Kinesis is one of the most unique classes in MapleStory. You’ll want to pick up Kinesis if you’re looking for a fun class to play that has good utility skills and a unique play style.
Great mobbing and ok bossing. This class is strong in boss fights where the boss does not move (Zakum, Black Mage). You’ll be able to output a ton of damage but with bosses that move often (Lucid) you’ll have a bit of a tougher time getting optimal damage.
Best in Slot | Main | Bossing Mule |
BiS Weapon | Genesis Psy-Limiter | / Arcane Umbra Psy-Limiter / Absolab Psy-Limiter |
BiS Secondary | Princess No’s Oriental King Chess Piece | Princess No’s Oriental King Chess Piece |
Class | Magician | |
Shared Cash Shop | Only Kinesis | |
Legion Effect | INT +10/20/40/80/100 | |
Max Link Skill | Critical Damage: +4% | |
Primary Stat | INT | |
Secondary Stat | LUK | |
Inner Ability Top Line | Attack Speed +1 | Boss Damage 15-20% or Attack Speed +1 |
Does it benefit from max Attack speed | Yes | Yes, but not necessary on a boss mule |
2 min or 3 min burst type? | 3 min | |
Gauge Class? | No, but uses PP instead of Mana |
Kinesis is great as a main but, I do not recommend a high level Kinesis boss mule. If you’re going for normal Lotus + Damien and under it is fine. But, when you get to Hard Lomein+ you’ll need a lot of funding to have a good time. Kinesis’s kit just isn’t the best for these bosses and there are much better options for higher level boss mules.
Kinesis Beginner Skills
The only important active skill here is Hero’s Echo.
Hero’s Echo is a +4% Attack and Magic Attack buff for 40 mins. This has a long cooldown of 2 hours so you’ll want to use this for bossing and rarely mobbing.
Kinesis 1st Job Skill Build
- Kinetic Crash (+1), ESP Booster (+1)
- Kinetic Step (MAX)
- Mental Fortitude (MAX)
- ESP Booster (MAX)
- Kinetic Crash (MAX)
- Ultimate – Metal Press (MAX)
- Psychic Force (MAX)
- Mental Shield (MAX)
Kinesis 1st Job Skill Explanation
Important things to note before you get into Kinesis. Kinesis does not have an MP bar and instead requires Psychic Points (PP). Your PP bar will allow you to use your Ultimate skills which do various things like deal damage or debuff or teleport. Using MP pots does not recover PP. In order to get PP you’ll need to use your regular skills that will give you PP when used.
You’ll get some important skills in 1st job which are, Psychic Force, Ultimate – Metal Press, Mental Shield, and ESP Booster.
Psychic Force is a skill that pushes mobs back and applies a Damage over Time debuff. You’ll also deal more damage to enemies that are debuffed. This is mainly useful for bossing and not mobbing. You won’t need this skill for a while but make sure to have a spot for it.
Ultimate – Metal Press is like a mini burst skill. It has great vertical range since it comes from straight above to in front of you. This is another skill that is mainly for bossing since it also debuffs the enemies. You’ll see later in the burst combo that you’ll spam this skill for big damage.
Mental Shield is a toggle skill that when active reduces the damage you take by instead taking your PP bar. If you know what Magic Guard is, it’s similar to that. You should always try to keep this toggled on except for some very rare cases where you need PP over health.
ESP Booster is an active skill that boosts your Attack Speed. Very important to always keep 100% uptime since it’s not a passive skill. No cooldown and you can give to a pet with auto buff for better management.
You’ll be using Kinetic Crash as your main mobbing skill till 2nd job.
