![]() 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. Who would want a mystic? 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. 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. Mystic 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. 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. ![]() 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. Who would not want a necro? 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. 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. They also perform well for a robe class against the Landlord and the Hermit, and are capable of going up against Pentaract, Sphinx, and Skull. Necromancers do quite well at farming pots in the godlands (unmaxed or maxed) and can solo dungeons moderately well, and have some team-support abilities as well. Who would want a necro? Those who like staves but find themselves getting into trouble with wizards should definitely consider a necromancer. While lacking the pure damage of a wizard, its healing ability, while situational, allows it to play a good bit more aggressively than the wizard. Necromancers are a hybrid between the wizard and the priest – a medium-to-long range, staff-wielding class with a healing ability. Wizards are also poor at mob control, rushing, and team support, and those looking for a class to do those things should look elsewhere. ![]() Who would not want a wizard? Those who like playing recklessly would be poorly served by a wizard. Through spellbombing, they can easily claim soulbound loot on practically anything in the game. Wizards are also decent at doing non-cube/skull event bosses: the Pentaract, Sphinx, Hermit, and Landlord are all handled quite well by wizards. Who would want a wizard? 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. They’re best used in the godlands and against single, high-health targets such as Oryx (1/2), Sphinx, Thessal, and the Tomb Trio. It plays the role of the “glass cannon”: Wizards are capable of doing high single-target damage via staff and spell, but they’re also the most fragile of classes, with the least defense and health of all the classes, no defensive ability, and an average 50 speed. The first class you’ll encounter when you start RotMG, the wizard is a long-range pure offense class designed for dealing the maximum amount of damage to a single target from a medium to long distance. It is not intended to replace either of these two resources, and I highly encourage those who are asking this question to themselves to check them both out before making a decision. My guide will attempt to “fill in the blanks” that these two resources overlook – primarily, class-specific strengths and weaknesses relative to each other, and to provide reasons why one should pick or avoid a certain class. Also check out the class guides, which provide valuable insight into the gameplay of each class. If this is received well enough I might post it on the wiki as an article, but for now I’ll just put my guide in a forum post and see how helpful it is to people.Īlso: Be sure to check out Dalla’s flowchart at the bottom, which is a well-written, easy-to-understand guide for those who want to follow a conservative, fairly safe approach to class selection. With all the “what class should I pick” threads flying around, I was thinking that I might try to make an informative guide about RotMG’s different classes for people new to this game. RotMG Choosing the Right Class Guide by Tarbomb
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