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.)
True, thing is, I don't know if you can do area attacks. Back in my thread I have supernova which common sense says should nuke everything on the field. It deals 15000% vit, easily enough to smash any opponent save for the baron and colonel, but they'll be pretty close to death.
You could have it so it damages you obviously (% health cost), but I don't know...
20 grams of francium, and a room filled with Flourine
no you wouldn't... that would create an explosion so strong it will kill you. Plus Francium has a half life of 22 minutes, if the explosion won't kill you, the radiation will.
Also give me a week (when I'm done with APs) I will have the geo picture uploaded.
I think that's the idea... And mayber chlorine instead of F... might accelerate it a bit... Heck, since we've already got rad, just throw in some Cobalt 60...
OP's original idea felt a LOT like hot hydro, with all the heavy damage and damage-increasing effects (stacking?). Also, I didn't see anything that would make your idea of a super-low speed character that does heavy damage work. It would take some passive ability like hot blooded, because you couldn't just leave it to an imbalance in the stats when you level. People would figure out a way to get speed and make the class way OP, since that's the only downside. You would always be able to counter bad stats with equipment, and sacrificing a little strength for speed if it doubles your chance to hit would always be worth it. A passive effect that defines the way the class is played (like hot blooded/overdrive) is the only way I see it being possible.
TBH, though, I didn't bother reading the skills =). There's no direction in them yet, so they bore me.
In case my input matters, this doesn't really fit my idea of how an earth build/class should work. To me, it should have a few DOT's and some really really strong attacks that have a low chance to hit, a long cooldown, and are expensive in focus. It should have good defense or (more likely) health recovery as well, but poor focus recovery. Thus, most of your time is spent playing defensively and recovering focus for the giant attacks or applying DOT's. That way it feels all earthy, has a definite play rhythm and niche in the game, and is easy to balance. Basically:
Pro: Really strong single hits High HP Good defense (health regeneration or damage reduction--not both) DOT's (probably pretty crappy ones, idk) Strong against defensive characters and instinct characters
Con: Misses and gets hit a lot Long time between the powerful strikes Difficult to control focus Weak to high damage like earth (this one) and speed builds, and to debuffers/disablers like cold hydro.
That seems like it would work... Honestly, they need to have subtitles on names, just so you can have, "Official Idea Balancer." you certainly deserve it...
Logic says mine (because of elements,) but if Krin does allied elements in S3, then yours will likely get in then. It would definitely be cool if even one of the ideas from the forum got it. I don't really care which one. Both would be interesting and would add content to the game.
I believe DDX is working on one... Currently I am trying to download the program to my PC that would allow me to make sims for the class ideas but the setup isn't working properly so I'll have to try something different...