86 damage.
Skill: Power Leak (10,1,20) [Spell]
Domination Magic Level : 12
If target foe is casting a spell, the spell is interrupted and target foe loses 22 energy.
Skill: Diversion (10,2,5) [Hex]
Domination Magic Level : 12
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 47 seconds to recharge.
Skill: Shatter Enchantment (15,1,25) [Spell]
Domination Magic Level : 12
Remove an enchantment from target foe. If an enchantment is removed, that foe takes 83 damage.
Skill: Scourge Healing (10,2,5) [Hex]
Smiting Prayers Level : 10
For 30 seconds, every time target foe is healed, the healer takes 58 holy damage.
Skill: Restore Life (10,8,0) [Spell]
Healing Prayers Level :
Touch the body of a fallen party member. Target party member is returned to life with 26 % health and 42 % energy.
Monk/Elementalist
Healing 11+1 (12)
Divine Favour 10+1 (11)
Earth 10
Selected Skills Skill: Word of Healing (elite) (5,3/4,4) [Spell]
Healing Prayers Level : 13
Heal target other ally for 71 points. Heal for an additional 89 points if that ally is below 50% health. This is an elite skill.
Skill: Orison of Healing (5,1,2) [Spell]
Healing Prayers Level : 13
Heal target ally for 63 health.
Skill: Heal Other (10,3/4,3) [Spell]
Healing Prayers Level : 13
Heal target other ally for 161 health.
Skill: Signet of Devotion (0,2,5) [Signet]
Divine Favour Level : 11
Heal target ally for 77 health.
Skill: Purge Conditions (5,1/4,30) [Spell]
Protection Prayers Level : 0
Remove all conditions from target ally.
Skill: Armor of Earth (10,3/4,15) [Enchantment]
Earth Magic Level : 10
For 30 seconds, you gain 48 armor, but move 26 % slower than normal.
Skill: Grasping Earth (5,3/4,30) [Hex]
Earth Magic Level : 10
For 16 seconds, all adjacent foes move 50% slower but have +24 armor against physical damage.
Skill: Remove Hex (5,2,5) [Spell]
No linked attribute
Remove a hex from the target ally.
Monk/Necromancer
Healing 10+2 (12)
Protection 10+1 (11)
Blood 10
Divine Favour 5+1 (6)
Selected Skills Skill: Orison of Healing (5,1,2) [Spell]
Healing Prayers Level : 12
Heal target ally for 60 health.
Skill: Heal Other (10,3/4,3) [Spell]
Healing Prayers Level : 12
Heal target other ally for 151 health.
Skill: Healing Breeze (10,1,2) [Enchantment]
Healing Prayers Level : 12
For 10 seconds, target ally gains health regeneration of 8 .
Skill: Mend Condition (5,3/4,2) [Spell]
Protection Prayers Level : 11
Remove one condition from target other ally. That ally is healed for 53 health.
Skill: Convert Hexes (15,2,20) [Spell]
Protection Prayers Level : 11
Remove all hexes from target other ally. For 17 seconds, that ally gains +10 armor for each Necromancer hex that was removed.
Skill: Remove Hex (5,2,5) [Spell]
No linked attribute
Remove a hex from the target ally.
Skill: Blood is Power (elite) (5,1/4,0) [Enchantment]
Blood Magic Level : 10
Sacrifice 33% max health. For 10 seconds, target other ally gains +5 energy regeneration. This is an elite skill.
Skill: Strip Enchantment (10,1,20) [Spell]
Blood Magic Level : 10
Target enemy loses one enchantment, and you gain 55 health.
Ranger/Necromancer
Expertise 10+1 (11)
Marksmenship 10+2 (12)
Blood 10
Curses 5
Selected Skills Skill: Concussion Shot (25,3/4,10) [Bow]
Marksmanship Level : 12
If Concussion Shot hits while target foe is casting a spell, the spell is interrupted and your target is dazed for 17 seconds. This attack deals only 13 damage.
Skill: Pin Down (15,0,15) [Bow]
Marksmanship Level : 12
If Pin Down hits, your target is crippled for 13 seconds.
Skill: Punishing Shot (elite) (10,0,5) [Bow]
Marksmanship Level : 12
If Punishing Shot hits, you strike for +25 damage and your target is interrupted. This is an elite skill.
Skill: Distracting Shot (5,3/4,10) [Bow]
Expertise Level : 11
If Distracting Shot hits, it interrupts target foe's action but deals only 12 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Skill: Read the Wind (5,2,12) [Preparation]
Marksmanship Level : 12
For 12 seconds, your arrows move twice as fast as normal and deal 15 extra damage.
Skill: Blood Ritual (10,2,2) [Enchantment]
Blood Magic Level : 10
Sacrifice 17% max health. For 12 seconds, target other ally gains energy regeneration of 3.
Skill: Rend Enchantments (10,3,30) [Spell]
Curses Level : 5
Target foe loses 5 enchantments. For each Monk enchantment removed, you take 40 damage.
Skill: Strip Enchantment (10,1,20) [Spell]
Blood Magic Level : 10
Target enemy loses one enchantment, and you gain 55 health.
Bob's Team Build
Allmightybob