I will here write a list of Skillrunes and Passive Skills that i think would make the Monk an awesome class. If those were in the game, the monk would be waaaay more interesting.
I will write down a rune for every skill that the monk has!
Please note that i will try to keep the background of the Monk (Warrior of Light) and i will try not to make any Ability overpowered.
Please note that this is just kind of a preversion. I wrote this to give you an idea on how cool some skills could be if viable runes would be implemented. Let me know if you think the numbers need to be rebalanced.
Fists of Thunder
Shock - Every enemy hit has a 5% chance to be stunned for 0.5 seconds
Holy Ground - Every third hit turns the ground in a line into holy ground for 5 Seconds. Enemies standing on holy ground take 15% Weapon Damage as holy Damage.
Confusion - Enemies hit by the third strike have a 3% chance to be confused for 2 Seconds and attack their own allies.
Way of the Hundred Fists
Imbued Fists - Every third hit imbues your fists with holy power. After 3 Stacks, the power will explode dealing 650% Weapon Damage as Holy Damage to enemy within 7 yards.
Lashing Tail Kick
Whirling Kick - Instead of just hitting the enemies in front of you, you will unleash a kick that hits every enemy around you within 4 yards.
Corpse Bomb - Slain enemies that are knocked back explode on collide with other enemies, dealing 20% of their maximum health as fire damage.
Wave of Light
Chains of Light - Instead of knocking back enemies, the Wave of Light turns into a Chain of Light, dragging hit enemies towards you.
Because seriously why the f* do we have a damage skill that knocks enemies away from us? So we can run after them? Fear and knockback is bad for a melee... Blizz should've known that.
Raging Will - Instead of blinding the enemy, they are being filled with anger, increasing their attack speed by 10% but they will also hurt themselves for 60% of the damage they deal.
Breath of Heaven
Regeneration - Activating Breath of Heaven surrounds you and your allies withing 24 yards with holy light that regenerates 1250-1750 Life per Second for 5 Seconds.
I play on mp6 and the healing numbers that pop up are health gained per second. When i am in fights, this number is usually 4k or higher. Regeneration Rune would be nice in order to balance us to barbs in terms of gear effectiveness. And by that i mean a barb can do much more with 10m of gear than a monk atm.
Shockwave - On activation, enemies around you are knocked back 5 yards. They will also suffer 15% weapon damage as lightning damage and are slowed by 20%.
Nice when you are surrounded and wanna "get the f* outta here".
Shockfield - The ground is surrounded by lightning. Any enemy stepping on this ground will be struck by lightning and is stunned for 2 seconds.
Currently enemies that stand on IS while you activate it are feared... again Blizz, fear, really?
Timewarp - When dashing to an enemy, after 5 seconds you will be teleported back to the position that you are dashed from. Multiple dashes within those 5 seconds will reset the spot that you are teleported back to.
Because we want a better kiting ability... Serenity is not ment to kite, you will die most of the time when you try using serenity as an escape.
Holy Ressurection - If an enemy dies while under the effect of Exploding Palm, it will be resurrected with 20% of it's maximum health and the resurrection will aid you in your fight. The resurrection lasts up to 5 seconds.
Feel free to have an army of 10 mobs helping you out :) ofc the resurrection needs to be designed differently. I'd say just like an illusion but instead of blue it has the holy color (like breath of heaven)
Razor Tornado - Enemies within the tornado will take 15% additional damage from all attacks.
Mental Strike - For each enemy hit by Cyclone Strike you will regenerate 2 Spirit.
This would open so many cool new builds since we lack spirit regen (in efficient builds that is) anyways.
Seven Sided Strike
Shadow Strike - Instead of teleporting yourself, you will teleport single enemies within 18 yards to you and attack them, also knocking them back.
This would look so amazing. Imagine the monk standing on one spot and enemies getting drawn to you one after another and getting smashed.
Holy Ally - Whenever you attack an enemy, your ally teleports on the back side of your enemy and mirrors your attack dealing 40% of your weapon damage. When the ally dies, he explodes dealing 120% weapon damage as holy damage within 18 yards.
Mantra of Evasion
Critical Dodge - Every attack that you dodge increases your critical hit damage by 15%. The bonus can stack up to 10 times and resets after 5 seconds or when you land a critical hit.
Mantra of Retribution
Shield of Explosion - Every damage dealt to you causes an explosion around you, dealing 5% of the damage dealt to enemies within 12 yards.
Mantra of Healing
Opposite of the Medal - Instead of creating a shield, for 1 Second after activation, any damage received is instead healed back.
Mantra of Conviction
Chained Souls - When you hit an enemy that is affected by the Mantra, any enemy affected by the mantra will take 5% of the damage dealt as holy damage.
The Guardians Path - While wearing a shield, every damage taken is reduced by 5%.
We have no bonus for Sword and Board here!
Mental Focus - For each enemy within 24 yards your spirit regeneration is increased by 3%.
Endurance of Ytar - When you are below 25% health, you gain 5% of your dodge as life steal.
Acronyms and their meaning: http://us.battle.net/d3/en-us/forum/topic/7004698754
The new way of making every Legendary viable: http://us.battle.net/d3/en-us/forum/topic/7199033719
Idea: White/Blue Items and Crafting Fix: http://us.battle.net/d3/en-us/forum/topic/7167576791
Monk Build: The Dual Wielded Lawn Mower: http://us.battle.net/d3/en/forum/topic/7415641623