\/div> \r\n \r\nIf you want some more detail, read on (the following is taken from this<\/a> guide). \r\n \r\n<\/a>Robe classes<\/div><\/h2> \r\n<\/a>Staff classes<\/div><\/h3> \r\n<\/a>Wizard<\/div><\/h4> \r\n \r\nThe first class you'll encounter when you start RotMG, the wizard is a long-range pure offensive class designed for dealing the maximum amount of damage to a single target from medium to long range. It plays the role of the \"glass cannon\": while capable of dealing high single-target damage via staff and spell, the Wizard is also the most fragile of classes (with moderate\/low health and def caps and average speed). Wizards are most useful when used in the godlands and against single, high-health targets such as Oryx (1\/2), Sphinx, Thessal, and the Tomb Trio. \r\n \r\nWho would want a wizard?<\/b> Those looking for a class to farm pots in the godlands (unmaxed or maxed) and to do tombs and wine cellars reliably and efficiently would be well served by a wizard. Wizards are also decent at doing non-cube\/skull event bosses: the Pentaract, Sphinx, Hermit, and Landlord are all easy handled by wizards. Through spell-bombing (using the spell many times generally directed at one target), they can easily claim soulbound loot on practically any \r\nmonster in the game. \r\n \r\nWho would not want a wizard?<\/b> Those who like playing recklessly would be poorly served by a wizard. Wizards are also deficient in the areas of mob control, rushing, and team support; and those looking for a class to do those things should look elsewhere. Although wizard is generally regarded as a flexible and powerful class, low survivability is an important flaw of the wizard. Those with poor Internet connection may also find their \"spellbombs\" not landing completely on the enemy, no matter how much skill they have. \r\n \r\n<\/a>Necromancer<\/div><\/h4> \r\n \r\nNecromancers are a hybrid between the wizard and the priest - a medium-to-long range, staff-wielding class with a healing ability. While lacking the pure damage of a wizard, its healing ability, while situational, boosts survivability over wizard. \r\n \r\nWho would want a Necromancer?<\/b> Those who enjoy staff classes but die often as wizards should definitely consider playing necromancer. Necromancers do quite well at farming pots in the Godlands even without a good Pet (unmaxed or maxed) and can solo dungeons moderately well. Necromancer also possesses superior team-support abilities over the wizard, making them ideal in a group. They also perform well against the Landlord, Hermit, Pentaract, Sphinx, and Skull. The good DPS and ease of use of the staff, combined with a healing ability, make Necro the ideal training class for newbies looking for their first maxed character. \r\n \r\nWho would not want a necro?<\/b> Those looking for a class that does one thing well should not consider necro; in many ways it's a jack of all trades and a master of none. Its damage is poorer than that of a wizard, its heal is less reliable than that of a priest, and its performance against events is outshined by all other long-ranged classes except perhaps sorcerer. Due to the skull's reliance on enemy numbers to heal, Necros heal very poorly against single targets such as sphinx and tomb bosses, and in these situations becomes little more than a crippled wizard without a spellbomb; those who intend to do these kinds of encounters often should definitely look elsewhere. \r\n \r\n<\/a>Mystic<\/div><\/h4> \r\n \r\nMystic is one of the more unusual of RotMG's classes - a fast (60 speed) staff class with an ability that neither directly impedes the enemy nor benefits the player, but instead *stops* combat from occurring. While mystics in the hands of poor players and trolls have given it a bad reputation as a griefing\/trolling class, a well-used mystic is quite powerful and is capable of a unique and extremely powerful form of team support. \r\n \r\nWho would want a mystic?<\/b> The mystic is the ultimate class for those who enjoy strategy - the stasis allows mystics to *control* a battle, rather than to simply kill enemies or heal teammates. Due to its speed, and its ability to put almost any enemy out of commission for a short time, mystics also do well at rushing dungeons. Those who wish to provide long-ranged team support at events will enjoy the mystic's ability to stasis enemies around a stasis-immune boss, allowing the entire team to focus fire on the boss itself rather than its minions. Its most significant niche is probably the Tomb of the Ancients, where its combination of speed, long range, and stasis make it extremely useful to have, especially in \"buffed\" or \"dirty\" tombs where two or more bosses are awakened at once. With an orb of conflict, the mystic can meet (or even exceed, for high-DEF enemies) a non-spellbombing wizard in burst DPS. \r\n \r\nWho would not want a mystic?<\/b> The mystic is not a straightforward class to play, and those who just want to shoot enemies and spam their abilities should not consider a mystic. The mystic also lacks the sustained DPS of its staff-class stablemates, the wizard and the necromancer. Furthermore, the mystic is extremely unforgiving with the Orb of Conflict - at 90 speed, it's extremely easy to slam into an enemy before one can react, making it a poor choice for those with poor reflexes. \r\n \r\n^^^ Back to the Top ^^^<\/a><\/div><\/b> \r\n<\/a>Wand Classes<\/div><\/h3> \r\n<\/a>Priest<\/div><\/h4> \r\n \r\nThe priest is a long-range healing class. Although it does the lowest DPS of any class in the game, its powerful healing ability can keep it, and its teammates, alive. \r\n \r\nWho would want a priest?<\/b> Played conservatively, priests are, bar none, *the* safest class in the game. Those looking for a forgiving, easy-to-play class should look no further. Priests are also the class of choice for dedicated team-support players. Beyond that, priests are probably the most versatile class in the game - equally capable at soloing and at team play, and capable to defeat any boss in the game. Those who want a class that can do everything will enjoy the priest. \r\n \r\nWho would not want a priest?<\/b> With horrendous DPS, especially against single targets, the priest is not a good class for those who are impatient. The priest's low DPS also means it fares poorly when competing for soulbound loot with heavy-damage classes, and in these situations it is rare for a priest to get loot; those looking to get soulbound on everything should choose a DPS class instead. Pre-Pet builds, players expected priests to heal them and rage when they don't; players uncomfortable with this situation should not play Priest. \r\n \r\n<\/a>Sorcerer<\/div><\/h4> \r\n \r\nThe Sorcerer is a long-range pure offense class. Its ability, the scepter, allows it to do soulbound damage across a large number of targets. \r\n \r\nWho would want a sorc?