The combo
Primary
ClericHealer
Plate armor Secondary
ShamanHealer
Chain armor
Role coverage
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.
- Solid damage to push kills at a good pace.
- You bring a slow — the single most valuable tool against tough single targets.
- In-group rez means a death doesn't end the session.
- 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.
- 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. Land your slow early on tough targets — it does more for survival than any burst.
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 Shaman
Cannibalization — Convert HP into a large chunk of mana.
Rabid Bear — Transform into a Rabid Bear (offense boost).
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 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.