There is nothing left at equal skill level that can reliably kill a thief at equal skill level.
Despite roaming being largely considered irrelevant from a wvw point of view, it’s still represent a big chunk of the overall fun for your average wvwer.
But Thieves have now reached a status of untouchable Apex Predator, any class stands no chance 1vs1 at equal skill level…no one except a well played Dragon Hunter
This is how a thief wins every 1vs1..except vs dh
Elementalist: Most fights I can win unless the person is running a sustain build with lots of condition clear. Most people run a lighter build to do more damage so I can win these fights regularly. Always a good target, but in group fights can be problematic with mist form allowing more time for the team to res them.
Necromancer: Most fights I can win, a few necromancers run dangerous condi transfer builds that can pose a problem, but mostly they lack the mobility to catch me, especially in reaper form. Good ranged damage can shut them down. Harder with shroud to break, but a good target in group fights because other players aren’t worried about the necro’s HP going low because of shroud.
Mesmers: Good mesmers are hard but if the mesmer isn’t using high stealth uptime it quickly becomes a game of burst and stealth. The mesmer goes down pretty fast. Mesmers are annoying if they can get their balance and start attacking, so in group fights mesmers are high priority to take down.
Engineers: Good engineers have sustain but the stolen skill interacts with finishers really well. The main thing with scrappers is just waiting out the defensive abilities and then bursting. Using boonsteal in generally makes engineers easier to kill and control.
Rangers: I’ve been matched once by a greatsword ranger and a staff druid. Both had strong sustain, powerful damage, and good mobility. I find that rangers and druids that stand still to do their damage, because they “can,” tend to die easily. Using the stolen skill to gain regeneration and heals helps to negate their damage by quite a bit. Rangers pets are also gold for offhand dagger use because the pet won’t move much so it is easy to CnD off that to regain stealth for another attack.
Thief: I find most thieves run insane condi clear. They are easy kills if they don’t. With teleport and enough condi clears getting a kill can be a challenge. Most will run Escapist’s Absolution, which means timing a burst and then not attacking is key to decreasing their HP. Having an enemy NPC, like a sentry nearby is helpful to maintain the advantage by being in stealth more than them. “Winning” against a thief often means forcing it to retreat so you can take the objective.
Warrior: Hit the warrior enough to force them to use their immunities. Also evade their adrenal abilities, both because of the damage and because they will probably heal from it. Basically, burst and retreat, burst and retreat. If you never get locked down you can win. That said, you can tell a good warrior from a bad one pretty quickly. A good warrior will maintain pressure and will catch you with his/her abilities. A bad warrior will let you hit and run until death.
Guardians: hit and run until their passives/blocks are gone. Then melt them. Guardians have such small HP that medium constant pressure will win. Even bunkers should melt to a combination of boonsteal and careful pressure. Also, some well timed interrupts from stolen skill are powerful tools to shutting them down.
Revenants: die. They have a few powerful heals and some chasing ability, but boonspam is the most common type. They are built for group support and quickly die against focused 1v1 fire. It is also more rare for me to encounter good rev players. I’ve seen maybe one who had built for solo roaming and was amazing. Most others I see are running in groups so their build is not designed, perhaps, for solo roaming.
…RIP Roaming