Kinesis

Kinesis

INT focus · Mage · FriendStory

Tosses city debris with telekinesis and freezes time with Ultimate - B.P.M.

Legion effect

Grants flat INT10/20/40/80/100

Link skill

Judgment

Judgment

Critical Damage: +6%

Class overview
Kinesis is an INT mage class part of the FriendStory class group. Kinesis utilize Psy-limiter as their primary weapons. For their secondary weapon, Kinesis can equip Chess Piece

Overview

Attack stats

Base multipliers and passive boosts unlocked while leveling.

Weapon Multiplier
1.2x
Attack Speed
7
Stage 4 ESP Booster (1st Job)+2 Pure Power (2nd Job)+1
Weapon Mastery
90%(99%)
Base +20% Mastery (4th Job)+70% Critical Rush (4th Job)+1% per 30 combo kills
INT
+40 & +15%(50%) to assigned AP
ESP Mastery (2nd Job)+40 President's Orders (4th Job)+15% to assigned APAfterimage of the Otherworld (5th Job)extra +35%
Magic Attack
+14% +100
Hero's Echo (Beginner Skill)+4% Psychic Reinforcement (3rd Job)+10% Mental Fortitude (1st Job)+10 Psychic Force - Passive (1st Job)+10 Psychic Blast - Passive (2nd Job)+10 Mental Strength (2nd Job)+10 Psychic Assault (3rd Job)+10 Telepath Tactics (4th Job)+50
Crit Rate
+45%
Base +5% ESP (Beginner Skill)+10% ESP Mastery (2nd Job)+10% Third Eye (3rd Job)+20%
Crit Damage
+39%(59% Ultimate skills only)
Judgment (Link Skill)+4% Third Eye (3rd Job)+20% Mastery (4th Job)+10% Awakening (4th Job)+20% to Ultimate skills only Afterimage of the Otherworld (5th Job)+5%
Damage
+40%
Pure Power (2nd Job)+20% Telepath Tactics (4th Job)+20%
Boss Damage
+30%
Psychic Charger - Passive (4th Job)+30%
Final Damage
+122.18%(166.35%)
Mind Break (4th Job)+40% × Telepath Tactics (4th Job)+20% × Awakening (4th Job)+15% × Mind Quake (4th Job)+15% × Otherworld Goddess's Blessing (5th Job)+11% × Mana Overload (5th Job)+8% while toggled
Ignore DEF
+45.81%
Mind Scrambler (4th Job)+25% × Mind Quake (4th Job)+15% × Ultimate - Metal Press (1st Job)Psychic Clutch (4th Job)Ultimate - Psychic Shot (4th Job)+15%
Buff Duration
+20%
Supreme Concentration (4th Job)+20%
All actives

Quick reference for buffs, summons, and defensive utility to keep track of.

Active buffs
ESP Booster (1st Job)[180s]
Toggles
Mental Shield (1st Job) Mana Overload (5th Job)(30s cd)
Summons & placables
Psychic Drain (2nd Job)[30s] Mind Tremor (3rd Job)[30s] Ultimate - Trainwreck (3rd Job)[12s] Psychic Tornado (5th Job)[15s](120s cd) Ultimate - Mind Over Matter (5th Job)[15s](60s cd) Ultimate - Psychic Shockwave (5th Job) Law of Gravity (5th Job)[22s](60s cd) Afterimage of the Otherworld (5th Job)[50s](60s cd)
Buffs with cooldowns
Mental Overdrive (Hyper Skill)[26s](120s cd) Otherworld Goddess's Blessing (5th Job)[40s](120s cd) Hero's Echo (Beginner Skill)[2400s](300s cd)
Binds
Mental Shock (Hyper Skill)[10s](120s cd) From Another Realm (6th Job)[10s](360s cd)
iFrames
Mental Tempest (Hyper Skill)(120s cd) Ethereal Form (5th Job)[3s](60s cd) From Another Realm (6th Job)(360s cd)
Damage reduction (%Max HP)
Otherworld Goddess's Blessing (5th Job)[40s, triggers once](-75% | 120s cd)
Inner ability
Suggested line rolls.

1st Line Options

  • Passive Skills +1
  • Attack Speed +1

2nd & 3rd Line Options

  • Boss Damage +10%
  • Damage to Abnormal Status +8%

For Training

  • Meso Obtained +20%
  • Item Drop Rate +15%
  • Damage to Normal Monsters +8%
Hyper skills
Node picks once Lv.140+.
  • Psychic Grab - Boss Point Psychic Grab - Reinforce Psychic Grab - Boss Point and Reinforce
  • Mind Tremor - Overwhelm Mind Tremor - Overwhelm
  • Kinetic Combo - Opportunity Kinetic Combo - Extra Strike Kinetic Combo - Opportunity and Extra Strike
V Matrix nodes
Boost node pairings & notes.

Primary Trio

Psychic Grab (3rd Job) Ultimate - Metal Press (1st Job) Ultimate - Trainwreck (3rd Job)

Secondary Trio

Ultimate - B.P.M. (4th Job) Kinetic Combo (3rd Job) Psychic Drain (2nd Job)
Any combination of these skills are good but preferred from same category as you want to max primary first
4 Boost Nodes total are needed to reach Master Level 60 for these skills (with Matrix Points used)
  • Nodes with the same Main Skill (skill at the top) cannot be equipped at the same time

Other notable combinations

Psychic Force (1st Job) Kinetic Crash (1st Job) Ultimate - Metal Press (1st Job) Kinetic Piledriver (2nd Job) Ultimate - Deep Impact (2nd Job) Psychic Drain (2nd Job) Psychic Grab (3rd Job) Ultimate - Trainwreck (3rd Job) Kinetic Combo (3rd Job) Mind Quake (4th Job) Ultimate - B.P.M. (4th Job) Mental Tempest (Hyper Skill) Mental Shock (Hyper Skill)
HEXA Leveling Priority
Use the chart below as reference for HEXA leveling priority. The sheet is mostly focusing on burst/party play. If you're aiming to push solo content, consider leveling the mastery skills earlier.

6th Job

Psychic Points
Psychic Points
Kinesis does not use MP and instead uses Psychic Points (PP) for special Ultimate skills. PP is generated by using most non-Ultimate skills. Your PP capacity increases every Job Advancement (excluding 5th Job & 6th Job)
References & thanks
This guide cross-checks data from the following resources.