I only play PvE, but I use a Mo/E. I find that if you play your character intelligently, it doesn't matter whether you use Mo/E or Mo/Me. As you will use your Monk side 99% of the time.
Benefits of Me for the Mo.
1) inspiration skills - gain energy by disrupt, healing self or stealing from others
2) inspiration skills - good stances for self-defense and providing small defense for others (via hexing foe to miss 25% of the time)
3) Echo/Archane Echo - good duplication of skills or spells
4) Keystone signet - allows you to instantly recharge Signet of Divotion or Blessed Signet
5) Best remove hexes around
6) Disrupt others from disrupting you
7) helps with offensive powers (illusion spells)
Benefits of E for the Mo.
1) Helps with defensive powers (protect vs melee, vs elemental, etc)
2) Reduce cost of spells (glyph of energy, of lesser energy, etc.)
3) adds more protection vs spells to self (obsidian flesh)
4) able to cast long recharge time spells instantly (glyphs)
5) adds to AoE if necessary
Cons for both E and Me
1) devotion to non-monk attributes (takes away from healing powers) to be usefull
2) AoE effects can still be used by both (chaos storm, meteor storm, earthquake, etc.) without a single point in the non-monk attribute, but only for spacing out monsters from yourself
3) using non-healing/divine favor spells takes away healing from the monk
Some spells from the mesmer's inspiration side to gain energy takes while to cast. Also takes energy to gain energy. This means that your net energy gain isn't as much as you may like. Same thing with Elementalists, the glyphs can only be used once (and don't stack) before a time for it to recharge. Reducing the amount of energy used (which again takes energy to cast) is not always worth the effort.
There are quite a few good elites for the healing monk to use, so using elites from other classes (like glyph of energy) is not a good idea. If you are the only monk in a group of 8, you must be very wary of you energy and who to heal. A reckless party member thinking you'll health them regardless of how much they aggro, you can let them die. Intelligent party members will allow you to heal them easier and without energy problems (or at least very little problems)
My build:
Divine Favor Max
Healing Prayer Max
Protection Prayer Rest
Divine Boon (provides extra healing and is a quick casting enchantment)
Orison Of Healing (massive healing with DF + DB for only 7 energy)
Healing Breeze
Word of Healing or Healing Hands (Elites)
Blessed Signet (regains energy of 3 per enchantment maintained, cost 0 energy)
Vigorous Spirit
Mending/Watchful Spirit/Remove Hex/Mend Condition
Rebirth
Depending on what our group will be encountering will determine which ones I bring.
Notice, my elementalist does not show up at all. My elementalist side is there incase our group has too many monks and no nuker.
