Wouldn't really be handy to have all 8 for that. Given that each opponent may only have 1 of each degen type, I'd take 2 n/me's, and two me/x's, and maybe either a r/x or a w/r if you feel like it (for bleeding + poison degen).
That way, you can hit just over half the enemy team with 10 degen for a sizeable enough time, hopefully with enough for the necro's to Mark Of subversion (maybe w/ arcane echo) and the mesmer's to Backfire enemy monks.
As many of the above are long-range, you'll certainly want someone front-line, and then still have space for a pair of monks.
Target selection should start with enemy monks, and so any "Smite Hex" wouldn't deal any extra damage, and with luck will a) Be MoS'ed + backfired b) Take away backfire, and deal some damage (leaving all the lovely degen intact) c) if all that fails, it'll distract them from healing up all the other party members (it's hard for a monk to spread healing effectively).
If you are going for a Degen Team Build, I'd suggest:
N/Me [Blood/Curses] (Desic Ench, Strip Ench, Mark of Sub, Life Trans*, Faintheartedness, Awaken the blood, Arc Echo, ...)
N/Me [Death/Curses] (Wither*, Desic Ench, Mark of Sub, Faintheartedness, Arc Echo, Well of Suff ...)
Me/N [Dom/Ill/FC] (Backfire, Shame, <some energy denial skills>, Conj Phantasm, Epidemic ...)
Me/N [Ill/Isp/FC] (Migraine, Conj Phantasm, ...)
W/R [Swords/Wilderness] (Sever artery, gash, Apply poison, ...)
R/Me [Marksmanship/Wilderness] (Poison Arrow, Serpent's quickness, interupt skills, ...)
Heal monk
Prot monk.
That gives a team centred on degen (inc. energy degen) but still somewhat all-rounded and capable of lasting. Just will need a lot of organisation to make sure no duped hexes.
|