Quote Originally Posted by Kiluvian View Post
All Jumps need to avoid AoE.
Jump, itself, needs to move down to a 20 second cool down, damage scaled appropriately.
Spineshatter Dive needs to lose the stun application and become the heavy single target hitter.
Dragonfire Dive needs to be moved down to a 120 second cool down.
Monks should have a static trait that reduces all AoE damage taken by something like ~33%.
Monks need to have 2 dodge rolls.
I like these ideas, particularly the monks taking reduced AoE damage as it would allow them to stay in the fight and keep up their GL stacks (unless it's a heavy AoE). I'd be ok with SSD doing the same damage as long as the stun effect was replaced with paralysis, although I'd be equally ok with it having no extra effect and just doing bonus damage.

Quote Originally Posted by vyckers View Post
Also, we have to think about these abilities operating in PvP; how can a DRG gap close, with such long cool downs and lacking ways to avoid taking access dmg to do so.
Kiluvian's idea would be great for this. A 20 second CD on jump with scaled damage without returning you to the original position. It'd be similar to a Warrior's charge in WoW (which was 15 second CD I believe with a short stun) but with a longer CD and a bit of damage. I don't think it'd be OP in PvP because if anyone played Warrior in WoW, you'd know that with a skilled ranged player, that 15 seconds seemed like an eternity.