In contrary to many other posts I am not here to complain about balance issues, I am here to compliment it. But first, for all the trolls out there: This is a individual perception.
But I think, that each profession has its place in WvW and can be very strong with the current meta game and the most common builds used. Just left to say, that I play a Mesmer myself. So most of it is written from this point of view from the game.
Guardian
Here I see a lot of support guardians, especially useful in zerg situations. Also I have seen small groups of guardians steamroll other groups by supporting each other and dealing decent dmg. If done correctly such groups appear highly deadly. In 1v1 scenario it depends on the situation, but here they can be good too. So I see guardian as a fairly strong all around profession that is not too hard to play.
Warrior
The role of the warrior can be quite similar to the role of the guardian. I see Warriors used to great effect in big Zerg vs Zerg scenarios as well as in smaller fights. Warriors, as far as I have heard from those players, are fairly easy to control. Thus making them a good choice especially for newer players. However, personally I feel with my Mesmer I can quite well dominate many Warriors in 1v1 fights.
Engineer
After I have heard many complaints about this profession, I have seen many many really strong Engineers. Not only is their dmg output good, they have also a great survivability, making them a good choice in especially smaller fights. I did not feel threatened by Engineers in Zerg vs Zerg situations really much. However, I do not know of their support ability in such situations.
Ranger
I feel rangers especially threatening in zerg fights. Here they can pick up weakened targets from afar or AoE a whole Zerg quite effectively. Also their pet seems to be quite the addition to a fight. Although I have a feeling those pets could use some buffs, because I mostly ignore them. Thus, being surprised by a few Rangers using CC-abilities of their pets and giving me much trouble sometimes. In smaller engagements I have rarely seen a really threatening Ranger. But what Rangers are great for, is still firing at cloaked players due to their repeating shots from one of the longbow skills.
Thief
Much hated and much loved. I think the most threads here are dedicated to Thieves, claiming they are OP or claiming they are too weak. However, I think thieves are one of the best implemented professions at all (and no, in WvW I don’t play thief). They have a great ability to pick weakened targets in Zerg fights, but exposing themselves doing so. In smaller fights a Thief becomes even deadlier, although a skilled player can evade their assassination attempts quite well, until all stun breakers are in cool down.
Elementalist
Well here I see almost exclusively those D/D bunker elementalists. Those are effective in almost any matchup I feel. Running close, doing their rotation and dealing decent dmg and then running out again until the rotation starts anew. The strengths of this is also its weakness. Making them predictable. But they have their place in WvW and can easily be used to great effect. Still Ele can be used as a strong supporter or AoE dmg dealer what making this profession useful all around WvW.
Mesmer
The second most hated and loved profession. Mesmers, however, are very very strong in 1v1 fights (they are described as magical duelists after all
). In bigger fights, especially in Zerg situation, Mesmer do not stand out very much. They can support with random boons, but also deal some decent dmg. The most important issue with Mesmer is, that it needs a lot of practice and awareness to be good, making it one of the hardest to learn professions in the game. Also, if one knows how to counter a Mesmer, then their advantage in 1v1 situations disappears. But all in all, the more chaotic the fight, the stronger the Mesmer will be.
Necromancer
Necromancer, similar to Elementalists, can be quite the AoE dmg dealers as well as group supporters. But their strongest domain are conditions. They also have the highest life bar (in combination with Death Shroud) and thus have a very good survivability. The longer the fight takes, the stronger the Necromancer becomes, but also their ability to burst, if traited for it, should not be underestimated. Over all, the Necromancer is also an all around profession that can be quite effective in any situation.
So that’s it folks. My perception of all the professions in WvW. I am sure they are all quite good, if played right. And it’s always a surprise if one doesn’t use a main stream build and therefor catches their foe easily on the wrong foot. Of course there are issues with every profession and bugs that needs fixing. But at the end of the day, there is a good balance.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!