It's incredible how procrastination from studying fills your mind with incredible ideas! My previous class suggestion was the ArchMage class, the magical elites of the Swordheaven Kingdom. Similarly, the kingdom also houses a very small select group of elite fighters, the Advanced Pactagonal Knights.
My inspiration for this class was the Pactagonal Knights that we often see as fodder in the game. Similar to the ranks of Nulgath, or Dage, consisting of multiple specialised classes; Dark Casters, BladeMasters, Soul Cleavers, etc. the good faction also has some very, VERY elite and specialised forces. To me, Knights are stoic fighters who are able to often take on targets in single duels (Knights jousting, dueling, etc. etc.) as well as protecting the weak against multiple targets. So, I took ideas from Chunin, Warrior, Dragon Knight and BladeMaster classes.
Speaking of Chunin, it's a class that I've recently come to love once again, and I was really enjoying using such an outdated class in things we enjoy doing a lot of - soloing, PvE etc. etc. Because of it's limitations I had use to potions, and tbh, I enjoyed that, because it really bought back the ninja 'feel' that I felt this game was missing. Using items to boost your performance, using the right enhancements to maximise the class's potential- especially vital with the server rewrite focusing on utilising stats again. With that in mind, I wanted this class to be powerful, but to use it to it's fullest potential, you'll be to strategise with those around you, as well as use items that the game has to offer- HP potions, MP potions, etc.
A Knight is just a man. A man who has honed his body and mind to combat, and who utilises everything he can obtain to improve himself. I'd like the players to do the same.
Class Overview: Advance Pactagonal Knight
The class has amazing damage potential. It focuses primarily on single target damage, but is capable to switching into an AoE system. However, it's limitations can only be overcome with the right equipment/people. We have a plethora of weapons in our banks all enhanced to either wizard or Luck, so I wanted us to use specific types of weapons in specific situations. If you're soloing you'll need to buff up a different set of stats as compared to going AoE. And you'll definitely need to use potions or items of sorts if you plan on being able to carry your own weight, regardless of whether it's soloing or farming.
But, with the right equipment and set up, you'll be able to get the MOST out of this class like never before.
The combination of skills are also crucial for the class, it doesn't rely on stacking as much, rather as a Knight who wields an array of magical and physical weapons to cause a range of interesting effects on the targets. Understanding this, and balancing the class's magical power and physical power with the right enhancements is key, and unfortunately, luck is NOT an option with this class, so think accordingly. Further limitations with this class would include Mana balancing as well, so might be wise to use Mana Vamp enhancements, and have potions handy for the maximum self sustain.
Advanced Pactagonal Knight Class- Skills breakdown
Mana regen model: Warrior model
Auto Attack: Heavy Sroke/Fire Enchanted Stroke
Does damage based on Attack power (relies on Strength Stat) to perform a strong auto attack which also reduces the target's damage output! Applies on target "Broad blade impact" which reduces the target's physical damage output by 5%, can stack to 7, lasts 5 seconds unless reapplied. Has a chance to apply a variety of effects based on the skills utilised. Only targets 1 enemy.
Fire Enchanted Stroke (fifth skill toggled):
Does damage based on Spell power (relies on Intellect stat) to perform a strong auto attack that applies "Spellsword Impact" on target, reducing their magical damage by 5%, can stack to 7, lasts 5 seconds unless reapplied. Also applies a small DoT on the target(s). Auto attack now targets up to 3 enemies.
Those with DragonKnight or ChronoDragonKnight will recognise the Spellsword similarities in the properties of the class. I always want the auto attack to be useful, and in this case your a.a. is never wasted. When fighting a single target, your a.a. focuses primarily on reducing physical damage done so by the target (great for soloing and PvP). This isn't the main purpose of the a.a. but rather a helpful supportive tool, since this class lacks a heal.
The concept is the same when going into your enchanted strikes, it not only does it trigger a DoT on your targets, but also reduced target's magical damage output- this is again looking into the future where targets could potentially be doing magical damage, and ofcourse, quite handy in PvP (bludrutbrawl situations) where there are multiple casters to target.
Just remember, the damage mitigation is just a bonus to keep you alive long enough to use potions, or to destroy them before they get you.
Skill 1: Bleeding Edge/Greater Fire Spear
Cooldown of 15 seconds.
