[quote=PharaohAtem] The monk has the ability to Prevent cool down for fifteen seconds not the mages. And some skills could have short cooldowns some will be long, it depends on the type of skill, and the whole point of a monk is to quickly chain a number of skills and attacks to deal a bit of damage constantly making it hard for enemies to block dodge and counter as they will be on the defensive and the simple solution is to stay away from them, get out of their attack range as they are a short range class. Or if you are a knight you can use your ability so they can't damage you for 15 seconds, and as for the knight skill it's called stone wall for a reason, that's because when you use it, that's basically what you become, it's to allow healers time to restore your health when dealing with a large group of enemies or one really powerful one, so it is purely defensive, if anything it is too weak.[/quote] Sorry, I read the post about Mages and my headspace was still there, Lol. I think that's a good way to build the Monks, it definitely fits with how they're usually represented. I was just thinking their skill would be really powerful depending on skill sets, but if most players have a mix then it should be fine. It sounds like most or all of their skills will have a touch mechanic too, which is cool. The Knight's Stone Wall didn't mention that they couldn't attack while it was in use, but I don't think it's really underpowered. If they're invulnerable and immovable they could be used to block corridors or avenues of attack while your Mages and Ranged party members could attack without worry. They could grab an enemy and turn on the skill, making them ineffective or completely out of commission for 15 seconds. There are a lot of ways it could be abused, and I think that's worth a lot in terms of utility. [quote=PharaohAtem] Samurai,I was thinking that myself, and was considering changing it, as it will be hard to stay out of their attack range as they will be faster as well. When Dragon Tamers combine with their dragons, they stay combined until they resumon the dragon but they only get slight increase of stats and they can use their dragon's skills for themselves, they can also fly for a short period of time which means you could argue that they are better off keeping the dragon out so it can take some of the damage from the monsters, the main reason I would use it is to fly short distances. Beasts masters skill forces all the enemies in a certain area to attack the beast master not the beast, but because they are different type of beasts the beast master can have, some if not all depending on what the player chooses, will be able to agro some of the monsters off the beast master if they are too many for them to handle. Summoner skill only revives defeated players to full hp/sp and they are the only non healing class that can revive. [/quote] Dragon Tamers seem like they could become the strongest at later levels, with dragons and wyverns to aggro and tank enemies, deal damage, and having lots of utility. Beast Master seems fine the way it's described there. [quote=PharaohAtem] Assassins, that was another thing I was thinking about and will probably change it too.Rogues, I didn't say they were a tank, I just said in their description, they can act like a tank as they have high evasion, so they dodge or block most of the attacks. You only need to do this if you didn't have a tank in the party, otherwise it would be pointless. That's an interesting idea, as for the area attack though, you won't really need that for a skill, as you could actually give yourself area attacks without it being a main skill. Tribesman, the debuff idea is ok, I will probably throw in an accuracy debuff. Again, a player can give their character skills,and most people I see play as archers focus giving their characters long range damaging attacks which focus on picking off enemies, so I decided to give them an ability that can target multiple enemies in a single are plus giving them a strategic advantage.[/quote] This is all cool! I'm always a fan of having a lot of build/skill options. Personally though, when I think "Gunner" I think of machine gunners, while Archers feel like more accuracy-first kind of guys. Just an opinion, of course. [quote=PharaohAtem] Magical boy/girl They are not a class that focuses on healing, I done it as a healer class as they can heal and revive. And yeah they kind of are a jack of all trades that can be a advantage and a disadvantage, as obviously they will be not as good in any one thing on a class that focuses on a particular spell, but their variety can be a big strength if you are on your own and they can also help support pretty much any class in the party in doing their job, for example supporting healers to heal, while still doing a lot of damage to help damage dealers kill the monsters and they can help support classes weaken enemies or straighten allies but I threw them in there as I know a few people who really like the class and have fun playing as them. The angel that they will summon would be dealing holy damage and the strength of the summon would depend on the lv of the user, and they don't focus on disorienting or disabling it is just something they can do, they would focus on mainly healing skills, but they still have a few disorienting or disabling skills. Intelligence determines healing effectiveness and mind determines magic damage, [/quote] This is all cool, I can definitely see the appeal in Jack-Of-All-Trades, their placement just kind of confused me. Looking forward to seeing all of the skills so I can decide on a character! I'm not sure I'll go just Priest if they don't have much use in battle, probably run a Combat Priest and Knight or Dragon Tamer.