Kinesis
Kinesis Notes
Written by a reboot player. Mileage may vary for Interactive players
(as of Jun 20, 2025)
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TLDR | |
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Implications:
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TLDR | |
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HEXA Ultimate - B.P.M | |
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HEXA Kinetic Combo | |
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Implications:
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HEXA Ultimate - Trainwreck | |
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Implications:
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Top 1st Line Options | |
Passives +1 | Notable affected skills:
Note: In most party bossing situations, you’ll have someone to give you an attack speed bonus to hit AS10, so this is preferred for party bossing. But some players prefer always having AS10 due to the class feeling sluggish without it. |
Attack Speed +1 | Noteable affected skills:
Note: While Metal Press is Kinesis' most damaging skill, it is limited by the gauge. You can empty out your gauge quicker (good for bursts and within Oz ring activations or fatal) but it’ll take the same amount of time to recharge, which is the bulk of the off burst. In addition, Kinesis has a lot of summons that are not affected by attack speed, and an 8s origin cutscene which takes away from spamming Metal Press during your burst. |
20% Boss DMG | Min-max option if both real Combat Orders (replacing Passives +1) and someone providing Attack Speed (replacing Attack Speed +1) are in the party. Note: Settle-able for boss mules, just not ideal. |
Top 2nd/3rd Line Options | |
10% Boss DMG | Raw damage |
8% Abnormal DMG | Mind Quake, Psychic Clutch, Metal Press, and Explorer Mage Link all count as abnormal status |
21 MAtk | Weakest option - used to min-max with 20% Boss as first line in a party with AS+1 and real Combat Orders. |
Crit Rate % | Only if you need it |
Breakdown |
Base Rate: 5% Skills (Beginner) ESP: 10% (2nd Job) ESP Mastery: 10% (3rd Job) Third Eye: 20% (5th Job) Decent Sharp Eyes: 10% Links Lynn - Focus Spirit: 10% Phantom - Phantom Instinct: 20% (supplement) Legion Night Lord Legion Piece (Lv200/250): 4-5% Marksman Legion Piece (Lv200/250): 4-5% Artifact: Up to 20% Legion: Up to 40% (supplement) Other Sources
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Breakdown |
Base (+4), Pure Power (+1), ESP Booster (+2), DSI (+1), Green Pot (+1) = AS9 With AS+1 Inner, AS10 is achievable |
Passive Skills - Best Options | |
Psychic Grab - Poss Point | Doubles Psychic Points charged. Faster charging means you can use other skills more often, like Metal Press |
Psychic Grab - Reinforce | Most of your time off-burst will be spent using Psychic Grab and charging gauge. So good to pick +20% |
Mind Tremor - Overwhelm | Increase DEF reduction of enemy by +10% |
Kinetic Combo - Opportunity | Increases chance for Kinetic Combo to proc from 70% to 100%. |
Kinetic Combo - Extra Strike | Each proc of Kinetic Combo is 1 hit, so this effectively increases the skill damage by 100% FD. |
Active Skills | |
Mental Tempest | 7 second iframe and restores full PP. Using Jaunt, Kinesis is able to animation cancel out of Mental Tempest but retains the iframe |
Mental Overdrive | Burst skill - Reduces PP usage by half and passively gain PP over the 26s duration |
Mental Shock | Class bind with mediocre range |
Innate | ||
Kinesis | 4% Crit Dmg | |
Bossing Core | ||
Demon Slayer | 20% Boss Dmg | |
Ark | 16% Dmg at 5 stacks | |
Demon Avenger | 15% Dmg | |
Lynn | 10% Boss Dmg, 10% Crit Rate | |
Angelic Buster | 60% Dmg for 10s (extended by buff duration). 60s cooldown | |
Kanna | 10% Dmg | |
Luminous | 20% IED | |
Explorer Mages | 9% Dmg and 9% IED at 3 stacks | |
Explorer Thieves | 18% Dmg for 10s upon debuffing an enemy. 20s cooldown | |
Bossing Situational | ||
Resistance | Up to 8s of invincibility upon revival. Use if uncomfortable reviving or want to greed damage upon revival. | |
Phantom | 20% Crit Rate. Only if needed | |