"Does heavy damage against a target causing them to bleed profusely and slowing them down slightly and reducing their chance to hit you!"
Does heavy damage based on class attack power (Strength stat is your friend here) and applies a STRONG DoT on target that lasts for up to 6 seconds - three ticks. Also slows them down for the duration of the DoT (haste reduced).
affects on targets:
- "Greater Bleed": Strong DoT based off Attack power and Strength stat.
- "Blood Loss": Haste and hit chance debuff lasting the duration of the DoT.
- A.A will carry forth the ongoing DoT
Greater Fire Spear (fifth skill toggled):
"Use your enchanted fire elemental spear for a sweeping blow hitting up to two targets and causing them to burn greatly, slows them down as well and reduced their chance to hit you, Lasts up to 8 seconds! Be wary! Your allies might also get caught in the flames!"
Does heavy damage to enemy targets (based off Spell power and Intellect stat) and applies a strong DoT on them as well as a haste debuff:
- "Greater Fire Burn": Strong DoT based off Spell power and Intellect stat- lasts 8 seconds- 4 ticks.
- "Flame Fatigue": Haste and hit chance debuff lasting the duration of the DoT.
- "Focus" Targets focus their strikes on you
- A.A Will carry forth the ongoing DoT
Does no damage to nearby allies, but applies a moderate DoT on them (based off spell power and intellect stat):
- "Friendly Fire": Weak DoT, lasts 4 seconds
Alright, this class gets straight into it. This is what I meant by preparing your equipment- whether it be health potions or even weapons with different enhancements, you'll need to make smarter decisions based on what you'll be utilising the class for. When using the class in single target, you'd want to use a weapon's enhanced by fighter or thief to boost your Attack power, however, when you're using your enchanted strike, you'll be launching a small flame wave to target multiple enemies with this magical strike. Equip a weapon accordingly that boosts your Spell Power! The haste and hit chance reduction is to give you some breathing space, regardless of whether you're striking 1 or 3 targets- similar to Chunin :)
The catch is that your AoE will catch your allies in it's cross fire as well. However, it's up to you to balance that risk. The stronger your spell power is, the greater the damage you'll inflict on the target, andddd the DoT will be that much stronger on the target, but your allies as well! Do you have a healer around? It's time for team work! Do you have a potion handy? It's time to strategise your equipment accordingly!
Skill 2: Giant's 'Elegant' Stroke/Thunder Clap Proliferation
Cooldown of 12 seconds
Giant's Elegant Stroke:
"A powerful single slash that cannot be missed, does HEAVY damage and also reduces the target's outgoing damage by 20% for 10 seconds!"
Does damage based off Attack power and Strength stats and also reduces target's outgoing damage further:
- "Greater Harm": reduces outgoing damage by 20% for 10 seconds
Thunder Clap Proliferation (fifth skill toggled):
"Release lightning from your spear tip to attack up to three targets for strong damage, and also greatly reducing their damage output by 25% each for 10 seconds! Careful your allies might also get caught!"
Does damage based of Spell Power and Intellect stat and reduces target outgoing damage further:
- "Thundershock!": Reduces outgoing damage by 25% for 10 seconds
-"focus" targets focus their attacks on you
- A.A now with a small chance to stun target for 2 seconds with every strike
Does no damage to allies, but applies on them the following status:
- "Static feedback": Applies a small DoT on allies (lasts 6 seconds- 3 ticks) and reduces their haste slightly)
This is a pretty simple and neat skill, regardless of whether you're using it in single target mode, or AoE mode, it's the same. Note however, in single combat it's a strike that cannot be avoided, whilst when launched against multiple enemies, there is a chance to miss. However, once again, you'll have to strategise accordingly since in it's AoE form you might also be catching others in your attack.
This skill has a little something for everyone. For those who love soloing, it works in great conjunction with your auto attack, significantly reducing the target's damage output for 10 seconds. Against multiple targets, it's a great way to just keep them in check, you're taking damage from 3 targets now, so this damage reduction is welcomed relief- use it with your first skill to slow them down, and reduce their chance to hit you! And your HP bar will deplete slower than ever!
Skill 3: Counterstroke Paragon
Cooldown after 20seconds
"You're a specialist! Enhance your dodging ability significantly for 15 seconds, and every time you dodge or the target misses, you counter your target with a strike that can't be avoided!"
