The monk is an interesting combo of utility, tankyness, and dps. With abilities like Cyclone Strike, Inner Sanctuary, and their heals they can provide some great team utility.
In addition to being able to rune abilities like Crippling Strike for either defensive or offensive purposes. All of their mantras are useful and can be runed to be even more effective. I'd say with proper passives and runes monks should have no problem going toe to toe with classes like the barbarian, and perhaps not dealing enormous damage but enough to wear them down.
I can see monks filling any number of roles on a team and being very effective, but I imagine they will have to build very specific ways to accomplish this.
I think the monk stands a fair chance against a hammer pounding barb. The vast amount of dodging abilities to choose from, without sacrificing damage output is just better than any other class IMO. However one or two cataclysmic blows from a barbs hammer will definitely smash you to oblivion.
11 + 32 + 25 + 10 = 78% dodge rating + half of your crit rating.
Except that's not how it's calculated. All that actually only adds up to 48.8% (with half crit %, might add up to ~50-55%). It's still a lot though! Also, from what I've seen in beta, you can even dodge aoe effects from monsters.
I believe the monk will make an excellent harasser, due to his speed and many skills that allow him to dash/teleport to targets, as well as constant slows. I'm really looking forward to it ;D
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I hope the unkillable healer thing doesn't show up in Diablo 3. I cried a little inside when I saw a few healing spells in the monk skill list. If you stick a sword into something 20 times it should be dead. 30 minutes to kill something isn't very fun. Designing a healer to not be killed quickly by one person is a bad thing in my opinion. It would be a shame if it turned into a who falls asleep first contest/wait for the draw timer contest when you see 4 monks in 4v4. If they changed the monk healing spells to be ineffective self heals equal to or worse than lifestealing effects, I would be happy. Or a cap on healing received from any source in a certain amount of time to keep fights from lasting too long. I hope the heals won't be enough to keep a monk (or his party) alive forever against the damage of one person.
Diablo 2 paladin did have a healing spell though..and you could learn to heal in Diablo 1. So I guess there's precedent for them.
The monk abilities I've read about aside from the healing spells sound fun.
I think each class will be balanced and it will really depend on the user. Yet i feel like the monk has the most potential to do alot of damage while producing heals or just dodging attacks. So his survivability is greater than the barb but might do less damage. I think Pvp will be an advanced form of rock paper scissors. What i mean by this is,one build is better than another build, but another build is better than that build but not as good as the other.... you know what i mean?
Tbh i think that the monk will be the best class for pvp. Looks really fun aswell but a class that requires skill to play, much like the demon hunter. Whereas the other classes will be more solidly based press this button this happens. They seem really fast paced and will most likely be fun to play.
I think it will have its strengths and be extremely good in PvP. Although I also think that there will be a certain class that will absolutely destroy it, and I'm thinking it will be the Wizard! With enough skill on the player though I'm sure the monk will be one of the more dominant classes in PvP.