Tuning monks from here:
H2h base damage up slightly.
H2h weapons damage up slightly.
Whatever change just took place so that more of our hits are at the low end of the damage range needs to be reverted (I’m 60 and have been hitting level 30 green mobs for 4).
Triple attack earlier, maybe as early as level 30, but definitely by 45. Increase skill cap slightly every 5 levels for an increased chance at triple attacks.
Sun style sucks. Keep the damage of it but instead of a 1 time hit, make it hit every 6 seconds for 30 seconds.
Wind style needs more.
Flying kick cannot have a minimum range if it’s going to be on our bars. Have it trigger fleet of foot because that has no use on our bars.
Hundred/thousand fists channel stops our basic attacks and is pretty much a next dps loss. Make it instantly activated like Fighters flurry or make each attack hit with both hands, or make it double attack if you ever want monks with 2h weapons to be viable. It needs to be on its own cooldown, not shared with CS. Maybe flying kick cannot have a chance to reset this.
Quivering palm, faster Cooldown.
Perfect focus. You could double to duration and half the cooldown and Monks would still be in a bad spot.
There are so many easy simple fixes, this isn’t a massive undertaking, it’s just tuning. BUT IT NEEDS TUNING.
Ex: I am a near perfect gear 60 Monk with a near perfect gear 60 SHD grouped, with a 60 Shaman out of group. We can pull 3 blue mobs. The shaman can slow all of the mobs, heal the SHD, root cc 2 mobs, and still out damage MNK+SHD dps and get the exp. Does that sound balanced?