Solo or PvP? I'll choose the first (solo) having not much XPerience with PvP
First, dump the healing signet unless you plan to pile a lot of points into tactics until it's 10+ (something i never touch) The health gain is otherwise minimal and sometimes even negative in an outnumbered situation, thanks to the -40 armour and 2 second powerup which can be interrupted also. Pick *anything* else, every second profession has a good healing skill or spell.
Professionally everyone tanking usually goes for warrior/monk, and for good reason. That way you can have mending which is a life saver when fighting large groups of lower level monsters who chip away small amounts of your health rapidly. That way you dont spend half your battle casting healing spells.
My character is currently set up like this:
Level 14 W/Mo
Swordsmanship 7 (+2 rune, +1 duelist helm) = 10
Strength 5
Healing spells 8
1. Any 'Cant be blocked or evaded' attack.
2. Sever Artery
3. Gash
4. Any finishing adrenal attack, (Final Thrust).
5.
Mending + 3 Regen6.
Purge conditions/Smite hex, (dependant on local critters)7.
Heal Area +110hp8. Ressurrect
If you can think of better skills, it's because i havent bought/collected them yet. though the 2,3,4, combo will demolish most creatures in seconds flat and charges very fast.
I have solo defeated 4 lvl 10 hydras at once with this setup. once monsters swarm you, you already have mending buffering minor damage leaving you hands free to maim and kill, and leaving only the big hits to worry about like special attacks, hexes and spells.
If your health drops low enough to worry you, cast heal area which (for me currently, will improve) cures 110 hp and helps any henchmen which are attacking your target. 70% as much hp gain as endure pain but doesnt dissapear after x seconds, plus one sec cast time so you can leave it to the very late if neccesary.
Purge conditions will save you from terrible grief at the hands of casters using blindness, weakness, burning, poison, disease and cripple - all the big degen fighter killers. Mending will again protect you from most monster hexes long enough for you to close the source down with big hits.
For everything else hexwise, there's shatter hex/smite hex, especially if you chose mesmer as your second profession this is an awesome triple whammy, combine these3 factors:
1: Remove a painful degen hex
2: Damage enemies Nearby
3: Skill squipped on a class intended to get in very close asap.
The max potential for shatter hex on a mesmer is 120 damage. (10 energy)
the max potential for smite hex on a monk is 70 damage. (5 energy)
Be sure to thank the one who just hexed you, you are now da bomb. Run into the middle of a large group, cast shatter on self and go boom, If you got hexes stacked, go boom again. Are you grinning yet?
Renember this formula: ((120 or 70) dmg) x (8 monsters) = OMG.
Theres plenty more evil things you can do but i'm out of time, will be back soon.