User blog:SolariusFlare/New people for the team?

Well, I was thinking, I need more people inside my Guild in Grand Fantasia (Which in my opinion is better than Eden), so I'm thinking, why not introduce the game here? There's four classes, which lead to another four classes (The next being determined by the path you take), those four classes then have two more classes each, those two classes then have one more class depending on what they are.

=Melee (Fighter)=
 * Recommended for: Beginners
 * Role: TAAAANK!

Advantages

 * Has a vast array of weapons able for use.
 * TAAAANK!
 * Very high damage output.

Disadvantages

 * Always up close, can die solo if (s)he bites off a little more than they can chew.
 * Gear dependent, must constantly update their gear to be successful.

Berserkers
Warriors who have the spirit to fight and an immense fire burning inside, the Berserker can wield any weapon and take down an enemy in mere seconds!

Warlords
Those who lead others into battle, the Warlord is a beacon of hope, not only being resilient (but paling in comparison to the Templar), but having a very high damage output as well!

Paladins
The perfect tank, not only the Paladin can heal himself, but he also has extremely high vitality and defense.

Templars
Knights of fabled legend, the Templar herself can be able to solo dungeons only slightly below her level. =Ranged (Hunter)=
 * Recommended for: Advanced Players
 * Role: DPS (Damage Per Second)

Advantages

 * High damage with ranged weaponry.
 * Can become a "Hard-to-hit" person until facing over Level Twenty mobs by combining two skills (Lightning Reflexes and Sand Sole Curse)
 * A party of just two ranged people facing a boss of equal level can take down the boss if they're smart enough to use Shocking Shot to push the mob back.

Disadvantages

 * Rather low HP, Defense, and Magic Defense, needs a back-up in-case if the enemy gets close.
 * Spells are MP w****s

Archers
Solarius (Solar Flare)- Level Twenty-one, planning on advancing to Ranger.

Rangers
Masters of Evasion and the Firearm, the Ranger can leave foes utterly defenseless by locking them into a stun.

Sharpshooters
Born Snipers and Killers, the Sharpshooter can hit an enemy before (s)he even knows he's there.

Assassins
Masters of Stealth and the killing edge, the Assassin can easily dispatch foes while hidden.

Darkstalkers
Darkstalkers are able to heal themselves to the fullest level with their blades, unlike the assassin

=Healer (Acolyte)=
 * Recommended for: Advanced Players
 * Role: Healer

Advantages

 * Healing, you can heal people from the brink of death (Or death itself) to full health.
 * Needed for Parties, Healers in Parties are always welcome!

Disadvantages

 * Squishy! Veeery low defense.
 * Party Dependant, Don't do a good job, whole party may wipe.
 * Slow Casting Speed, Healing spells take a long while, so running may occur.

Clerics
Clerics have high healing rates and abolish their squishyness! They also have great buffs!

Prophet(esse)s
Like a Cleric, they're not squishy, and they're great for healing, since they cast wicked fast!

Sages
Sages can shapeshift and deal very great damage, being versatile!

Mystics
Enhanced Sages, Mystics are even more versatile and more deadly.

=Magic (Spellcaster)=
 * Recommended for: Veteran Players
 * Role: CC (Crowd Control) or DPS (Damage Per Second)

Advantages

 * Highest Damage Output in all classes
 * Long Range
 * Able to "Root" enemies to keep them in place.

Disadvantages

 * Squishy!
 * Can leave him or herself out in the open, cannot endure prolonged fights.

Mages
SeleniaStar (Lightning), Level Fourteen, planning on advancing to Necromancer

Necromancers
Necromancers can summon the undead to assist them, as well as drain life!

Demonologists
Demonologists can summon not only Demons, but apply a number of curses onto the enemy!

Wizards
Wizards have the greatest offensive spells in the party, they can also mass teleport.

Archmages
The Archmages are nukers able to one-shot ANYTHING!

Who are you going to be? Tell me...

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