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Bard-Druid-Rogue

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Bard / Druid / Rogue Guide

This guide covers the Bard, Druid, and Rogue combination.

Overview

Briefly describe what this three-class combination does.

Class Roles

Class Primary Role Secondary Role Notes
Bard
Druid
Rogue

Strengths

Weaknesses

Core Strategy

Describe the basic playstyle for this combination.

Pulling

Tanking

Healing

Crowd Control

Damage

Buffs and Debuffs

Emergency Tools

Leveling Strategy

Early Levels

Suggested approach for the early game.

Mid Levels

Suggested approach for the mid game.

High Levels

Suggested approach for the high game.

Suggested Zones and Camps

Level Range Zone Camp / Target Notes

Abilities

This section collects class spell lists and active skill lists. Spell lists are transcluded from each class page. Active skills are transcluded from Skills#Active Skills.

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Disciplines

Bard Disciplines

Bards MUST turn off songs in order to start Disciplines, failure to do so will result in the Discipline being cancelled but the cool-down will still activate.

Discipline Name Level Obtained Description Duration Reuse Time
Resistant Discipline 51 +10 to all resistances. The reuse time for this discipline will decrease as you level. 5 Min 60 Min
Fearless Discipline 54 Immunity to "Fear" and all spells that cause "fear". The reuse time for this discipline will decrease as you level. 11 Sec 60 Min
Deftdance Discipline 55 Auto dodge attacks from the front and auto dual-wield. 15 Sec 72 Min
Puretone Discipline 60 Makes it as if you are wielding the best instrument of every type, whether or not you are actually wielding an instrument. Increases to 28 modifier, and does work on singing mod. 4 Min 72 Min
Druid Disciplines
Discipline Name Level Obtained Description Duration Reuse Time
Rogue Disciplines

Note: Combat poisons can stack with other combat poisons, are single target and instantly cast. Only one utility poison can be active at a time.

Discipline Name Level Obtained Description Duration Reuse Time
Combat Blood Siphon Strike 1 Drains the life from your target, doing 56 damage every six seconds for 00:00:36, and healing your wounds for the same amount, effect Duration: 6 seconds. Permanent 5 Sec
Combat Asp Venom Strike 2 Deals 62 points of poison damage to your target. Permanent 5 Sec
Utility Weakening Strike 4 Weakens your targets limbs, slowing their attack rate for 0:03:30, effect duration 24 seconds. Permanent 5 Sec
Utility Hobbling Strike 5 Snare. Cut's circulation to your target's legs, slowing their movement speed for up to 0:03:00, effect duration 48 seconds. Permanent 5 Sec
Utility Concussive Strike 7 Causes your opponent to twitch violently, interrupting spell casting 75% of the time, pushback 2. Permanent 5 Sec
Utility Befuddling Strike 9 Causes your opponent to clutch their head, draining their mana by 110. Permanent 5 Sec
Utility Grounding Strike 11 Blocks the nerves to your opponent's legs, rooting them for up to 0:01:00. Permanent 5 Sec
Combat Stunning Strike 15 Injects a paralytic agent, stunning your opponent. This effect works on creatures up to level 50. Pushback 1. Permanent 5 Sec
Utility Banishing Poison 20 Dispel. Only one utility poison can be active at a time. Permanent 5 Sec
Resistant Discipline 30 Grants +3 to all resistances increasing to +10 at 50th level 1 Min 60 Min
Fearless Discipline 40 Immunity to "Fear" and all spells that cause "fear" 11 Sec 60 Min
Counterattack Discipline 53 Allows you to perfectly time your counter attacks, riposting every incoming blow. 9 Sec 60 Min
Deadeye Discipline 54 Focuses your vision on you opponent, vastly increasing your hit rate. 18 Sec 30 Min
Nimble Discipline 55 Increases your combat reflexes, allowing you to avoid most attacks. 12 Sec 30 Min
Kinesthetics Discipline 57 Increases your combat sense, allowing you to dual wield and double attack every round. 18 Sec 30 Min
Blinding Speed Discipline 58 Focuses energy into your arms, increasing your attack speed. 18 Sec 30 Min
Duelist Discipline 59 Increase the damage done by all of your melee attacks. [100% increase] 12 Sec 30 Min

Alternate Advancement

General AAs

General AAs are available to all classes, regardless of level or selection. These offer passive bonuses to stats, resistances, crafting skills, and a few automatically granted abilities such as Origin and Gather Party. Some of these are brand new to EverQuest Legends, such as Quick Buff which applies all your beneficial spells to all party/raid members at once.

