Ultimate, Effigy hit the nail on the head with the simple fact that in almost every PvE scenario that presents itself in all three campaigns, groups like to take two monks, out of a total of eight players. This causes a disproportionately high demand for monks, as 25% of the vast majority of successful groups (in particular, PuGs), are 10% of the total number of classes. On top of that, barring missions with particular components that require certain combinations, the rest of the classes are either straight damage, or a combination of damage/support. This boils down to the simple fact that you can take two monks, something with more AL than 60, and fill the rest in as you please. Some combinations will be better or worse than others, but assuming competence of all players involved, you'll complete the mission.
Of course, this naturally lends itself to arguing the root cause of this problem, and that's simply that no other class can come close to providing the survivability/sustainability that monks can. That certainly isn't to say that you can't try, I'm sure people out there think that their restoration ritualist build is going to replace the monk, but, frankly, they're wrong, and the same holds true for motivation paragons. Again, that isn't to say that these classes don't provide a unique and specific function, just that the funtion is never as essential to completing a PvE task.
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