Provides an evasion boost, and for every dodge or missed strike by the target, applies a DoT on target based off a combination of Attack and Spell power.
- "Counterstroke Paragon" on caster, provides an evasion boost of 15%
Whenever dodge occurs, apples on target:
- "Counter Slash": lasts 2 seconds (1 tick) does damage based off Attack/Spell power.
You are officially a DPS machine now. In the current day and age where monsters hit hard frequently, dodging classes are the best bet to avoid that 3k non crit strike that we often witness. However, now your dodge has been turned into a refined weapon. Every time you dodge or they miss you, you counter your target with an attack that cannot be avoided (represented through a DoT- 1 tick only/dodge).
The beauty is that regardless of whether you're in single target or AoE mode, this skill (if you have the MP to do so) should be active all the time. If you are soloing, your a.a. is already reducing target damage output. Your first skill is reducing how frequently and likely the target is hitting you, your second skill is reducing how much the target is hitting you, and now your third skill not only reduces the likelihood of you getting hit, ALL three factors work together to add on to the likeliness of you countering them. It isn't a strong DoT, but for every missed opportunity, you're just adding to your DPS. Oh man.
If you're taking on a mob of targets, this is a great way to not only boost yourself defensively, but to also keep up a decent DPS when you're on the defensive. This really would be the ideal time to use a potion to keep that HP bar topped up.
Interesting idea though, imagine using a potion to buff your evasion in conjunction with this skill.. hmmm... food for thought.
Rank 4 Passives: Vouch of Valour/Depth of Skill
Vouch of Valour: Increases your endurance by 20%,
Trust in Skill: Decreases your critical strike chance by 70%
Oof. The first passive is pretty straightforward, you have more meat to your bones- great for soloing or mob battles. It's the second passive that I want to draw the attention to, it reduces your chance to critical strike by 70%! What?! This is a strategic class. You've spent countless hours mastering your skill not your luck. You won't be seeing a lot of big orange numbers with this class, but you'll be seeing plenty of high valued small white numbers- this class has high and consistent DPS.
Skill 4: Blinding Spear of Destiny
Costs 30 Mana
Cools down in 10 seconds
"Sheath your sword, it's time to spear! Draw the attention of those around you, taunting them, maybe even surprise them to make them do no damage!"
Does damage based on spell power and intellect stat, taunts up to three targets to attack you, furthermore, all your skills (except for Counterstroke Paragon) have different effects. Lasts 25 seconds.
- Spear of Destiny!: Changes the nature of your other skills
- Speared destiny: Increases target's damage output by 5%
- "Focus": Targets focus their attention on you!
has a 20% chance to apply:
-Spinning Dragon: Next strike does no damage
This isn't really a nuke, but at the same time it's stronger than your average strike. It's a moderating skill, with a bonus that it might cause the next strike of your target to do no damage, but we wary as the targets will be doing more damage! The main function of this skill is to switch modes of your primary damaging skills. If you have the right enhancements, you'll be making the most of your stats, since you'll be utilising the spell power damage or attack power damage. Furthermore, it's a good way to keep hacking away at the mob you've drawn.
If you're thinking of farming, it's a perfect skill to use as the opening strike. However, remember it'll draw their attention to you, so you'll NEED to to balance out how you're gonna take this well. Have a healer. Or have potions, and you NEED to have the right equipment regarding enhancements.
Rank 10 Passive: Acolyte's Acceptance/Greater Armor
Healing received increased by 10%, damage taken reduced by 10%
Rank 10 Warrior
Rank 10 Mage
Rank 10 Good
Rank 10 Swordhaven
Edit note: I'm not really great at designing on a computer, so I did do a concept art on paper:
feel free to check it out :)
Class Build Strategies
This class' flexibility depends on the planning that gets put into it before actually going and striking a target. In general, it gives the rise for 3 possible builds:
Single Target/Soloing Build
Recommended enhancements: Fighter/Thief/Hybrid
-Your skills rely on the Strength/Dex stats and your class's overall Attack power.
-The build naturally gives you a greater amount of HP to work with, which is handy for soloing
-A.A focuses on reducing target damage
Hybrid Build/Multi-Purpose Build
Recommended enhancements: Hybrid/Combination of Wiz/Healer/Spellbreaker and Fighter/Thief
- You have a balance of both Attack Power and Spell power, and your stats are well defined over all, letting you choose your skills freely and openly.
