Although the understandable tendency to harbor grudges and frustration towards certain classes is reasonable, I would be much obliged if we could keep things fairly cool. It would likely help the newer Monks in the community to have information that doesn't border on pure bias (IE: OMG SO OP comments), instead providing "why" the difficulty is there.
I am personally a Serious-Casual BG, World Pvpr with hopes to Arena and RBG this season (took several seasons off since BC), so take away what you can with this. Although I consider myself to be an excellent player, I by no means have any intention of puffing myself up. I'm playing a new class, and I have much to learn with it. That said, I have much to learn with PvP as well, in spite of feeling as though "I get it"
--The Threat Level--
1-5 Stars of difficulty, higher values indicating higher difficulty
The Shirts (Clothies)-
Mage-- ★ ★ ★ ★☆ (4)
->Although experience will vary, I find that the majority of mages (fire and frost, certainly, haven't actually fought too many arcanes...) are formidable opponents. Although I have a number of tools to deal with what they throw at me, they also enjoy reciprocation with a number of their own. Their sheer control over a battle is what persuades me to establish a high threat level on Mages. They deal great damage, have many CC options, reliable roots, snares, and damage absorption, and can even get away with a little bit of healing. Yup. Mages are a pain.
Priest-- ★ ★ ★ ★☆ (4)
Shadow priests are nightmarish. They have phenomenal CC (Fears...ugh), a couple of powerful escape tools, a high-mitigation dispersion, reliable sustained damage, and even some pretty decent burst. All of this, and their off heals are very strong, to boot. Although I can typically defeat a s.priest in a battle of time (and yes, it does take a looooong time to wear them down), in any meaningful setting, the 1v1 won't last for such a prolonged period, so they're definitely one of the more powerful enemies.
Warlock-- ★ ★ ★ ★ ★ (5)
Whenever I see a Warlock, I die a little on the inside. And when that Warlock sees me, I die a lot on the outside. Lots of CC, lots of self-healing, lots of defensive cooldowns that are difficult to punch through, loads of damage, and always some method of escape when things somehow manage to get hairy for them. Frustrating beyond belief. When possible, I try to avoid confronting a Warlock.
The Skins (Leather)-
Druid-- ★★★☆☆ (3)
I don't find them to be particularly threatening. If anything, I would grant them five stars simply for the fact that if they don't want you near them...you're not going to be. Feral interactions have been fairly one-sided in terms of either gear or skill, heavily favoring the Monk. Boomies are...well, they have some tricks, but they're usually used to escape rather than fighting directly. I haven't quite found myself in a situation where my skill-set and talents haven't allowed me to best either case reliably.
Monk-- ★★★☆☆ (3)
It's new, it's shiny, and it's absolute crap until you really start learning and applying the tips and tricks of the class. Most people don't even bother trying to PvP, and they probably shouldn't, as it takes exposure and gear to make it happen. That said, once the criterion are met, they can be a pain. However, with nearly all 'mirror matches', it comes down to gear, skill, and experience. Most monks I have faced have been underwhelming at best, although time-consuming.
Rogue--★★ ☆☆☆ (2)
I-I....don't really want to talk about this. Having played one for so very long, I cannot imagine the depths of their despair. I don't even need to blow cooldowns to crush a Rogue. Just...let's move on.
The Beastly (Mail)-
Some clown must have painted a big 'ol target sign on my kiester, because that's precisely where hunters like to place their shots. Don't need to put much explanation here, because anyone who's done PvP knows what a pain these guys are. Although judicious use of CDs can sometimes provide me the ability to outlast a Hunter, it's usually only a matter of time before someone else shows up and joins in on the slaughter. The good ones are nigh-impossible to beat. The bad ones are just hard.
I probably feel most 'similar' to an Enhancement shaman in fights, since we both seem to require similar levels of self-healing and CD usage. Usually very entertaining fights, but my toolkit (or is it experience?) typically hands me the win. Some can be very tough, but overwhelmingly, defeat is unlikely. Elemental Shaman are a little like Druids in that they have some tricks for keeping distance, but once you learn how to close it (especially in combination with diffuse magic) they aren't too frightening.
The Tin Men (Plate)-
Death Knight-- ★★★☆☆ (3)
To be completely honest, Death Knights are probably one of my easiest kills, barring the absurdity of Blood. I know their abilities very well, so I know what to do and when to do it. Knowledge of their buffs, debuffs, and talents will help you out here, as does blowing up Unholy's pets. Although I will usually need to exchange cooldowns, I haven't had any issue at all besting these boneheads.
Ret is ret. The good ones are an unbelievable frustration. They have better self-healing, on demand burst damage, anti-snare capability, and even some kiting power. If you don't lose quickly, it's going to be a long, long battle in which you will probably lose. Cautious use of CDs in alignment with their own is the only way to survive, and unless you can pressure them early enough to force a LOH or Bubble, you have to keep in mind that by the time it comes up a second time, you're SOL. However, the silver-lining is that 99% of rets seem to be just awful, and so you won't have very much trouble with them. Most of them enjoy blowing themselves up with GOAK, Wings, etc. Very, very predictable, and thus, very counterable. Again...watch out for those good ones.
They crash, smash, and bash, and they hurt. However, as my gear has improved, their threat has declined. I can usually knock these boys out of the park without too much trouble. Careful use of CDs is what can assure you victory, as does saving them post-avatar. Know when they're going to pop their CDs, and respond accordingly. Disarm is huge here, as is ToK. When all is said and done, you can usually expect a victory after enough encounters to know their strategies, but don't be surprised when they heroic leap/mini sprint away after fearing you to escape.
That should do it for now. I could go more in depth, but at the moment I'm not so eager to. I might try to shine some light on situations in the future, but for the time being, I have more exciting things to do! Please contribute so we can get a generalized idea of who to avoid, or who to jump in on!