<\/b> Sorcerers, with their high speed, long range, and high vitality make very safe damage dealers capable of doing damage safely and efficiently. Their ability, the scepter, allows them to strike a large number of targets with a small amount of damage instantaneously, making them the single best godlands group-based pot farmer. Sorcerers excel at crowd-control, which makes them strong candidates for those who often play in groups. \r\n \r\nWho would not want a sorc?<\/b> Sorcerers do rather poor single-target DPS with their wands, and in terms of pure offense are completely outclassed by wizards, which is preferred by many offensive players. It also doesn't perform that well against event bosses. In short; if you're not looking for a godlands potfarmer, look elsewhere. \r\n \r\n^^^ Back to the Top ^^^<\/a><\/div><\/b> \r\n<\/a>Leather classes<\/div><\/h2> \r\n<\/a>Bow classes<\/div><\/h3> \r\n<\/a>Archer and Huntress<\/div><\/h4> \r\n \r\nYou may be surprised to see me group two classes into one section, but there's a good reason. Both of these classes wield bows, wear leather armor, and carry identical stat caps. Their gameplay is very similar in most respects, with some differences based on their abilities that I'll cover in a separate subsection. \r\n \r\nWho would want an archer or huntress?<\/b> Bow classes excel at mob control due to piercing, and can mow through mobs from lowlands to godlands with little effort. Both classes also do well against non-cube\/skull events. Coral bow turns them into the best solo godlands potfarmer in the game, and doom bow allows them to complete the Tomb with ease. Their abilities also offer powerful mob control abilities, allowing them to slow, paralyze, or (with archer) daze enemies to help themselves and their teammates. \r\n \r\nWho would not want an archer or huntress?<\/b> Bow classes, being medium-range classes, have shorter ranges than staff and wand classes but lack of extra speed or defense possessed by dagger and sword classes; this can be quite frustrating at times, especially in wine cellars. Without the UT bows, they also struggle in tombs due to the spread and piercing on three-shot bows. \r\n \r\nWhich one: archer or huntress?<\/b> This is a classic debate, with numerous arguments running for both. In general, archer has an edge over huntress when dealing with bosses due to the range, precision, and piercing of the quiver (not to mention higher damage for less MP), while huntress' AOE-effect traps give it an edge against mobs and in dungeons such as abyss. While able to reach the target at a higher speed, quivers generally require one to be more accurate in order to hit an enemy; whereas traps take longer to affect the enemy but have a large AOE. \r\n \r\nFor further reading: \r\n \r\nhttp:\/\/forums.wildshadow.com\/node\/4208 \r\nhttp:\/\/forums.wildshadow.com\/node\/4949 \r\nhttp:\/\/forums.wildshadow.com\/node\/5171 \r\nhttp:\/\/forums.wildshadow.com\/node\/8378 \r\nhttp:\/\/forums.wildshadow.com\/node\/13903 \r\nhttp:\/\/forums.wildshadow.com\/node\/23989 \r\nhttp:\/\/forums.wildshadow.com\/node\/45484 \r\nhttp:\/\/forums.wildshadow.com\/node\/50121 \r\nhttp:\/\/forums.wildshadow.com\/node\/83760 \r\nhttp:\/\/forums.wildshadow.com\/node\/84486 \r\nhttp:\/\/forums.wildshadow.com\/node\/96865 \r\nhttp:\/\/forums.wildshadow.com\/node\/99765 \r\nhttps:\/\/forums.wildshadow.com\/node\/103384 \r\nhttps:\/\/forums.wildshadow.com\/node\/116279 \r\nhttps:\/\/forums.wildshadow.com\/node\/122225 \r\n \r\n^^^ Back to the Top ^^^<\/a><\/div><\/b> \r\n<\/a>Dagger classes<\/div><\/h3> \r\n<\/a>Rogue<\/div><\/h4> \r\n \r\nThe rogue is a fast, medium-ranged character with an ability that can shroud it from enemy view for a limited time. The cloak means that enemies will not fire at rogues, but it does not shield them from shots fired by omnidirectionally-shooting enemies or enemies shooting at other players, leading to the common occurrence of a rogue being \"killed\" by another player. \r\n \r\nWho would want a rogue?<\/b> Rogues are an excellent maxed class for those who like to play alone. Their cloak makes them capable of quickly and efficiently destroying godland pentaracts, cubes, and skulls, and soloing difficult encounters such as the Tomb, allowing a skilled rogue player to gain wealth very quickly; as a result, rogues are often the class of choice for those looking to obtain a large amount of loot in a short amount of time. Rogues are also the best class for those who like to rush dungeons. Rogues are great for adrenaline junkies - their high speed, combined with the inherent risk associated with playing them makes rogue a very exciting class to play. \r\n \r\nWho would not want a rogue?<\/b> The inherent risk associated with playing as a rogue makes them a poor choice for those looking for a safe class to play. Rogues also have limited use in team play (aside from rushing dungeons to allow non-cloaked players to bypass enemies when reaching a certain objective, e.g. a sarcophagus in a tomb) Also, rogues are relatively inefficient at farming the godlands and don't do that well against large bosses that fire in all directions (Sphinx and Thessal in particular). Also, those with laggy connections should avoid the rogue, which is the most vulnerable to dying due to lag of all the classes. \r\n \r\n<\/a>Assassin<\/div><\/h4> \r\n \r\nThe assassin is a medium-ranged dagger fighter that trades the defensive abilities of the other two classes for a long-ranged AoE DoT attack. Its poison is considered to be among the easiest ways to obtain soulbound loot in the game, and as a result assassins are often used in wine cellars. \r\n \r\nWho would want an assassin?<\/b> Those looking to get good loot while playing in a team against event bosses are best served by the assassin, whose poison allows them to gain soulbound damage easily from a safe distance. The assassin is in particular the class of choice for those who wish to get loot at wine cellars (even unmaxed). \r\n \r\nWho would not want an assassin?