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Building suitable teams for the challenge you are facing is more important. For example, if you've seen the end of Act 2 before, you'll know that projection is a big deal, so making a very front-loaded team might cause you problems.
Healing, Stress Healing, Projection, Mobility, Taunt, and flexible range -- consider fitting these elements however you can while considering how to counter your end-goal. Here's an example with some starting heroes:
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Plague Doctor (Alchemist) will carry you quite far on her own - projection, healing, support.
Man-at-Arms (Vanguard/Bulwark) will take the heat off you - soothe, taunt, mobile guard.
Grave Robber (Deadeye) as a flex-pick - can synergize via poison darts, stacking blight with the PD while keeping herself healthy, sane, and hidden - which means less healing for the Plague Doctor and less stress-healing for the Man-at-Arms.
GR+MAA are not only mobile, but also don't care too much where you play them from - so, if you get shuffled, pulled, pushed, ambushed (etc), or simply want to move static heroes back into prime position, you can do so quite easily without much downtime.
That flexibility also means you can fit almost anything else you like into the final slot - depending on your wants or needs. Here are some full-time examples containing those three heroes:
X-PD-GR-MAA
PD-X-GR-MAA
(HWM, JES, RUN, DUE, OCC, CRU, VES, etc, etc)
GR-PD-X-MAA
PD-GR-MAA-X
(FLA, LEP, HEL, DUE, OCC, CRU, VES, etc, etc)
On paper, you have a healer, soother, projection, mobility, taunt, and flexible positions - and can complement it via whatever other hero you like - front or back, support or damage, whatever. You have a lot of room to play with, and it won't have too many struggles with bosses.
Act 1 - team has plenty of variance, so won't be fully locked out.
Act 2 - team has plenty of front and back damage for lungs.
Act 3 - team has stealth, taunts, and enough range to manage eyes.
Act 4/Act 5 - team will sustain/melt them no problem.
Are there better or worse? Yes, but it doesn't matter. Don't try to seek perfection or a one-note 'catch all' giga-comp, because most of the fun hinges on dabbling and experimentation.
CRU - Crusader
DUE - Duelist
FLA - Flagellant
GR - Grave Robber
HEL - Hellion
HWM - Highwayman
JES - Jester
LEP - Leper
MAA - Man-at-Arms
OCC - Occultist
PD - Plague Doctor
RUN - Runaway
VES - Vestal