Skill Name | Max Lvl Description | Purpose |
Kinetic Crash | Up to 4 enemies attacked 2 times at 140% damage [Charges 1 Psychic Point when used] | 1st Job Mobbing Skill |
Psychic Force | Enemies Knocked Back: 4, Damage Over Time: 20%, Damage Over Time Duration: 30 sec, Damage Increase During Damage Over Time: 10% per sec., Max Increase During Damage Over Time: 200% Cooldown: 1 sec [Passive Effect – Magic ATT: +10][Psychic Points Charged During Skill Use: 1] | DoT Skill and Push Back |
Ultimate – Metal Press | Psychic Point Cost: 7, Damage: 120%, Max Enemies Hit: 12, Number of Attacks: 10, DEF of enemies hit: -15%, DEF reduction duration: 30 sec | Damage and Debuff Skill |
Mental Shield | Cancel 60% of damage received by consuming 1 Psychic Point Can be toggled On/Off | Toggle On Skill for Reduced Damage |
ESP Booster | Duration: 180 sec, Attack Speed: +2 | Active Skill for Attack Speed |
Kinetic Step | Jump a set distance | Flash Jump Skill |
Mental Fortitude | Max HP: +30%, Magic ATT: +10, Jump: +10, Speed: +10, and Max Speed: +10 | Passive Buff |
Kinesis 2nd Job Skill Build
- Kinetic Piledriver (+1), Pure Power (+1), Psychic Drain (+1)
- ESP Mastery (MAX)
- Mental Strength (MAX)
- Kinetic Piledriver (MAX)
- Pure Power (MAX)
- Psychic Blast (MAX)
- Ultimate – Deep Impact (MAX)
- Psychic Drain (MAX)
- Psychic Armor (MAX)
Kinesis 2nd Job Skill Explanation
Kinesis important 2nd job skills are Psychic Blast, Psychic Drain, and Ultimate – Deep Impact.
Psychic Blast is an upgrade to Psychic Force. Now you’ll be able to push enemies down. Ok for getting mobs that are above you to the same platform as you. You cannot use this skill to move a boss. I would still only use this skill for bossing and its debuff but since basically has no cooldown you could use it while mobbing sometimes.
Psychic Drain is a small summon skill where enemies that are in the area will take damage and restore PP when the enemies hit. Pretty low damage but can be used for mobbing. It’s really great for bosses since you want as much PP as possible to use your Ultimate skills.
Ultimate – Deep Impact is mainly used as a bossing utility skill. Enemies hit by this skill will get all of their buffs removed and the skill acts like a teleport so while you are in the motion you can dodge things. A little hard to time since if you use it too early you’ll still be hit.
For example, you can dodge Phase 2 Will webs that are in the corners using this skill to go over it or P1 Will Tornados if timed right. Also, you can use this skill to get rid of bosses buffs like Pink Bean or Crimson Queen Damage Reflect.
You’ll be using Kinetic Piledriver instead of Kinetic Crash as your mobbing skill until 3rd job.
Skill Name | Max Lvl Description | Purpose |
Kinetic Piledriver | Up to 8 enemies attacked 2 times at 280% damage [Charges 1 Psychic Point when used] | 2nd Mobbing Skill |
Psychic Blast | Enemies Knocked Back: 6, Damage Over Time: 40%, Damage Over Time Duration: 30 sec, Damage Increase During Damage Over Time: 25% per sec., Max Increase During Damage Over Time: 400% Cooldown: 1 sec [Passive Effect – Magic ATT: +10][Psychic Points Charged During Skill Use: 1] | Passive Upgrade to Psychic Force (Down Arrow Key + Psychic Force Key will move mobs down) |
Psychic Drain | Max Enemies Hit: 5, Damage: 150%, Duration: 30 sec Restores 1 Psychic Points upon attacking normal enemies, Cooldown: 3 sec [Passive Effect: 40% chance to restore 1 Psychic Points upon attacking bosses] | Summon Skill for PP recovery and a bit of damage |
Ultimate – Deep Impact | Psychic Point Cost: 2, Damage: 170%, Max Enemies Hit: 4, Number of Attacks: 7 Removes all buffs of enemies hit [Ultimate – Metal Press]’s Damage: +130% points | Bossing Utility Skill (used to remove stuff like damage reflect or used as a teleport skill) |
Psychic Armor | Dodge Chance: 20%, Defense: +300 | Passive Buff |
Pure Power | Damage: +20%, Attack Speed: +1 | Passive Buff |
Mental Strength | Max HP: +20%, Magic ATT: +10, Jump: +10, Speed: +10, and Max Speed: +10 | Passive Buff |
ESP Mastery | Psy-limiter Mastery: +50%, Critical Rate: +10%, and INT: +40 | Passive Buff |
Kinesis 3rd Job Skill Build
- Psychic Grab (+1), Kinetic Combo (+1), Kinetic Jaunt (+1)
- Kinetic Combo (MAX)
- Psychic Grab (MAX)
- Psychic Bulwark (MAX)
- Third Eye (MAX)
- Psychic Reinforcement (MAX)
- Ultimate – Trainwreck (MAX)
- Mind Tremor (MAX)
- Psychic Assault (MAX)
- Kinetic Jaunt (MAX)
- Transcendence (MAX)
- Mitigation (MAX)
Kinesis 3rd Job Skill Build Explanation
Kinesis 3rd job notable skills are Psychic Grab, Mind Tremor, Ultimate – Trainwreck, Kinetic Combo, and Kinetic Jaunt.