- However, your HP isn't as high, and when using your Spear (AoE mode- 5th skill activate) you'll be causing up to 3 targets to collapse on you.
- Since your Spell Power isn't as high as an AoE build, you'll take longer to go through the mob attacking you, so you'll have strategise accordingly
- MP limitations will be more significant with lower damage output and lower HP.
Recommended enhancements: Spellbreaker/Healer/Wiz
- Your spell power should be very high as you'll be using your skills with your enchanted spear drawn (5th skill active)
- All your skills are magical (with 5th active) so you'll make the most of your damage output against all 3 targets
- Lower HP risk, has to be balanced with your higher damage output.
- MP limitations managed by killing mob quicker.
I personally like the strategy this class will bring, remember in AoE you'll also be harming your allies, so keep that into consideration especially when we're down to the wire. But then, imagine a team with a strong Stone Crusher, Soul Cleaver, and Advanced Pactagonal Knight, all working and feeding off eachother: The friendly fire damage would simply boost the SoulCleaver damage (Harbringer) or perhaps even a berserker? A LOT of options to play with. This will allow the players to build their team accordingly.
My class suggestions are really large and complex, so I thought it would be easier if I post a separate post, rather than merging it into one, since that would perhaps confuse the organisation of things, however, if not could a forum mod please merge the posts?
Merged double posts. We don't allow double posting as it is considered spam/clutter per the =AE= Comprehensive Forum Rules > Posting Behavior. ~Rickyb20
So far I've suggested the ArchMage the magical specialists and the Advanced Pactagonal Knight, the fighter specialists. To complete the trio, I'd like to introduce the concept of the Field Ranger! The Swordhaven burst tacticians. I was inspired by watching a lot (and I really mean, a LOT) of military movies. To me the fascinating aspect were the strategies that military groups use; stealth, force, organisation, tactics etc. etc. And I wanted a class that was able to utilise these concepts. I think in a sense I wanted a class that was similar to the idea of a gunslinger and a gunner. A class that specialised in single combat targets but was capable of adjusting accordingly to whatever was needed to the situation.
Field Ranger Class Overview
Field Ranger is an adept gunner that is able to do multiple things well. It's a decent single target fighter, it's a good AoE fighter, it's able to provide group support, as well as receive support from allies. It comes down to decision making with the class which is somewhat squishy, but hard to squish because it's hard to get your strikes in. It's a utility class, similar to EDC, but is able to provide a different skill set of support to allies. Lastly, it offers a lot of opportunities in PvP. The class essentially has 4 modes: AoE/Single Target and Defensive/Burst Damage. Skill 3 and Skill 4 control these combinations, so success lies in using them adequately as the situation calls for it.
Field Ranger- Skills breakdown
Mana regen model: Rogue
Auto Attack: .22 Suppressive fire/.50 FireForce
0.5 seconds cool down, does 50% weapon damage
fire suppressive rounds on your enemy(s) whilst you plan your strategy ahead, the rapid nature of the attack causes them to slow down their attacks, has a small chance to stop them in their tracks!
Deals light damage on the target, but cannot miss. Each time your auto attack connects, it reduces the target's haste by a small amount, with a small chance to stun them:
Casts on target:
"Suppressed!"- Reduces their haste by a small amount, small chance to stun target for 3 seconds, effect lasts 10 seconds every time it is cast. Cannot be stacked.
Fire Force (5th skill triggered):
2.5 seconds cool down, does 200% weapon damage
Use your more powerful gun to fire successive shots on the target(s) causing them bleed! Careful! might cause recoil damage to you!
Deals heavy damage on the target, and once again cannot miss. Each time your auto attack connects, it causes the target to "Bleed" resulting in a DoT. Has a small chance to cast "recoil" on self.
Casts on target:
"Fire Force"- Places a moderate DoT, extended whenever the a.a. connects under the influence of the 5th skill.
Casts on caster:
"Recoil!"- Places a small DoT (1 tick)
You're auto attack is your main damage source. Furthermore, I'm sure you've all noticed this already, but let me just say this, you cannot miss. At all. You're firing a gun! What did you expect? No one is gonna dodge a bullet. Especially not from a master tactician like you. Now your normal a.a. is a cover fire for you to decide on your strategy and decide on the next plan of attack, so it fires off more rapidly. It reduces the target's haste, which means they'll be attacking significantly slower whilst you're attacking significantly faster. The small chance to stun is simply a bonus, gives you a better breather.