<\/b> The assassin makes a poor solo class due to the inefficiency of using poison as a primary damage tool: as a hit-and-run attacker with a long recharge time, the assassin simply takes too long to kill anything without resorting to its dagger, which it cannot use without taking a lot of risk (as it lacks the defensive cloak or decoy of the other two dagger classes). It's also extremely tricky to use against bosses with short periods of vulnerability due to the delay between tossing a poison and the poison landing; if you intend to farm dungeons, don't use an assassin. \r\n \r\n<\/a>Trickster<\/div><\/h4> \r\n \r\nThe trickster, like the other two dagger classes, is a medium-ranged fighter with high speed. Where it differs is its ability, the decoy, which is perhaps the most complex and difficult to master ability in RotMG. When the decoy is used, the player teleports to the mouse, and a decoy is generated that walks about eight squares (to the top of the screen, if you're using off-centered view) in the direction that the player was going. Successful use of the trickster rests on juggling both the decoy and the teleport while dodging and doing damage to the enemy, which makes the trickster one of the most difficult classes to use in the game. \r\n \r\nWho would want a trickster?<\/b> The trickster is the class of choice for people looking for a high-damage dagger class that can do solo and group play equally well. The decoy allows the trickster to perform well doing cubes and skulls, and its high DPS (the best of the dagger classes) gives it the ability to perform well against large bosses such as Thessal and Sphinx as well. Tricksters excel at rushing, with the ability to teleport away from danger. Trickster is known for being an extremely fun class to play due to high speed, teleport, and the complexity of using the decoy; those who want excitement should look no further. \r\n \r\nWho would not want a trickster?<\/b> The trickster is often considered the hardest class to master in RotMG and is extremely unforgiving if used improperly (teleporting onto a boss will spell instant death, and this happens often to newbies used to putting their mouse on an enemy and hitting space with other classes) which makes it a very poor choice for inexperienced players. Trickster is also not particularly efficient for farming events - while fully capable of taking them on, it takes time for a trickster to place a decoy and take advantage of it; those looking for pure event-farming efficiency should look a a rogue or melee class instead. \r\n \r\n^^^ Back to the Top ^^^<\/a><\/div><\/b> \r\n<\/a>Katana Classes<\/div><\/h3> \r\n<\/a>Ninja<\/div><\/h4> \r\n \r\nThe ninja is a close-range DPS class capable of doing immense damage to a large number of enemies at once. Capable of the highest speed in the game through a speed boost that continuously drains mana while it is applied, the ninja is incredibly adept at dodging, and has some standoff firepower in the form of a shuriken that pierces obstacles (but not enemies). It's incredible DPS and speed are offset by its fragility - for a class that must get into melee range (4.2) of an enemy, it's relatively fragile and can easily be shot up by enemies. \r\n \r\nWho would want a ninja?<\/b> Ninjas are a great all-around class for those who like to \"go deep\". With respectable DPS and ability to pierce targets for even more damage on multiple targets (or single targets mobbed by minions), the ninja can dish out punishment to any enemy that it reaches. It also boasts the highest speed in the game, making it an excellent rusher and map-traverser, and can move with a great deal of precision due to the instant toggle-ability of the star. The shuriken offers some stand-off firepower for getting SB on targets that the ninja can't get close to. \r\n \r\nWho would not want a ninja?<\/b> The ninja is a class that must get close to its enemies, but is relatively fragile. As a result, it's a high-risk class, and is a poor choice for people looking for safe classes with which to build up wealth. Also, it's extremely expensive to max - high stat caps make the ninja prohibitively expensive for people without a large amount of wealth in reserve. Furthermore, people with laggy connections or laggy computers should approach the ninja with caution - a combination of high speed and a ability that is meant to be switched on and off quickly make the ninja extremely dangerous to play under laggy conditions, client-side or server-side. \r\n \r\n^^^ Back to the Top ^^^<\/a><\/div><\/b> \r\n<\/a>Heavy (a.k.a. Melee) Classes<\/div><\/h2> \r\n<\/a>Sword classes<\/div><\/h3> \r\n<\/a>Warrior<\/div><\/h4> \r\n \r\nThe warrior is a pure offense class. Capable of the highest sustained DPS in the game, and equipped with an ability that increases it even further, it's capable of pounding most enemies to dust in seconds. However, it's limited by its short range. \r\n \r\nWho would want a warrior?<\/b> Warriors, along with tricksters, are considered one of the most fun classes to play in Realm by many veterans. Those who want to farm skulls and cubes would be well served by a warrior - at 4.5k DPS when boosted, the warrior can shred through a cube or skull in mere seconds while dodging the attacks using a speed boost on a tiered helm or taking the attacks with the armor boost from jugg. Warrior's high DPS also makes it excellent for use against other events, and nets it soulbound in any high-competition situation. \r\n \r\nWho would not want a warrior?<\/b> Warriors lack the healing of the paladin or the stuns of the knight, relying heavily on the user's skill to dodge enemy attacks. This makes them unsuitable for those new to melee, or those uncomfortable with dodging at close range. Like all melees, warriors are inefficient at pot-farming in the godlands; those who wish to do so should invest in a ranged class instead. \r\n \r\n<\/a>Knight<\/div><\/h4> \r\n \r\nThe knight is the tank of RotMG. With over 80 defense when geared up and maxed, and 75 vitality, it can eat bullets; and, with the shield, can stop enemies from shooting altogether. \r\n \r\nWho would want a knight?<\/b> Those who want a tank should look no further. Knights also are the single best all-around eventer in the realm, eminently capable of taking on all the event bosses and killing them whether solo or in a group. Their stun makes them the most versatile melee class, giving them both the ability to stop a large enemy from firing and to decimate small mobs. Knights are also the best class for newbies who want to try out melee for the first time, since its high defense and stun ability make it extremely forgiving. \r\n \r\nWho would not want a knight?<\/b> Knights are expensive to max and to gear up - They are good for those who have accumulated a good amount of wealth and are trying out maxed melee classes for the first time. They are arguably the worst farmer in the Godlands out of the melee classes, but the Stun is a tool which gives the Knight an edge over the other melees, also being able to tank hits without getting much damage. \r\n \r\n<\/a>Paladin<\/div><\/h4> \r\n \r\nThe paladin is a healing melee class. It's capable of doing signficant damage from up close, but is also capable of both boosting teammates' damage and healing. \r\n \r\nWho would want a paladin?