Heuristic disclosure: Heuristic capability coverage: each documented class capability is rated 0–3; a trio takes the maximum per role, applies published context weights, and receives a capped breadth bonus. This is not a tier list or measured performance ranking.
DRU · Priest
Druid
Outdoor generalist with healing, roots, snares, damage, ports, and evacuation.
Strengths
Defining travel utility
Strong outdoor control and mobility
Can alternate between healing and damage
Constraints
No durable tanking
Some tools are weaker indoors
Emergency healing is below Cleric specialization
MAG · Caster
Magician
Pet-centered caster with direct damage, damage shields, and summoned utility.
Strengths
Defining pet and direct damage
Useful summoned items and damage shields
Low dependence on melee positioning
Constraints
Minimal healing and travel
Pet control and pathing matter
Crowd control is limited
MNK · Melee
Monk
Mobile melee specialist with sustained damage, pulling, and Feign Death recovery.