When you activate your fifth skill, you're using a more powerful gun, but it'll take longer to reload! Still, once it's ready, ain't no way anyone is gonna avoid that. Amirite? Not only does it deal significantly more damage, but it also places a DoT on the target, that'll carry whenever your 5th skill is active through the a.a. Careful though! Has a small chance to result in recoil damage! Are you willing to take that risk?
Skill 1: Force Neutralisation/Blast Force Retribution!
Costs 40MP, Cool down in 8 seconds
"Shoot out their power! Negate all incoming damage with the rapid fire of your shot, but it'll leave you a little slow on your feet! Lasts 5 seconds after which you feel fatigued!"
Negates all incoming damage for 5 seconds, following which reduces caster's haste and evasion significantly for 3 seconds. Casts on caster:
- "Force suppression": Negates all incoming damage to 0
Once Force Suppression fades
Casts on caster:
- "Fatigued State": Reduces haste and evasion for 3 seconds
Blast Force Retribution (5th Skill triggered)
"Meet the target shot for shot! Every time you are struck, you strike back!"
Every time caster is struck in combat, retaliates with a 'counter shot' represented by a DoT based off Attack Power (cannot be avoided). Casts on Caster:
-"Shot for Shot": Whenever caster is struck in this state, the target received a strong DoT based off attack power and damage received
Casts on target:
"Retribution Shot": A DoT doing damage based off the caster's attack power, and the damage dealt on the previous strike to the caster. Cannot be avoided.
You have two states in this skill. When your attacking normally (a more defensive state), you completely negate all incoming damage for 5 seconds. It's a powerful skill in PvP, but it's all dependant on your judgement. Unlike Pyromancer and those types which have a damage limitation, this does not. However, use it carefully and wisely because it will leave you in a slightly weakened state afterwards. Thankfully, your suppressive fire (auto attack) will still cover you by reducing enemy haste as well!
When you're attacking with a higher calibre gun (5th skill active) This is your damage for damage skill. For a short period, not only is your Auto Attack doing AMAZING UNMISSABLE damage and a DoT, but now every time YOU are struck, you're striking back! It brings you to a full offensive mode.
Mana management is key in this situation, be mindful of that.
Skill 2: Field Operator's Guidance/Bystander's Alliance
Costs 35mana, Cool down of 12 seconds
Field Operator's Guidance
"Launch cover fire over allies near you and force the target(s) to focus onto you, allowing them to recover!"
Taunts the target(s) on caster, boosts caster's evasion and increases caster's dodge damage*, boosts allies' defences (damage reduction, evasion and haste).
- "Field Operator": Boosts Evasion significantly for a short period of time
- "Rogue's Poison Mantle": Boosts dodge based DoT on enemy target for a short period of time <--- Rank 10 passive boost*
- "Field Break Lapse": Boosts their damage reduction (received), evasion and haste
- "Greater focus": Overcomes any other form of focus, and cannot be removed or overshadowed by another focus from another source, lasts for a few seconds.
Bystander's Alliance (5th Skill triggered)
Rely on your allies to cover for you! Gives you time to recuperate and prepare for the next wave of battle! Ally support varies on what type of heroes surround you the most!
Casts Alliance Call on 6 other targets near by, and casts either Chaos based, Evil based or Good based support effects on the caster depending on which are the majority of the players surrounding you! (if equal, the defaults in preferences are: Good > Evil > Chaos, uses Caster's alignment to tip the balance if possible).
On the Caster (one of three possible effects):
- "Good Alliance": Provides a small HoT and slight damage resistance temporarily
- "Evil Alliance": Boosts haste, and increases evasion temporarily
- "Chaos Alliance": Reduces haste, slightly, reduces damage output slightly, increases heals received from external sources"
On the surrounding allies:
- "Alliance Cover": Used to check their alignment, and provides a small 3% damage reduction.
So heres the group support provider and utiliser. If you're playing defensively, then you are able to support those around you. Provide them with cover fire, but that means you'll be drawing 1 or many targets onto you. Be wary of that!
