Hi, I think the chorus of "Group LF Monk" cries in every mission area, every town , in the Team pvp arena, etc indicates a problem. There's no other class that is considered as *essential* as a healer. You can skip ranged damage, skip spell damage, skip warriors, without any problems, but skipping healers usually means trouble.
So, I think Elems, Warriors, and Rangers should each get another self healing skill. (I've never played a Mesmer, so I can't speak for them, and I think Necros are ok.) It should be different to the existing self-healing skill, and if you sacrifice 2 slots to equip both (or heaven forbid, 4 slots to equip both from each of your classes), it should make you more self-sufficient with regards to healing. (But at a severe cost to power, of course).
It also gives more options to those who want to only devote 1 slot to self-healing. They can choose a self healing skill that complements the skills that their party monk has chosen.
I consider this problem important enough that the skills should be added to the basic game rather than as part of an expansion.
Here's some ideas, but my basic point was the above.
Elem skill: Energy Storage. Cast time 1 secs. Energy cost 5. 30 secs recharge.
When used, player will be healed 50..100 percent of max health. However, player will lose all Energy. This skill causes Exhaustion.
Warrior skill: Tactics. Instant cast. No energy cost. 30 secs recharge.
For 30 secs, gain health regen of 1..3, and energy DEGEN of 2.
Ranger skill: Wilderness survival. Preparation.
Causes arrows to become vampiric, player gains 1..4 health when they hit.
So you see, nothing too powerful, but handy in certain situations, and used differently from the existing self-heal skills.
PS.
I'd also like to see more classes being able to remove conditions, enchantments, and hexes, but do it much more poorly than the classes that can do so at the moment. Say, Elem can cure hexes, Rangers can cure conditions, and warriors can shout away enchantments. But the skill that they get to do it is much inferior (high cost, chance of failure, etc) to similar skills that Monks, Necros and Mesmers have.
R