Name Ranks Cost Description
Adamant Will 4 2/4/6/9 This passive ability grants you an additional 20/40/60/80% chance to resist charm, and 15/30/45/60% chance to resist mesmerization spells. Requirements: Level 1.
Alchemy Mastery 3 3/6/9 This passive ability reduces the chance of failing Alchemy recipes by 10/25/50%. Requirements: Level 1.
Baking Mastery 3 2/4/6 This passive ability reduces the chance of failing Baking recipes by 10/25/50%. Requirements: Level 1.
Blacksmithing Mastery 3 2/4/6 This passive ability reduces the chance of failing Blacksmithing recipes by 10/25/50%. Requirements: Level 1.
Brewing Mastery 3 2/4/6 This passive ability reduces the chance of failing Brewing recipes by 10/25/50%. Requirements: Level 1.
Circular Breathing 4 2/3/4/5 This passive ability increases your endurance regeneration by 1/2/3/4 point(s). Requirements: Level 1.
Combat Agility 3 2/4/6 This passive ability increases your melee avoidance by 2/5/10%. Melee avoidance is the component of armor class that allows you to avoid incoming attacks and is derived from agility, item avoidance, and your defense skill. Requirements: Level 1.
Combat Fury 4 1/2/3/4 This passive ability increases your chance of performing a critical melee hit with all skills by 1/2/3/5%. Requirements: Level 1.
Combat Stability 3 2/4/6 This passive ability increases the armor class soft cap of your class by 2/5/10%. The armor class soft cap is the amount of armor class that functions at 100% effectiveness. Armor class gains in excess of this cap are reduced in effectiveness by a percentage based on your class and level. Requirements: Level 1.
Crafting Mastery 6 3/3/3/3/3/3 Training with the sages and merchants of Norrath gives adventurers the chance to hone their crafting skills. This passive ability allows you to raise 1/2/3/4/5/6 additional standard tradeskill (Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, or Tailoring) from its initial Specialization cap of 200 up to 300. Requirements: Level 1.
Fear Resistance 4 2/4/6/9 This passive ability grants you an additional 25/50/75/100% chance to resist most fear spells and increases the chance of breaking fear earlier. Requirements: Level 1.
First Aid 6 1/1/1/3/6/9 This passive ability increases the maximum health you can bind wound to 80/90/100/100/100/100% and increases the amount of healing provided by a single bandage by 0/0/0/10/25/50%. Requirements: Level 1.
Fletching Mastery 3 2/4/6 This passive ability reduces the chance of failing Fletching recipes by 10/25/50%. Requirements: Level 1.
Foraging 1 3 This passive ability increases your Forage skill cap by 50 points. Requirements: Level 1.
Full Potential 1 0 This passive ability provides the following storage capacity increases. +50 Tradeskill slots, +25 Dragon's Hoard, +5 Activated Item Slots, +25 Equipment Slots, +25 Exaltation Slots. Requirements: Level 50.
