Alright, to give this a little background before you look at it....
I've been getting heavy into "tactics", if you want to call it that, where maneuverability and how your lines moving affect the match - especially where the match is held and overextending your opponent. So I've thought about what gets people to over extend, break the lines, do stupid things....and here's what I've come out with:
-dying characters or spike (your monk is going down, they go for the kill)
-they're dying (they run)
-super threats are ahead
Now the last one is key, and I don't think most people understand this but when there is something out there that is a complete threat to your group you have to go for it....thus the Lure. The whole idea is to overextend their team because they have to move forward to kill something - and it's your job to make them pay for it.
Side note: This has to be played on Isles of the Dead or other such (movement challenged) guild halls - the whole idea is I want to force them through stuff they don't want to go through. The bridges/tar make this map pretty much one of the best for this build.
Alright, so the build:
-The idea is to have a frontline that just barely goes infront of the midline, extending conditions and pressure. The daze/burn/bleed paragon and blind/poison/cripple/burn (burning refrain) ranger......after running this just once in GvG, it's nuts the amount of pressure they spread.
-The midline is pretty empty, making their targets pretty slim. Paragon/Rt heals and does the anti-spike control, as well as keep the frontliners usually healed....all while the Defense ranger setups up his little wall of threat. After he's setup at least 2-3 traps, he moves back to setup the Lure with the main lure ranger (he sets up Lacerate and Toxicity....contemplating on switching Lacerate for the trapper-elite so he can't be interrupted - it's alright, but Toxicity is the big one)
-The Lure! These are those "oh ****" abilities you don't want up on the other team because they screw your guys: Nature's Renewal (all of my enchants are under a sec besides MoR - should be out before this lands though and not a huge problem since it's an AoE hex), Brambles, Toxicity and Frozen Soil (and Lacerate if I keep it). Ward against Foes is up infront, as is a Tripline so anyone who does make it close enough gets knocked down since they had to get through barbed traps and a cripling ranger to get there. Oath shot to reset if you lose some. (You'd be amazed at how Frozen Soil drives an entire opposite team to move)
-Monks are there for your standard anti-spike and healing+condition/hex removal. Gave them both bane signets to stop warrior charges (and knockdown gives 18second bleed) since you don't need smiting prayer stats to make it more effective. One necro has rotting flesh to throw out there on a whim (tempted to drop both of those for more healing, although paragon+3monks is pretty good, with all the trapper/ward defense - need an idea here to fill). There job is real easy with an Incoming! defense Paragon but eh, whatever works.
-Then your typical Mo/E runner - the group can split when necessary, usually the conditional ranger and healing paragon take off (both with nice movement increases) to deal with threats. Most split teams don't have massive conditional removal so they run when facing the ranger/paragon.
-Charging out with nearly a 20second "Fall Back!" of 33% increase of speed is huge in gaining ground when the match starts. Usually I can be setup by the time they show up
-As the pressure mounts from the conditions, you just slowly inch forward making them pay for any sort of advance.