However, alternately it's the group's turn to cover for you! Depending on what kind of group you're mostly comprised of, you'll be covered for in different ways! Maybe it's time to form adequate teams :)
It's a pretty simple skill, remember a ranger has multiple functions, from only targeting one enemy, to taking on loads at a time, to supporting those around him/her, all these values make the Ranger so versatile.
Skill 3: Field Fire Concussion
20 Mana, 8 seconds cool down
"Spread the range of all your shots to target multiple enemies at once from now on! Also provides a small evasion boost. Lasts 8 seconds"
Does normal weapon damage, and switches the effect of all your attacks into AoE, attacking up to 4 targets (mid/long ranged).
- "Spread Force Distribution": All skills now do AoE Damage
- "Force manager": Small evasion boost
This is about as simple of a skill as it gets. But it serves its purpose amazingly well. It simply turns all your attacks into AoE attacks now. You'll be targeting up to 4 enemies at once. Lastly, it does normal weapon damage, so, with it's fairly short cool down, it would be super handy to whittle down your multiple targets quickly! Activate your fifth skill, and your a.a is doing even more damage on 3 of the 4 targets, as well as the fact that this skill can still be spammed!
Careful however, your low damage resistance is the double edge sword of this skill- Sure you'll draw on more targets at once, but that simply increases the risk of your HP bar depleting quickly. The evasion boost simply provides a small breather for you. Either get potions, or get the right allies to use them for some cover.
Rank 4 Passives: Lightly Armoured/Ranger's Dexterity
Lightly Armoured: Boosts evasion by a small amount, increases damage taken by 40%
Ranger's Dexterity: Increases Dexterity by 20%, Increases Endurance by 5%
The increase in dexterity, endurance and evasion are easy enough to understand. To keep it concise, as Kevin (The Office US version) would say: Less hurt, more yay!, Longer yay!. That's essentially it. However, let's take a moment to focus on your damage intake- it's high. Your light armour isn't designed to protect you, rather to offer you mobility. But let's take a step back and view this with all the skills in play:
When you're using your smaller caliber gun, your Auto Attack is reducing enemy haste, you're able to to completely negate incoming damage for 5 seconds AND you get an evasion boost as well when supporting your allies and through your passives (you're healing HP/MP whenever you dodge).
You should be barely getting hit. But all this is to prepare you for the burst of damage you're about to pour out once you activate your 5th skill, the higher caliber gun.
Skill 4: High Caliber Gun:
Costs 35mana, cool down in 16 seconds
"Switch weapons to your more powerful gun! Changes the effects of your other attacks! Lasts 10 seconds"
Changes the effects of Auto Attack, Skill 1 and Skill 2- Does 110% weapon damage on target(s).
Casts on caster:
- "High Caliber": Increases weapon damage significantly for a short period, also affects a.a. skill 1 and skill 2
Now let's talk about this. This skill is essentially you using your bigger badder weapon to smack baddies with. When you activate this, your auto attack is now doing 200% weapon damage at 2.5 seconds per attack. Can't be dodged. Your first skill now allows you to strike the target every time you are struck. And lastly, the second skill now uses your allies for cover. Objectively this skill only affects you for 10 seconds, after which you'll go back to your suppressive fire mode. So you'll have to use this smartly, especially if you're using Field Fire concussion and you now have 4 targets striking you. So, your combination of skills needs to be smart.
Rank 10 Passive: Rogue's Mantle
Increases evasion by a small amount, and every time you dodge, you counter your target (with a small DoT).
The evasion boost works in conjunction with Rogue's mantle. You dodge, you heal HP/MP and now you also strike back. The counter is represented with a DoT on target. And it's not huge, it's very small actually, but it's better than nothing. And a good incentive to get your class to rank 10. It is however boosted slightly when you use Field Operative's Guidance. Which is a nice way to balance out your DPS when playing defensively.
Rank 10 Good
Rank 10 SandSea
Rank 10 Ranger
Rank 10 Rogue
Fighting along side the Advanced Pactagonal Knights, Field Rangers are specialised multi purpose fighters that are able to adapt to any situation and get the job done. Often sent alone on missions to into enemy territories where they have deal with multi targets, or taking on tougher opponents individually, Field Rangers have it all. They've recently been deployed to investigate the Queen of monsters and engaging her minions.
Concept art for this is here:
< Message edited by Rickyb20 -- 4/19/2018 14:34:06 >