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.)
Oh and as I don't have the time to sit around and come up with full fledged ideas, I'll just throw around some general concepts to keep in mind.
Attacks: Earth element ONLY!!!!!! Fire is already used by hydro... But anyways, you should make it so that the "bombardment" attacks that have low cooldown and fill most turns (shock therapy for instance) should be very light attacks, perhaps 140% of str nothing more. But just like the earth which waits forever before an earthquake or Krakatoa, the nuke attacks such as idk, I came up with things like Gaia and powderize, but you could use fissure or some other dramatic earth event as it (just don't use fire!!!).
Defense: The crust moves slowly, so should your character. I recommend a passive which reduces speed but increases attack/health. This should be a tank. It should have defensive passives, and buffs out the wazoo that make it darn near invincible.
Balance: Go with defense over attack. Also, try not to make anything OP and at first simply compile all ideas into a list, regardless of stupidity (unless irrelevant). From that list you can choose the abilities that work best and you could even see how some would contradict each other and how some could work together. In my thread, I have Prominence, the most insanely powerful attack on the game and when used with the other buffs of the game could wipe anything that is not a boss off the map. BUT it also reduced your life to a measly amount and made it almost impossible to survive the next attack... For you it would be the opposite. Super good defense moves have to be detrimental to something or it is OP. There is a limit to how much you can counteract something... Ex something that reduces your speed by 999 but increases your vit by 1000%. That would turn you into invulnerable cannon fodder. Don't do it!!!
Before I get flamed for denouncing fire attacks please understand the logic.. I have nothing against it and if there are more combo classes like it in S3, then so be it. But for now, fire is already taken. All classes work on a Yin-Yang basis. Lightning and Shadow, Fire and Ice, and Life and Poison. The same applies here. Krin has not made allied classes but contradicting classes so they aren't OP... I hope this makes sense
Shadow blend is just the name of a move... not the attack itself... Vicious Strike and Slash are physical...
hot hydros and strength bios both use physical attack
True, but I don't really consider physical an element so much but whatever... _ _ _
I am sorry I could not fully explain myself earlier so I will do it now...
Thus far the classes are as follows:
Psycho: Shadow Lightning Defensive (has Salvation which is earth and Destruction which is physical)
Hydro: Ice Fire (does have three physical attacks: Impair, Bloodshed, and Demolish)
Bio: Physical Poison
The point is that none of them are heavily reliant on the third element. For this build, more fire attacks have been suggested than earth ones... I am going by what logic says it should be. There is nothing wrong with having one or two max fire attacks, its just that it would stray away from the current standards...
However, as I said earlier, should this be intended as a suggestion that S3 run on an allied element basis rather than yin-yang, I would thereby support it. In this case however, I would suggest the name be changed from Geo to Volcanic because of how many fire attacks there are... You would also be able to incorporate some shadow attacks as well such as:
Eternal Night (CD: 4)/50 focus/level 4 Fill the sky with ash to block out the sun Attack target for 140%/150%/160% of your strength and reduce their accuracy by 25%/50%/75% for 2 turns
If that was the case then the others could be: Meteorological: uses lightning and ice Assassin (for lack of a better name): uses physical and poison Volcanic: uses fire and earth <insert good name here>: uses shadow and cosmic
I just want to know what direction this thread will go in... I am only trying to make it most likely to be considered by krin, and thus, I am simply trying to help...
A Toxicant form - Shadow Blend - Agile Exposure - Withdrawal combo does 3120% speed damage and 624% strength damage on the Withdrawal, plus whatever damage Agile Exposure does.
On the list of moves, I noticed the term "if it hits," a lot, however, the chance of the hit is not included. If it was, and all of the attacks had a 25%-50% of not hitting, then I think that would constitute a decent con for this class that so many people are asking for.
Ive got a skill for Geo, it's like an equivilent to "crystal ice" because it raises peicing:
Hot Head 4/4 Lvl 10 Passive skill
Increases fire peircing by 20%. (50%, 100%, and then 200%)
Okay I got more ideas:
Over burn 1/1 Lvl 10 Passive skill
Damages you for 10% of your heath and destroy's 10 Focus each turn, but doubles your direct damage dealt and doubles your healing recieved.
Broil 4/4 Lvl 12 attack skill Costs 100 Focus
Blast the enemy for damage equal to 200% of your strength, (230%, 250%, then 300%) it also has a 50% chance of applying a buff called "Chared" to the victim, lowering it's fire resistance by 30%(50%, 60%, and then 75%) and stuning it for 2 turns.
Pyro Form 1/1 Lvl 12 transforming skill Costs 50 Focus lasts 6 turns, with a 5 turn cool-down.
Morph into a burning Pyro, raising fire peicring by 20% and direct damage by 20%. In addition you recover 20 focus each turn.
Golem Form 1/1 Lvl 10 transforming skill Costs nothing. lasts 8 turns, with a 6 turn cool-down.
Morph into a durable Golem, increasing your heath, healing recived, and earth defence by 20%. In addition damage dealt or recived from all soures is increased by 0%.