@JokingCat

1: Fist of Fire was reduced to 5% because we do actually hit quite hard as is.

2: If you are single target DPS on multiple trash mobs then of course you will not be efficient. Arm > Twin > ToD Mob 2 > Rock , DK Mob 2 , ToD Mob 3 > True > Rock/Snap/Demolish depending on HP of remaining mobs and number of them. Refresh Twin, Spread Dots, Use B4B, IR and other such buffs before Rocks and DoTs.

3: Damage is High, Damage is not stable. After Buffs, GLIII, DoT usage, combo usage, Damage is huge potential wise, Keeping that damage up and stable? That's an issue.

4: Shorter Cooldown, Remove Stun, but Refreshing GL is not necessary We'd be overpowered if we could refresh GL any 30 seconds.

5: DoT damage is one of our highest potentials for DPS if used properly. The only thing is it must be used properly or you will lose DPS also DoT's must not be squandered (Demolish on a target about to die)

6: Our burst Combo is Boot > True > Snap, or DK > Twin > Snap > DK > Twin > Perfect + IR + Blood for Blood > Demolish > Snap spam, Peak , Howling, Huge burst potential. Make sure DoTs are up.

7: Two Monks are great, The damage from DoT's can be huge, Dragon Kick definitely needs some kind of adjustment. This also addresses number 8.

9: Arm is good to silence Trash, Otherwise Bards are for a real silence. MRD doesn't stun as well as Paladin but they don't seem to have an issue with CC delegation.

10: One Ilm Punch dispels nothing worth dispelling . Any buff it does dispel you could kill the enemy without it. Any buff it doesn't would actually be worth it. Needs a rework.

This is not to say Monk doesn't have issues. Just the issues are a lot more technical to deal with , without making Monk more overpowered that is.