I disagree with your assessment of prot. Up until WoH buff/LoD and patient spirit was added, Boon prot /Blessed Light+gift protters were more popular than Healing prayers among monk players who were better than heal other/orison spam. Zealous Benediction invalidates Jamei's Gaze/Heal Other. Prot Spirit/Aegis/SoA is still used in conjunction with healing bars.
Let's look at Healing prayers:
* Word of Healing : the gold standard. 203+DF @14 Healing when the condition is met, 94+DF if not.
* Dwayna's Kiss is fueled by Protective Spirit/Seed of Life as well. The only enchantments you could really run from Healing Prayers are Vigorous spirit or Healing Seed.
* Healing Burst has an AoE heal and is on par with Zealous Benediction but is cheaper.
* Patient Spirit is crap when you have 2 heal monks. Why? Because of overheal.
[email protected] Heal ; 171 under Healer's Boon
* Healing Whisper is half range. Ethereal Light pushes ~100, under healer's Boon ~150. That's why I prefer Healing Burst.
* Healing Ribbon costs 10, so unless you're running triple melee or triple midline that doesn't spread out against AoE, you don't benefit so much (compared to Healing Burst). The same problem occurs with Healing Seed.
* Healing Touch is Touch range.
* Words of Comfort is better than Orison in condition heavy places. It heals for 100 in those cases without maluses.
* Light of Deliverance has been nerfed to lame recharge. You're better off with Divine Healing + Healing Burst.
* Signet of Rejuvenation only exists as energy management.
Looking at prot:
* Gift of Health means you won't be using Healing Prayers often. So it warrants a divine/smiter's boon/prot bar. Gift @10 = 105, which is more than Orison under HB.
* Dismiss Condition under UA heals for 80-90, which is close to 90% of Orison under UA. The difference is you need enchantments
* Protective Spirit makes healing in hard mode possible when lacking Shelter or "Save Yourselves!" It also gets better with Death Penalty. Try healing someone with 40-60 DP in Hard mode is like playing Whack-a-mole. Works even with prot as low as 4-6.
* Spirit Bond has more application to PvP, but against damage that isn't stupidly high (130+) it has more effectiveness than Protective Spirit.
* Aegis is 50% damage reduction partywide, and stops adrenaline gain. Only requires ~9 prot.
* Shield of Absorption makes damage packets manageable. 5 mobs on one person? SoA him. The hits turn to 0.
* Shielding Hands sees less use due to Seed of Life.
* Zealous Benediction heals for enough to be a heal, but with another monk in the team that has heals, it will be energy intensive.
* Boon Signet makes Protection Prayers heal for 80 (no DF), which is similar to Orison.
* Reversal of Fortune/Life Sheath is hard to get working at maximum effectiveness, it acts as a proactive element similar to Divine Intervention.
* Guardian is more situational than Aegis since you need to watch the field more. Only requires ~8 prot.
* Mend ailment deals with condition stacks better than Healing prayers. It's sort of like Dwayna's Kiss for conditions.
* Draw conditions: died with Foul feast buff and its nerf. Still used in PvP to clean blind/cripple/weakness though (and to take conditions off RC monk).
* Life Barrier/Life Bond+Balthazar's Spirit: died with "Save Yourselves!"
* Shield Guardian: nerfed to oblivion 10...34...40 is less than Divine Healing...
* Shield of Deflection: See Aegis/Guardian ; Save Yourselves killed it; energy cost too high for PvE.
* Reverse Hex: if this were 5 energy it's be Cure Hex's prot equivalent
* Divert Hexes: too situational
Prot is not as necessary in PvE other than Prot Spirit, Shield of Absorption/Shielding Hands, Aegis because Spirits, minions create extra targets, Save Yourselves negates most of its use. Seed of Life stands in for Shielding Hands, as a prot that effectively reduces ~20-32 damage per hit.
In 4 man, WoH is king simply because a 5 energy heal outdoes protting against 3 players (a spike tops out around 110x3=330). Against 5+ offense (GvG) you can't hope to WoH (203+DF). Infuse Health, Spirit Bond, and/or disruption is necessary. Aura of Faith saw use against Invoke spike. Aura of Stability is necessary to prevent KD but in PvE it doesn't matter as much.
Theoretical bars for "healing" with prot:
12+1+1 Prot
8+1 Heal
10+1 DF
1 Zealous Benediction (+170)
2 Gift of Health (+96)/Reversal of Fortune (up to +76, which is =a 152 heal)
3 Dismiss Condition (+71)
4 SoA
5 Seed of Life
6 Protective Spirit
7 Selfless Spirit / Glyph of Lesser Energy
8 Aegis
12+1+1 Divine Favor
9+1 Prot
9+1 Heal
1 Blessed Light (+131)
2 Gift of Health (+105)
3 Dismiss condition (+55)
4 SoA
5 Seed of Life
6 Protective Spirit
7 Selfless Spirit / Glyph of Lesser Energy
8 Aegis
12+1+1 Divine Favor
9+1 Prot
9+1 Heal
1 Boon Signet (+76 x2 , no DF bonus)
2 Gift of Health (+105)
3 Dismiss condition (+55)
4 SoA
5 Seed of Life
6 Protective Spirit
7 Selfless Spirit / Glyph of Lesser Energy
8 Aegis
We see a noticable lack of party heals when going into Prot instead of Healing Burst or UA + divine Healing/heaven's delight but much more damage mitigation. Also hexes are only dealt with by Cure hex/deny hexes/remove hex/holy veil. In areas where conditions are heavy, stuff in prot excels (see RC/mend ailment).
Without UA/HB, Divine Healing/Heaven's Delight heal about as much as Heal Party/Light of Deliverance.