Psychic Grab is a skill that grabs monsters or objects and uses them to hit other monsters. This skill will be your main way to build up your PP and deal damage while mobbing or bossing.
Feels a bit strange at first since you need to pick up the monsters first and then use them to attack but it isn’t a big deal for normal mobbing.
You might run into some issues when you pick up mobs but don’t want to in some bosses (Pno). What you can do is just jump up in the air and use the skill while not holding anything so that you can grab rocks instead.
Mind Tremor is a very important debuff skill for bossing. You can either put this skill on a keybind or use the Psychic Force skill + Up Arrow Key to save on some keyboard space. While the boss is debuffed you’ll be doing extra Final Damage which you definitely want.
You can have 100% uptime but you need to make sure the boss is in the zone or touched it. You’ll know the boss is debuffed when you see a black swirling area around the boss.
Ultimate – Trainwreck is a short summon skill that can deal a lot of damage. Mainly used for bossing and can be tricky to use for bosses that move a lot.
Kinetic Combo is a passive skill that helps you deal more damage overall with no extra effort from you.
Kinetic Jaunt is a utility skill that is mainly for movement. You can fly around to other platforms for mobbing or avoid some skills while bossing. This also has an extra effect of being able to animation cancel one of your Hyper Skill, Mental Tempest. More on that below.
Psychic Grab will be your main spammable mobbing and bossing skill forever.
Skill Name | Max Lvl Description | Purpose |
Psychic Grab | 3 enemies lifted up and controlled with the powers of psychokinesis [Psychic Smash]: Enemies Hit Including Grabbed Enemy: 8, Damage: 340%, Number of Attacks: 3. Recovers 1 Psychic Point | Main Mobbing and Bossing Spammable Skill |
Psychic Assault | Enemies Knocked Back: 8, Damage Over Time: 75%, Damage Over Time Duration: 30 sec Damage Increase During Damage Over Time: 50% per sec., Max Increase During Damage Over Time: 700% Cooldown: 1 sec [Passive Effect – Magic ATT: +10][Psychic Points Charged During Skill Use: 1] | Passive Upgrade to Psychic Force |
Mind Tremor | Reduces up to 5 enemies’ speed by 25% Ignores an additional 10% DEF and applies a debuff that increases Final Damage by 10% to Kinesis’s attack Duration: 30 sec For enemies who leave the area of effect, the debuff lingers for a time equal to the time they spent in the area of effect [Psychic Point recovery during skill use: 1] Cooldown: 30 sec | Active Bossing Debuff Skill (creates an area where stuff gets slowed and debuffed) (Up Arrow Key + Psychic Force to summon) |
Ultimate – Trainwreck | Psychic Point Cost: 15, Max Enemies Hit: 5, Damage: 120%, Number of Attacks: 6, Duration: 12 sec, Ultimate – Trainwreck Damage during damage duration: -5% [Ultimate – Metal Press] Damage: +140% points [Ultimate – Deep Impact] Damage: +100% points | Summon Bossing Skill (deals damage in a specific area for 12 sec) (try to time it so that the boss doesn’t move or is bound to 1 spot) |
Kinetic Combo | 70% chance to automatically attack nearby enemies with surrounding objects for 350% damage when attack hits | Passive Skill for increased DPS |
Psychic Bulwark | Permanently increases Defense by 200 and Knockback Resistance by 100% | Passive Buff for Knockback Resistance and Defense |
Kinetic Jaunt | Move up quickly and in selected directions Duration increases with skill level Casting this skill while using other skills costs 2 Psychic Points Cooldown: 4 sec | Utility Skill for Mobility (using this skill lets you fly around for a short duration) (also really important later on for animation canceling one of you big skills) |
Psychic Reinforcement | Magic ATT: +10% | Passive Buff |
Third Eye | Critical Rate: +20%, Critical Damage: +20% | Passive Buff |
Transcendence | Abnormal Status Resistance: +20, Elemental Resistance: +30% | Passive Buff |
Mitigation | Damage Taken: -15% | Passive Buff |
Kinesis 4th Job Skill Build
- Psychic Clutch (+1), Ultimate – B.P.M (+1)
- Psychic Clutch (MAX)
- Awakening (MAX)
- Telepath Tactics (MAX)
- Mind Break (MAX)
- Mastery (MAX)
- Critical Rush (MAX)
- Ultimate – B.P.M (MAX)
- Mind Quake (MAX)
- Mind Scrambler (MAX)
- Psychic Charger (MAX)
- President’s Orders (MAX)
- Supreme Concentration (MAX)
- Clear Mind (MAX)
Kinesis 4th Job Skill Explanation
Kinesis notable 4th job skills are Ultimate – Psychic Shot, Ultimate – B.P.M, and Psychic Charger.
