Necro.
They're a powerful solo exp class that also works well with a lot of different duo, trio, and group options.
You generally don't need to care about faction so you can go ahead and slaughter good NPCs (bards, guards, random townsfolk) for exp (or sometimes loot, like with guards); these camps are often quieter than other places so you can log on and immediately go to town without trying to find a camp.
Invis, invis vs undead, feign death, harmshield, pet allow you to travel around easily (just get some jboots or sow pots eventually, or tip druids/wizards for ports) both outdoors and in dungeons.
You have a lot of options: Fear kite with pet? Root rot? Lifetap tanking? Charming undead? Nuking undead? Some work better than others overall, but there are situations where a necro can deal with something that another class wouldn't be able to because of the different options they have.
FD is the ultimate "I randomly need to AFK while playing" tool.
Your other options aren't bad choices, but the necro stands out for what you're talking about imo.
Druid ports are convenient for self and for making cash, and druids are pretty versatile too: root rotting, charming animals, nuking stuff, quadding, lots of great buffs, snares and roots, acceptable healing. But they come up short overall compared to a necro imo, mostly because necros work as well indoors as out and have a strong pet without needing to charm and have amazing mana regen that druids never get.
Shaman is nice too. They're more straightforward than a necro or druid since they don't have any charm or pulling tricks to rely on to break up multiple spawns, but their mix of strong dots, great buffs, a pet, canni, slow, and resist debuffs carries them through. Most of the reason people think shamans are godly are because they're picturing a level 60 shaman with torpor. Shamans are a lot different before torpor than after because torpor gives the sham the staying power/brute force to win a fight even though they don't have the control or "oh shit" buttons a chanter (aoe stun, aoe mez, aoe blur) or necro (harmshield, feign death) have to use when they get in trouble; before torpor if they get behind the 8-ball, they don't really have a tool to right the ship except for perfect play and good luck on resists/root breaks.
Magician is too much of a one-trick pony to be a great all around solo character. They have no real way to pull or CC. They can farm solo pulls, or groups of lower-level mobs, well with strong pets and nukes but fall behind the others options above because of they lack the utility, mana regen, CC, etc., needed to handle themselves in most dungeon settings or against many stronger foes.
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