<\/b> Those who want a melee class, but who are frustrated at the slow recovery time of the warrior and the knight should choose the paladin, whose 75 wisdom and healing ability allow it to get back into a battle very quickly. It's also great for team support, and use of the oreo seal (Seal of Blasphemous Prayer UT) allow a paladin to take on cubes and skulls without losing a significant amount of health. \r\n \r\nWho would not want a paladin?<\/b> Paladins lack the efficiency of knights and warriors at events - they lack both the pure DPS of warriors and the powerful stun and defense of knights, and the 1.4 second oreo boost only lets them get in two or three hits before they have to retreat (this becomes even less effective when dealing with minions surrounding the boss). Timing is also crucial with paladins; those who cannot keep track of time and those with high-latency internet connections (which can induce a pause between hitting spacebar and receiving the invulnerability\/healing) should not use one. \r\n \r\nFurther Reading<\/h2> \r\n \r\nThe forum threads for Dalla's flowchart<\/a> and Tarbomb's class guide<\/a> contain some enlightening discussion on the merits of different classes - check it out! \r\n \r\nFor information on class-specific gameplay, see the class guides<\/a>. \r\n \r\nClass DPS<\/a> wiki page. \r\n \r\n^^^ Back to the Top ^^^<\/a><\/div><\/b><\/li>","Though some classes may shine at different things, there is no objectively best class. Even the class that does the most damage isn't necessarily the best, as the abilities and weapon variation balance things out. This guide aims to help you choose a class that you'll enjoy playing. **Note that when you first start playing, you will have little option in class choice**. It is recommended to have hands-on experience, first.\n \nFactors you should consider include strengths and weaknesses, how experienced you are at surviving, whether you intend to [max](\/wiki\/maxing-stats) the character, and the [stats](\/wiki\/pet-abilities) of your [pet](\/wiki\/pets). A powerful pet with Heal and Magic Heal improves survivability even more than maxed VIT and WIS.\n\nUsually, your main goal will be to max your character's stats. It is often helpful to create a separate account\/character for [pot farming](\/wiki\/stat-increase-potions) with a good class for the [godlands](\/wiki\/godlands-general-guide). Mules (alternative accounts used for storage) are also helpful.\n\nFor information on class-specific gameplay, see the [class guides](\/wiki\/class-guides). There is a page for a comparison of [classes' damage per second](\/wiki\/class-dps).\n\n##Robe Classes\n###Wizard\nThe [Wizard](\/wiki\/wizard) is the first class you'll encounter when you start RotMG. He is a long-range glass cannon, designed for dealing maximum damage to a single target from medium to long range. He is capable of both insane burst and sustained damage from long range, but Wizards tend to struggle with surviving.\n\n####Strengths\n* Long range attack with extremely high DPS\n* High mana capacity\n* Spells allow for huge burst damage\n* Spells cost very little mana to use\n####Weaknesses\n* Low defensive stats\n* Somewhat lacking in crowd control\n* Slow movement speed\n* Spells somewhat hard to aim\n \n**Who would want a Wizard?**\nWizards are the single most powerful class in the game. With long range, they are decent at farming pots (unmaxed or maxed) and melting bosses. The wizard's long range and spells make it easy to get soulbound damage<\/abbr>.\n\nWizard is also the only class you have access at the start of the game, at least for non-Steam players. Not much choice, is there?\n\n**Who would not want a Wizard?**\nWizards are squishy. While a maxed Wizard will have 25 DEF, as a robe class, they are prone to dying at any moment. In addition, Wizards offer nothing to a group outside of DPS: They don't (de)buff, they are poor rushers, etc.\n\nThere is also a heavy reliance on aiming \"spellbombs\", i.e. hitting all shots from a single spell. Players with poor internet connection may find their spellbombs miss, no matter how skillful they are. Even if you are skilled, most spells are quite difficult (if not impossible) to aim.\n\n###Priest\nThe Priest is a extra-long-range healing class. Although they have low defensive stats and even lower offenses, the Priest's range and powerful healing ability can keep themselves and thir group alive even through the toughest of battles. \n\n####Strengths\n* Extremely long range, piercing attack\n* High mana capacity and WIS\n* Strong group healing in wide area\n####Weaknesses\n* Actual defense is low\n* Worst damage output in the game\n* Particularly shut down by Quiet and Sick\n* Highest-level tomes are costly, mana-wise\n \n**Who would want a Priest?** \nPlayed conservatively, Priest is, bar none, *the* safest class in the game. The ability to heal for 200+ HP at a time is a valuable asset. Those looking for a forgiving, easy-to-play class should look no further. Priests are also the class of choice for dedicated team-support players: being able to support the lives of entire groups of players at a time. \n\nTherefore, Priests are a fairly versatile class. They operate well in small and large groups, and can defeat all sorts of bosses (given enough time). They also have a variety of status effects from various tome UTs, like {{template-armored}} from [Tome of Holy Protection](\/wiki\/tome-of-holy-protection) and {{template-speedy}} from [Book of Geb](\/wiki\/book-of-geb).\n\n**Who would not want a Priest?** \nWith horrendous DPS, especially against single targets, the Priest is not a good class for those who are impatient. The longer a boss lasts, the more danger you put yourself through.\n\nMost tomes scale with player count - the more players you heal, the less each player gets healed. Note that *you*, the Priest, will always get the full healing from your tome. This fact makes it hard for a priest to support a big group of players, as opposed to the Necromancer.\n\n###Necromancer\nNecromancers are a hybrid between the Wizard and the Priest; they wield staves, while steal enemy HP in order to heal the group. While they lack the pure damage of a Wizard, most skulls give a max HP bonus and the ability to heal.\n\n####Strengths\n* Long range attack with good damage\n* Skull easy to aim, grants limited crowd control\n* Good healing, potentially better than tomes\n* HP bonuses on skull; more durable than other robe classes\n\n####Weaknesses\n* Lower damage output than Wizard\n* Skull is reliant on hitting multiple enemies (not great v. single target)\n* Skulls are rather costly to use\n* Still has low defense\n* Slow movement speed\n \n**Who would want a Necromancer?