Cadena | 6% Dmg against enemies with abnormal statuses. An additional 6% Dmg if player is higher level than target | |
Adele | 4% Boss Dmg. Adds 2% Dmg for each party member up to 8% for a maximum of 12% Dmg | |
Xenon | 10% All stat. More damage if nothing else | |
Kain | 17% Dmg for 20s after 5 stacks. 40s cooldown. More damage if nothing else | |
Training | ||
Mercedes | 20% EXP | |
Evan | 70% Duration increase on runes | |
Aran | +900% Kill Marble EXP | |
Hoyoung | 14% Dmg against monsters with 100% HP. Helps 1-shotting | |
Lara | 5% Dmg. Gain 11% Normal Monster Dmg after defeating 20 monsters | |
Continuous Ring | Good for solo bossing, Level 5 is really good with the recent change to Kinesis becoming more DPM than Bursty | |
Ring of Restraint | Good for party bursts, especially with origin. Primary ring if ring swapping | |
Weapon Jump I | Secondary ring if ring swapping. Not much added value at level 5 since mini-bursts fit in 15s | |
Totaling | Tertiary ring if ring swapping. Not much added value at level 5 since mini-bursts fit in 15s | |
Risk Taker | Can do some fun things if playing in a 2 minute party. Bind + Origin Bind + Gene Iframe + Class Iframe is enough to last the entire ring. Tertiary ring alternative. |
On a 6m dummy rotation, RoR4-WJ4-Totaling4 was slightly better than a Cont4 (3% difference). However it is theorized that a Cont5 will outperform RoR5-WJ5-Totaling5. In a burst oriented party, RoR5 would still be preferred.
Notable 1st Job Skills | |
Metal Press | 7PP: This is Kinesis’ most damaging skill used extensively in burst and in off-burst. Applies 15% IED Debuff. Not too useful mobbing |
ESP Booster | +2 Attack Speed Buff. This is still an active buff for Kinesis |
Psychic Force | Early stages, this skill is not important. It does no damage, but it can push mobs around. It's important for maneuvering a 5th job skill called Mind over Matter |
Kinetic Step | Double flash jump |
Notable 2nd Job Skills | |
Psychic Drain | Passive Effect: 40% to restore 1 PP when attacking bosses, but doesn’t apply to some summon skills. Active Effect: Can be used for super stance, creates a small zone that does damage, on normal monsters can be used to generate 1 PP per damage tick |
Deep Impact | 2PP: Kinesis’ teleport skill with negligible damage. Has a slow wind up animation. Also upgrades the damage of Metal Press |
Kinetic Piledriver | Spammable super-stance skill |
Notable 3rd Job Skills | |
Psychic Grab | Main attacking skill outside of burst. Picks up objects and nearby mobs on the first cast, then used to hit in front of Kinesis the next 5 casts. [4th Job Upgrade] Adds 15% IED debuff. Does not stack with Metal Press |
Mind Tremor | Slows target by 25% speed. Applies 10% FD debuff to target for Kinesis only. Applies 10% IED debuff (applies to party). [4th Job Upgrade] Increases to 15% FD from Kinesis and 15% IED debuff |
Trainwreck | 15PP: Summons a train that does damage over 12s. Also upgrades the damage of Metal Press |
Kinetic Combo | 70% chance for additional attacks automatically triggered by non-ultimate skills. |
Kinetic Jaunt | Kinesis’ float skill. Can only air-stall or move in an upward direction. Also can be used to cancel animations. 4s cooldown, but 8s cooldown and 2PP cost when canceling animations. |
Notable 4th Job Skills | |
Psychic Shot | 5PP: After using Psychic Grab, you can throw objects in an outward direction. The coverage range and number of hits landed are inconsistent until the 6th job upgrade. Could be used for mobbing but would recommend against it |
B.P.M | Damage toggle that costs 1 PP per tick. Automatically turns off when PP runs out but also automatically turns back on when more than 3 PP is recovered. Also increases damage to Trainwreck and Metal Press |
Psychic Charger | Restores 50% of maximum PP and passively increases Boss Dmg by 30% |
Clear Mind | Clears Abnormal Status |
Primary Nodes | |||
Psychic Grab | Metal Press | B.P.M | Kinetic Comb |
Secondary Priority | |||
Trainwreck | Psychic Drain | ||
5th Job Nodes | |
Mind over Matter (MoM) | 60s Burst Summon. Can be pushed with Psychic Force or recalled by pressing the MoM again |
