While tinkering with the Monk setups for the build, I have some alterations I'd recommend.
12+1+1 Protection Prayers and 7+1 Healing Prayers should be changed to 11+1+1 Protection Prayers and 9+1 Healing Prayers. You lose 4 Healing from Restore Condition, 3 Healing from Mending Touch, 5 Healing from Reversal of Fortune, and 5 Healing from Spirit Bond, but you gain 27 Healing from Gift of Health. You lose a total of 17 Healing spread across 4 different skills (4.25 Healing on average per skill), but have a net gain of 10 Healing across one skill. Gift of Health is a powerful ally-targeted Heal that works wonders on a non-Healing Prayers heavy skillbar, because you then avoid the Healing Prayers lockdown that occurs. With 3/4s cast and 5E cost, along with a short 5s recharge, gaining a boost of 27 Healing from that skill can really help out the LoD Monk in maintaining the parties' health, especially during or after a spike.
It just seems a much more efficient use of attribute points, IMHO.
Also, Signet of Devotion's main use is to power up Deny Hexes. This is a very clunky way of doing things, though. With a 2s casting time, plus the casting delay and the 1s casting time on Deny Hexes, you're talking a combined total of over 3s to remove 2 Hexes. Not to mention that if you get interrupted during one cast or the other, chances are you won't get Deny Hexes off with the power of 2, thus wasting time and Energy. IMHO, a better skill might be something like that suggested in one of the SotG articles, namely Divine Spirit. 10E cost, 1/4s cast, and 60 recharge, it reduces all Monk spells Energy costs by 5 (minimum 1) for 11s at 11 Divine Favor. This can be quite a boon when used at the right time, and the reduced cost of casting Monk spells really helps alleviate the high 10E cost of the spell. Having a 60s recharge does mean that it won't see more than a handful of uses during GvG, but on the other hand it means Deny Hexes will be powered up, worry free, for a full minute. That alone makes it a great skill to use in conjunction with Deny Hexes.
Divine Intervention was a skill I was also pondering about using, instead of Signet of Devotion. 5E, 1/4s cast, 30s recharge, it's a cheap and easy skill to get off. It has only a 10s duration, but what it does is miraculous, if timed properly. The next time target ally would receive damage that is fatal, that damage is negated, and the target is healed for 183 Health (at 11 Divine Favor). Not only is it a great, quick save against a spike, but it packs a whopping heal. Plus, just like Divine Spirit, the long recharge makes it a good combo for Deny Hexes. It takes a bit more skill to really get proper use out of it (Divine Spirit is more universal), but it can be a lifesaver, especially if the LoD Monk is preoccupied or otherwise unable to catch a spike (it happens).
Just some food for thought, from my limited Monking in AB, and from watching others Monk. I just personally feel, overall, that the build, while solid, could use a little tweaking, and these are my suggestions. I tried using Signet of Devotion to power up Deny Hexes, and it just does not work nearly as well in reality as it does on paper. Sure, it's nice to have an extra heal handy (and a free one, at that), but it just takes too long to cast, making it worthless for catching a spike, and difficult to use to power up Deny Hexes. In 3 seconds, someone could be dead or dying from massive Hex stacking, when a quick one-two combo would be much more preferable. Besides, the only real use I ever saw for Signet of Devotion outside of trying to grow Deny Hexes was for top-off, and that was usually covered by the LoD Monk long before the RC Monk could even finish casting Signet of Devotion. For catching a spike, the LoD had faster skill use, so by the time the Signet got off, you either over-healed, or only mildly provided benefit. Meanwhile, you're stuck not being able to remove Conditions, or anything else, while you're wating for the Signet to finish casting.
As to my over-extending, I don't have much comment. I've improved, ask anyone, but I know it can still be an issue. One really stupid death was from me not noticing Meteor Shower being cast on me until it was too late, so when I started moving I got knocked down. :/ I just flat-out did not see the animation until the first meteor hit, and by then it was too late to get out of the blast radius. I promptly died to a poor Eviscerate spike from 2 of the W/As, which could have been prevented had the Monks not been running. My own fault for not reacting quicker and having better awareness of what was happening to me. It really was a crummy spike, but it worked nonetheless.
I noticed in some of those games that I got targeted for spikes about three times as much as Docile did (the other Warrior out there, a CripSlash Conjurer). I took that as an indication I was doing something right for once. :P I really need to get a new computer built, too, because there are just times that I will get graphical lag or system lag at the WRONG time, throwing off my control and getting me body-blocked and unable to maneuver around until I'm pretty much dead. That also happens sometimes because my RMB is screwy, and doesn't always react when I click it. I should really replace it. :/ It's hard to overcome crappy pathfinding when your controls are so screwy. Oh well. I think I have a spare mouse kicking around somewhere that I might be able to try.
Oh, and I totally agree with you on the aggressive bit. I was chomping at the bit to get in there and tear them apart limb from limb while Demonclaws was telling us to hold back on the stairs. I understood at the time why he did it, I just didn't agree with it. I felt we had a decided advantage (one I told everyone, repeatedly, over TS - their Monks were at or near DP-out, because I would NOT let up on them, and neither would Docile), and by not pressing on that advantage we were losing it. They were broken, as shown by their resignations, but even before that we could have fought through them easily. They were not overly challenging, nor very skillful, and when we had them broken I felt we should have pressed that advantage to the fullest.