Ultimate – Psychic Shot is a decent skill that can help you mob or debuff bosses. You can activate this skill by pressing Up Arrow Key + Psychic Grab together while already holding a mob/object. The debuff doesn’t stack with Metal Press and Psychic Grab so this skill isn’t useful in bossing.
Ultimate – B.P.M is a toggle skill that is great for damage. While it is on it there will be a constant attack that is happening in front of you. It will only drain PP when it hits a mob/enemy. Even if you run out of PP you don’t have to reactivate the toggle you just need to regain PP and it will start back up on its own.
No reason to ever turn off so make sure to always have it toggled on.
Psychic Charger is a skill that allows you to recover half your total PP. Really useful for bossing since you want to be able to use as much of your PP as possible for stronger attacks.
Skill Name | Max Lvl Description | Purpose |
Psychic Clutch | Lifts 5 enemies and controls them with the powers of psychokinesis [Psychic Smash]: Enemies Hit, Including Grabbed Enemy: 8, Damage: 470%, Number of Attacks: 5 Recovers 1 Psychic Point, DEF on damaged enemies: -15%, DEF reduction duration: 30 sec | Passive Upgrade to Psychic Grab |
Ultimate – Psychic Shot | Psychic Point Cost: 5, Damage per projectile: 300%, Number of Attacks: 3, DEF of enemies hit: -15%, DEF reduction duration: 30 sec | Additional Skill from Psychic Clutch (Throws the mobs/objects lifted outwards) (Up Arrow Key + Psychic Clutch) |
Ultimate – B.P.M | Max Enemies Hit: 3, Damage: 175%, Number of Attacks: 7 When activated once, consumes 1 slot(s) of Psychic Points Attack stops when Psychic Points are consumed, resumes attack when recovering more than 3 Psychic Points Cooldown: 0.5 sec [Ultimate – Metal Press] Damage: +310% points [Ultimate – Deep Impact] Damage: +270% points [Ultimate – Trainwreck] Damage: +100% points | Toggle On Skill for Damage (uses PP to constantly be attacking in front of you but only drains PP if it actually hits a mob/enemy) |
Mind Quake | Ignores an additional 15% DEF and applies a debuff that increases Final Damage by 15% to Kinesis’s attack Duration: 30 sec For enemies who leave the area of effect, the debuff lingers for a time equal to the time they spent in the area of effect [Psychic Point recovery during skill use: 1] Cooldown: 30 sec | Passive Buff |
Psychic Charger | Charges 50% of the maximum points to reach maximum Psychic Points when used Cooldown: 45 sec [Passive Effect – Damage when attacking Boss: +30%] | Active Skill to Recover PP |
President’s Orders | Increases all stats assigned APs by 15% for 900 sec | Active Buff for stats |
Clear Mind | Clear Status Cooldown: 180 sec [Passive Effect – Abnormal Status Resistance: +20] | Active Skill that clears status effects |
Mind Break | Final Damage 40% increase | Passive Buff |
Telepath Tactics | Magic ATT: +50, Damage: +20%, Final Damage: +20% | Passive Buff |
Awakening | Final Damage: +15%, Ultimate Skill Critical Damage: +20% | Passive Buff |
Supreme Concentration | Buff Duration: +20% | Passive Buff |
Critical Rush | The gap between the minimum and maximum damage decreases a fixed amount every time you get 30 combo kills | Passive Skill |
Mind Scrambler | Defense Ignored: 25% | Passive Buff |
Mastery | Weapon Mastery: +70%, Critical Damage: +10% | Passive Buff |
Kinesis Hyper Skill Build
Kinesis has 1 main Hyper Skill setup that works whether you’re a main or a boss mule. It is,
Passives
- Psychic Grab – Boss Point
- Psychic Grab – Reinforce
- Mind Tremor – Overwhelm
- Kinetic Combo – Opportunity
- Kinetic Combo – Extra Strike
Actives
- Mental Tempest
- Mental Shock
- Mental Overdrive
Mental Tempest is your I-Frame, Damage, and PP recovery skill. You will regain all PP and be invincible for 7 seconds. It will trigger this short animation in which you are invincible during. If you use Kinetic Jaunt to animation cancel, you’ll be able to attack normally while being invincible with max PP.