Psychic Tornado | 180s Burst Summon. Rubix cube that floats over your head dealing damage. At the end of the skill, it is automatically thrown in front of the player and explodes, dealing more damage (disappears if thrown on a rope). Can press the skill again to throw early. |
Law of Gravity (LoG) | 60s Burst Summon. Attaches a black hole to a nearby target with the most HP and pulls enemies or objects in, dealing damage over time. At the end of the skill, the black hole explodes, dealing more damage. Can press the skill again to explode early. |
Psychic Shockwave | Long range skill with a large hitbox. Used primarily for mobbing and long range chip damage in bossing. Summons a black hole at the end of the shockwave that recharges some PP |
Unique Nodes | |
Afterimage of the Otherworld | +5% Crit Damage and +50% AP investment for 50s with a 60s cooldown |
Otherworld Goddess’s Blessing | 11% FD for 40s and every 4s receive one random effect: Pray for these Otherworldly Void: Deals Damage to nearby target Pray against these Aegis Blessing: -75% Damage Taken Blessing of Fortitude: Ignore one debilitating status effect |
Mobbing
Bossing
> > > > >
Utility
Masteries |
HEXA Ultimate - Metal Press | |
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HEXA Psychic Grab | |
[Psychic Smash] Grabs up to 8 targets and hits for 1034% damage 5 times. Recovers 1 PP each use
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HEXA Psychic Shot | |
This upgrade makes Psychic Shot much more reliable with consistent trajectory and hit boxes, allowing this to be a reliable mobbing alternative to shockwave. | |
Skill / Origin |
From Another Realm | |
Costs 5 PP to use Creates 32 Fissures, each dealing 1575% damage 12 times against 15 enemies. Then creates 44 explosions that deal 1586% damage 13 times. Cutscene Duration: 8s | |
6th Job Priority |
6th Job priority is largely dependent on current progression and goals. For example, solo bossing and party bossing have different priority graphs so make adjustments that make sense for you. Use Maple Scouter for a tailored recommendation. Below is a general priority guide.
Notes:
Hexa Stat |
HEXA Stat provides added stats upon upgrade. These stats, unlike the rest of the HEXA grid, provide damage gains across all skills instead of a single skill. In general, HEXA stat is good to invest early. Priorities:
Pre-6th Training Skills | |
Shockwave: This is the primary mobbing skill. High base damage which should make 1-shotting mobs easier early on. | |
Drain: Summon that will help regenerate PP as you farm | |
Fountain: Extra summon to help clear maps and ease PP usage | |
PP Recovery | |
Spammable skill in between spawns to regenerate PP | |
Notes:
These are only sample rotations. There could be easier, lazier, or more efficient rotations out there. Create your own rotation with Maple Maps
Rock Zone (200-205) | |
T-Boy’s Research Train 2 (205-210) | |
Mottled Forest 2 (210+) | |
Occupied Dance Floor 2 (220+) | |
Where Water and Sunlight Meet (225+) | |
Shadowdance Hall 2 (230+) | |
Plunging Depths 3 (240+) | |
Last Horizon 6 (245+) | |
Labyrinth of Suffering Core 3 (250+) | |
World’s Sorrow Midpoint 2 (255+) |
Post-6th Training Skills | |
With 6th Job unlocked, Janus becomes available alongside all pre-6th training skills | |
HEXA Psychic Shot also becomes a fair alternative, adding more height and range than Shockwave does | |
This list is not comprehensive. These are only sample rotations. There could be easier, lazier, or more efficient rotations out there. Rotations will be without Janus to accommodate all onlookers. Adjust with Janus as you please. Create your own rotation with Maple Maps
Eastern City Ramparts in Battle 3 (260+) | |
Outlaw Infested Wastes 3 (270+) | |
Laboratory Behind Locked Door 4 (280+) | |
Harsh Winter 4 (275+) | |
Top Deck 4 (280+) | |
Among the Tainted Trees 1 (285+) |
Kinesis is a 3 minute class with 60s bursts. Both triple ring swapping for each set of 60s and using a continuous ring are both viable options. In testing, triple ring swapping was slightly better on a dummy.