** \nNecromancer is great as a bulky ranged class, a good pick for a first 4\/8 or 8\/8. Those who enjoy staff classes but die often as Wizards should definitely consider playing one. Necro enjoys the long range of the staff, the healing and max HP given by the Skull, and good damage.\n\nNecromancers (unmaxed or maxed) do very well at farming pots in the Godlands, even without a good pet, and can solo dungeons moderately well. They are even better for dealing with events like the [Skull Shrine](\/wiki\/skull-shrine), thanks to the massive amount of minions to heal from.\n \n**Who would not want a Necromancer?** \nThose looking for a class that does one thing well should not consider a Necro; in many ways it's a jack of all trades and a master of none. They deal less damage than a Wizard, and heal less and less reliably than the Priest.\n\nThe Necromancer is often overshadowed by the Wizard. Assuming you can survive with both classes, Wizards are outright better against bosses.\n \n###Mystic \nThe Mystic is one of the more unusual classes; a decently fast staff class with the ability to *stop* combat from occuring for a short time. While Mystics in the hands of poor players and trolls have given them a bad reputation as a griefing\/trolling class, a well-used Mystic is quite powerful, capable of a unique and extremely powerful form of team support. \n\nWhile most bosses are immune to Stasis, Mystics offer another buff - they can {{template-curse}} any enemy to increase damage output.\n\n####Strengths\n* Long range, decent-good damage\n* Above average speed\n* Unique support ability - \"ability to control battlefield\"\n\n####Weaknesses\n* Low defensive stats\n* Subpar offensive stats (esp. unbuffed)\n* Requires careful strategizing - mistakes can have disastrous consequences\n* Many endgame fights have nothing to Stasis\n \n**Who would want a Mystic?** \nThe Mystic is the ultimate class for those who enjoy strategy - their Stasis allows Mystics to *control* a battle. Rather than to simply kill enemies or heal teammates, Mystics can 'pause' an otherwise overwelming force of enemies, while keeping a stasis-immune boss damagable. All the while, the Curse debuff increases the damage for everyone.\n\nMystics are a pretty good rushing class; with decent speed (boosted further with the Soul of the Bearer<\/a> or the rarer Orb of Conflict<\/a>) and the ability to disable enemies. They can also help the *group* rush; namely in \"fullskip\" [Lost Halls](\/wiki\/lost-halls) runs. Mystics generally have a wide variety of purposes in all sorts of group scenarios, in addition to their generally useful Curse.\n\n**Who would not want a Mystic?** \nThe Mystic is not a straightforward class to play. Those who just want to shoot enemies and spam their abilities should not consider a Mystic; the Wizard has much better offensive capabilities, even when considering Curse.\n\nOn a more meta level, Mystics have a tendency of being one of the least-appreciated classes in the entire game, and making a mistake (or in more extreme cases, *doing your job right*) can result in them being flamed by other players. Players that are uncomfortable with this risk should likely try to ensure that they know the strategy of the class inside and out before taking the Mystic into battle.\n \n###Sorcerer\nThe Sorcerer is a long ranged pure offense class. Sorcerers lack the raw damage of a staff, though have extended range and the ability to damage large groups with spammable and easy to use burst damage.\n\n####Strengths\n* Extremely long range attack, decent damage\n* Excels at crowd control (Scepter, piercing wands)\n* Ability spammable, relatively easy to aim\n* Good auxillary stats; decent SPD, great VIT\n\n####Weaknesses\n* Low defensive stats\n* Not *great* at DPS (without certain UTs)\n \n**Who would want a Sorcerer?** \nSorcerers excel at crowd control. With a decent pet, a 6\/8 sorcerer is great at farming the godlands for pots, due to how many enemies you can hit. Scepters are very easy to use; unlike other damage abilities, they require little player management to be useful. If any sort of \"clearing\" needs to be done, Sorcerers are among the best for the job.\n\nThey are also very safe damage dealers, with superior range and fundamental stats (speed, vitality) than the three staff classes.\n\n**Who would not want a Sorcerer?** \nTiered wands deal poor damage. Until you get endgame UTs like the [Lumiaire](\/wiki\/lumiaire), the Sorcerer is a DPS class that fares poorly against single targets (i.e. most bosses).\n\nLike all other robe classes, he is quite squishy, and will die very quickly if the player isn't careful.\n\n###Bard\nThe Bard is a class who uses a bow and wears robes. Unlike their more offensively-oriented cousins, the Bard takes on a support role, using the Lute to buff the range of allies and provide other benefits to themselves and their teammates.\n\n####Strengths\n* Large MP capacity and very high WIS allow for frequent ability use\n* Lutes can Inspire to grant range buffs\n* Can temporarily boost party DEF with ability \n\n####Weaknesses\n* Somewhat low ATT\n* Fragile without DEF buffs\n* Bad synergy with tiered bows\n\n**Who would want a Bard?**\nThe Bard is a good choice for players that are both patient and team-oriented. Bards are most notable for their ability, which buffs both range and defense - helping the group approach safely. Inspired also increases shot speed, which generally increases accuracy. Tiered lutes give a DEF buff both on-equip and a group buff on-use, giving them a bit more bulk than the average robe class.\n\nOutside of groups, or if there's other Bards around, they have a pretty good DEX and thus a pretty decent damage output. Most UT bows are single shot, taking full advantage of Inspired - letting a Bard deal full damage from a wand range. In addition, the on-equip and on-use DEF buffs from tiered lutes give just a bit more durability than the average robe. Finally, a fair selection of untiered lutes (like the [Snake Charmer Pungi](\/wiki\/snake-charmer-pungi) for Speedy) gives extra utility.\n\n**Who would not want a Bard?**\nBards struggle most with their weapon choice, the bow. The tiered bows' true (optimal) range is not improved by Inspired, while wearing a robe (as opposed to leather) makes it harder to approach enemies in the first place. While UT bows alleviate this issue, the reliance on said UTs is often difficult for newer players. With tiered equipment, a lone Bard isn't particularly impressive in any aspect.