Gather Party 1 0 Ability Activation ID: 5 - Refresh Time: 6:00:00 - Ability Timer(s): 99. This ability, when activated, will give everyone in your party the option of teleporting directly to your location. Requirements: Level 1.
Innate Eminence 5 3/3/3/3/3 This passive ability increases your strength, stamina, agility, dexterity, wisdom, intelligence, and charisma by 2/4/6/8/10 points. Requirements: Level 1.
Innate Lung Capacity 3 1/1/1 This passive ability increases the amount of air you can hold in your lungs by 10/25/50%. Requirements: Level 1.
Innate Metabolism 3 1/1/1 This passive ability reduces your food and drink consumption by 110/125/150%. Requirements: Level 1.
Innate Regeneration 7 1/1/1/2/3/5/5 This passive ability increases your health regeneration by 1/2/3/4/5/6/7 point(s). Requirements: Level 1.
Innate Spell Resistance 5 2/2/2/2/2 This passive ability improves your cold, disease, fire, magic, and poison resistances by 2/4/6/8/10 points. Requirements: Level 1.
Jewel Craft Mastery 3 2/4/6 This passive ability reduces the chance of failing Jewelcrafting recipes by 10/25/50%. Requirements: Level 1.
Natural Durability 4 2/4/6/2 This passive ability increases your maximum base health (derived from your stamina) by 2/5/10/12%. Requirements: Level 1.
Origin 1 0 Ability Activation ID: 331 - Refresh Time: 0:18:00 - Ability Timer(s): 20. This ability, when activated, transports you back to your starting city. You can check your origin location using the command /charinfo. Requirements: Level 1.
Packrat 10 1 for all ranks This passive ability reduces the weight of all equipped and carried items by 5/10/15/20/25/30/35/40/45/50%. Requirements: Level 1.
Permanent Illusion 1 5 This passive ability extends the duration of your beneficial illusion spells to 16.6 hours and allows them to persist when zoning. Requirements: Level 1.
Pottery Mastery 3 2/4/6 This passive ability reduces the chance of failing Pottery recipes by 10/25/50%. Requirements: Level 1.
Quick Buff 1 5 Ability Activation ID: 4 - Refresh Time: 0:10:00 - Ability Timer(s): 98. This ability, when activated, will cast all currently memorized beneficial spells on all valid group and raid targets in range, for full mana and reagent cost. NOTE: This ability will continue casting spells even if you have no mana left. Requirements: Level 1.
Steadfast Will 8 2/2/3/3/3/3/6/12 This passive ability grants you a 15/30/50/60/70/80/90/100% chance to endure what would otherwise be a stunning melee attack, from any angle, without being stunned. Requirements: level 1. Only tanks (WAR/PAL/SHD) can train the full 8/8, Rangers and Monks can reach 7/8 and all other classes are capped at 6/8. Requirements: Level 1.
Stoicism 5 2/2/2/2/2 This passive ability reduces how far incoming melee attacks push you backward by 10/20/30/40/50%. Requirements: Level 1.
Tailoring Mastery 3 2/4/6 This passive ability reduces the chance of failing Tailoring recipes by 10/25/50%. Requirements: Level 1.
Widened Perception 1 12 This passive ability increases your number of loadout slots by 1. Requirements: Level 25
Archetype AAs

