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Most of the Monk's abilities would be passive abilities. Increased attack rate, increased dodge and armor class while unarmored, increased run speed, increased immunities. These are all one tree, Passives, just like the Amazon. This would also include Fire, Ice, Lightning, and Magic enchanted fists for physical damage resistance.
Then you get the other tree, Chi/Ki. This is where I think the real interesting Monk abilities come in. Here you get your Feign Death (always a staple), an ability to make you ethereal, a Spirit/Ki Blast (ranged attack), Stunning Fist, that sorta stuff. Then a self heal, which leads to another AOE heal that consumes all your mana (or ki, if you want to use separate energy bars) This is also where some of your passives come in, like the Flurry of Blows which procs extra attacks and a passive that increases the damage to enemies you've struck (I really like your multi-enemy combat idea)
Lastly, Martial Arts. First are your fist, staff, and throwing weapon masteries. Then you've got a Flying Kick that actually does move you, Rising Fist, an uppercut that does a lot of damage probably a staple move, some throwing weapon attacks to make the enemy bleed out, and many other ordinary Monk moves, like a vicious Counterattack that has knockback as well.
This all sounds pretty hax, but you balance it out with the Monk's innately pathetic armor class and survivability. By endgame, you'll be hard to hit, very survivable. But getting there would be hell.
This is also how I wanted the Monk in WoW to be, but they decided to be dirty assfuckers and not put one in.
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