Range Strategies

This is a strategy guide based entirely on range. First, let’s divide the available weapons into 3 types. These 3 types will serve as a basic division of the RotMG classes. Do note that this list does not account for untiered weaponry, which may have a much different range and affect the classes’ playstyles considerably. There are 2 weapons within each group. One weapon has generally higher damage; the other generally has the ability to pierce and a longer range.

Long Range:
Wizard, Necromancer, and Mystic use Staves, with a range of 8.55 tiles.
Priest and Sorcerer use Wands, with a range of 9 tiles.

Pros: Long range allows user to hit enemies from afar, without putting the user in as much danger.
Cons: The users of these weapons have robe armor, which doesn’t provide much defense. Wand classes have the lowest damage per second against singular targets.

Solo Strategy:
A staff class, especially a Wizard, has considerable DPS while maintaining a long distance from even the most dangerous enemies. A wand class comparably and significantly lacks in DPS against their staff counterparts, but makes up for that disadvantage with piercing shots. These five classes wear robe armor exclusively. Robe armor makes them frail against leather and armor classes, so it is necessary they try to stand as far as possible while still being able to land hits. This can be considered a disadvantage, because one might need to lead their shots to hit fast moving targets. This is a skill that comes with practice.

Group Strategy:
Robe classes might be particularly dependent on their ability to either protect themselves and others, do even more damage, or put enemies at a disadvantage using a combination of the former two. Try to use your abilities whenever possible, as the other two groups of classes might be dependent on your effectiveness with your class’s ability. By no means should you tank a lot of shots; this is not ideal nor necessary. If a leather or heavy armor class isn’t tanking a particular shot, you probably shouldn’t either. That’s not to say you can’t take any hits, but it is best to be safe; your weapon allows for it.

Medium Range:
Rogue, Assassin, and Trickster use Daggers, with a range of 5.6 tiles
Archer, Huntress and Bard use Bows, with a range of 7.04 tiles

Pros: Range is still enough to ensure reasonable safety, and deals good damage output, due to the high dexterity of dagger classes, and the high attack of bow classes.
Cons: The damage output is not as high for dagger classes as in melee. Bow classes using the high tier (T8 or better) bows need to be close in order to land all three shots.

Solo Strategy:
Dagger classes should rely on their speed to evade shots while keeping within range of their targets. Their speed allows them to circle most enemies quickly and evade shots. Bow classes, on the other hand, lack the speed of their dagger counterparts. They make up for this deficiency by having superior DPS, especially when one is able to get close enough to land all three shots using a triple-shot bow.

Group Strategy:
Dagger classes generally have abilities that pertain to solo playstyles, especially Rogue. But it is still very possible for these classes to benefit groups. Archer and Huntress are particularly known for affecting the enemies’ ability to move, which is a huge benefit to any group. A dagger class’s speed allows them to play the role of a distraction, drawing fire off of the bulk of the group and creating space. Dagger classes are also good for rushing dungeons and providing a teleport for the group to get straight to the boss. This requires a good level of skill, but this comes with practice.

Short Range:
Warrior, Knight, and Paladin use Swords, with a range of 3.5 tiles
Ninja and Samurai use Katana, with a range of 4.75 tiles

Pros: Very high damage output, because of the sword’s large attack power, and Ninja’s high ATT/DEX caps.
Cons: Users have to stand closer to the enemy, putting them at a greater risk of getting hit, and giving them less time to react.

Solo Strategy:
Melee classes are generally much stronger and more resilient than other classes. They are capable of dealing high DPS, especially the Warrior and Ninja. Heavy armor allows these classes to absorb hits with less damage taken than other classes. In addition, armor classes possess the ability to recover from damage quickly. However, high defense and attack power does not make you invincible; you should still dodge as many shots as possible and fall back to heal if you’re taking too much damage at once. Also, due to the short range inherent of their weaponry, tanking hits might be necessary in order to be able to hit an enemy. Ninja, being the only melee that wears leather armor, is not as resilient as an armor class is. Ninja’s particular equipment and skill setup calls for a playstyle of hit-and-run, much like a dagger class. His high attack and dexterity allows him to do far more DPS than any dagger class. Ninja and Samurai both lack the high HP regeneration of the sword classes, making them more reliant on health potions or pets.

Group Strategy:
Armor classes are essential tanks for any group, and so should be at the forefront taking the brunt of attacks. Try to act as a shield for the group. A Priest or Necromancer should be available to heal you, but don’t count on it. Warriors and Paladins are able to directly benefit a group by providing damage boosting status effects. Knights’ stuns allow for additional breathing room, especially against particularly dangerous bosses. Samurai’s wakizashi provides heavy burst damage and reduces enemy defense, which allows quicker kills. As stated before, Ninja can not be as good a tank as the other melees. However, he can use his speed to quickly reach the boss, land hits with the katana, draw enemy fire, and dodge projectiles.