As soon as you press Mental Tempest you want to quickly tap Kinetic Jaunt to animation cancel. So make sure Kinetic Jaunt is up before you press Mental Tempest so you don’t miss out on free damage.
Mental Shock is your bind skill. Mainly for bossing and it can be used in the air. Great for for after setting up burst and unleashing all your damage.
Mental Overdrive is mainly for bossing burst setup. This will reduce the amount of PP necessary for Ultimate skills for a short duration. While this is active you’ll be spamming Metal Press instead of your normal Psychic Grab for maximum damage.
Kinesis 5th Job Skills
When you reach level 200 you’ll get access to your V Matrix and new 5th job skills. The best way to level them up is through Nodestones and Experience nodes. Kinesis V Skills are in order of importance are Law of Gravity, Psychic Shockwave, Mind Over Matter, and Psychic Tornado.
Kinesis 5th Job Skill Explanation
Psychic Tornado is part of your big burst setup. It summons a giant cube over your head that deals damage while it’s active. After a short duration the cube will be launched forward in whatever direction you are facing and deal extra damage. You can launch the cube early yourself by pressing the skill again which is recommended for bosses that move a lot and could potentially dodge the final hit.
Ideally you want it to be thrown by itself at max size for the most damage and actually hit the target.
Ultimate – Mind Over Matter is part of your mini and big burst setup. It summons an icosahedron shape which is always in motion. You want to keep the shape hitting the boss at all times and you can change the direction it’s moving by tapping the skill again or pushing it with your Psychic Force skill.
Ultimate – Psychic Shockwave is mainly a skill for mobbing. It has great horizontal range and even creates little black holes at the end of the skill which help deal more damage.
Law of Gravity is a skill you should use off cooldown and try to time so that it fits in with your big burst setup. It is also great for mobbing since it will suck mobs into an area and attack them. Once you use the skill on a boss you don’t have to do anything else and it will attack on its own for its summon duration.
