Yeah, the monk really needs an overhaul. Hands-down, no other class contributes so much to the success of a group than the monk does. Yes, it's nice to have nukers or tanks in your group, but the monk is the class that needs to be looked at. In Lineage 2, rogues were plagued with this problem (albeit in a bit of a different light). The difference between one monk and two monks in a party is way greater than the difference between, say, one elementalist and two elementalists, or one tank and two tanks, or....and so on.
By the numbers:
Let's compare two basic skills, one for damage dealing, one for damage healing, in order to illustrate how a monk is fundamentally flawed. Flare and Orison of Healing. Each cost 5 energy, each has a 1 second cast time. Flare, however, has no cooldown, while Orison has a cooldown of 2 seconds. Flare, at 12 fire magic, does 40 damage, while Orison heals for 60. So, stacked against each other, after damage reduction from armor, they're about even. Add in energy storage and the flares can outlast the orisons. However, add in divine favor, and the heals heavily outweigh the damage done (12 DF = 38.2 more hp per Orison, bringing it up to nearly 100 per spell).
But what about other spells that do damage on a much larger scale? What about chain lightning? Well, it causes exhaustion, has a 2 second cast time, and a 20 second cool down. Protective spells cast in advance (protective spirit, protective bond, etc.) can also cut into the damage done.
Of course, I guess the real issue here is enchantment removal in high-end PvE areas. In PvP you see it, but not so much in the PvE areas that matter (UW comes to mind). All I've already said aside (read: practically speaking), all that we really need is a few adjustments made to monk enchantments and a few more instances of enchantment removal in the high-end areas. I'm not saying make it mandatory for every monster in UW, just throw in a group or two here and there that'll debuff you a la chilibains or some other method.
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