Ok, now that you have "Finish Him" from the Bison Fight, here is that "Smiting A/P Monk" build I talked about. It is very powerful indeed, and gives a new lease on life to your monk character now that with 7 heroes on a team a human healing / protection monk is not that needed and most smiting builds have real energy issues. This build can just blast through the game if you have some decent heroes as well.
Attachment:
Template code is:
OwcT4Y44ZaXUNaBy6zmMLKmElAA
The way this build works is that you put Assassin's Promise (A/P) on a bad guy, then hit him with damage skills. I like to hit him with a Vanguard Assassin Support to start holding him in place and doing damage, then fire You Move Like a Dwarf to really stop him in his tracks and Kirin's Wrath to do serious damage. Be sure to use You Move Like a Dwarf just before Kirin's Wrath, or they can run away from the damage skill. It is a 5 second AoE skill. YMLaD will hold him in place.
By then, with most monsters, it is well below 50% health. NOW is when this build really shows off.
Hit him with Finish Him, and he dies. When he does, you get all your skills back fully recharged instantly, and a ton of energy (the bane of monks in general is running out of energy in a big fight). Now you just C-Space or Tab to move to the next monster, and repeat the process.
You can basically just kill stuff about as fast as you can click the skills. With a mob of level 20 or less enemies, you can do it so fast that you can end up with 3 or 4 Vanguard Assassin Support guys running around just cutting the crap out of everything.
For really tough enemies like bosses or Destroyers at the end of EotN, you might have to use a couple of the other damage skills to get him down to the point where Finish Him does the job. On these, hold off on using Assassin's Promise until they have lost some health, so it doesn't run out before the monster is dead. If it runs out before the enemy dies, you can end up with little energy and skills needing recharge. It takes just a bit of practice to see when to hold off on A/P on a tough enemy, and when to just use it first so the heroes don't kill the guy before you can cast it. On tough enemies it pays to call your target with CTRL-Skill so all the heroes are working on the same guy, and not off shoe shopping or having tea.
The only other time you can get out of whack is if you put A/P on an enemy, and he strips it off before he dies. This is another reason to get used to the timing of when to put it on. Too soon and you risk the enemy or enemy monk stripping it off. Too late, and your heroes will kill it before you can get A/P going on him. You might end up with A/P recharging and have to just use the smiting skills as normal until it becomes available again. As soon as it does though, you are right back on track and killing stuff as fast as you can.
I really like this build. I did the Fire Islands in Prophecies and pretty much all of EoTN with it, and just blasted through quests and missions.
I find it works better the more "rank" you have in the Norn Title (which makes both You Move like a Dwarf and Finish Him more powerful) but anything 4 or over is going to be ok. I also like to put Radiant insignias on my armor, to maximize the amount of energy the character has, and I use a 20/20 (HCT and HRC) single handed smiting wand and a 20/20 (HCT and HRC) smiting offhand from Leviathan Pits. What they call a "40/40 Set". That way you have the maximum chance of casting as fast as possible, and if you do get into recharge hell, you have a better chance things will charge back up faster. Not critical though, about any smiting weapon will do.
P.S. If you want to carry a rez, I would recommend losing that second skill, Spear of Light. I find it is the one I need / use the least. Keep the Bane Signet, it can be very useful if things get out of sync, as it doesn't require any energy. In general I just let most of the heroes carry a rez, and don't myself. To be honest, with 7 heroes on a team and no weedy/stupid henchies, as well as the new PvE skills available, I find I almost never regret not having a rez. Team wipes are pretty rare, as long as a hero can get you back up if you die.