Even if they removed the 10% ATK reduction our gear doesn't provide us enough raw stats to out-threat DPS classes.
Our weapon gives a minimal 400-ish attack power, and the severe lack of damage given from our combined STR + INT on our gear is because the numbers do not add up to be greater than say a warrior's weapon or knight's weapon. Even with AGI the damage output wouldn't be changed as much.
The main issue with our threat build-up is that we need a way for TSS's effect to remain constant without having us use the skill every so 15 seconds in our rotation, where a knight/warrior can refresh their DoT with Aura Strike. TSS is our answer to DoT, and it should of been the answer to how we can apply constant damage by making it higher damage output overall. I won't say having a DoT on monk is a good fix, because TSS itself needs to be fixed, or be stronger because it only effects our SKILL'S damage by 10%, which is an entirely different calculation rooting from say Raging Fist's 25% of our attack power and 10% of the 25% is added when attacking a TSS debuffed unit.
We also can say that since our weapon attack speed is quite fast or we do not really need to rely on AGI; we do put out a lot of normal attacks, but since we lack a proper attack modifier like Battle Tactics, where INT isn't really needed, the difference in our potential is that end-game, knights and warriors will always have great threat because that's the nature of Battle Tactics, it's a stat that does quite a bit, where AGI is just AGI, every class wants it.
There is always the option of boosting damage potential too. While warriors and knights trade some of their defensive numbers for more damage output, monks get a neat 30% attack power increase. While this is nice, monk's major flaw is that our main threat builder comes from having this skill up, so we can use G-Fist. An average G-Fist can do around 3000-5000 damage, or around 9000+ threat at end-game.
In my opinion, monks needs a rework. Like a full blown rework. I can't say that I can come up with one that can save the old glory that this class had since this is an entirely new game, but maybe it's time for the devs to rethink how they want this class to function in the future. Because class advancement or not, no future aspiring monk deserves to feel so weak.
I don't even feel bad telling people to not try this class out or telling them to never make a monk. Because I don't want to spare them the waste of time being a punching bag that can't punch back hard enough.
EDIT - ON A SECOND NOTE, I'VE COME UP WITH A POSSIBLE REVAMP IDEA TO MAKE MONK A BIT MORE WORTHY. This is pretty much what I wished Monks could be given the current state it is in and how it can be improved. So while it is my opinion and design fix, it's still a good basis on what changes the class could get without overpowering them.
PS - Names are weird, blah blah lol.
Edited by Meconopsis, 30 September 2013 - 08:43 PM.