Templar's Trinity

Shadow Knight / Cleric / Magician

Tank, healer, caster — the timeless balanced trio, and a benchmark for everything else.

Tier S Score 97 Rock-solid solo trio

The combo

Primary Shadow KnightTank Plate armor
Secondary ClericHealer Plate armor
Tertiary MagicianCaster Cloth armor

Role coverage

Tank
81%
Heal
67%
DPS
81%
Utility
52%
Not a natural D4 raider yet. To make higher-difficulty content comfortable it would want to 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 real plate tank (Shadow Knight) to hold aggro and eat the big hits.
  • A dedicated healer keeps the fight sustainable more or less indefinitely.
  • Heavy damage output — fights end fast.
  • A pet (Magician) adds a second body to off-tank, add damage, or pull.
  • In-group rez means a death doesn't end the session.
⚠ Watch-outs
  • No slow — big single-target fights come at you at full swing speed.

How it plays

Lead with Shadow Knight to grab and hold aggro while the fight sets up. Magician 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 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 Magician
Improved Familiar — Summons a stronger familiar.
Elemental Pact — Pet-summon reagents are not consumed.

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. 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.