Monk:
pros-
Good healing
Good damage mitigation(prot prayers)
High damage versus undead
Condition and hex removal
Hard res(which doesn't mean much in a solo scenario like this)
Partial immunity to spellcasters (spell breaker)
Cons-
Low to medium damage against anything else
Weak against mesmers, necros
Low armor
No running abilities
Little Energy management skills.(Divine spirit, and a couple elites from factions)
no interrupts
Many heals are for target others
Ranger:
Pros-
Best self heal outside of monks(troll ungeunt)
Versatile
Medium to high damage(dependent on build)
Traps deal aoe damage,condition spreading
self condition removal(partial)
Spirits create area effects
High armor versus elements
Evasion skills/running skills
Interrupts
Ranged attacks gain distance from hills
Expertise is built in energy management
Has pet to draw aggro/absorb damage
Spirits can also be used as decoys
Cons-
The two heals are long cast, heal over time. Healing spring is easily interrupted
No damage mitigation outside of evasion
Traps are easily interruptible
Condition spreaders weak against condition removers/spreads(plague touch,etc)
Spirits affect allies and enemies(though a pro in certain situations)
Armor low versus physical damage
Weak against blindness(obviously)
Necromancer
pros-
Vampiric abilities allow health management
Soul Reaping built in energy management,though dependent on killing enemies.
Creation of a small army of minions( good for drawing aggro, dispersing damage)
Condition spreading
Orders provide buffs toward teammates damage
Curses and wells provide good anti monk abilities, as well as team buffs
Health stealing is armor ignoring
Enchant removals
Cons-
Dependent on health sacrifice( with some skills)
Medium to low armor
Many abilities dependent on corpses
Hexes are weak against monk hex protection
Conditions are weak against certain ranger protections
No running abilites/evasions
Elementalist:
Pros-
Energy Storage. nuff said
Versatile 5 attribute lines instead of 4
High Aoe and direct elemental damage
Armor buffing spells
High Energy management in the form of Glyphs and attunements
Damage boost to weapons using Conjure frost, etc.
Wards
Aoe knockdowns
Slowdowns
Minor running abilities/major evasion
Cons-
Dependent on fighting enemies w/o natural bonus against element in use(fire fire imps,etc)
No stances
Weak against interrupts
Exhaustion
Certain armor buffs and the healing ability dependent on spellcasting.
Enemies run from aoe( a pro in certain situations)
Warrior
Pros-
Uses adrenaline to offset low energy pool
Versatile, 5 attr. lines instead of four
Shouts buff allies
Good running abilities(Charge also carries allies with you)
Temporary health gain skills
High Armor
Interrupts
Stances(anti knockdown, defense, etc)
Energy management through stances, certain elites
Knockdowns
Direct heal is instant gain of health(not heal over time)
Strength gives armor penetration
Cons-
Direct heal gives -40 armor
Temp heals are not real heals
Low energy pool(weak against energy denial)
No condition/hex removal
No damage mitigation outside of armor
Adrenaline management is key
Little Aoe
Mesmer:
Pros-
Fast casting
Most interrupts
Energy Denial
Degen abilities
Slowdown abilities
Strong against casters
Enchantment removal
Adrenaline denial
Energy management
Cons-
No healing
Some skills dependent on enemy reaction(attacking triggers energy denial,etc)
Requires high levels of knowledge about the enemies abilities
Requires good timing/judgement about when to use abilities (removing your own hex to deal damage,etc)
Assassin:
Pros-
Shadowstepping
Increased critical chances
good against individual spike targets
Speed boosts
healing abilities
Medium damage mitigation
Cons-
Low armor
Highly dependent on chain attacks (weak against chain interruption)
Healing dependent specific situations
Individual damage of each weapon low
Ritualist
Pros-
Good healing and damage mitigation
Defensive spirits only affect allies
Versatile spirits allow crossing into other professions territories(life stealing,etc)
Aoe heals and damage
group buffs
Adrenaline denial
hard res
Spirits can be used as decoys
Cons-
Spirits can be killed, cannot move
susceptible to interrupts
Channeling line deals mostly lightening damage(weak against anyone prepared for that)
Long recharges on many skills
That's all I can think of, and as you can tell I have a very limited knowledge of some of these classes. So if anyone would care to add to Assassins, rits, dervishes, paragons, or simply your favorite classes, I would greatly appreciate it.
In the end, I think its hard to say if any class has an advantage over any other. I think Ranger comes closes to being most independent, as its a middle of the road class which has tons of variety and the ability to have its pet do the tanking.
But that's just my two cents
I'd like to hear yours.
/edit for clarification
/edit to add comments by Jetdoc And Cosyfiep to list