Blade & Bolt

Monk / Rogue / Wizard

Two melee and a caster: front-line pressure with a ranged finisher.

Tier D Score 51 Risky solo — group-only

The combo

Primary MonkMelee DPS Cloth armor
Secondary RogueMelee DPS Leather armor
Tertiary WizardCaster Cloth armor

Role coverage

Tank
38%
Heal
0%
DPS
100%
Utility
29%
Not a natural D4 raider yet. To make higher-difficulty content comfortable it would want to add a tank, add healing. It can still shine at lower difficulty, for leveling, or with a well-geared player driving it.

Strengths & watch-outs

✔ Strengths
  • Heavy damage output — fights end fast.
  • You bring a slow — the single most valuable tool against tough single targets.
  • Built-in travel (ports or fast evac) cuts downtime between camps.
⚠ Watch-outs
  • No natural plate tank — someone in lighter armor has to hold aggro, so pull singles and carefully.
  • No healing at all — you'll lean on potions, careful play, and killing things before they kill you.
  • Light armor across the board — squishy, so avoid getting surrounded.
  • 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. Monk carries most of your damage; focus-fire one target down rather than spreading hits. With no healer in the set, potions and pacing are your lifeline — don't overpull. Land your slow early on tough targets — it does more for survival than any burst.

Suggested AA focus

From your Monk
Unbound Alacrity — Innate melee attack-speed (haste).
Critical Mend — 5/10/25% chance for a superior Mend.
From your Rogue
Unbound Lethality — Innate poison damage.
Escape — NPCs forget you; go invisible when out of combat.
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 Cloth and Leather. 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.