Ok, on monks...I will just say that Unyielding aura far outclasses other elites ever since the buff, both for healing and prot. Right now a lot of folks are catching on, but I thought to be fair I'd talk a little bit about why. I would also like to state I'm trying to pick at Bakey for mentioning WoH, 'cause WoH is awesome.

Just thought I'd put a detailed analysis here.
First, let's compare UA to WoH (typically a favorite). The biggest thing we need to realize here, that while the potential heal from WoH is HUGE, we can't spam it endlessly (due to recharge). So, what typically happens is we alternate WoH with another spell (like patient spirit) and that is our
real maximum healing capacity under pressure.
On a 14HP/13DF pure healing bar:
Word of healing + Patient Spirit: 216 + 42 + 114 + 42 = 414 (207 per heal)
* Assumes target is under 50% health...else this only adds up to 320
Patient Spirit + Dwayna's Kiss (Under UA): 176 + 42 + 139 + 42 = 399 (~200 per heal)
* Assumes target has no enchants or hexes on them whatsoever. In PvE, it's not uncommon to get 300-400 from a single Dwayna's kiss alone. I know I'm counting the enchant from PS here, but this is still pretty fair I think.
Conclusion? WoH barely out-heals UA for single targets...in the
best of conditions. In actual practice, it lags far behind, with PS + DK often doing 500-600 and you don't have to wait until someone drops below 50%. Add in the fact that UA boosts all of the rest of your spells, as well.
So why not just run healer's boon for the extra speed/no -1 regen? It's basically a trade-off of...
* UA = -1 pip, HB gives increased cast speed (not typically an issue though since monk spells cast quickly)
* UA = affects healing prayers AND prot (dismiss condition), and most importantly, divine favor heals (heaven's delight/dismiss condition), effectively adding an extremely large amount of healing that HB doesn't for just 1 pip
* UA = Insta-res to full health/energy. With 2 UA monks, you can res 4 people in less than one second. This is incredible for reducing party wipes...especially if a monk drops (which can otherwise be devastating). Every other res in the game either a) isn't reusable b) takes too long to cast (especially for a monk in mid battle) c) doesn't res with much health/energy or d) is vengeance
* UA allows prot monks to run viably with 12/12 with no points in healing, and still do a lot of healing anyway
Builds:
Just guidelines, but here's what I typically run on heroes (or recommend for players)
* UA Protter:
http://pvx.wikia.com/wiki/Build:Mo/E_Unyielding_Aura_Monk
(If using a hero to prot, replace PS and GolE with power drain/leech signet and go 11+1+1/10+1/10 for DF/Prot/Insp. Heroes aren't very smart with PS/GolE at all.)
- If you are wanting to bond, you can go 12/12 with:
(divine healing/heaven's delight/aegis/Shield of Absorption/UA/blessed sig/life bond/balth spirit) - or some combination thereof. You'll still want to hang back, but can support the backline well with DH/HD/SoA.
* UA Healer:
http://pvx.wikia.com/wiki/Build:Mo/Me_Unyielding_Aura_Healer
Cure hex for optional.
If using a Hero, replace leech sig with ether signet. 11+1+1/10+1/10 suggested.
If using this on a player, you could just ignore the /Me and drop in divine spirit (selfless spirit may end prematurely more than you'd like as DH/HD will end it). You may also want to squeeze vigorous spirit in there - it's incredible for over-time healing on an often-damaged target and adds another enchant for DK. Basically a healer's boon build with UA instead.