another thing at calling with a melee is that the sod monk can easily stop your spike. there is a way to "trick" the sod monk, you could run toward a target that is not called and immediately switch off to the intended target. i guess it's general game play but it's the little things that matters.
It's not just SoD that saves spike, there's prot spirit and spirit bond which means he can protect both targets if it's any decent prot monk. Pure spike builds without any pressure aren't that good, but they still win so meh.
Dual DA provides some decent pressure. or a good water ele with some aoe, or e shaker. any kind of prot have the protential to save spikes. my point was that that is the way to trick monks.