Oracle Controller

Cleric / Necromancer / Enchanter

Spells, sustain, and crowd control. Safe and surgical.

Tier A Score 83 Rock-solid solo trio

The combo

Primary ClericHealer Plate armor
Secondary EnchanterSupport Cloth armor
Tertiary NecromancerCaster Cloth armor

Role coverage

Tank
29%
Heal
71%
DPS
71%
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.
  • Solid damage to push kills at a good pace.
  • You bring a slow — the single most valuable tool against tough single targets.
  • A pet (Necromancer) adds a second body to off-tank, add damage, or pull.
  • True crowd control lets you split dangerous pulls and take on multiples.
⚠ 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. Necromancer 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 Enchanter
Gather Mana — Recover a huge amount of mana almost instantly.
Permanent Illusion — Illusions persist through zoning.
From your Necromancer
Lifeburn — Unresistable damage equal to your current HP.
Cannibalization — Convert HP into a large chunk of mana.

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 Cloth. 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.