Mystic Oracle

Cleric / Wizard / Necromancer

Raw spell power with a healing anchor to keep the mana and the fight flowing.

Tier A Score 80 Well-rounded build

The combo

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

Role coverage

Tank
29%
Heal
67%
DPS
90%
Utility
52%
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.
  • A pet (Necromancer) adds a second body to off-tank, add damage, or pull.
  • 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. Wizard 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 Necromancer
Lifeburn — Unresistable damage equal to your current HP.
Cannibalization — Convert HP into a large chunk of mana.
From your Wizard
Manaburn — Unresistable damage based on your current mana.
Quick Damage — 2/5/10% faster damage-spell casts.

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.