Hi There,
I'll give you my blunt opinion (and its only my opinion). It wont be informed much of the time.
Healing Breeze – (10e) casted a lot to keep team mates alive and healthy
This is a PvE skill. Maybe with very good energy management you could have some fun with the low recast time and spamming it.
Orison of Healing - (5e) as their or my health gets low
A staple healing spell.
Divine Intervention - (10e) for others and myself
I do have to take a look at this one myself after reading it. Got some prot like properties but dont need points in prot to use it. But I think I'd still prefer hybrid some prot skills on them for damage mitigation.
Healing Touch - (5e) good heal
Yes, good self heal.
Rez signet - a must have
I dont think its a must have. But I concede many do.
Sheild of Judgement (Elite) - (15e) Costly but keeps me standing for 15 secs or so as long as nobody remove this enchantment
All those points in smite just so you can do this? Put them in prot and open a whole new world of possibilities of damage prevention. Or even beef up heal and run around a lot more.
Empathy - (10e) seldom used to keep warriors off me
Backfire - (10e) help the team take out the other monk
I'm going out on a limb here and saying these have no place in any monk build. Let the others damage, shutdown etc.
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Discussion:
The differences between PvE and PvP are that PvP players will (arguably) be a lot smarter and more focussed in their attacks and PvP evolves and this week's good monk build might not be next week's. That said here are some suggestions. And its all must my opinion.
There are 3 main types of group defence monks. Heal, protect and hybrid. What you need depends on where you play and who else is in your team. The 3 main factors are be able to keep group alive (have some heal and/or prot spells), have enough mana to keep doing it (energy management) and keep yourself alive (monks are not as good at keeping themselves healthy as they are others so you may have to take special measures).
One more thing. Lots of people think that in the time it takes a monk to res somebody more damage will be done to the team than is recovered in the res. Many monks, including me, dont carry res signets. Pretty much everybody else should.
4v4
A lot of new PvPers start out here. In my opinion hybrid monks work much better here. Protection is the only way to stop really big hits and heal is needed to counter degen and smaller hits and top people up over time. Also you will frequently be the main target in this setting. Usually you wont have any help so you have to do it all yourself. You might like to try something like.
Mo/E: Even spread of points across Divine, Healing, Protection and a little less in Earth magic.
Osiron of Healing, Healing Touch, Healing Hands (E), Shielding Hands, Reversal of Fortune, Mend Ailment, Smite Hex and Armor of Earth.
You could play Mo/Me with Inspiration for Inspired Hex, Energy Drain(e) and hex breaker. Especially if you wanted a bit less defence and a bit more energy management. Remember in 4v4 you cant hope to counter everything you will encounter. The quality of play is generally low but you will every now and then lose to a strong group that you cant easily counter.
I dont recommend Empathy or Backfire. You have enough jobs without taking on the killing of enemy players. Think, stay alive, keep others alive and having enough power to keep doing it. I dont think breeze cuts it at all. I have no experience with divine intervention, though I have heard it can be used in a tricky manner with unyielding aura (bug??).
<after rereading your post, the below might be a bit OT. But, wow, I had a lot of fun writing it. And maybe it will be useful to somebody!>
8v8
I think this is where the fun is. And I have a lot more experience in tombs than I do in GvG. Though I think for the most part its transferrable. In this setting popular builds change very rapidly so your healing setup will have to change to meet new conditions. Also there is no good build that doesnt fit in with the rest of your group. So vary to match your group. Its generally accepted that there should be 2 heal specced monks and 1 prot specced monk (but there are lots of alternatives here. I think there is a real place for hybrids here too, especially in the current environment). Energy managment is much more important here. You will have 2 other monks to help keep you alive so self preservation is a little less important.
To start, I'd say pick either Protection or Healer spec and go with it.
Prot, something like:
Mo/Me Aegis, Reversal of Fortune, Shielding Hands, Guardian, Protective Spirit, Mend Ailment, Inspired Hex and Energy Drain(E)
Heal, something like:
Mo/Me Osiron of Healing, Dwayna's Kiss, Healing Touch, Heal Other, Healing Seed, Mend Ailment, Inspired Hex, Energy Drain(E)
I am keen on Energy Drain, but lots of people like to use Offering of Blood instead.
These are pretty generic builds. The group I run with tweaks it for current conditions. Right now smiting is still popular, mass attack with enchanted warriors (called IWAY) is popular, enchanted ranger spam is popular (or starting to be). These mostly involve lots of smaller quantities of damage.
One last thing. With the basics in mind, understanding of game mechanics, current strategies and what your team mates are up to is much more important than build. Build is just a starting point.
Cheers,
pin