Burst Order |
There are several philosophies on burst order since Kinesis’ burst is based on PP usage. Ultimately, there's an element of RNG with Goddess procs and CD skip which allow flexibility in the order we press skills. Below are some sample burst orders but other permutations exist based on personal preference.
Common setup: Apply debuffs, use long buffs, Will & Seren before bursting. Psychic Drain does not add much and therefore optional.
Pre-6th:
Philosophy 1: Reduce all PP usage from the start by using Overdrive early
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Philosophy 2: Use some burst skills and a PP regen skill before Overdrive.
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Post-6th: Origin basically fully charges the PP gauge when it hits a boss. You could press all your summons and buff, origin, then Mental Overdrive before spamming Metal Press, but this then makes it awkward to off-origin burst since overdrive will be delayed 1 cutscene length. Ideally origin as late as possible while still in your buffs. Also skipping Trainwreck is perfectly fine and really only benefits with excess PP now that HEXA Metal Press is much more valuable.
Philosophy 1: Reduce all PP usage from the start by using overdrive early
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Philosophy 2: Use Charger/Tempest early so it can be used again earlier. Start Pressing with more PP
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Off-Burst |
When off-bursting, it's generally good to always have some PP in the tank for emergency situations where you need to use Deep Impact (TP Skill) and avoid downtime on B.P.M and Trainwreck.
Pre-6th:
(until near full gauge)(until last full bar)(maintain full uptime)
Post-6th: With Metal Press getting its HEXA Mastery upgrade, it's more PP efficient (at max upgrade) to skip Trainwreck completely and only use Metal Press for off-burst. Trainwreck can still be used during burst with excess PP.
(until near full gauge)(until last full bar)
Reapply Debuff: Every 30s
Mini-Burst |
Kinesis has a min-burst every 60s. If ring swapping, it's best to swap 5 seconds before the mini-burst since there is a small window where Afterimage is down.
(other rings or continuous)
Party Utility |
Mind Tremor and Psychic Grab/Metal Press/Psychic Shot IED debuffs stack. When using the hyper passive skill that boosts the DEF reduction of Mind Tremor, Kinesis provides a 25% slow and 36.25% IED debuff to a party.
Sample With -4CD And Lv250 Merc |
Before Entering | -Offset to your liking |
Upon Entry | |
Before Boss Spawns | Swap off CD gear into full damage gear |
When Boss spawns | |
Whenever Low PP | |
90s/60s/30s | |
Off Burst | |
Off Cooldown | |
At 53s | |
At 50s | |
Off CD | |
At 24s | |
Off CD | |
Whenever Fatal |
Sample with No CD |
Without -4CD (hat + tengu cape), it's difficult to get a decent 3rd burst off at the end, so it's best to hold on to MoM after the initial use for the end when you likely have an Oz ring and Goddess up again.
Before Entering | -Offset to your liking |
Before Boss Spawns | |
When Boss Spawns | |
At Level 5/6 | |
Whenever Low PP | |
90s/60s/30s | |
Off burst | |
At 53s | |
At 50s | |
Off CD | |
At 24s | |
Whenever Fatal |
Jaunt is able to ani-cancel out of skills at the cost of 2PP and longer cooldown. In greed situations (Fatal, burst), you can cancel out of the Metal Press animation and immediately use Metal Press again to get 2 quick Metal Presses in quick succession. Jaunt can be used to cancel out of the Mental Tempest animation to give Kinesis an 7s iFrame with the freedom to move.
B.P.M is known to randomly turn off when at low PP and bouncing between empty and regenerating 3+ PP. Ideally, it should never turn off unless the player toggles the skill again.
Mana Overload and Ethereal Form both consume HP for Kinesis since Kinesis does not use MP.
6/20/2025
1/3/2024:
12/2/2024: