Jump to content

Build Guides

CLASS COMBINATION GUIDES

Use this page to find or create three-class build guides.

Select three classes below. If a guide already exists, you will be taken to it. If it does not exist yet, logged-in users with page creation permissions can create it.

FIND OR CREATE A GUIDE

Choose three classes to open an existing trio guide or create a new one.

About Build Guides

Build guides are meant to help players understand how three classes work together as a practical trio.

GROUP ROLES

Main tank, main healer, puller, crowd control, damage, travel, recovery tools, and utility.

COMBAT TOOLS

Pulling, healing, crowd control, tanking, damage, buffs, debuffs, active skills, disciplines, and emergency tools.

PROGRESSION

Leveling strategy, dungeon camps, outdoor camps, gear priorities, AA priorities, quests, and items.

SYNERGY

Spell, song, active skill, discipline, pet, heal, buff, debuff, and utility interactions between the three classes.

There are 540 possible three-class combinations, so many pages may not exist yet. If your combination does not exist, feel free to create it.

Available Classes

AVAILABLE CLASSES
Bard Beastlord Berserker Cleric
Druid Enchanter Magician Monk
Necromancer Paladin Ranger Rogue
Shadow Knight Shaman Warrior Wizard

Contributor Guidelines

CONTRIBUTOR GUIDELINES

When creating a new class-combination guide:

  • Use the page name generated by the selector.
  • Focus on how the classes work together rather than rewriting the individual class pages.
  • Link back to the individual class pages for class-specific details, such as spell lists, song lists, active skills, disciplines, and AAs.
  • Use existing single-class pages as references, but do not copy large sections from them unless they directly apply to the combination.
  • Add practical advice: camps, roles, tactics, strengths, weaknesses, and gear priorities.
  • See the Sample Build for formatting help.

New Guide Starter Template

NEW GUIDE STARTER TEMPLATE

Copy and paste the following into a new class-combination page, then replace ClassA, ClassB, and ClassC with the actual class names. It is recommended to CTRL-F the source code in an editor with find-and-replace.

Important transclusion note: Probably don't touch these sections, and do not wrap #lst or #lsth table transclusions in #if. Parser functions can break wiki-table output. Empty ability panels are hidden automatically by the skin script when the transcluded section is blank.

<nowiki>

ClassA / ClassB / ClassC Guide

Placeholder text.

Overview

Placeholder text.

Class Roles

Class Primary Role Secondary Role Notes
ClassA Placeholder Placeholder Placeholder
ClassB Placeholder Placeholder Placeholder
ClassC Placeholder Placeholder Placeholder

Stats

Stat / Scaling Value / Formula Applies To Notes
HP per point of Stamina Placeholder Placeholder Placeholder
Mana per point of primary casting stat Placeholder Placeholder Placeholder
Endurance per point of Stamina Placeholder Placeholder Placeholder
Armor Class per level Placeholder Placeholder Placeholder
Placeholder Placeholder Placeholder Placeholder

Passive Skills

Passive Skill What It Does Stat Cap Notes
Placeholder Placeholder Placeholder Placeholder
Placeholder Placeholder Placeholder Placeholder
Placeholder Placeholder Placeholder Placeholder

Strengths

* Placeholder * Placeholder * Placeholder

Weaknesses

* Placeholder * Placeholder * Placeholder

Core Strategy

Placeholder text.

Pulling

Placeholder text.

Tanking

Placeholder text.

Healing

Placeholder text.

Crowd Control

Placeholder text.

Damage

Placeholder text.

Buffs and Debuffs

Placeholder text.

Emergency Tools

Placeholder text.

Leveling Strategy

Placeholder text.

Early Levels

Placeholder text.

Mid Levels

Placeholder text.

High Levels

Placeholder text.

Suggested Zones and Camps

Level Range Zone Camp / Target Notes
Placeholder Placeholder Placeholder Placeholder
Placeholder Placeholder Placeholder Placeholder
Placeholder Placeholder Placeholder Placeholder

Abilities

This section collects the relevant spell, song, and active-skill lists for this class combination.
ClassA Active Skills
ClassA Spells or Songs
ClassB Active Skills
ClassB Spells or Songs
ClassC Active Skills
ClassC Spells or Songs

Disciplines/Stances

ClassA
ClassB
ClassC

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/?/? 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 1/1/2 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 1/1/1/1/1/1/1 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.
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.
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 4 5 This passive ability allows you to you gain a second specialization. Specialized schools of magic benefit from a from a reduction in mana cost and fizzle chance. After acquiring this ability, the next specialization to go over its current cap becomes your second specialization. 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.
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 6 2/0/4/0/6/0 Ability Activation ID: 25 - Refresh Time: 0:00:01 - Ability Timer(s): 0. This ability is DISABLED. Purchase the 0 cost rank to enable its effects. When enabled, this passive ability reduces the amount of hate generated by your attacks and spells by 5/10/20%. Requirements: Level 1.
Thief's Intuition 4 3/?/?/? This passive ability reduces the reuse time of your Sense Traps and Disarm Traps skills by 1/?/?/? seconds. Requirements: Level 1.
ClassA AAs
ClassB AAs
ClassC 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

Placeholder text. * Placeholder * Placeholder * Placeholder

Gear Priorities

Placeholder text.
Class Priority Notes
ClassA Placeholder Placeholder
ClassB Placeholder Placeholder
ClassC Placeholder Placeholder
For class-specific gear references, see: * ClassA Equipment * ClassB Equipment * ClassC Equipment * Gear Reference

Useful Quests and Items

Placeholder text.
Item / Quest Class Why It Matters
Placeholder Placeholder Placeholder
Placeholder Placeholder Placeholder
Placeholder Placeholder Placeholder
Class-specific quest references: * ClassA-Specific Quests * ClassB-Specific Quests * ClassC-Specific Quests

Example Group Tactics

Placeholder text.

Standard Fight

# Placeholder # Placeholder # Placeholder

Multiple Pulls

# Placeholder # Placeholder # Placeholder

Named / Difficult Mobs

# Placeholder # Placeholder # Placeholder

See Also

* Class_Guides * ClassA * ClassB * ClassC * Gear Reference * Skills * Disciplines * Alternate Advancement