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Famously, someone won with an Antimagic Archmage back in 1.5.x; I think that's still possible in the current patch despite the weapon damage changes, which goes to show the game gives you a lot to survive even if you intentionally gimp yourself so badly that you can't even use your class Talents at all.
Unfortunately there's no way to truly know for certain, and so it's impossible to completely parse out cheaters from non-cheaters. Some cheaters have a tell at least; for instance, if their stats are way inflated that's really easy to notice. But even recorded/streamed videos can technically be doctored because you can edit stuff under the hood to make it easier for your character during a run, even if that sounds like a pain in the ass to do.
That said, despite notoriously large gaps in the kits of the lower-tiered classes it's still possible to close up those gaps. For instance, in Insane, Bulwark has essentially no true intrinsic defenses and only has GWF + Assault to do big damage; however, there's so many defenses that are generically available to many classes (Stormshield, etc.) that you can reasonably put workable protection together eventually.
The main priority problem is the damage rotation. Their main attack is on cooldown for perhaps way too long, and Staff Combat is mediocre. They would be much better if they either had more to do or had more oomph to those attacks, and this can be solved at L25. However, before then they are oftentimes up the creek without a paddle, and the leadup to L25 contains much of T2 dungeons, which are widely considered the most difficult part of the game.
I've tanked her up on health/resistances /regen and am suplexing my way through the game, it's awesome.
On Insane or Madness one tell is if they saved all the escorts.
Indeed, on normal my Necromancer deleted the final encounter in a few turns, and it was my first time so I personally didn't know what to expect going in to it. I don't think I even took any damage.