My impression is that we'll need at least 1 or 2 of the defensive passive to stay alive in Inferno without the 15% cut (more against spells) to our survivability.
It works with the Wizard because they have the tools to not get hit, they can survive in that world via kiting and trickery.
The Monk on the other hand needs to get hit occasionally by virtue of being in melee.
The monk has a lot of creative untapped potential with passives. I'd really rather see something that opens up build options and the "Glass Cannon" idea really doesn't for the Monk.
We really need some clear cut offensive abilities to compliment some existing builds, beyond that we could use some new passives to promote new builds.
Here are some examples that I think would be neat and potentially have the synergy to inspire new builds:
Inner Spirit: You deal 20% more damage, but generate 20-30% less spirit.
Allows for builds that rely on more spirit generators but fewer spirt spenders, for example, you might choose to take 3 spirit generators instead of the standard 2, or you may choose spirit spenders which you need to use less frequently such as mystic ally.
Brilliant Aura: For 20-30 seconds after activating a Mantra, you retain the benefit of any other mantra you were using beforehand.
In this way, players would be punished less for taking more than one Mantra and really opens up some additional build diversity.
Resilient Spirit: Doubles the duration of conditional buffs/debuffs received from abilities which provide a buff or debuff your enemy.
Many duration based buffs from runed abilities feel just slightly too short. There's a lot of builds on the forums based on stacking all kinds of synergies together based on these abilities but they just don't work when you start thinking about the amount of set up required. This would enable builds to better take advantage of things like Static Charge (Obsidian - Fists of Thunder), Keen Eye (Alabaster - Deadly Reach), Foresight (Crimson - Deadly Reach), Breaking Wave (Alabaster - Crippling Wave), Concussion (Obsidian - Crippling Wave), The Flesh is Weak (Obsidian - Exploding Palm), Sweeping Wind (with any rune), Blazing Fists (Obsidian - Way of the Hundred Fists) - I'm certain there are more in the spirit spender section, suffice to say you would be able to make stronger builds by stacking more of these for longer, probably at the cost of certain spirit spenders thus opening up a variety of new builds. (These builds are floating around the forums already but my suspicion is that they aren't practical enough for legitimate in game use).
Before I continue with ideas I'd like to note: I feel the monk is lacking in the department for critical hit synergy. That is to say that I'd like to see the possibility of a crit focused build as opposed to an attack focused damage build.
That having been said, we need more offensive passives in general before we toss in crit specific passives otherwise nearly all offensive builds will just focus on critical hits.
Anyway, on with some more passive ideas:
Aggressive Leader: When you critically hit with a melee attack, heal the nearest ally/allies who are low on HP based upon the damage dealt.
This is intended to be an alternative to some of the other healing focused monks rather than a straight addition to the current "Super Healer" monk. The idea would be to maintain the feel that the Monk is healing, but he's a little less dedicated to it than other monk healer builds - with this passive he's more about offense, but he's happy to sneak some healing and survivability in where he can for his parties sake.
Cunning Combatant: Each time you critically hit an opponent increase your critical hit damage by 5%, stacks up to 5 times. Buff lasts 3 seconds.
It's hard to say what stats will be like later in the game but I think it's safe to say keeping the buff rolling will not be likely. The goal of this would be to give Monks a good reason to go for a crit build without overshadowing a normal damage build to badly (that having been said we would need more in the way of standard offensive passives).
Combo Master: You gain the ability to use all of your spirit spenders as 4th hits in all of your combos. Increasing the attack speed and damage of spirit spenders by 20% when used immediately after the third hit of any of your standard combos.
Edited by Mface on 10/30/2011 1:08 PM PDT