Lets go with Full Support:http://us.battle.net/d3/en/calculator/monk#WdYRgQ!ZXV!cccabb
Lets work backwards from the Mantra because the other 3 just fit with a perfect CC/HEAL support that would make your team almost immortal.
MoH - Boon, Time of Need - Either of these runes are great. Boon gives a 15% max HP shield for 2 seconds. If you in the middle of a champion pack that you know is going to have some sort of AOE explosion when they die, for 50 spirit you can give everyone a shield and bonus healing for 3 seconds. It can be used as a "Oh $hit!" button. Time of Need gives 20% resistance to ALL FORMS OF DAMAGE. This include physical, magical, ranged, everything. 20% damage resistance is not bad for an on going passive heal.
Full support should have nothing less than this mantra. If you wish to use MoC with runes that add to targets damage reduction for support as well as free damage please feel free. I would call that half support. Doesn't make it less, its just both aggressive and defensive. MoH is full defense and that it why its Full Support.
Now as for the last 3 skills. Only one of these change out come the other support types. But that will come later.
Blind 3 sec, CD - 12.75 with BoY passive.
Inner Sanc 6 sec, CD - 25.5 with BoY passive.
Serenity 3 sec +2 for allies, CD - 17 with BoY passive.
Here is a scenario for you as the sole Monk in game. It only gets better with more Monks.
Dash to allies or target your allies are trying to burn down. Start the sequence.Total time passed in (##)
Blind 3 sec (3)
Inner Sanc 6 sec (9)
Serenity 3 sec (12) 2 sec allies (11)
@ this point you have a window of .75 seconds before Blind is back up.
Blind 3 (15)
So with just 1 Monk, you can ground and pound, CC, and Heal all your allies while keeping them immortal from ALL forms of attacks. The only hole in this is ranged DPS from afar. This can be healed through as you all stand on the Sanc and get heals, your MoH is healing, and any Life leech you may have will heal as well.
So looking at the time.
You have 15 seconds of all this immunity. Remaining cool downs after sequence is over.
Inner sanc starts @ 25.5-(6+3+3) = 13.5 seconds before you can do this again. (so right after blind is back up)
Serenity starts @ 17-(3+3) = 11 seconds.
So after your last blind. By the time it is back up for a 3rd go you can repeat this sequence ALL over again.
So for 15 seconds of complete control you have to wait 12.75 seconds before repeating.
Same idea as above but with less CC and more Damage.
Took out Sanc, which was our big heal, and slid in BoH. We still have a heal but you also just picked up 31% weapon damage, 61% additional damage to blinded targets. You can drop Serenity and keep Inner sanc if you wish as well. (see why with more Monks it makes this build even more ridiculous)
I changed out MoH for MoC. Again Half Support is a mix of all but leans towards more damage. MoC can be runed with whatever you wish. LL for heals, Damage per sec for Resolve, reduced damage for survival. MoC is a very versatile mantra and I see many monks using this come Inferno.
You can some good CC but the benefits shine when your buffing your allies with BoH and Guiding Light for bonus damage.
Now you can keep the 3 CC's if you like the idea of keeping everyone from being hit for 15 seconds and swap out MoH for MoC. Its still a strong support build with offensive properties of MoC. (btw, that is what i will be doing.)