War-Priest Duo

Cleric / Druid / Berserker

Double healing and a striker — a sustain machine that still hits back.

Tier A Score 82 Rock-solid solo trio

The combo

Primary ClericHealer Plate armor
Secondary DruidHealer Leather armor
Tertiary BerserkerMelee DPS Chain armor

Role coverage

Tank
29%
Heal
76%
DPS
81%
Utility
57%
Not a natural D4 raider yet. To make higher-difficulty content comfortable it would want to add a tank, add a slow. 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.
  • Built-in travel (ports or fast evac) cuts downtime between camps.
  • 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.
  • No slow — big single-target fights come at you at full swing speed.
  • No tank and no hard CC — multi-mob pulls are genuinely dangerous.

How it plays

With no plate tank, your sturdiest body — Cleric — has to hold aggro, so open with careful single pulls. Berserker 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.

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 Druid
Exodus — Fast, no-mana evacuation.
Quick Evacuation — 10/25/50% faster evac casts.
From your Berserker
Double Riposte — +15/35/50% double-riposte chance.

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, Leather 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.