Every class in EQL has Archetype AAs, some classes have more than others. The Archetype tab will show you all of the Archetype AAs available to your currently chosen class combo.

Name Ranks Cost Description
Acrobatics 3 3/6/9 This passive ability reduces the damage that you take from falling by increasing the effectiveness of your safe fall skill by 10/20/30%. Requirements: Level 1.
Ambidexterity 1 9 This passive ability increases your chance to successfully dual wield by 32%. Requirements: Level 1.
Burst of Power 3 3/6/9 This passive ability increases your flurry chance (up to two extra attacks after a primary slot triple attack) by 7/11/15%. Requirements: Level 46.
Companion's Discipline 1 2 This passive ability allows you to give your pet advanced commands. Hotkeys for these commands can be created using the pet control window. Hold and Greater Hold - /pet hold -or- /pet ghold. When your pet is in the hold state, your pet will only attack something when you tell it to, and your pet will continue to attack anything on its hate list after that point. Once the encounter is finished, your pet will automatically go back to a held state. If your pet is never told to exclusively attack anything, your pet will never attack anything, even if something is attacking it. The greater hold state forces your pet to not add anything to its hatelist unless specifically added by you. You can add a target to your pet's hatelist with either /pet attack or /pet qattack. Requirements: Level 1.
Critical Affliction 3 3/6/9 This passive ability increases the chance your damage over time spells will deal critical damage at each 6 second interval they are active by 3/6/9%. Requirements: Level 1.
Destructive Cascade 3 2/4/6 This passive ability increases the damage dealt by your critical damage over time spells by 125/150/175%. Requires Critical Affliction rank 1/2/3. Requirements: Level 1.
Destructive Fury 3 2/4/6 This passive ability increases the damage dealt by your critical direct damage spells by 30/60/100%. Requirements: Level 1, Fury of Magic at Level 1.
Double Riposte 3 3/6/9 This passive ability grants you a 5%/10%/15% chance to perform a double riposte. Requirements: Level 15.
Exodus 1 6 Ability Activation ID: 43 - Refresh Time: 1:12:00 - Ability Timer(s): 3. This ability, when activated, teleports all group members within a 100 foot radius to a relatively safe location in your current zone with a 0.1 second cast time. Requirements: Level 10.
Finishing Blow 3 2/4/6 This passive ability grants your critical melee attacks a 100% chance to deal 100/200/300% damage to level 50/53/55 and lower NPC targets with 10/12/15% or less health. Requirements: Level 1.
Fury of Magic 4 1/2/3/4 This passive ability increases your chance to land a critical hit with your direct damage spells by 2/4/7/10%. Requirements: Level 1.
Healing Adept 3 2/4/6 This passive ability increases the effectiveness of your instant-duration healing spells by 2/5/10%. Requirements: Level 1.
Healing Boon 3 3/6/9 This passive ability increased chance that your heal-over-time spells will exceptionally heal their target by 3/6/10%. An exceptional heal does double healing value of the spell for that 6 second interval. Requirements: Level 1.
Healing Gift 3 2/4/6 This passive ability grants your instant-duration healing spells a 3%/6%/10% chance to score an exceptional heal. An exceptional heal doubles the healing value of the spell. Requirements: Level 1.
Improved Bash 1 6 This passive ability allows you to use your bash skill to be used without a shield, and will always use the base AC from among equipped weapons or shields. The Improved Bash AA can now utilize the best item (weapon or shield) from the primary, secondary, or Any slots. Requirements: Level 1.
Innate Camouflage 1 5 Ability Activation ID: 80 - Refresh Time: 0:00:07 - Ability Timer(s): 2. This ability, when activated, grants you standard invisibility for up to 20 minutes. Requirements: Level 40.

Can wear off in under 20 minutes, but is instant-cast and has only a 7-second cooldown.

