The big issues of WW (I'd post on my 90 WW but can't due to a recent server transfer)
-100% base run speed. Even with the 8% boot enchant speed its easy for most classes to kite a WW with the abundance of roots and snares available in game now. Even using Roll, FSK, TL, and nitro boosts, its hard to keep up with most classes.
-ToK being over-mitigated. I've had ToK completely eaten through by a warrior and had it do less than 30k to the warrior, again this is being used up so the buff falls off before the timer wears off due to taking more than 100% of my health in its short duration. This needs to be far less mitigated to be an effective "stay off me" button.
-Disable. It simply needs a range increase. With the base run speed there is no way to keep up with most classes to even try to snare them. I can't say how many times I've ran into the problem of a target being too close to use roll and catch up, and too far to disable.
-Overly weak to CC. WW has the unfortunate pleasure of not only having no passive damage mitigation through effects or armor, but has no easy escape / reset tools either. Roll and FSK would be nice if you couldn't be charged / death gripped / stunned in the middle of them, and it happens more often then you'd think. Honestly any combination of the use of ToK, DH, or DF while stunned would go miles to helping WW survivability.
-FoF, LS, FSK, SFB and any other untargeted / AoE ability. These are really becoming a problem the more I've played on live. I have landed FSK on targets and had them not be debuffed or take damage. The same goes for using LS. I've used it on targets that I was standing on top of and missed due to latency or whatever you want to chalk it up too with non RNG reasons. Even with the added range of 2pc FoF can be terrible to land on any target that isn't rooted previously, and with latency I've had targets simply run out of it take a step move 10-20 yards, then finally take the damage / stun. This is all at my personal 71 ms average so while not stunning, it isn't terrible.
-Controlled burst. More so of a lack there of, WW has no controlled burst, no serious CD's, just hoping each RSK is a crit every eight seconds. As I gear up and people gear up, FoF is totaling less than 100k which under normal circumstances would be a huge number, but due to the channel time makes it pretty easy to heal through or mitigate. Along with a lack of burst there isn't any serious pressure to anyone that pays you any mind.
-Self Healing. This one is very tricky because it can be very situationally amazing or useless. When chaining chi wave and expel harm I can usually float around even with any opposing DPS without their CD's. The second a stun comes into place though WW drops and gets gibbed pretty quickly. I've had massive EH heals of close to 100k at times with my trinket up but those are far and few between. Chi Wave can also generate as much as 120k+ in self healing every eight seconds but its pretty crit dependent and requires a 1v1 situation essentially.
--Honestly WW self healing is extremely powerful when it crits but rather worthless when it doesn't. You could say that about many classes but due to the CD'd nature of WWs self heals it feels even more noticable. To keep up with current burst in the game though (and I admit it is leaning on the side of overpowered a decent ways) I'd almost want to say EH may be better off with a 10 second CD for EH through a WW passive. It would give WW great self healing that would honestly be OP when gear scaled up towards T16 gear PvE/PvP but for now almost feels necessary in the current PvP environment.
-Spear Hand Strike. This is just ridiculous, the cost far exceeds every other classes interrupt compared to theirs either being free or at a lower cost per their resource generation (rogues/warriors). Warriors get nearly the same effect of the silence through glyph of gag order, only without the positional requirement. This not only goes for certain PvP playstyles, but also for PvE, the cost needs to go, either base line (since it was recognized as being cripplingly expensive when it was made free for Brewmasters) or through a glyph that removes the cost and the silence.
-Mastery. This is something that effects both PvE and PvP. The spec is approaching GCD capping by the end of this tier once geared for PvE and it can feel like it in PvP at times. Having an active mastery like WW currently does detracts from the spec and adds mindless APM for the sake of adding them. The damage from these extra BoK's / TPs needs to be reworked either piggybacking (when procced) off normally priced BoK's / TPs or firing rotationally (the latter being the much lesser preferred of the suggested ideas).
EDIT: When it comes to damage done like show in the post above, WW can lead but the problem is that most of it is unnoticable white damage / TS procs that are easily healed through by a classes normal self healing / instant cast hots.
Edited by Reltus on 10/6/2012 6:04 AM PDT