Bulkological is a VERY defensive class, having abilities that heal life, boost defense, and buff teammates. They also have tons of life, but have INCREDIBLY low attack and speed.
Typings are physical/earth and has no weaknesses, but no strengths either. If you wish to contribute, make mostly defensive moves that boost defense, or heals.
Starting ability wheel:
Heavy Strike (CD: 0, Use:1, Costs 0 Focus) Attack the enemy for 180% of your strength, and raise your physical defense by 50% for 3 turns. This effect cannot stack.
Bulk Up (CD: 5, Use: 1, Costs 40 Focus) Increase physical and earth defense by 80% for 4 turns.
Umm, he doesn't really post a lot threads like this, so how does that make him obsessed? We all love the game sonny1/2, so how does it make him obsessed just for posting a suggestion?
He posts in this forum more than any other. He's constantly making classes that will never be used in the game, as well as items, equipment, etc, etc. He says he thinks the game has a horrible replay value, but I just don't see why he hasn't added it to his faves after all the stuff he has made for it.
Creates a shield for you or your teammate with 50/60/70/80/90/100% of your strength, speed and instinct. The buffed target also recovers 5/7/9/11/13/15% of their vitality every turn. Lasts 5 turns. Has 10/20/30/40/50/60% chance on not getting dispelled
15% of vitality isn't much unless you're a tank, even then it's around ~150 a turn at max...
100% of everything shield isn't the best either, free will at max is...500%? instinct as shield...needs to be buffed a bit. The focus and CD are also more than free will, which at max recovers 120% of instinct too...
Creates a shield for you or your teammate with 35/40/45/50/55 of your strength, speed and instinct. The buffed target also recovers 1/2/3/4/5/6% of their vitality every turn. Lasts 4 turns. Has 10/20/30/40/50/60% chance on not getting dispelled
Use your weapons as a shield, protecting yourself from damage under 450% of your strength, and increasing physical defense by 70% for 4 turns. This effect cannot stack. If used on an ally, this effect will be weakened by 50%