[quote=Pyromania99] Ryu, do mine. Going to try getting into the conversation around here. [/quote] Okie. So the appearance is nice, like everyone's else. Looks like I'm going to update mine later. Anyhow, so this is good, a true tank character (I am sorry if I offended any other tank) who relies more on her allies than herself, so the framework of the character and her class is laid out, which is good, and everyone likes tank characters, but there is only one question. How fast can she run? "their lack of speed mostly due to their heavy armor." Alright, so Serena is 4 foot and she wears heavy plate armor to protect herself, so how fast can she run out of combat? Walking shouldn't be a problem for her, but how about running? While I know this doesn't seem like a problem - and it really isn't - it is still good to know the limitations of your character, so I think running for her should increase with leveling. As Serena grows, she should gain some things on the side, the obvious things being stats of course and skills, but the less obvious things being her ability for her to be able to wear around her heavy plate armor. And with this, there is also some [url=http://imgur.com/a/3j1jA]misconceptions.[/url] So, the abilities! Let's start. Passive This is good, I like this passive because it does [u]exactly[/u] what I would expect Serena to have as a passive, an ability that bolsters her allies defenses around her, but like I said previously, numbers are good, so let's start off with the base number. How far does the aura reach? I think ten feet is a good number, and having it increase by two every five levels is good, but this is just what I think. Skill One. This is a good skill/ability, allows Serena to rush to anyone who needs help under her care/aura, so this is good, and with each five levels of the passive, this is good because the skill itself does not need to have an increase in range, but this is not without their faults. A skill like this in an MMO seems like a skill you would level up once and never level up again, so to ensure this doesn't happen (unless you want it to be like that, if so then forget about this), what would it give? Armor. This skill should give off some armor depending on the base rate/base percentage you set it at for a few seconds - maybe five. Now, there is actually a reason to level up the skill. Skill Two. How long? How much damage? Numbers are good, and I think having the stun duration start off at 1.25 seconds and have it increase .25 every skill level is good, although it is good to have a cap on this stun. Maybe two - four seconds? And what would the incentive be to level this skill after the stun cap is reached? The damage. So, the damage should be fairly weak, weaker than the normal basic attack, but with each level, it should become just a bit stronger. Skill Three. This is a good ability, of course, I think you already know how much healing it does, so I won't pointlessly say what I said in the past. Equipment is good from there. ---- Okay, so Serena is a good character, I like her, and while there are some clarification that needs to be done, she is a good character. --- And there is something I've noticed, with every character "revision," I find myself to going slightly more and more to the numbers, and there is a reason for this. Numbers are good. Should we add them permanently? For stun durations, sure, but for damage? No. Numbers for damage should only be seen as an example, nothing more, nothing less. Should numbers be set for cool downs? Yes and no. Cool downs are cool, I like em! But this is an RP where we write, so I don't believe cool downs should be incorporated into the RP and that they should be handled by the player and how he/she deems as fit. Edit: Oh, hey, Ryu, you hypocrite, man I hate you. Okay, so, let me rephrase this. Are numbers fine for things such as stun durations? Yes, they are, but how it is acted by the other player depends on that player; Should numbers be added in for damage? No. Every example I give for numbers is an example of how strong I feel the skill should be. Should numbers be set for cool downs? No. They should be handled by the player/writer and how he/she deems fit.