Ring<\/div>\nBard players often choose to wear rings that either boost defensive capability, or focus on offense. \n\nAs for a tiered protective ring, HP is generally preferred over DEF. However, because of Bard's low defence, it can be justified to use Defence ring over HP in a few circumstances. \n\n
\n\nThe top choice by many players, [Ring of Unbound Health (UBHP)](\/wiki\/ring-of-unbound-health) is the best ring to use on any classes if you want to maximize your survivability as a Bard. This ring will boost your HP by 180. If you happen to have a [Ring of Decades](\/wiki\/ring-of-decades) or its [reskin](the-forgotten-ring), the boost of +190 HP will let you fare a bit better. Regardless of reason, the majoriy of players swear by wearing an HP ring over a DEF ring. \n\n
\nAn unconventional choice of many, the [Ring of Unbound Defense (UBDef)](\/wiki\/ring-of-unbound-defense) can be seen as a reasonable choice for a Bard due to his low DEF stat. In addition, it pairs fairly well with tiered Lutes' DEF boost effect as it allows him have the same defense as a Warrior\/Paladin.\n\n
\nThe Ring of the Pyramid fits well on any class, and the Bard is no different. It provides a solid boost of +4 ATT in addition to a significantly increase to surviability, both of which are equally important.\n\n
\nFor a tiered offensive ring, the [Ring of Unbound Attack](\/wiki\/ring-of-unbound-attack) is the optimal choice for a Bard, as he possesses high DEX but low ATT. [Esben's Wedding Ring](\/wiki\/esben-s-wedding-ring) which grants the same ATT boost and also +60 HP and +60 MP but lowers your defense, but that shouldn't be issue with your increased range.\n\n
[
](\/wiki\/divine-coronation \"Divine Coronation\")[
](\/wiki\/exalted-god-s-horn \"Exalted God's Horn\")\nThe [Forgotten Crown](\/wiki\/the-forgotten-crown) and the [Magical Lodestone](\/wiki\/magical-lodestone) are endgame rings that both provide +12 to offensive stats (+6 ATT and +6 DEX). Crown's HP boost is generally preferred over the Lodestone's Def and Speed, but both increase damage massively.\n\nThe [Divine Coronation](\/wiki\/divine-coronation) (Coronation) and [Exalted God's Horn](\/wiki\/exalted-god-s-horn) (Horn) are powerful alternatives, with Horn giving DPS only if you are above 90% HP. Both drop from Oryx's Sanctuary.\n\n##
Strengths and Weaknesses<\/div>\nThe Bard is a versatile and balanced class. He can range from a ranged DPS centered character to a support character that buffs the group and debuffs enemies. The variety in untiered bows and lutes allow him many different playstyles. \n\nYet this eclectic variety in items requires actually getting items in the first place. Tiered bows, lutes, and robes do not mix well, and getting said items may be difficult for newer players. Bards also face an crisis of identity; they aren't an especially damaging class, but their buffs aren't even that great (see below for more detail).\n\n##
Group Role<\/div>\nThe Bard's main role in a group is to provide consistent buffs, which will generally be Inspired and the DEF buff given by tiered lutes. For example, wand classes can hit [Oryx The Mad God 2](\/wiki\/oryx-the-mad-god-2) during his dance phase with Inspired. Sword classes can also attack from a good distance, keeping them safer.\n\nYou should be as consistent as possible with your Inspired buffs; otherwise, players using weapons that have awkward shots (such as [Sword of the Colossus](\/wiki\/sword-of-the-colossus)) will have to constantly be repositioning themselves in order to guarantee that their shots land.\n\nIn terms of actual strength, the Bard's buff is often quite a mixed bag. Other than the range increase, an oft-neglected feature is the accuracy gain from a faster projectile velocity. But the thing is, the vast majority of ROTMG content is designed around the Bard's non-existence... many players don't need it, don't expect it, and Bards can even mess up certain weapons. Bards scarely find *true* usefulness outside of Oryx and the reworked [Shatters](\/wiki\/the-shatters), and are unappreciated as a result.\n\n##
Event and Dungeon Bosses<\/div>\nAgainst Event Bosses, the Bard's range increase is very helpful, even if it is not strictly necessary. In the case of bosses like the [Skull Shrine](\/wiki\/skull-shrine), [Cube God](\/wiki\/cube-god), or [Avatar of the Forgotten King](\/wiki\/avatar-of-the-forgotten-king), Bard's ![Inspired](\/\/i.imgur.com\/yXyVRCn.png \"Inspired\")Inspire buff can allow squishier classes like [Priests](\/wiki\/priest) and [Sorcerers](\/wiki\/sorcerer) to hit the Event Boss from a safe distance, and helping survivability to boot (via DEF buffs). The buff also allows Bards to get their own shots on the boss without coming into much danger of their own, or needing to pay too much attention to the HP and MP management that comes with playing classes like Priest.\n\nIn dungeons, Bards play much of the same role as they do against Event Bosses, primarily present to increase survivability through their buffs. However, Bards are especially more useful against bosses that possess attacks that are capable of maiming or even instantly killing players that are too close, which are more frequent in end-game dungeons than in the realm. By allowing other players (especially sword-based classes) more range against bosses like [Oryx the Mad God 2](\/wiki\/oryx-the-mad-god-2) and [3](\/wiki\/oryx-the-mad-god-3), alongside various other end-game critters, Bard can help increase the survivability of the group. \n##
Summary<\/div>\nOverall, the Bard is a easy-to-use, team-oriented class that focuses on increasing range and survivability through the use of his ability. His bow allows him to engage from a safe distance, and his high MP and WIS caps allow him to consistently provide buffs to his team, allowing far-range classes to pick at enemies without much danger and short-range classes a fighting chance against enemies with powerful shotgun attacks. "],[[],[]]);initializeCookieConsentBanner("e");