Our build is pretty simple... 2 to 3 pure healers (add rebirth and vengeance)
3 elementalist (one casting wards and armor of earth) the others doing spiking or metors)
1 or 2 Necros (Minion master with Death nova for when they die, and or for the Vengeance Character that is casting wards and drawing groups)
and maybe 1 warrior tank... we have mixed this around some but basically that's it. 1 or 2 guys get vengenced and do a lot of dying, but also provide wards for the minions. Then nova bomb the agroed groups and take down with spike / meteor. Rinse repeat. occasionally you get a bad agro and have to retreat and do some rebirths, but that's OK... by the time you get to the end normally you only have -15dp much more then that. use a candy cane to get rid of it before bosses.
Key hint. DONT leave the bosses for the very last to kill. try keeping the patrol to the north alive and loop around after killing the last two worms. Kill the pop ups and patrol to the south, Then agro and pull the bosses south to kill (clear of the north patrols agro bubble). That way you always have time to claim your green drops. Then clean up the north patrol as they attack the spirits. ... kk have fun...
ingy...
PS: this is a LONG process. THESE greens are actually EARNED!!! this is how greens should have ALWAYS been. 4 levels of creatures just to get to the bosses that drop them. That is Wonderfull. However because of this. this process takes some time. Plan for this. Our groups ave around 3 1/2 hrs for a full run on the hall from tombs. With a designated 5 to 15 min break once we get to the courtyard... just pull away from the patrols and rest up for a while before starting out again. You will find your party members normally rather happy to go take a bathroom break or snack or something during this time... Then they are ready and LESS anxious when the bosses finally appear in the next level "hall of heroes".

Good luck....