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
NEC · Caster
Necromancer
Self-sufficient caster using DoTs, pets, roots, taps, and mana conversion.
Strengths
Exceptional self-sustain and recovery
Strong damage over time
Pet and Feign Death provide flexibility
Constraints
Damage takes time to ramp
Limited direct group healing
Fear-based tactics can be unsafe indoors
PAL · Hybrid
Paladin
Protective tank combining mitigation, healing, stuns, lull, and anti-undead damage.