[quote=StephenRouse] 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] ok that's a good point i never considered that and i didn't notice i left out the part where they are unable to move lol to be honest i seem to have made a few mistake in the descriptions of both the class and the skills but then again i came up with and wrote them all in the afternoon after staying up all night the night before so i apologize for that i will go though my post and make the changes to some of the skills and fix the mistakes [quote=StephenRouse]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] The wyverns will be wild monsters the dragon tamer has tamed, they won't agro anything off of players, the only way they can agro something is that the dragon tamer sends them off to attack a mosnter and then recalls it, the dragon pet can agro the monsters off the dragon tamer but obviously not if you combine with it, although you're right about it potentially being the biggest damage dealer. Personally I would say it would be either the Black Mage or Dragon Tamer. [quote=StephenRouse]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] To be honest I never thought about using machine guns, but as One said we could always hold an event and release unique weapons like machine guns but either way, I will likely add machine guns/shotguns to the weapons list. As for semi automatic rifles, when I said in the description they use handguns and rifles I never said which kind of rifles because I was thinking they could use any type of rifle, sniper, semi automatic or fully automatic but I should of stated that, again, didn't think of it, I blame it on being up all night when I wrote it. As for archers, strictly speaking, both archers and gunners would be accuracy first type of classes as they are a long range class. So they would need pretty good accuracy, this doesn't mean they can't use AOE attacks. The Archer's skill for example is an AOE attack but it doesn't rely on accuracy at all, while it will do damage, that is not the main purpose of the skill. It's designed to distract the enemy and prevent them from attacking for a brief time to allow themselves and allies a chance to either run from a losing battle or set up a follow up attack. [quote=StephenRouse]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.[/quote] I never said they didn't have much in the way of attacks, I just said they focused mainly on healing and support but they still have attack capabilities. You can decide what skills to give them, for example, you can make a priest and if you chose, only give them attack skills and no healing, it would kind of go against the purpose of a priest but it would be your decision. The same can be said for any of the classes regardless of what their purpose is, you can set them anyway you want.