Puller & Infiltrator

A dungeon-navigation and controlled-pull architecture combining Feign Death splitting, stealth, lock access, movement, lull, songs, and strong melee cleanup. T3

Class Framework

Archetype: MNK + ROG + BRD/ENC
Representative trio used for weapon research: MNK + ROG + BRD

Variants

Strengths & Weaknesses

Strengths

  • Excellent pull control and recovery
  • Stealth, navigation, and lock utility
  • Strong melee damage after the pull is stabilized
  • Multiple escape and reset tools

Weaknesses

  • Limited direct healing
  • No conventional tank package
  • Some bosses and scripted areas bypass stealth/control tools
  • High execution burden in cramped or social zones

Stances & Invocations

Only one stance and one invocation can be active at a time. The entries below are tactical modes to switch between, not simultaneous effects.

Priority Stances

Evasive
The primary failed-pull escape. It creates time to reach camp, break line of sight, use control, or Feign Death before the puller is overwhelmed.
Striker
Backstab and Monk strikes/kicks become a strong kill package after the pull is split; Bard songs and utility can occupy ability cooldowns.

Priority Invocations

Unyielding
Adds passive regeneration and control resistance for the Monk/Rogue core during repeated pulls.
Recovery
Available through Bard variants and useful when songs, mez, lull, and support casting create sustained Mana pressure.

Play Pattern

  1. Scout and establish a retreat path before the first body pull.
  2. Use Monk Feign Death and Bard control to split; reserve Rogue tools for access and cleanup.
  3. Switch from Evasive to Striker only after the pull is clean.

Synergies

These interactions focus on combinations that increase damage uptime, casts per minute, combat-skill throughput, or effective DPS by reducing time spent recovering.

Separate pull and kill modes

Evasive is for acquisition and failure recovery; Striker is for converting a clean single into fast combat-skill damage.

Independent skill timers

Backstab, Monk strikes and kicks, Slam/Bash where available, and Bard utility reduce dead time between major actions.

Control reduces reset cost

Lull, mez, snare, and Feign Death prevent a bad pull from becoming a full wipe or long corpse recovery.

Community-confirmed Slam interaction

Player testing reports Slam uses a separate timer from Monk attacks and pairs well with Striker, adding an interrupt even when its base damage is small.

Tooltip mechanics and official patch changes are T1 or T2 where documented. Build-performance conclusions and community-tested interaction priorities remain T3 and balance-sensitive.

Top Weapons

SearchWeaponSkillDMG/DelayBase ratio
1HWu's Fist of Mastery1H Blunt16/220.727
1HHarmonic SpearPiercing10/210.476

The table records the highest base-ratio results returned during the July 21, 2026 EQ Legends Tools review for the representative trio at +0. It does not include upgrade scaling, proc value, focus/click/worn Exaltations, shields, encounter-specific effects, or every flexible substitution. T2

Attribute & Equipment Priorities

Ratio is only one weapon criterion. Proc effect, proc level, DEX, damage bonus, required positioning, shield value, and resource demands can make a lower-ratio weapon the better encounter choice.

Confidence Boundary

The mechanical components referenced by this page may be T1 or T2, but the recommendation that they form a strong build is T3. Balance patches, new items, encounter design, and better parse data can change the preferred exact trio without invalidating the broader archetype.