The flames on aether don't usually have a lot of healers, and as far as Goblin is concerned PvP is dead, so I don't really have a PvP group. I wind up having to play a more defensive game more often than not. Icarus wings and the like help, but sometimes shit happens. It's not often you'll be doing a 1vs1 game either in seize. The horde is a thing. If I have CDs I can bring a ranged dps down no sweat 1vs1-DRK and WAR burst is that good. Most of the time however ranged dps don't travel alone. The smart ones will hover around a healer.
Its just the amount of damage a SMN can bring gets ridiculous I mean look at this shit, this was one of my better games on WAR too:
You don't do 1v1 in Seize really, but you're 1v1 skills are useful in certain situations when you're roaming between nodes for whatever reason. If you come across another tank/dps, and nobody is around, you can either move on or engage (or they may engage you). Being lazy/complacent when free roaming alone in Seize is an easy way to get killed. You can say don't roam alone, but in truth when groups call for you to spread out for new nodes, you realistically will sometimes be left alone for a small amount of time.
Some of the more serious PVP players do engage in organized 1v1 matches in Seize. These are arranged over mumble or chat - from what I've seen, these players on the primal servers have a way to communicate when they're in a match and then let everyone rush off in their directions and then arrange a spot away from the groups to duel. Support characters come to try to prevent interference from pugs. The rule for support characters is you can watch, but you can't interfere. Both combatants are also not allowed to use buffs from other players at the start (no Stone Skin, Protect, Regen, AST card, Galvanize, etc).
There are also times where smaller groups of players from an alliance will team up to try to take on a full alliance or larger group than themselves as a display of skill. They know what they're doing, too, and usually all of them come out alive.
As for having to play a defensive game...
We had a match last night where RNG literally kept giving us a node sammiched between the other nodes, and we simply stayed grouped and fought off the GCs. We did not lose our node, we had very few deaths, nobody wandered too far away, and we killed a lot of them. Despite never holding the majority of the nodes, we won because we had many more kills and less deaths than the other GCs. It's all about picking a spot to defend. And defending it properly - whether that's fighting on the node to ensure you are always in range of heals and defensive bubbles, clogging up bottlenecks, or using the high ground to your benefit.
It's obvious, but organization and teamwork are key to winning Seize. The moment a significant part of your team doesn't follow the plan, it can cost you the match.
As for the image: That is a lot of damage output. Guess you can't really inflate your DPS numbers since the point is to do as much damage, but when it comes to healing that's another story. Somebody was telling me the best healers in pvp put up 1.2-1.5M heals. I was like "okay, was it legit healing or overhealing to inflate". I'm sure if you wanted to, you can have multi-million healing numbers if you just spammed heals non-stop as much as you could for a match lasting around 10 mins. The highest legit healing I think I've done is around 900K when we were being zerged a lot on our nodes. But healing numbers mean jack. We've had matches where I've done only just over 100K healing and it was a sound win. It's just situational. I don't put too much faith in the numbers for the sake of seeing how high you can get. I think comparing them to what others did and the context of how the match played it is more important. If you weren't challenged a lot in the match, both DPS and HPS should be very low. If you were getting slammed, DPS and HPS should be much higher since you had to put up a fight.