\n\nThe Lute also messes up certain weapons, namely the [Sword of the Colossus](\/wiki\/sword-of-the-colossus). As that sword converges at the end of its range, and lutes increase range, inconsistent lute usage can screw players over. (Note that this is an endgame item)\n\n###Summoner\nThe Summoner is an incredibly long-ranged offensive class, who summons up to 3 minions that can follow the player's cursor while attacking. While their DPS is somewhat lacking compared to other offense-oriented classes, the versatility and range of their summons provides them utility and unparalleled safety.\n\n####Strengths\n* Extremely long range attack, decent and even good damage\n* Summons allow for remote damage anywhere the cursor can reach\n* Summons can pierce targets to clear crowds\n####Weaknesses\n* Low defensive stats\n* Low DPS outside of summons; can fall behind even with them\n* Summons require micromanagement\n* Summons expire after a short lifetime, costs large amounts of mana to continuously resummon\n \n**Who would want a Summoner?** \nWith the extended range of a Wand and the ability to deal consistent damage anywhere the cursor can reach, the Summoner is possibly the safest non-Priest class in the entire game. Combining the DPS of their weapon and minions can result in the Summoner outputting respectable amounts of damage from an incredibly long range, allowing players to contribute to group battles without needing to approach danger.\n\nPlayers that appreciate a more strategic approach to battle may also appreciate a Summoner, as their ability to precisely move and position summons can significantly improve the Summoner's performance, and lend them utility in combat when in the hands of an experienced player. \n \n**Who would not want a Summoner?** \nIn terms of damage output, a Summoner fares poorly against other DPS-centric classes (namely, again, the Wizard). Only with endgame UTs like the [Lumiaire](\/wiki\/lumiaire) does the Summoner really catch up, and that's *if* your summons are working effectively.\n\nThe main appeal of the Summoner, the summons, are also their main downfall. Using the mace 100% of the time is prohibitive, even with MP and WIS bosting gear. Careful timing of summons is necessary in order to maximize DPS. Players who dislike micromanagement may not like the Summoner, as it requires players to be holding down the Control Summon key and redirecting their minions almost constantly, while also focusing on their own shots and those of the enemy. And as another robe class, Summoner's aren't especially bulky.\n\n##Leather Classes\n###Rogue \nThe Rogue is a fast, medium-ranged character with an ability that can shroud it from enemy view for a limited time, making it the ideal class for sneaking past foes, rushing dungeons, or soloing bosses.\n\n####Strengths\n* Decent survivability\n* Extremely fast speed\n* Cloak can allow for easier rushing\n* Invisibility makes solo play much easier\n####Weaknesses\n* Umimpressive damage, low-medium range\n* Risky playstyle\n* Poor teamplay potential\n\n**Who would want a Rogue?** \nRogues are an excellent maxed class for those who like to play alone. Their cloak makes them capable of quickly and efficiently destroying event bosses and dungeons alike, allowing a skilled Rogue player to build up wealth very quickly. \n\nRogues are a good rushing class, and great for adrenaline junkies - their high speed, combined with the inherent risk associated with playing them makes Rogue a very exciting class to play. A backup Rogue is great for gathering DEF potions from Toxic Sewers <\/a> and Abysses of Demons<\/a> if you are maxed and have at least a good rare pet.\n \n**Who would not want a Rogue?** \nRogues are not team players. One of the main benefits of the cloak, is that enemies won't shoot at you. If enemies are shooting at your allies, then bullets are bound to hit you. Outside of rushing, Rogues end up being a class with no ability and medicore DPS. Even in solo play, Rogues might struggle against bosses due to the lowish damage and range of a dagger. A few UT items ([Cloak of Bloody Suprises](\/wiki\/cloak-of-bloody-surprises) and [Collector's Monocle](\/wiki\/collector-s-monocle)) can at least give endgame Rogues damage, though are obviously difficult to obtain.\n\nThe Rogue playstyle is also inherently risky. Laggy connections can leave you in the middle of a group of enemies, uncloaked. Rushing in general can be dangerous. Also, without much range, Rogues aren't the most efficent in the actual godlands. \n\nFinally, Rogue heavily competes with Trickster; the latter can rush faster, support a group, and if skilled enough, will avoid damage all the same.\n\n###Archer and Huntress\nYou may be surprised to see these two classes grouped into one section, but there's a good reason. Both of these classes wield bows and wear leather armor. Their gameplay is very similar in most respects, with the main differences based on their abilities (covered in a separate subsection).\n\n####Strengths (both)\n* Medium range, piercing attacks\n* Can inflict status effects to multiple targets at once\n* Decent abilities for damage\n\n####Weaknesses (both)\n* Multi-shot bows require you to get close to target to land all three shots\n* Abilities require a certain degree of prediction\n* Questionable worth when statuses are useless\n* Somewhat slow\n \n**Who would want an Archer or Huntress?** \nBow classes excel at crowd control thanks to their wide spread and piercing shots, mowing through mobs from lowlands to godlands with little effort. Their abilities offer additional mob control abilities, allowing them to slow, paralyze, or (with Archer) daze enemies to help themselves and their teammates. \n \n**Who would not want an Archer or Huntress?** \nBow classes have pretty decent range, but not as much as the robe classes. But in order to use tiered bows effectively, you have to get up close, without the benefit of heavy armor. Fresh Archers\/Huntresses are terrible at dealing damage at long range against a specific target. \n\nThe whole purpose of these two classes, crowd control and status infliction, are less useful in endgame dungeons. Players who haven't maxed a class *should not worry*, but as more bosses are immune to both Slow and Paralyze, these classes become less useful overall.\n\n**Which one: Archer or Huntress?** \nThis is a classic debate, with numerous arguments for both. Archers typically have an edge against bosses due to range, precision, damage, and a stronger status effect. Huntresses have a wide AOE and an overall a less resistable status. Traps take longer to set down, but can hit spread out enemies and are easier to aim. The better class for *you* comes down to which ability you prefer; quiver or trap?