First members, the monks:
Monk/Warrior x 2
Divine Favour: 10 +2
Healing: 11+2
Tactics: 10
Word of Healing [e]
Signet of Devotion
Sheilds up!
Deflect Arrows
Healing Touch
Draw Conditions
Remove Hex
Heal Other
Word is a good heal under qz which is often found under nr teams as well. It’s also a good heal to boot if its not up. Signet of devotion, also good for strain healing, it’s free.
Removed Hex, seems a bit odd if your expecting nr, but if its not up youll need it. Draw conditions- Unlinked, but condition movement on the healers as well as the prot streamlines the prots job a little.
Healing Touch for self healing, heal other for anti spike maybe? Im not really sure what to put in its place, so suggestions? Considering qz and nr.
Shields up!, my recently discovered new best friend, gives aoe prot against rangers, and my, aren’t ranger teams popular atm

Was balanced stance, is now deflect arrows, since i fear rangers more than kd/as atm.
Elementalist/Monk x 1
Energy Storage: 10+2
Protection: 11
Earth: 10+2
Ward against Melee
Protective Spirit
Guardian
Reversal of Fortune
Shielding Hands
Mend Ailment
Martyr
Remove Hex
El/mo, for the energy. I was convinced of the idea that prot is about delivering large amounts of prot when it mattered, which means muchos energy. Ward against melee, not counter able by nr, but is a dam good prot anyways, and stacked with guardian is almost untouchable ness. Rof, hands, spirit, guardian, remove, martyr and mend are just the standard protty things, but the spam ones that can still be used under nr
Warrior/Monk x 2
Axe:
Strength:
Eviscerate [e]
Executioners Strike
Disrupting Chop
Frenzy
Restore Life
Watch Yourself
Distracting Blow
Warriors Cunning
Lots of ranger teams, and nr. That means high possibility of stances and preps. This guy is for going through those. Wild blow kills whirling defense, thing about ranger stances is, they’re good, but they got long recharge. Disrupting chop and distracting blow give him something to do when charging his adrenaline. Either monks or spirit spammers he can go at. Restore life for the ‘hidden’ res, and watch yourself gives extra aoe bonus, meaning if the monks stay close they can have around 130al against rangers. And everyone else has more.
Frenzy executioners strike, and evis for spiking. Will it be enough? Comments please.
Ranger/Mesmer
Expertise: 10+4
Wilderness Survival: 9 +2
Beast Mastery: 9 +1
Marksmanship: 9+1
Echo [e]
Debilitating Shot
Distracting Shot
Frozen Soil
Tigers Fury
Choking Gas/Signet of Humility
Fertile Season
Quickening Zephyr
Energy denial as the primary role, everyone knows the power of echo’d debil!
Distracting, well its standard, maybe get some spirits or a res attempt. Frozen… against just one of those things that is useful. Tiger’s fury /choking gas for lots of interrupts, or signet of humility? But this aint a condition team, so I don’t know how useful it’ll be.
Fertile Season gives the monks breathing room if you run into a spike team, and qz is to lay down if you run into a team that has monks unprepared for it. Your monks are, so take the advantage.
Necromancer/Mesmer
Soul Reaping: 8+2
Domination: 8
Death: 8+2
Inspiration: 8
Curses: 9+2
Putrid Explosion
Diversion
Enfeeble
Power Leak
Rend Enchantments
Channeling
Power Block [e]
Death Nova
This guy is a little all over the place, but the numbers come out alright considering his role. Still an interrupt/shutdown base with diversion power block and power leak. Channeling abuse by the spirits, and soul reaping mean hes ready to spam putrid. rend against none nr teams, ready for the spike, and death nova to take advatage of deaths. stacked with putrid its almost worth it. Enfeeble spam on rangers and warriors. blood has too long a cooldown.
Warrior/Elementalist
Strength:8+1
Hammer: 12+4
Earth: 10
Devastating Hammer [e]
Heavy Blow
Bulls Strike
Stoning/Frenzy
Wild Blow
Sprint
Shock
Aftershock
I think ‘lack of originality’ springs to mind when reading this build, although I would say it has a place. Shock after shock at the beginning, instead of waiting for adrenaline. After that, use devastating etc to trigger. The weakness given by devastating can be used to trigger the knockdown from stoning, but its energy and likelihood of being removed may result in it being replaced by frenzy perhaps? Sprint, bulls strike, heavy blow, all standard. Wild blow again stops stances. All the more important here since we might run into balanced stance, which shafts us.
TACTIC: build up adrenaline on none specific targets. the spirits go up during this time, qz is the one im thinking of mainly. the w/e might start some commotion with a shockaftershock, try and get the prot unloaded on one guy before the spike. When the spike comes, wa/mo use warriors cunning to bypass the wards and dodges etc, then they unload, along with the w/e, the designated target caller. The n/me takes one off monk, the r/me the other, which should leave one left over on most standard teams. That guy *should* die. Putrid and nova spam spread the other team thin, which maybe dislodges them out of wards etc. rinse and repeat till dead.
Now just to use it.
Comments etc?