Premise: Among all the available professions, Monks seem to have a privileged position: they are very difficult to do without in any group (whether PvE or PvP), and common wisdom even dictates that you have more than one. One guide on PUGs here at Guild Wars Guru goes so far as to mention that it is not true that every group needs three monks, and that sometimes it's better to use only two. Compare your reaction to this statement to your reaction if you read someone explaining that sometimes it's better to have only two mesmers in a group, or only two necros in a group, and you don't really need to have three all the time.
Someone will no doubt wish to claim that it is really healers who are special in this way, and people are just used to thinking of Monks as healers, but Monks are not necessarily healers and vice versa. This is true to some extent, but I submit that Monks gravitate naturally toward this role, and no other professions do. 3/4 monk attributes are clearly dedicated to healing/protection, including their primary attribute, and they have a wide array of skills for doing it (even some smiting prayers, like Zealot's Fire, appear designed to compliment this role). Ritualists have one attribute which emphasizes healing, a much narrower selection of healing/protection spells, and their primary attribute has no significant impact on their healing ability. Most other professions don't have the skills available to be dedicated healers at all. But if you wish, you can read "divine favor/healing/protection/restoration-spec'ed character" everywhere I write "monk."
So, common wisdom says that a group of 8 should have about 2-3 monks; 1/8 of the classes are wanted to fill 1/4 or 3/8 of the group slots in pretty much any group. It doesn't seem to be uncommon in mission districts to find multiple groups who are ready or almost ready to start, except that they need 2 monks to join first.
Response:
One possibility, clearly, would be to make some adjustment to the game to put the classes on more equal footing. However, in my estimate this would require numerous, broad, and sweeping changes to the game, and probably has not been practical since before the beta test started.
Therefore, I think the correct response is just for the dev team to acknowledge that monks have this privileged position and conduct their level design and balancing accordingly. For example, I think that every outpost in the game which allows groups of size 8 should have at least two monk henchmen (or similar), and most should probably have 3 (and if players don't feel that henchmen healers are good enough to rely on, that should be addressed). Monster groups containing monks should generally be regarded as more powerful than ones of equivalent size and level without them; monk bosses should be dealt with very carefully, etc.
F
