This started me thinking. If this is the case for Monks, what about other professions? A rash statement would be that this method of thinking can be applied to professions across the board, in particular with "the squishies", as Casters are at a greater risk of being targeted by monsters.
My most used character is my Elementalist. When one looks at the damage values for spells on the great and glorious Wiki, it can be seen that reducing the rune to a minor rune will only result in losing out of a couple of points of damage. An example could be Teinai's Heat, where each pulse is only reduced by 4 damage for switching from a Superior Rune to a Minor Rune This of course is the same across the board. Necromancers using Spiteful Spirit would only lose out on 4 damage each time SS is triggered, Mesmers in actual fact, wouldn't lose any points of damage on Energy Burn, though Backfire would be reduced by 14 damage. Necromancers and Elementalists do have skills which can compensate this loss in the form of Awaken the Blood and Glyph of Elemental Power.
And what of the Physical Damage Dealers? On the face of it, reducing the rune to a minor rune, from a superior rune will, as with the Casters, only reduce a skill's effect by a few points. Thinking about the reasoning behind a Caster using a minor rune however, which is to gain more health and therefore not be targeted by enemy mobs, what would happen to the party as a whole if this principle were applied to the Physical Damage Dealers? Well, from what I can see, nothing would change. Everyone would gain 75 health and we would be in the same predicament as we were in before.
So perhaps it is viable to keep a superior rune on those classes with the higher levels of armour? If a Warrior or Paragon were to be able to draw the enemy fire better, that should allow the Casters to sit pretty at the back and be less at risk of being targetted?
But there are always exceptions, right? Well, I think there are at any rate.
- Farming is clearly an exception, as most farming builds are centred around invincibility. A 55HP monk wouldn't be a 55HP monk without superior runes.
- Defensive Spirit Spamming, in my mind, is also an exception. If a Ritualist is sat at the back dumping spirits down, there is no great reason for him/her to become too involved with the fight? Let's not forget that spirits are weak little things, and the higher rank in Communing, the greater health they have, and the more damage they can absorb.
- A Minion Master's number of minions is reliant on Death Magic. 16 Death means 10 minions. Perhaps the one extra minion is not required, I'm not sure what sort of a difference one extra minion would make.
- A Life Barrier/Life Bond Monk who sits far away spamming Blessed Signet. That doesn't really matter too much if they have a superior rune, well, in PvE anyway where your foes have no brain.
So now I'm looking for some input.
What classes, or builds, benefit from the extra couple of attributes, over and above those which I have listed?
Also, are my assumptions/deductions/statements fair and generally plausible?
Note: I am, throughout this post, referring to PvE, unless otherwise stated, though I'd be happy to hear thoughts from the PvP side of things.
Edit: Correcting Typos.