Just won a game with a halfling white monk, so I have a loooot of feedback. I'm also thinking of writing a guide, so I'm leaving some of the balance stuff there and concentrating on super broken talents, bugs and typoes. Also I already talked about
W I T H E R I N G S T R I K E and the various enervate bugs in the discord so I'm not going to mention them again here.
Broken Talents:
-Lifefont's healmod bonus is just absurd. Two points gives a 93% healmod bonus, which is enough to bring basically any char to the cap instantly. Doubling the heal from moving seems a bit redundant with the healmod bonus. The movespeed bonus is fine though. Also it should also give the healing while resting or pressing 5, so it isn't optimal to pace around instead of napping.
-Revive is really really strong and also has really weird scaling. Going from 2/5 to 3/5 does absolutely nothing and so does going from 4/5 to 5/5. Chakra's heal is so negligible that even going from 1/5 to 2/5 doesn't do that much. The strength might be fine if it's supposed to be a cornerstone of the class, but it should be noted that it's really really strong. It's like the lovechild of cauterize and second life. Maybe it should have some kind of stamina cost on revival or something?
-Aura of Protection is actually a fairly balanced defense now, especially since it doesn't play nicely with heavy armour. However...
-Focused Guard is really really over the top. It protects you from the next 13 damage instances in the next 6 turns at 5/5[And white monk has anemic enough generics that 5/5ing it makes sense]. Bone Shield is one of the top defensive abilities in the game and it only blocks 6 damage instances at 5/5. It also regenerates much faster, but that matters even less on white monk since their damage is better. Most of the time, when I activated Focused Guard, the effect wore off before it was fully discharged. Which is to say, most of the time activating Focused Guard prevented all damage for the duration. This is partly due to white monk having flat damage reduction to soak up the very small hits that would normally break stuff like this and partly just due to the huge number of damage instances it wards against. And then, on top of all that, it doesn't even leave you that vulnerable after it runs out since Aura of Protection has such a short cooldown and because it restores so much stamina. I'd suggest halving the number of damage instances it blocks and increasing Aura of Protection's cooldown to 20 or something as a start.
-Swift Strike's has a really tiny cooldown for how much ground it lets you cover. Since it goes over enemies, you're very rarely in a situation you can't escape with this ability.
-Holy Sign is basically a reskinned disperse magic except that at lower levels it has higher cd and removes more effects. Does white monk really need this?
Bugs:
-The effect description for pummel says that the strikes deal 0% damage.
-Blink counter's effect description says that it stuns instead of dazing.
-Focused Guard doesn't show in the log when it reduces damage, which is annoying.
-Energy Osmosis should say precisely what the maximum buff is, instead of requiring you to do math
Typos:
-Not really a typo, but the last two rending talents should make it clear that the extra blow gets X% more multiplier per enervate stack, instead of it making an extra blow with X% multiplier per enervate stack.
-Earth Render has "increasses" when it should be "increases"
-Earth Render has "a jagged terrain" when it should be "jagged terrain"
-Far Fist has "destablized" instead of "destabilized"
-Withering strike has "demamge" instead of "damage"
-Reflex has "deffensive" instead of "defensive"
-Swift Strike has "has chance" instead of "has a chance". It also doesn't say what power the daze is applied by.
-Nimble Defender has "flexibe" instead of "flexible"
-Warded Mind has "warry" instead of "wary"
-Deplete Spirit has "Enfeeblee" instead of "Enfeeble"
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