Warded Chaplain

Shadow Knight / Cleric / Beastlord

Tank, healer, support — safe, methodical, and very hard to break.

Tier S Score 97 Rock-solid solo trio D4-capable

The combo

Primary Shadow KnightTank Plate armor
Secondary ClericHealer Plate armor
Tertiary BeastlordSupport Leather armor

Role coverage

Tank
71%
Heal
71%
DPS
62%
Utility
81%
D4-capable baseline. This trio has a tank, healing, and a slow — the core checklist for pushing into higher-difficulty (D4) content. EQL is new and soloable by design, so treat this as a green light to experiment, not a guarantee.

Strengths & watch-outs

✔ Strengths
  • A real plate tank (Shadow Knight) to hold aggro and eat the big hits.
  • A dedicated healer keeps the fight sustainable more or less indefinitely.
  • You bring a slow — the single most valuable tool against tough single targets.
  • A pet (Beastlord) adds a second body to off-tank, add damage, or pull.
  • In-group rez means a death doesn't end the session.
⚠ Watch-outs
  • Few real weaknesses — a well-rounded, forgiving trio with an answer for most situations.

How it plays

Lead with Shadow Knight to grab and hold aggro while the fight sets up. Shadow Knight 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. Land your slow early on tough targets — it does more for survival than any burst.

Suggested AA focus

From your Shadow Knight
Unbound Drain — Innate lifetap on hit.
Harm Touch (DoT ranks) — Adds damage-over-time ranks to Harm Touch.
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 Beastlord
Unbound Ferocity — Warder (pet) flurry chance.
Frenzy of Spirit — Brief self berserk state.

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 Leather. Stack AC and HP on your tank first. 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.