I really curious what the developer's intent was with 5.0 Monk. The Anatman opener feels unintentional. I like the idea of an ability which freezes GL stacks (which is what we have wanted Riddle of Earth to be since 4.0 launch), and on some fights it feels great to use it that way. But using it in the opener and relying on server ticks feels awful.

The lack of SkS feels bad, but seeing as we're only a week into the game's life, this is a problem that will be solved with the addition of more gear.

But what really makes me sad is the new looping rotation. cramming 2 True Strikes between every Twin Snakes buff deletes the flow that this job has had for the past half decade. you're moving from flank to rear to flank literally almost every gcd. Even doing it right, with the right amount of SkS, the Twin Snakes buff falls off right before you reapply it. Meaning in any fight where you disengage, even if it's only for half a second, you can throw off the whole rotation. It doesn't feel satisfying to do right either. It's just clock-watching. It feels BAD, imo.

Here's a few things I think would go towards fixing these problems:
-Removing positionals from Twin Snakes and True Strikes. I feel like with the addition of everything post-2.0, Monk's identity doesn't need to be "The one with all the positionals". This would make the rotation feel less frantic.
-Increasing the duration of the Twin Snakes buff to 18s to match the duration of Demolish. This would change the rotation to allow 2 True Strikes/Twin Snakes, but still maintain a sense of flow. Also not having the buff fall off if you have to move for a second.
-Anatman generates it's first stack upon execution, instead of relying on server ticks.
-Perfect Balance cooldown back to either 60s or 90s

There's are what I personally want, and it's fine if you don't. If this new opener and rotation really was what the developers intended with 5.0 Monk, then I think these changes would make it actually feel good to use.