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.
ENC · Caster
Enchanter
Control specialist using mez, charm, haste, mana recovery, and debuffs.
Strengths
Defining crowd control
Charm offers unusually high upside
Haste and mana recovery improve whole groups
Constraints
No direct healing
Charm breaks can be lethal
High spell knowledge and target management burden
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
WAR · Melee
Warrior
Dedicated martial tank built around durability, weapons, and encounter positioning.
Strengths
Defining physical durability
Broad weapon access
Scales strongly with healing and support
Constraints
No spells or self-healing
Limited emergency recovery
Threat tools depend heavily on equipment and execution