As a primary monk, my favorite defensive group mate would be an Me/Mo with Inspiration + Domination or Illusion + Healing. If he packs different monk enchantments from mine (target other), they stack efficiently, and his primary mesmer is perfect for energy management and caster interrupts (basically to stop other mesmers), or anti melee enchantments. Here's a quick an dirty draft of what I'd start with.
Assumed items:
+1 to Fast Casting
+1 to Illusion Magic
+2 to Inspiration Magic (rune + mask)
Attributes: (cost)
Fast Casting: 1+1 (1)
Illusion Magic: 10+1 (61)
Inspiration Magic: 10+2 (61)
Healing Prayers: 11 (77)
Total attribute points used: 200/200
Skills:
1) Energy Drain (availability) (elite) - (5,2,20) Steal 18 energy from target foe. This is an elite skill.
2) Power Drain (availability) - (5,1,25) If target foe is casting a spell, the spell is interrupted and you gain 25 energy.
3) Leech Signet (availability) - (0,1,45) Interrupt target foe's action. If that action was a spell, you gain 13 energy.
4) Arcane Conundrum (availability) - (10,2,20) For 23 seconds, spells cast by target foe take twice as long to cast.
5) Sympathetic Visage (availability) - (10,1,30) For 17 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy.
6) Dwayna's Kiss (availability) - (5,1,3) Heal target other ally for 48 health and an additional 16 health for each enchantment or hex on that ally.
7) Healing Seed (availability) - (15,2,25) For 17 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 health.
8) Mend Condition (availability) - (5,1,2) Remove one condition from target other ally. That ally is healed for 5 health.
__________________
|