The build I've been using follows:
12 + 1 + 3 Restoration
12 Inspiration
[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Wielder's Boon[/skill][skill]Inspired Hex[/skill][skill]Power Drain[/skill][skill]Leech Signet[/skill][skill]Resurrection Signet[/skill]
Build Theory:
The idea is to have a build with highly spammable, fast heals in the form of life-steals and standard heals. You also have condition and hex removal, as well as interrupts and energy management. The build needs to be highly mobile (thus no spirits) and still contribute to team dps. The life-steals are difficult to prevent (the enchants fire off too quick) and hard to mitigate.
Use:
Spam Weapon of Remedy and Vengeful Weapon on who-ever is taking damage. They do 75 and 60 point life-steals (that's armor ignoring damage) respectively. Take care to cast them when the previous one fires off, or you'll just end up unnecessarily over-riding the previous one. You can tell when it goes off by watching the sword symbol on their life bar. With the fast recast time on the life steals your target can withstand a ton of pressure and be putting out a ton of damage just by taking hits. Use the other 2 heals as necessary, but make sure you resort to the life steals first. Use Hex removal when needed and your interupts when the other teams pressure stalls (usually after their first meleer drops).
For TA and PVE, this build works incredibly well with a protection monk and two high-dps players. Having an assassin with a shadow step skill seems to work best as they can rush in solo, pull all the aggro and stand there and laugh while everyone dies around them. The hex removal on this build is very limited so consider that a weakness and room for improvement. If using this build as the primary healer or with another heal-specced monk, you need at least one solid spiker in the group or the fights just take too long.
I've tried utilizing Monk as a secondary but can't seem to make it work (keep in mind that it's the spam-ability of the two life-steals that are most important). Using monk e-management doesn't seem to work as well as Power Drain and Leech Signet. With 4 energy regen and careful attention to spell timing, the low cost of the spells is easily overcome with an occasional interupt.
I've tried including a single spirit to gain more benifit from Mend Body and Soul, but quite frankly using spirits slows the build down and decreases mobility. Plus, the second you pop a spirit you become a prime target; it's amazing how much you get ignored as a backline ritualist without any spirits.
Using this build in RA as the only healer with two dervs and an assassin, we pulled in 22 consecutive wins starting in RA and rolling through TA. It doesn't always work like that, but it's sure nice when it does