\n\n###Assassin \nThe Assassin is a medium-ranged dagger class that trades the evasive abilities of the other two dagger classes for a long-ranged AoE attack that deals unmitigatable damage over time. Its poison is considered to be among the easiest ways to obtain soulbound loot in the game, and as a result Assassins are often used in places such as [Wine Cellars](\/wiki\/wine-cellar). \n\n####Strengths\n* Good DPS\n* Fast speed \n* Poison is extremely long-ranged, has a wide area, and deals high damage over time\n* Poison damage ignores defense, and persists beyond invulnerability\n####Weaknesses\n* Lower range\n* Harder to poison targets that move fast or go invulnerable frequently\n* Bosses may die too fast for Poison to deal full damage\n\n**Who would want an Assassin?** \nAssassins are masters of hit and run tactics. Their poison range is infinite, their speed high, and their damage decent. A few uses of the poison is all you need to guarantee soulbound damage (thus, loot at all). Poisons deal damage in a wide area over time, which helps in crowd clearing. \n\nAssassin has a few group roles, but the [Crystallised Fang's Venom](\/wiki\/crystallised-fang-s-venom) is one of two (realistic) ways to inflict the devastating Armor Break status, and the poison can very occasionally be used to kill bosses through invulnerability phases. It is also the strongest dagger class.\n \n**Who would not want an Assassin?** \nAssassins are a DPS dagger class; they are bound by a relatively poor selection of daggers. Robe classes outrange the Assassin, while heavy armor classes... have heavy armor. Thus, Assassins are \"stuck in the middle\", where many players will prefer one extreme or the other.\n\n###Trickster \nThe Trickster, like the other two dagger classes, is a medium-ranged fighter with high speed. Her signature Prism provides a combination of teleportation and decoying abilities, which while difficult to master can provide incredible benefits in terms of mobility, enemy control, and damage avoidance. \n\n####Strengths\n* Extremely fast speed and dexterity\n* Teleportation allows for numerous strategic uses such as rushing or dodging\n* Decoys are extremely effective if used correctly\n####Weaknesses\n* Prism is extremely hard to master\n* Still stuck with daggers (low-medium range)\n* Somewhat inefficient at killing bosses\n \n**Who would want a Trickster?** \nThe Trickster is the class of choice for people looking for a dagger class that can do solo and group play equally well. The decoy allows the Trickster to easily bait out or ward off a number of dangerous enemies and bosses that chase or use targeted attacks, and its high DPS (technically best of the dagger classes) gives it the ability to perform well against larger bosses as well. Tricksters excel at rushing, with their ability to teleport allowing them to blitz through dungeons or simply get out of danger if the going gets rough. Trickster is known for being an extremely fun class to play due to high speed, teleport, and the complexity of using the decoy; those who want excitement and great challenge should look no further. \n\n**Who would not want a Trickster?** \nThe Trickster is often considered the hardest class to master in RotMG - requiring simultaneous manipulation of the player, the teleportation, and the decoys - and is extremely unforgiving if used improperly (teleporting onto a boss will spell instant death, and this happens often to newbies used to putting their mouse on an enemy and hitting space with other classes) which makes it a very poor choice for inexperienced players. The Trickster is also not particularly efficient for farming events - while fully capable of taking them on, it takes time for a Trickster to place a decoy and take advantage of it; those looking for pure event-farming efficiency should look at a Rogue or melee class instead. \n \n###Ninja \nThe Ninja is a close-range DPS class capable of doing immense DPS to a large number of enemies at once. Capable of some of the highest sustained speeds in the game through their Star, Ninja is incredibly adept at dodging and rushing, and has some standoff firepower in the form of a long-ranged shuriken. Its incredible DPS and speed are offset by its durability - for a class that must get into melee range of an enemy, it's quite fragile and can easily be killed. \n \n####Strengths\n* High DPS with piercing\n* Extremely fast; insane movement speed with Stars\n* Moderate survivability\n* Stars allow for immense burst damage\n\n####Weaknesses\n* Somewhat short range\n* Very fragile for a class with lower range\n* Lacks high health regeneration and heavy armor\n* Extreme speed requires careful control of movement\n* Harder to hit moving targets with star\n\n**Who would want a Ninja?** \nNinjas are a great all-around class for those who like to \"go deep\". With incredible DPS and ability to pierce targets for even more damage on multiple targets (or single targets mobbed by minions), the Ninja can dish out punishment to any enemy that it reaches. It also boasts the highest speed in the game, making it an excellent rusher and map-traverser, and can move with a great deal of precision due to the instant toggle-ability of the star. The star offers some stand-off firepower for getting soulbound on targets that the Ninja can't get close to. \n \n**Who would not want a Ninja?** \nThe Ninja has extremely high DPS, but it struggles from having a combination of short range, fragility, and extreme speed. As a result, it's a high-risk class that is unforgiving to make mistakes with, and is a poor choice for people looking for safe classes with which to build up wealth. Ninja also has high stat caps, making it hard to max.\n\nPeople with laggy connections\/computers should approach the Ninja with caution - a combination of high speed and an ability that is meant to be switched on and off quickly make Ninja extremely dangerous to play under laggy conditions, client-side or server-side. \n \n##Heavy Classes\n###Warrior\nThe Warrior is a pure offense melee class, capable of the (second) highest sustained DPS in the game. With the ability to boost everyone even further, Warriors can pound most enemies to the dust. As a melee, they are limited by short range.\n\n####Strengths\n* High bulk, great HP regen\n* Good DPS\n* Incredible speed when using tiered Helms\n* Can provide Berserk buff to all teammates\n####Weaknesses\n* Short range\n* No way to mitigate incoming damage besides defense\n* Not easy to control with Speedy buff\n \n**Who would want a Warrior?