As people have said Monk didnt need the buff. Monk is already really powerful however, it seems the dev team intended monk to be very active and always switching positions. Lots of players had found that you could keep most dps by staying on the flank, the backstab buff is to create a situation where in order to do close damage to a skilled monk you must played the class as it is intended. The gl buff we have no information on yet and thus cannot make a comment on yet. Drgs DPS was not quite in the best place and using jump was far too risky. So jump is being changed and dps is raised.
The big deal about the 10% damage increase is to increase our steady damage during situations where either class must leave the mionster for a period. We lose all buffs. While skilled players can make this work and ramp back up fast enough the situation does bring dps problems when commmpared to range classes that dont micromanage anywhere near as much.
These buffs in the end of things wont change much in terms of how we form groups. Bringing a melee player is still much more risky. But it does make what appears to be the intended party setup, 1 war 1 pld 1 whm 1 sch 1 melee 1 blm 1 smn 1 brd even better. Looking at all of the balances it seems this group type was intended.
