I'm calling it Melandru's trapper build.
It removes conditions from your teamates, and uses those conditions for heavy health and energy regen. Making it the ideal start for a trapper build which needs plenty of energy.
R/Mo
I don't care how you do the attributes. Basic stuff. 16 ws plenty in expertise and rest in protection prayers.
Melandru's Resilience
Draw Conditions
Whirling defense
Barbed Trap
Flame Trap
Dust Trap
Serpents Quickness
Rez
Ok let's look at a typical Team arenas scenario.
Your warrior rushes out and targets an ele.
The ele uses blinding flash and the necro uses enfeeble.
A ranger poisons him and makes him bleed with hunters shot.
You target your team warrior and use draw conditions.
All his conditions are transferred to you.
You now throw on Melandru's resilience which gives you +2 health and +2 energy regeneration for every hex and condition on you.
So already you have +8 health regen and +8 energy regen.
Plus expertise really lowers the cost on traps but that's a given.
Since draw conditions is only 5 energy, you can use it plenty of times with the energy regen you're getting.
This helps out your team lots and helps you.
So I like melandru's cause I can't stand it when people interrupt troll unguent.
This is instant nice heal.
Of course not every team has a huge condition dealing base, but it's team arenas.
Whatever build you have, eventually you will run into a team that counters your build.
Draw conditions bugged me a lot when I first saw it.
I was thinking.. why would I want to take conditions from another person.
But then I saw melandru's resilience. Bang. New build.
You have to hurt yourself to help yourself

Gives your monk a little break too. Not much but it adds up.
If you use it give me credit