** \nWarriors are another class that dives deep. Warriors can shred dungeons and event bosses alike. While not as fast as a Ninja, the sword and Berserk buff generally gives a Warrior a lot more firepower. In addition, superior defenses along with a Helm and heavy armor give actual durability to go deep.\n \n**Who would not want a Warrior?** \nWarriors rely heavily on the user's skill to dodge enemy attacks. Speedy also complicates dodging, at least when you aren't used to it. Another melee would be more suitable for newcomers and those less comfortable with the close range.\n \n###Knight\nThe Knight is the tank of RotMG. Packing a defensive score that can rise to an average of 80 when fully geared, along with 75 vitality, it can eat tons of bullets; and, with its shield, can stop most enemies from shooting altogether. \n\n####Strengths\n* High HP\n* Extremely high DEF, further increased by Shield\n* Great health regeneration\n* Decent damage\n* Shield deals high burst damage\n* Stun can stop enemies from firing and leave them open for attack\n####Weaknesses\n* Short range, esp. with shields\n* Poor damage potential for a sword class\n* Slowest of all sword classes.\n* Many late\/endgame bosses are immune to Stun\n\n**Who would want a Knight?** \nThose who want a tank should look no further. Knights are the single best all-around realm class, eminently capable of taking on all the event bosses and killing them - whether solo or in a group. The Shield, in addition to killing small enemies, can prevent many from attacking at all.\n\nKnights are a good class for newbies who want to try out melee for the first time, since its high defense and stun ability make it extremely forgiving. \n\nIn the endgame, most bosses are immune to stun. Endgame Knights rely on the power of the [Oryx's Escutcheon](\/wiki\/oryx-s-escutcheon), turning from a support-like class into a DPS-centered tank.\n \n**Who would not want a Knight?** \nKnights are expensive to max and to gear up, especially since their DEF stat is much higher than any other class. Knights also need to be quite close to the enemy to stun, meaning that a missed stun can spell certain death (especially in Wine Cellars).\n\n###Paladin \nThe Paladin is a melee combat healer class. It's capable of doing significant damage from up close, but is also capable of both boosting teammates' damage, healing them, and granting them a temporary maximum HP buff. \n\n####Strengths\n* High HP and good DEF, boosted further by ability\n* Good damage, especially when boosted\n* Very high survivability due to Healing effect\n* High WIS, ability easier to spam\n####Weaknesses\n* Short range\n* Ability does not provide DEF\n* Lower DPS than Warrior\n \n**Who would want a Paladin?** \nPaladins are a more magical melee class, relying more on their ability in solo play. Their healing, HP boost, and lack of Speedy makes them safer than a Warrior, without the DEF requirement of the Knight. Paladins are also great for team support, with decent damage even if other Pallys are around.\n\n**Who would not want a Paladin?** \nPaladins are the most middleground of the sword classes; lacking the pure DPS and speedy of a Warrior or the high DEF and the stun of Knight. As most of the healing occurs over time after using the seal, it may not be able to save you in a high-risk situation where you need a large amount of heal instantly. Additionally, a decent amount of Magic Heal is required to permanently sustain your buff, which may be a problem for certain players.\n\n###Samurai\nThe Samurai is a heavy armor class that uses the katana instead of the sword, giving him increased range at the cost of some of his DPS. His wakizashi allows him to cripple enemy defenses, allowing other players to deal more damage to enemies.\n\n####Strengths\n* Long range for being heavy armor, piercing\n* Wakizashi deals heavy burst damage\n* Ability debuffs enemy DEF, granting player and teammates higher DPS\n* Decent defense from HP & heavy armor\n\n####Weaknesses\n* Lowest weapon DPS of all melee classes, even with high ATT stat\n* Health cap is lower than other heavy armor classes\n* Only one expose is really required in any group\n* Wakizashi is much less effective in confined spaces\n\n**Who would want a Samurai?**\nSamurai are good for those less comfortable with melees; being a much less \"heavy armor\" class than the three sword classes. A superior weapon range (enhanced with certain UTs) and a fair ability range while keeping heavy armor make them a safer pick than the more conventional melees. The Waki also gives them immense burst damage *and* a fairly useful debuff.\n\n**Who would not want a Samurai?**\nThe Samurai is frailer than the sword classes, with lower HP and no innate defense, while being weaker due to their Katana. Players comfortable with close would rather pick a more damaging class. While Samurai can provide group utility, a singular good Samurai (with good MHeal) is all that a group really needs. Wakis are also quite awkard to aim, blocked by walls and with a slightly shorter range than the average katana.\n\n###Kensei\nThe Kensei is very similar to Samurai, at first glance: With an above average speed, plain (25) defense, and the Katana & heavy armor combo, they are similar. Kensei differentiate themselves with their Sheath, which provides heighted mobility, burst damage, and ATT (if they manage to hit). Sheaths have a cooldown.\n\n####Strengths\n* Long range for being heavy armor, piercing\n* Maintains decent defense from HP & heavy armor\n* Sheath gives Invulnerability during dash duration.\n* Very strong class for rushing, fastest of the heavy armors\n* Dash gives pretty good DPS up close\n\n####Weaknesses\n* Katana - short-medium range and bland damage, esp. without Sheath\n* Sheaths have a very high skill gap (disorienting, very easy to sit on enemies)\n* Many bosses are too dangerous to dash through\n* Little group utility beyond rushing\n\n**Who would want a Kensei?**\nKensei are an interesting alternative to Trickster, focused more on dynamic, mobile gameplay. With pretty good HP, move speed, and heavy armor, Kensei are also quite durable. This is only amped up with Dash Invulnerability, allowing you to flat out ignore very dangeorus attacks. These traits make Kensei one of the safest and fastest classes for rushing, and are also good for surviving through very difficult dungeons.\n\n**Who would not want a Kensei?**\nKensei requires very high skill to use Sheaths effectively. If you don't dash that well, then you are a worse Samurai, and Samu doesn't give the best damage either. Dashing at the wrong time or distance might **instantly kill you**. Also, the Invulnerability is obviously not infinite; there's a cooldown to charge up."],[[],["\/wiki\/range-strategies"]]);initializeCookieConsentBanner("e");