I want monk skill not useless in woe , slow aoe skill ,single target stun , long cooldown and single target , self buff , no mass provoke, but with counter skill maybe can usefull vs many target
To make a class more useful doesn't mean you have to boost that class. Instead you can nerf others.
And if you complain about certain aspect (f.e high cooldown), why didn't you focus yourself on these aspects instead of trying to compensate the disadvantage with completely new & different skill?
In fact, there were plenty of suggestions that focused on damage reflection (not only for monks).... and that's a thing I don't understand. Why does it seem that 'payback' or 'revenge' skills are commons ideas? Is it because you don't have to do anything for dealing damage, just standing there? Is it because you want some retalliation against stealth characters attacking out of hide? Some special advantages for being laggy? Or is it as a countermeasure against overkills?
Because to me, balancing the current active skills seems much more preferrable and enjoyable.
About the other things you've mentioned.
Mass Provoke:
Do you really miss this skill? Especially in WoE? I find it rather underwhelming. The range of the skill isn't that much larger than the range of an AoE. So if you really need some threat, you could also drink a potion. The heal effect will also generate threat, so you can 'lure' mobs this way as well.
No self buff:
In a group of 10 Warriors//Knights, 9 of them wasted their skillpoints. So rather be happy that you don't have one and that you got more useful skills instead. I mean just imagine you'd have a +10% dodge party buff or the Sorcerer buff (+20% defense). Would this make you feel that more useful?
For me, all the party buffs that are currently in the game are really awful. The 30min duration is just stupid and the passive effects are just lame. It doesn't really feel like a real team bonus.
Single target stun:
Yes, other classes can stun multiple opponents, but the monk attack is an 'auto-aim', has one of the fastest animations, deals damage right away, generates Inner Spirit, the knockdown lasts longer (5sec) and it's resettable via Summon Spirit Sphere.
So each class has it's unique advantages. F.e. a Knight's Shield Charge doesn't deal damage, the Beast Charge has quite a slow animation (Wild Impact also deals no damage). And it seems that many Warriors would prefer a Lightning Walk over a Battle Leap, because the former doesn't force you to aim manually.
Slow AoE skill:
Well, the monk surely has one of the weakest AoE skills, but that's due to the low DPS not really because it's slow. A Thunderstorm f.e. also has a 3sec starting cooldown as well and unlike a Brandish Storm, Meteor Storm, Lord of Vermillion, Magnus Exorcism or Arrow Shower, the cooldown of Lightning Crush can be shortened with vigor. So you could even achieve a 1.8sec cooldown (40% vigor).
Of course, you still won't achieve the same DPS as classes with Battle Tactics or DoTs, but that's a different story.
So don't get me wrong. I am aware that monks aren't that useful compared to a few well-known classes. But all these inbalances are already put in question. The DoTs might be an exception, due to a statement from Gravity that they are "aware of the issues with some of the formulas", which let us (or at least me) hope, that they'll come up with their own idea (first).