Field Medic Strike Team

Shaman / Monk / Enchanter

Melee, a healer, and control: sturdy and adaptable to any pull.

Tier B Score 82 Rock-solid solo trio

Role coverage

Tank
48%
Heal
48%
DPS
71%
Utility
86%
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.
  • True crowd control lets you split dangerous pulls and take on multiples.
  • 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.

How it plays

With no plate tank, your sturdiest body, Monk, has to hold aggro, so open with careful single pulls. Monk carries most of your damage; focus-fire one target down rather than spreading hits. Shaman 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 Shaman
Cannibalization, Convert HP into a large chunk of mana.
Rabid Bear, Transform into a Rabid Bear (offense boost).
From your Enchanter
Gather Mana, Recover a huge amount of mana almost instantly.
Permanent Illusion, Illusions persist through zoning.
From your Monk
Unbound Alacrity, Innate melee attack-speed (haste).
Critical Mend, 5/10/25% chance for a superior Mend.

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 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.

The score is a role-coverage rating (tank, healing, damage, utility), the same math the Build Forge uses. The tier layers in endgame readiness: S-tier is reserved for D4-ready builds (a tank, healing, and a slow), so an elite all-rounder that lacks a slow tops out at A. A lower tier doesn't put D4 out of reach, though, gear, resists, and +10 upgrades close the gap; the tier just reflects how much the build does for you out of the box. It's a model, not live parse data, so treat tiers as a starting point and confirm what works in-game. The level cap is 50.

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