Field Medic Strike Team

Shaman / Monk / Bard

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

Tier A Score 83 Rock-solid solo trio

The combo

Primary ShamanHealer Chain armor
Secondary BardSupport Chain armor
Tertiary MonkMelee DPS Cloth armor

Role coverage

Tank
52%
Heal
48%
DPS
81%
Utility
86%
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.
  • Deep utility — buffs, debuffs, and control stack up fast.
⚠ 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 — Monk — has to hold aggro, so open with careful single pulls. Monk carries most of your damage; focus-fire one target down rather than spreading hits. Shaman 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 Shaman
Cannibalization — Convert HP into a large chunk of mana.
Rabid Bear — Transform into a Rabid Bear (offense boost).
From your Bard
Unbound Versatility — Cast/sing through stun.
Instrument Mastery — Improves all instrument use.
From your Monk
Unbound Alacrity — Innate melee attack-speed (haste).
Critical Mend — 5/10/25% chance for a superior Mend.

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 Chain and Cloth. 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.