-Touch of karma (essentially a bubble without the -50% dmg part) that if you are retarded and hit into it, transfers dmg to a chosen target, also has a fairly short cd.
Has a facing requirement and 20 yards range glyphed, so if a hunter and a rogue open on me with all cds and trinket proccs I can't Touch of Karma anything since rogue is still in stealth.
Also the dot we apply double dips by resillince, it does around 40k dmg to someone if i absorb 350k
Also you can just cloak/detterence it
Our so called "dispell" removes poisions or diseases. woopdiedoo
-An insanely good freedom with 70% speed increase for 6s on a 30s cooldown that breaks any root or slow in the game which they can use on anyone. Sprint has a 1m cd that doesn't break anything with an 8s duration (not saying rogues are bad, subterfuge Huehuehue)
It's really good indeed altho it's not a freedom we can instantly get resnared/rooted
-A cloak (that transfers debuffs to their original casters)
It removes our dots and puts them back on the caster (double dip resil again) and makes us take 90% less dmg from magical attacks for 5 seconds, it does not make us invincible like DK's or rogue's.
-A pet that stays 45s and is literally unkillable with pretty good dmg.
A pet that has the down syndrome and just attacks w/e it wants and puts dots on what ever me or my partners try to CC.
-Ring of peace XDXDXDXDXDXDXDXDXDXDXDXDXDXDXD, seriously what the F, atleast it will get DR in 5,3, can disarm dk's for 16s + silence if u cast in it., still haven't seen a CD nerf being planned.
It is getting changed next patch which will make it more balanced.
Right now it just kills any warrior/dk as they can't do anything other then 1 magical abillity each 3 seconds.
A rogue however can walk out and spamm shuriken toss and still do good dmg.
-I think i haven't seen 1 monk EVER use zen meditation (the thing that absorbs 5 incoming harmful spells for your team in 30 yards range, which is pretty decent) decently, although it has a 3m cd, i think u can seriously save your team extremely well with it.
On paper this abillity sounds amazing however it breaks on any melee damage taken (so much for zen meditating a trap vs a thugcleave that rides my ass)
Also it is interruptable by anything wind shear, CS, Silence, Deep so if the first cast is a deep then I take it instead of my healer and it instantly stops the zen meditation. (it's great to take a deep tho don't get me wrong but it shouldnt break on melee dmg imo)
-A incapacitate on a 15s cd with a retarded range that can cc you for 4 or 6 seconds depending if its in the front or back respectively.
This abillity DR"s with the most common cc's Trap, hex, sheep
-Fists of fury, 25s cd... untrinketable stun for 4s in a cone infront of you, although it splits dmg when there are more targets, if he picks u off alone u will straight up die if set up well.
This abilitty is really stupid for not being trinketable, however the dmg becomes really shitty when there is more then 1 person in it (hello pets)
Then there is the jump, if people decide to jump the moment i decide to fist I do stun them but don't do dmg to them, I'm just standing there fisting the air like the monk champ I am.
To fix monks we need some sort of passive dmg reduction, maybe brewmaster stance for Windwalker monks.
This ofcourse has to come along with the RoP change that is incomming and a change to our Fist of Fury stun.