Geological is more strength based than Bio. No speed or instinct is involved in ANY of the tree's stats.
The starting attacks are:
Smack:Hits opponent for 130% of strength, and causes the oppenent to take 20% of your strength per turn (5). Rock Break: Attack for 300% of strength and stun opponent for a turn. (Cost 50 focus)
Now, there are two ways to do 'Geo'
Theres Hand-to-Hand (I have a passive effect that increases damage when you don't use a weapon (MAJORLY))and 'Breaker', a defensive character's wost nightmare. SO, unto to the next ability line.(#)= tier amount. These attacks, you must be armed to use. Beat(4): Hits for 120%(140%,160%, 180%) of strength. If it hits, the unit does 10(15,20,25)% less damage, and takes 15(20,25,30)% more. costs 20 focus Crush(2):attack for 160(240)% of strength. If hits, stuns for 2 turns, with defenses lowered by 5(10)% and damage taken increased by 20(30)%costs 30(15. Rock Slam(3): Hits for 100(200,300)% of strength. Dispels 1(2,3) buffs from unit. Costs 40 focus Crystal Form(1): Turns you into sharp, jagged crystals. Doing 20% more damage, recovering 2% of health each turn,for 5 turns. Maul(4): Slashes through defenses, doing 120(130,140,150)% of strength. Unit receives 10(20,30,40)% more damage. Rock Fall: Lay off the fish and chips. Has a 50% chance to hit. Deals 260% of strength and causes 65% of strength each turn (from the internal bleeding)and damage received on this unit increased by 90%.
UNARMED Stone Hands(5): When unarmed, your strength and life are increased by 3(4,5,6,7,10)% and attacks dealt directly are increased by 5(15,25,35,45)% more. Stone Toss(3): Hits unit for 50(65,80)% of strength. Causes unit to lose 1% of health for 6(7,9) turns. Jagged palm(2):hits for 100(150)% of strength. Increases the damage you deal by 5(10)%. Stone Wall: Summons a wall of stone to shield you for 3X your strength.
Any suggestions I'm open to.
(Oh, and still thinking of more attacks, so no attack ideas.)
The con for this class is its EXTREMELY low speed. You can be hit very easily. Though if you have a high enough resistance, this can be cancelled for high damage amounts.
The Hand-to-Hand is weak early on(Zone1-2). By level 13, it gets it's extreme power.
Now, because I have been asked to do so, A VOLCANIC FINISHER!
Flaming Strike: Hits for 120(220,325)% of strength. Costs 3% of Health.
...Do you really think your idea can beat out the Cosmological class, which is a group effort? (I started the whole idea thing off by mentioning that earth and cosmic lacked a class. I then came up with the name.)
hows this double edge atack the enemy fo 600%of you strength and drain you hp to 1 basicly a desperation atack another grass for earth and water damege incrase by 50%and a 30% persenct chance of a shileding for 500% of you strength but looses 10% of life each turn activates for 4 turns at the end you get the life back over 4 turns
Why so many physical and fire attacks? A geological class should naturally deal mostly earth element damage.
In my mind, geology brings to mind things that are very tough. A geological class should have abilities that dramatically reduce damage dealt to you and your teammates.
What enemies are there that deal earth damage? The main thing I noticed that was earth element was debuffs on higher level enemies.
Umm... actually, cosmo has both earth and cosmic in it so umm yeah... Honestly, that is irrelevant. Krin should have options and while the end product of this one will be different from my own, it will be something else for krin to look at. If these ideas were ever incorporated, more than likely though, very little would actually make it into the game... He has his own vision and if he adds a 4th class, he quite possibly take some abilities from your idea and some from mine and add some others to fill in gaps...
- - Part II -
I have nothing against your idea, and in time, I will offer suggestions, but I wish to tell you this:
1. All classes thus far have TWO elements that they use. 2. These Abilities do NOT overlap (fire is already used so don't use it) 3. This seems an awful lot like my cosmological class... (or at least the earth build of it...)
Personally, I like the idea, and if you wish you can check my thread for reference... It ought to give you some ideas as far as what abilities you should have as it is essentially completed...
BUT if this turns out to be a functional build (yes I said build not class because a class would also need cosmic...), I would be happy to combine my ideas of the cosmic build (never really had much input on the earth part of it).
I'll poke my head in every now and then to help with balancing and maybe suggest something new, but my part in it will be limited.
Good luck with the brainstorming! I hope this turns out well.