it is laid out here.
Class: Monk / Necromancer
Assumed items:
+1 to Divine Favor
+1 to Healing Prayers
+2 to Smiting Prayers
Attributes: (cost)
Divine Favor: 3+1 (6)
Healing Prayers: 12+1 (97)
Smiting Prayers: 12+2 (97)
Total attribute points used: 200/200
Skills:
1) Zealot's Fire (availability) - (10,1,30) For 60 seconds, whenever you use a skill on an ally, all foes adjacent to your target are struck for 32 fire damage.
2) Tainted Flesh (availability) (elite) - (5,1,5) For 20 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes diseased for 3 seconds. This is an elite skill.
3) Vigorous Spirit (availability) - (5,1,4) For 30 seconds, each time target ally attacks or casts a spell, that ally is healed for 12 health.
4) Healing Touch (availability) - (5,34,5) Heal target touched ally for 54 health. Health gain from Divine Favor is doubled for this spell.
5) Orison of Healing (availability) - (5,1,2) Heal target ally for 63 health.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 8.
7) Retribution (availability) - (10+,2,0) While you maintain this enchantment, whenever target ally takes melee damage, this spell deals 33% of the damage back to the source.
8) Essence Bond (availability) - (10+,2,0) While you maintain this enchantment, whenever target ally takes physical damage, you gain 1 energy.
this is just down right simple to use if you can obtain these skills.
just cast your two enchantments on (essence bond and retribution)
run up to a pack as large as 6 white mantle and cast zealots fire.
next cast will be your elite skill tanted flesh. MORE INFO ON THIS BELOW
after you have zealots fire and tainted flesh up, all you do is use your 4 healing skills over and over. they all have low energy cost 5/5/5/10, and they all cast in 1 second or faster.
after 20 seconds if the mantle are still alive, you would need to cast tanted flesh again, it only costs 5 energy.
why did i not put any points into death magic? well its pretty simple, more points only increased the time the enchantment lasts. it also increased the diseased time, but lets think about that, white mantle do not run away from you for no reason, they keep attacking unless you are too far from their base. so the time they are diseased really dont mean jack, because they will hit you over and over thus making themselfs diseased again before the first went away, thus overlapping the diseased condition, but it dont stack, just overlaps. and 20 seconds for no points into this tree, good enough by far considering it recharges in 5 seconds and only costs 5 energy to use.
this is as simple and easy as it can get to solo riverside for loot. just stick to the main trails and avoid the mesmer undead. run into the white mantle and dont be shy, your a monk for cryin out loud, the mantle are hack and slash kinda guys, you have 4 healing skills and that should be enough by far to keep you alive. and best of all, they will kill themselfs pretty fast.
with the help of your low armor (monk armor that is) they will be taking 32-33% damage they give you right back onto themselves and have a -4 health degeneration along with 32 fire dmg about every 2 seconds. and this isnt just one mantle, its going to all the mantle attacking you at the same time.
add up the numbers and this is pretty solid damage over 20 seconds.
simplicity at its best for solo riverside runs for extreme looting.
this covers killing the white mantle melee, the zealots, the hill giants

enjoy
~superj24
btw, this is my favorite solo charater for looting.