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more of an issue of what is needed.
You need a tank who can heavily mitigate.
you need a healer who can handle heavy healing consistently.
You need a means to single out mobs, or be able to lock them down while a single mobs is being dealt with.
You need damage to punch through their excessive HPs.
You also may need a class who can debuff as well to make this doable and there has to be interrupts or it will greatly reduce the chances of success.
So far, there isn't too much room for play in this like in some of the past games where you could have a rag tag group and still work some ways into dungeons (may be possible, but not worth the effort usually for the reward and you will likely wipe constantly in the process).
Each of the classes that fill those specific roles can usually do it fine. As to the specifics of "what class is better than the other in its role", well... not sure... all seem to handle their role fairly well in my experience and then it is a matter of taste of the players as it concerns those classes abilities.
While DPS is the most requested job there usually IS no party without a serious tank and healer - and depending on the place, some CC.
So which job is the most important? Yes.
Or in other words: Be good at YOUR class. Don't worry about the rest. If you're really good at your job I want you in my party. Always.
i think its shaman and enchanter you couldnt survive without a backup healer and crowd control , i rolled a cleric because i dont want to deal with all these group stuff but still i need to because there is always missing a 2nd healer
its too much pressure trying to solo heal when death can happen in a split second like teammates attacked the wrong mob mezzed by enchanter / too much add from random pather
These factors tend to matter more than class selection at the end of the day, minding that's if you have the relevant roles filled in the party. (tank, healer, cc, dps)
Firstly, necros are capable of handling light CC work, particularly if you have a rogue in the party. While chanters help if there are 2, or even 3 adds, a single occasional add is not a problem for these alternate solutions and plenty of places in the game have fairly easy pulls and if its on the overworld the rare time you pull multiple adds everyone can just run.
A group with 2 healers or 2 tanks (particularly if the offtank is a paladin) can also usually just brute force their way through an add.
That said chanters bring a lot more than CC. Their resistance debuff makes magic dps hit noticeably harder, their interrupts and stuns and debuffs screw up the enemy and make things run smoother, as well as reducing downtime with mana regen and their limited (not as good as necro it seems) direct mana battery abilities. They can also apply expose as well as the standard caster opening gap. Then there is the dropped weapon buff they can apply to a melee, Chanters are very useful and its nice to have one if you are going deep in a dungeon and cant run, but they arent mandatory.