I find some people might be underestimating the power of CC. Especially when coming across those irritating super minions. This build has a main focus of damage reduction, sustain, CC and mobility. I am not really concerned about my damage, I am shooting to be a tank and I'm sure my group will be able to deal the damage necessary.
Crippling Wave is used for the obvious damage reduction and movement/attack speed slow.
Exploding Palm w/ Golden has to be the best spirit generation IMO.
Dashing Strike for mobility and dodge.
Tempest Rush will give you massive damage reduction, mobility, CC and is a great way to burn Spirit for Transcendence/Weapon Enchants. Tempest Rush I think is undervalued right now for its knock-back/slow effects.
Blinding Flash to me is impeccable. Even if the CC breaks it is an 80% miss chance. This will be huge for special mobs and from what I've seen it may even work on bosses. It is also what I like to call an "Oh S**t" button to save those who need saving. Short cooldown is icing on the cake!
Resolve / One With Everything are must have choices for a tank. Crippling Wave, Exploding Palm and Tempest Rush will all activate Resolve easily.
Transcendence is going to be outstanding. At healing 16 life per point of spirit thats 1600 health every 100 spirit spent. With the mobility and damage reduction of this build if you ever get low you can run away, single a target out and heal up than go right back in. Even though the damage reduction + healing should be strong enough to tank most fights head on. This combined with the Monk Only enchants will easily make Monks one of the best sustained fighters in the game.
This really is too tough to theorize. I personally will do a lot of tinkering with Mantras. As a monk we need to perfect the balance of damage reduction, dodge and healing. On paper this is how I rate our Mantra's for tanking:
#1 Mantra of Healing: This is our best Mantra if our equipment is able to cap or soft cap our dodge/evasion. The healing is substantial and as a tank we benefit from every single rune option currently available.
#2 Mantra of Evasion: This combined with our bonus from Dashing Strike is all the dodge we need. Obsidian Rune for more Damage Reduction or Crimson for more DPS, which might be needed in this build, we'll see!
#3 Mantra of Retribution: Obsidian Rune (High Chance to Stun) or Golden Rune (Spirit Gen) could be very promising from this, both very useful for a tank. Both are so useful it is hard to decide.
#4 Mantra of Conviction (Alabaster Runed): Considering we should have Crippling Wave, Tempest Rush, Resolve, Armor/Defense and Magic Resist for damage reduction I think it is safe to rule this Mantra out.
End Game Build
This build assumes we can attain the following with our items:
40% Crit (20% Dodge with Sixth Sense)
Max Resists (Using One With Everything)
Two Monk Only Healing Per Spirit Weapon Enchants
A Decent Health Pool
Sixth Sense (20% @ 40% Crit) and Dashing Strike (32%) is 46% dodge (if I did the math right). With our high damage reduction it should be all we need.
Tempest Rush (50%), Crippling Wave (40%), Resolve (30%), Defense, Armor and Magic Resist is all the DR we need. The interesting concept here is Resolve and Crippling Wave reduce damage the ENEMY does where Tempest Rush reduces the damage done to YOU. Seems like a great way to avoid any "Diminishing Return" type effects. Nevertheless these three skills are all we need for DR.
This should be all the healing we need and allows us to drop Transcendence out of our build. Our Mantra of Healing is also going to be one of our main End Game tank Mantra's.
This build assumes we have max resists and sufficient health. This leaves either spirit gen (1.4/sec), extra healing or a group automatic "Oh S**T button". The extra healing to me is going to be the best function. It will help heal us up as we run around using Tempest Rush when low.
Mantra of Retribution:
Golden Runed for spirit generation or Obsidian for a HIGH chance to stun melee. Stuns are effectivly a 100% damage reduction debuff for 2 seconds. Incredibly tough to choose from.
Mantra of Evasion: Our dodge should be fine without this, it would bump our dodge to 60%
and either add DPS with Crimson or DR with Obsidian (Armor).
Mantra of Conviction: I rule this out since we do not need damage reduction and the healing rune is only necessary on bosses I think.