Battle-Cleric Brawlers

Cleric / Ranger / Monk

Two melee and a healer — straightforward, durable, hard to kill.

Tier S Score 85 Rock-solid solo trio

The combo

Primary ClericHealer Plate armor
Secondary MonkMelee DPS Cloth armor
Tertiary RangerMelee DPS Chain armor

Role coverage

Tank
52%
Heal
57%
DPS
90%
Utility
48%
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.
  • 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 — Monk — has to hold aggro, so open with careful single pulls. Ranger 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 Monk
Unbound Alacrity — Innate melee attack-speed (haste).
Critical Mend — 5/10/25% chance for a superior Mend.
From your Ranger
Archery Mastery — +30/60/100% archery damage.
Endless Quiver — Never run out of arrows.

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, Chain and Cloth. 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.