Skill Name | Max Lvl Description | Purpose |
Psychic Tornado | Psychic Point Cost: 15, Max Enemies Hit: 15, Damage: 1650%, Number of Attacks: 4, Duration: 20 sec The tornado grows and grows until the skill ends or is used again, causing the objects inside to be thrown forward Thrown Object – Deals 433% damage to up to 10 enemies 2 times and explodes 3 times, dealing 975% damage to up to 10 enemies 10 times Final Damage increases up to 3 times in proportion to the object’s size Cooldown: 180 sec | Big Burst Bossing Skill (you might want to recast and throw it early especially for bosses that move a lot) |
Ultimate – Mind Over Matter | Psychic Point Cost: 10, Duration: 30 sec, Max Enemies Hit: 10, Damage: 1100%, Number of Attacks: 5 While traveling towards you, the object moves at 75% speed Inflicts an additional 1540% damage on up to 12 enemies, 12 times, when the object disappears Cooldown: 90 sec | Mini Burst Bossing Summon Skill (you need to control this summon so that it is always hitting the bossing) (by pressing the skill again it will move towards you. You can also make it move fast by pushing it with Psychic Force) |
Ultimate – Psychic Shockwave | Psychic Point Cost: 3 Attacks the enemies you’re lifting and up to 8 enemies in front of you to deal 1210% damage 6 time(s) Charges 1 Psychic Point slot(s) when the skill hits a boss monster Micro Black Hole: Activates a black hole 4 times Damage: 1100%, Max Enemies Hit: 8, Number of Attacks: 3 Charges 1 Psychic Point slot(s) when the skill hits a target | Extra Mobbing Skill (throws objects/mobs straight forward and summons micro black holes to deal damage in that area) |
Law of Gravity | Psychic Point Cost: 5, Enemies Hit: 1, Damage: 440%, Number of Attacks: 6, Debuff Duration: 22 sec Periodically attacks up to 6 enemies with 1100% damage 8 times and pulls them in Reduces the activation interval up to 3 times in proportion to the number of enemies pulled in so far, and Final Damage of the attack increases by 40% If there is no enemy to pull in, objects will get pulled in instead It will be regarded as pulling in the same number of enemies as the max number of enemies that can be attacked Upon ending, it explodes to attack up to 10 enemies with 1320% damage 15 times Cooldown: 60 sec | Mini Burst Bossing and Mobbing Skill (good in mobbing for putting in an area to help rotate some summon skills) |
Kinesis Perfect Trio Nodes
In the V Matrix you’ll also have Boost Nodes. They are there to level up your 1st – 4th job skills past their initial cap. You’ll want to level up the most useful skills for your class and those will form your perfect trios.
For Kinesis these are the perfect nodes you’ll want to look for,
Primary Node | Secondary Node |
Psychic Grab | Ultimate – Metal Press |
Psychic Drain | Ultimate – Trainwreck |
Kinetic Combo | Ultimate – B.P.M |
Regardless of main or boss mule you’ll want both the Primary and Secondary nodes.
An explanation of perfect trios and full list of all classes and their perfect trio nodes here.
All Useful 5th Job Skills for Kinesis
These are all the skills you’ll need to get the most out of Kinesis. Any other skills are not useful and can be disassembled.
Do not level up your Decent skills past level 1 unless you’re at the end game and min/maxing to get an extra 5 stat at max level. At level 1 all your decent skills have 100% uptime since the duration will be longer than the cooldown. Holy Symbol is the only exception since you’ll get more exp and drop rate as you level it.
Decent Sharp Eyes |
Decent Combat Orders |
Decent Speed Infusion |
Afterimage of the Otherworld |
Otherworld Goddess’s Blessing |
Decent Holy Symbol |
Blink |
Erda Nova |
Decent Advanced Blessing |
Will Of Erda |
Erda Shower |
Ethereal Form |
Mana Overload |
Rope Lift |
True Arachnid Reflection (Obtained from Will boss) |
Solar Crest (Obtained from Seren boss) |
The ones that are underlined and bolded are not necessary if making a boss mule.
Kinesis 5th Job V Matrix Node Slot Priority
This is the order of what skills you should equip first,
- Boost Nodes, Decent Sharp Eyes, Decent Holy Symbol
- Psychic Shockwave, Law of Gravity, Mind Over Matter, Psychic Tornado
- Otherworld Goddess’s Blessing, Afterimage of the Otherworld
- Decent Speed Infusion, Decent Combat Orders
Maxing the skills in this order (except decents) is also ideal for bossing but if you want to get better training rates I would suggest putting more focus on Boost Nodes, Decent Holy Symbol, Psychic Shockwave, Law of Gravity, and Erda Shower.
Kinesis Bossing Combo
Kinesis is a 3 min burst class but also has a mini burst every 90 secs. If you don’t have certain things like Ring of Restraint you can just leave those out.
100% Uptime debuffs and skills that you should always keep up regardless of burst, off burst, or half burst.
Psychic Drain, Mind Tremor, Trainwreck
++
Full Burst Combo
Toggles On (B.P.M, Mana Overload, Mental Shield)
Buffs
Psychic Drain, Mind Tremor, Afterimage of the Otherworld, Otherworld Goddess’s Blessing, Mental Overdrive
> > > >
Summons
Ultimate – Mind Over Matter, Psychic Tornado, Law of Gravity, Mental Shock (bind), Ultimate – Trainwreck
> > > >
Spam Attacks
AB (Terms and Conditions), Ring of Restraint (RoR), From Another Realm (Origin), Spam Metal Press while using Psychic Charger and Mental Tempest to recover PP if needed
+ > > Spam > (+) + when PP needed
Once mental overdrive is over do off burst combo.
