Skilled monks deliver rapid-fire attacks unarmed or with a variety of well-balanced weapons. In combat, they emphasize high maneuverability over staying power, darting in and out of melees and avoiding protracted slugfests.
-From Monk entry in game guide.
Has anyone ACTUALLY witnessed this in game? I find that the majority of the skills required are very defensive in nature, rather than allowing for any form of mobility.
Dashing Strike could be amazing, but the range is so ridiculously short that it ends up being useless. Aside from that, there arent particularly any abilities that allow you to be "arting in and out of melees and avoiding protracted slugfests".
Because of the lack of true mobility, any group of fast, horde, illusion, or invulnerable minions can surround a monk and ensure death. There's no way to avoid that.
Because monks are melee, they need an ability to RELIABLY get them in and out of the fight, rather than just the small teleport/dash on FoT/WotHF to get IN.
The other issues include lack of spirit generation, as almost all the generation moves require the monk to be in melee, and being in melee seems to be a serious problem right now. Something needs to be done to fix that.
Monk's should also not have to be so reliant on their heals, as they are incredibly weak with higher hp pools. If they were to scale based on damage (not hp but damage), like nearly every other skill in the game, they could be used better.
My suggestion is to increase to range on Dashing Strike, changing it to "Dashes to the target location, dealing X% weapon damage on arrival". This could have the root effect also, or merely keep that as a rune. However, this change would allow a monk to dash in, get a few hits off, generate some spirit, dash out.
Increasing the mobility of a monk would allow them to be less reliant on defense (Ie. what the class description ACTUALLY says), while also solving the spirit generation issue (somewhat).
EDIT: Try to be constructive and state how else you could fix/improve the monk class.