I believe this class to be at the bottom of the totem pole currently in PvP. Now before you tell me I need to l2p or whatever, I will say it is not by a large margin, and I believe a few minor tweaks for PvP are necessary in order to balance it. First off, I'm going to start with how this class is not designed too well for PvP at this moment.
-A lot of our moves require a lot of setup and time when PvP arena in this game revolves around bursting a target down either at the start or during a hard swap. Some examples of this are having to use 3 GCDs without perfect balance to actually be able to apply our Dragon Kick debuff. Having to accumulate 3 stacks of Greased Lightning, which without Perfect Balance is likely to fall off because of our poor mobility. Which brings me to my next point...
-Mobility : Our mobility is pretty bad compared to some of the other melee classes. Shoulder Tackle in itself and the cooldown on it is good, however it is our only gap closer and also gives a short stun which will causes our teammates stun to DR. So basically if we want to close the gap and use this we're going to DR stuns for our team. We have no ranged attacks at all so if we're being kited we have no source of damage that we can output. In otherwords being kited completely shuts us down, and we're actually pretty easy to kite, too, especially by a Summoner.
-The cooldown on Perfect Balance is too long for this PvP metagame, this our only source of "on demand burst". Either lower the cooldown on this or give us some other way to burst a target sometimes.
-Positional requirements on our moves as a melee DPS. The likelihood of hitting Twin Snakes, Dragon Kick, or Snap Punch from the side in PvP is near impossible on any target that is moving, cutting our effective DPS by a decent margin. Unlike Dragoon, we have no ability that can waive the positional requirements of our moves.
So what do we bring to our team then? I'd say the main reason to bring a Monk would be dispel. Our PvP abilities are also pretty good, the pacify and the spell speed reduction, however I think we need more of our PvP abilities to stand a chance than any other class does.
In otherwords, we're a sustained damage class in a metagame that revolves around burst. Our mobility is also pretty poor. We have one good opportunity to decide the game. That is when we have popped Sprint + Invigorate + Fetter Ward + Perfect Balance to be able to unleash our "burst" without having to worry about being CCed or kited. After that we have our trinket(Purify) for one more out. If we haven't killed 1-2 members of their team by then, the game is usually over as we will be kited from this point on with little way to do any damage whatsoever. Perfect Balance is on our big damage source and it is on a 3 minute cooldown. So here's my suggestions then in order to make monk more viable for PvP.
Suggested Changes
-Give Monks a ranged ability that they can use, Chi Blast, in order to fix our mobility issue.
Chi Blast: Unleashes a ball of chi at the target, dealing 180 potency and applying a 10% heavy for 10 seconds. 30 second cooldown.
Rank 1: Lowers cooldown to 20 seconds.
Rank 2: Increases the heavy duration to 15 seconds.
Rank 3: Increases the heavy to 20%.
Note that this would of course be cleansable.
-Give a PvP ability that lowers the cooldown of Perfect Balance to 90 seconds.
Meditation: Lowers the cooldown of Perfect Balance to 90 seconds(Passive)
Perhaps some may believe that 90 seconds is too short for this ability, but waiting 3 minutes for our only source of burst in a burst reliant metagame is imo, too long.
-Remove the stun effect on Shoulder Tackle so that it does not DR stuns for our team, please.
So those would be my 3 minor tweaks for monks to PvP. What is your opinion on Monks currently in PvP. Where would you rank them? What would you change about them, if anything?