Off Burst Combo
Psychic Clutch and Metal Press, and use Law of Gravity off cd, Afterimage, goddess blessing
+ ( whenever up)
Half Burst Combo
Ultimate – Mind Over Matter, Terms and Condition (AB), Spam Metal Press while using Psychic Charger and Psychic Grab to recover PP.
> > + () when you need PP
Keep in mind this is how I do things and there could be a more optimal setup but this is what works for me.
Kinesis 6th Job HEXA Skills
The HEXA matrix is split up into Skill Node (6th job Origin skill), Mastery Node (enhances 4th job skills), Boost Node (5th job enhancement), and Common Node (Job specific skills)
You’ll get your 1st Origin skill for free once you finish the quest line and the rest you’ll have to unlock yourself. Link to a Guide for HEXA Matrix so that you’ll have the best start possible.
Node Type | Skill Name | Max Lvl Description | Purpose |
Skill Node | From Another Realm | Psychic Point Cost: 5, Invincible during casting Number of Fissures: 32, Fissure Damage: 1575%, Fissure Max Enemies Hit: 15, Number of Fissure Attacks: 12 Afterward, 44 explosions occur that deal 1586% damage 13 times Cooldown: 360 sec | Big Bind and Burst Skill (This is your Origin skill which binds the boss and gives a big buff to your skills for a duration) (This bind is different than a regular bind (erda nova) which means you can use your regular bind right after your Origin bind |
Common Node | Sol Janus | HP Cost: 500, Select a form of Sol JanusCooldown: 3 sec [Passive Effect: EXP Obtained: +100%] | Only For Mobbing and Training (has 2 forms one is a summon and the other is a passive. Both kill mobs and the choice is dependant on what class you play) |
Mastery Node | HEXA Ultimate – Metal Press | Psychic Point Cost: 6 Damage: 1295%, Number of Attacks: 10, Max Enemies Hit: 12, DEF on damaged enemies: -15%, DEF reduction duration: 30 sec | Passive Boost to Your Bossing Skill |
Mastery Node | HEXA Psychic Grab | Lift 5 enemies and control them with the powers of psychokinesis [Psychic Smash]: Enemies Hit, Including Grabbed Enemy: 8, Damage: 1034%, Number of Attacks: 5, recovers 1 Psychic Point DEF of enemies hit: -15%, DEF reduction duration: 30 sec | Passive Boost to your Spammable Mobbing and Bossing Skill |
Boost Node | Psychic Tornado | Psychic Tornado Final Damage: +60% | Passive Damage Boost to Skill |
Boost Node | Ultimate – Mind Over Matter | Ultimate – Mind Over Matter Final Damage: +60% | Passive Damage Boost to Skill |
Boost Node | Ultimate – Psychic Shockwave | Ultimate – Psychic Shockwave Final Damage: +60% | Passive Damage Boost to Skill |
Boost Node | Law of Gravity | Law of Gravity Final Damage: +60% | Passive Damage Boost to Skill |
6th Job Kinesis HEXA Skill Priority
When starting your HEXA Matrix you’ll want to unlock everything then start putting focus on depending on if you’re a solo progression player or a party player.
If you’re a party player you’ll want to focus on your burst and getting that as high as possible. Especially important in late/end game bosses. For Kinesis I would prio Origin, and HEXA Metal Press.
If you’re a solo progression player there are infographics online and in the Kinesis discord that you can follow.
6th Job Kinesis HEXA Stat Priority
For Kinesis, your 1st HEXA stat node, you’ll want
- Main Stat: Attack
- Additional Stat: STAT
- Additional Stat: Critical Damage
HEXA stat is an RNG type system and it doesn’t matter what you get in the beginning since it is not worth it to reroll until your entire 6th job is maxed. Once it gets to level 20 leave it there and no matter what you got it would still be at least a 2-3% FD gain.
Ideally, you want 10/10/0 but that is very costly and you shouldn’t try to go for unless you have an excess of fragments or everything is done.