Innate Invis to Undead 1 3 Ability Activation ID: 37 - Refresh Time: 0:00:07 - Ability Timer(s): 53. This ability, when activated, renders you invisible to most undead creatures for up to 27 minutes. Requirements: Level 40.
Intimidation 1 0 This passive ability causes successful uses of your intimidate skill to trigger Intimidation I which causes a level 70 or lower target to run away in fear for 0:00:18. Requirements: Level 1.
Mass Group Buff 1 9 Ability Activation ID: 35 - Refresh Time: 1:12:00 - Ability Timer(s): 1. This ability, when activated, doubles the mana cost of your next spell or ability that can be affected by the Mass Group Buff and causes it to land on all allies within the spell's radius. Requirements: Level 50.
Master of All 1 10 This passive ability allows you to increase all your specializations. Specialized schools of magic benefit from a reduction in mana cost and fizzle chance. Requirements: Level 20.
Mastery of the Past 3 2/4/6 This passive ability makes it impossible for you to fizzle level 20/40/52 or lower spells. Requirements: Level 1.
Mend Companion 1 5 Ability Activation ID: 58 - Refresh Time: 0:10:00 - Ability Timer(s): 2. Mend Companion I, when activated, instantly heals your pet for 5000 health. Requirements: Level 39.
Mental Clarity 4 2/3/4/5 This passive ability increases your mana regeneration by 1 points per rank. Requirements: Level 1.
Mnemonic Retention 6 1/1/2/2/3/3 This passive ability increases the capacity of your spell casting window allowing you to memorize 1/2/3/4/5/6 additional spell. Requirements: Level 1.
Persistent Casting 6 1/2/3/4/5/6 This passive ability grants you a 11% chance (per rank) to regain your concentration and complete a spell cast when stunned. Requirements: Level 1.
Pet Affinity 1 2 Allows your pet to benefit from group beneficial spells and songs. Requirements: level 1.
NOTE: This AA is not required for Quick Buff to affect your pet for single-target spells. This AA is required for "group" spells to affect your pet. Requirements: Level 1.
Physical Enhancement 1 3 This passive ability increases your melee avoidance by 2% and your armor class soft cap by 2%. Requirements: Level 1.
Point Blank Fire 1 0 This toggleable ability causes your auto attacks to prefer your ranged weapons, even in melee range. Additionally allows for double and triple attacks from ranged attacks regardless of toggle state. Requirements: Level 1
Quick Damage 3 3/6/9 This passive ability reduces the base cast time of direct damage spells that have an initial cast time of 3 seconds or more by 2/5/10%. Requirements: Level 1.
Rampage 1 5 Ability Activation ID: 109 - Refresh Time: 0:10:00 - Ability Timer(s): 81. This ability, when activated, performs a single primary slot combat round on all creatures within a 40 foot radius. The cooldown for this ability is reduced by 1 minute each time Frenzy or Cleave is used. The reduction is only 40 seconds if the player is in Berserker Stance. Requirements: Level 30.
Spell Casting Deftness 3 2/4/6 This passive ability reduces the cast time of beneficial spells that have a duration and an initial cast time of at least 3 seconds by 10/25/50%. Requirements: level 1. Requirements: Level 1.
Spell Casting Mastery 3 2/4/6 This passive ability reduces the mana cost of all spells by 2/5/10%. Requirements: Level 1.
Spell Casting Reinforcement 4 2/4/6/8 This passive ability increases the duration of beneficial spells that you cast by 5/15/30/50%. Spells that grant invulnerability and combat abilities are exempt from this extension. Requirements: Level 1.
Spell Casting Subtlety 3 2/4/6 Ability Activation ID: 25 - Refresh Time: 0:00:01 - Ability Timer(s): 0. This toggleable ability reduces the amount of hate generated by your attacks and spells by 5/10/20%. Requirements: Level 1.
Thief's Intuition 4 3/6/9/15 This passive ability reduces the reuse time of your Sense Traps and Disarm Traps skills by 1/3/5/5 seconds.

Final rank: grants a chance to innately sense traps when near them. This passive chance is only half as effective as your active Sense Trap skill. Requirements: Level 1.
Bard AAs
Druid AAs
Rogue AAs
Special AAs

Special AAs require achievements to unlock.

Special AAs
Name Ranks Cost Description
Banestrike 4 0 This passive ability improves the base damage of your melee attacks and the power of your damaging and healing abilities by 2/4/?/?%. Complete Slayer achievements to progress this ability. Requirements: Level 1.

Important Synergies

Use this section to explain the most important interactions between the three classes.

Examples to consider:

  • Bard / Druid / Rogue role overlap.
  • Tanking, healing, damage, and utility synergies.
  • Travel, recovery, control, buffs, and debuffs.
  • Which class handles emergencies best.
  • How the trio changes between early, mid, and high levels.

Gear Priorities

This section should focus on gear priorities, as well as a best-in-slot list.

Class Priority Notes
Bard
Druid
Rogue

For class-specific gear references, see:

Useful Quests and Items

List quests or items that are especially valuable for this combination.

Item / Quest Class Why It Matters

Class-specific quest references:

Example Group Tactics

Standard Fight

Multiple Pulls

Named / Difficult Mobs

Tips

See Also


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