I digress. It was a fitting ending to our otherwise mediocre night. Facing off against two top-150 Guilds was just a massacre, but we certainly held our own, especially against the second match. I felt, with better skill, we could have won that one, but it would have been a challenge regardless. As it was, we lost, but admirably, and after a good long fight. Unlike the other, earlier match, where our GL was dead by 5:10. :P That was a sad, sad match. We crumpled like wet tissue, and I still don't know why. :P
12+1+1 Protection Prayers and 7+1 Healing Prayers should be changed to 11+1+1 Protection Prayers and 9+1 Healing Prayers. You lose 4 Healing from Restore Condition, 3 Healing from Mending Touch, 5 Healing from Reversal of Fortune, and 5 Healing from Spirit Bond, but you gain 27 Healing from Gift of Health. You lose a total of 17 Healing spread across 4 different skills (4.25 Healing on average per skill), but have a net gain of 10 Healing across one skill. Gift of Health is a powerful ally-targeted Heal that works wonders on a non-Healing Prayers heavy skillbar, because you then avoid the Healing Prayers lockdown that occurs. With 3/4s cast and 5E cost, along with a short 5s recharge, gaining a boost of 27 Healing from that skill can really help out the LoD Monk in maintaining the parties' health, especially during or after a spike.
It just seems a much more efficient use of attribute points, IMHO.
Also, Signet of Devotion's main use is to power up Deny Hexes. This is a very clunky way of doing things, though. With a 2s casting time, plus the casting delay and the 1s casting time on Deny Hexes, you're talking a combined total of over 3s to remove 2 Hexes. Not to mention that if you get interrupted during one cast or the other, chances are you won't get Deny Hexes off with the power of 2, thus wasting time and Energy. IMHO, a better skill might be something like that suggested in one of the SotG articles, namely Divine Spirit. 10E cost, 1/4s cast, and 60 recharge, it reduces all Monk spells Energy costs by 5 (minimum 1) for 11s at 11 Divine Favor. This can be quite a boon when used at the right time, and the reduced cost of casting Monk spells really helps alleviate the high 10E cost of the spell. Having a 60s recharge does mean that it won't see more than a handful of uses during GvG, but on the other hand it means Deny Hexes will be powered up, worry free, for a full minute. That alone makes it a great skill to use in conjunction with Deny Hexes.
Divine Intervention was a skill I was also pondering about using, instead of Signet of Devotion. 5E, 1/4s cast, 30s recharge, it's a cheap and easy skill to get off. It has only a 10s duration, but what it does is miraculous, if timed properly. The next time target ally would receive damage that is fatal, that damage is negated, and the target is healed for 183 Health (at 11 Divine Favor). Not only is it a great, quick save against a spike, but it packs a whopping heal. Plus, just like Divine Spirit, the long recharge makes it a good combo for Deny Hexes. It takes a bit more skill to really get proper use out of it (Divine Spirit is more universal), but it can be a lifesaver, especially if the LoD Monk is preoccupied or otherwise unable to catch a spike (it happens).
Just some food for thought, from my limited Monking in AB, and from watching others Monk. I just personally feel, overall, that the build, while solid, could use a little tweaking, and these are my suggestions. I tried using Signet of Devotion to power up Deny Hexes, and it just does not work nearly as well in reality as it does on paper. Sure, it's nice to have an extra heal handy (and a free one, at that), but it just takes too long to cast, making it worthless for catching a spike, and difficult to use to power up Deny Hexes. In 3 seconds, someone could be dead or dying from massive Hex stacking, when a quick one-two combo would be much more preferable. Besides, the only real use I ever saw for Signet of Devotion outside of trying to grow Deny Hexes was for top-off, and that was usually covered by the LoD Monk long before the RC Monk could even finish casting Signet of Devotion. For catching a spike, the LoD had faster skill use, so by the time the Signet got off, you either over-healed, or only mildly provided benefit. Meanwhile, you're stuck not being able to remove Conditions, or anything else, while you're wating for the Signet to finish casting.
As to my over-extending, I don't have much comment. I've improved, ask anyone, but I know it can still be an issue. One really stupid death was from me not noticing Meteor Shower being cast on me until it was too late, so when I started moving I got knocked down. :/ I just flat-out did not see the animation until the first meteor hit, and by then it was too late to get out of the blast radius. I promptly died to a poor Eviscerate spike from 2 of the W/As, which could have been prevented had the Monks not been running. My own fault for not reacting quicker and having better awareness of what was happening to me. It really was a crummy spike, but it worked nonetheless.
I noticed in some of those games that I got targeted for spikes about three times as much as Docile did (the other Warrior out there, a CripSlash Conjurer). I took that as an indication I was doing something right for once. :P I really need to get a new computer built, too, because there are just times that I will get graphical lag or system lag at the WRONG time, throwing off my control and getting me body-blocked and unable to maneuver around until I'm pretty much dead. That also happens sometimes because my RMB is screwy, and doesn't always react when I click it. I should really replace it. :/ It's hard to overcome crappy pathfinding when your controls are so screwy. Oh well. I think I have a spare mouse kicking around somewhere that I might be able to try.
Oh, and I totally agree with you on the aggressive bit. I was chomping at the bit to get in there and tear them apart limb from limb while Demonclaws was telling us to hold back on the stairs. I understood at the time why he did it, I just didn't agree with it. I felt we had a decided advantage (one I told everyone, repeatedly, over TS - their Monks were at or near DP-out, because I would NOT let up on them, and neither would Docile), and by not pressing on that advantage we were losing it. They were broken, as shown by their resignations, but even before that we could have fought through them easily. They were not overly challenging, nor very skillful, and when we had them broken I felt we should have pressed that advantage to the fullest.
I digress. It was a fitting ending to our otherwise mediocre night. Facing off against two top-150 Guilds was just a massacre, but we certainly held our own, especially against the second match. I felt, with better skill, we could have won that one, but it would have been a challenge regardless. As it was, we lost, but admirably, and after a good long fight. Unlike the other, earlier match, where our GL was dead by 5:10. :P That was a sad, sad match. We crumpled like wet tissue, and I still don't know why. :P