Wiz3Ele3Warlock1 survival is dependent on how much they invest into con. They’ll be able to go high con low int and still stay relevant in the DPS department for the most part. Being ranged is also a plus in not taking damage. As for protecting themself they have a few cc skills to choose from. Going wiz3 you get lvl15 sleep stunning monsters for 17s with an attack threshold of 15 before they wake up, earthquake which is not the best skill to use cause of sometimes scattering monsters but still a good cc knockdown skill. At ele2 you get freeze attribute on hail which in turn boosts electrocutes damage even further.
As cleric2/diev3/druid1/plague1, The cleric 2 is good for longer safety zone (invulnerability for x amount of hits/seconds) which is great for ele to stand in and cast skills so they don’t get canceled (bound to happen even with quick cast 50% casting speed). More heals and +1 skill buff. Diev statues can go from warp statue to decrease sp cost - increased sp recovery, 20% cd reduction (relevant for ele/warlock cds as they are subhigh 30s-44s), another form of invulnerability (going counterclockwise around statue for 18s+ invuln) and some form of dps from owl statue. Druid itself is more on the damage side which also compliments diev’s carve attack by turning monsters into plants thus increasing their own damage. And plague which gives even more burst damage from incineration as well as increasing health regen and status resist.