Field Medic Strike Team

Cleric / Ranger / Bard

Melee, a healer, and control: sturdy and adaptable to any pull.

Tier A Score 83 Rock-solid solo trio

The combo

Primary ClericHealer Plate armor
Secondary BardSupport Chain armor
Tertiary RangerMelee DPS Chain armor

Role coverage

Tank
33%
Heal
67%
DPS
81%
Utility
81%
Not a natural D4 raider yet. To make higher-difficulty content comfortable it would want to add a tank. It can still shine at lower difficulty, for leveling, or with a well-geared player driving it.

Strengths & watch-outs

✔ Strengths
  • A dedicated healer keeps the fight sustainable more or less indefinitely.
  • Heavy damage output — fights end fast.
  • You bring a slow — the single most valuable tool against tough single targets.
  • True crowd control lets you split dangerous pulls and take on multiples.
  • In-group rez means a death doesn't end the session.
⚠ Watch-outs
  • No natural plate tank — someone in lighter armor has to hold aggro, so pull singles and carefully.

How it plays

With no plate tank, your sturdiest body — Cleric — has to hold aggro, so open with careful single pulls. Ranger carries most of your damage; focus-fire one target down rather than spreading hits. Cleric keeps everyone standing — manage mana and you can camp indefinitely. Use your crowd control to peel adds and turn bad pulls into manageable ones.

Suggested AA focus

From your Cleric
Divine Resurrection — Full-experience, full-HP/mana rez with no penalty.
Celestial Regeneration — Large heal-over-time at no mana cost.
From your Bard
Unbound Versatility — Cast/sing through stun.
Instrument Mastery — Improves all instrument use.
From your Ranger
Archery Mastery — +30/60/100% archery damage.
Endless Quiver — Never run out of arrows.

Signature class abilities worth prioritizing. Plan the full board on the AA guide, or wire it into a saved build in the Forge.

Gear direction

This trio wears Plate and Chain. Melee want haste and DEX (for procs) once the basics are covered. Casters and priests want mana, their casting stat, and any focus effects. See the gear-by-class guide and weapon guide for the specifics.

Ratings are computed from each class's role weighting — the same scoring the Build Forge uses — and EverQuest Legends is new and soloable by design, so treat tiers as a starting point and confirm what works in-game. The level cap is 50.