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  1. #1
    Player Horadrim's Avatar
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    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99

    Geomancer Spells and Abilities (Repost)

    Geomancers


    Geomancy
    "Geomancy" refers to magic that manipulates the lifestream.
    Geomancy spells cost MP in the same manner as other spells.

    * Offensive geomancy spells only affect targets for which the geomancer has enmity.
    * Geomancy spell effects stack with those provided by spells, songs, and phantom rolls.

     

    Two Types of Geomancy Spells
    Geomancy spells are divided into two categories, each of which has their own area of effect.
    Indicolure spells
    The Indi- family of spells creates fields of energy known as a "colure" centered on the caster. These fields provide a variety of effects.

    Geocolure spells
    The Geo- family of spells creates a mystic conduit known as a "luopan" in a target area. The luopan emanates a colure centered on itself, providing a variety of effects.

    *Geocolure spells may only be used if a player's main job is set to Geomancer.
    * Indicolure and geocolure spells causing the same effect do not stack.
    * Just as with sphere and tube spells, the effect is lost if a target leaves the area.

     

    Luopans
    Luopans possess their own pool of HP, which depletes over time.
    Luopans will disappear once their HP reaches 0.
    Luopans cannot be damaged by direct attacks, but area of effect abilities will still harm them.
    Luopans may not be moved after they have been placed.
    Luopans may not be healed or granted other abilities outside of a limited range of geomancer-specific abilities.

     

    Handbells
    Handbells may only be used by geomancers and are equipped in the ammo slot.
    If a geomancy spell is cast with a handbell equipped, the caster's handbell skill will increase in addition to his geomancy skill.

    The handbell is a critical weapon in a geomancer's arsenal, as the numerical effect of geomancy spells and the HP of the luopan are derived based on a total of the geomancer's geomancy and handbell skills.

     

    Geomancer Job Abilities
    * The Icon Type 2 scheme will display geomancer job ability icons in a future version update.

    Ability Level Acquired Effect
    Bolster 1 Enhances the effects of your geomancy spells.
    Full Circle 5 Causes your luopan to vanish.
    Lasting Emanation 25 Reduces the amount of HP your luopan consumes.
    Ecliptic Attrition 25 Enhances the effects of your luopan. Increases the rate at which your luopan consumes its HP.
    Collimated Fervor 40 Enhances the influence of your next Cardinal Chant cast.
    Life Cycle 50 Distributes one fourth of your HP to your luopan.
    Blaze of Glory 60 Increases the effects of your next applicable geomancy spell. Consumes half of that luopan's HP.
    Dematerialize 70 Prevents your luopan from receiving damage.
    Theurgic Focus 80 Increases the power of your next applicable elemental magic spell. Casting range and area of effect are reduced by half.
    Concentric Pulse 90 Causes your luopan to vanish and deals damage to enemies within area of effect.

     

    Geomancer Job Traits
    The levels listed below are the ones at which each trait is learned. These traits will become incrementally more potent depending on the player's level.

    Trait Level Acquired Effect
    Conserve MP Lv10 Occasionally reduces spells' MP cost.
    Cardinal Chant Lv25 Enhances the effect of your elemental magic spells. Effect differs depending on direction.*
    Elemental Celerity Lv55 Quickens elemental magic spellcasting.
    * The direction is determined by where the target is located relative to the caster and when the elemental magic spell actually lands on the target.

     

    Geomancer Spells
    * Type-two patterned icons will be implemented in a following version update.
    Indicolure Spells
    Spell Level Acquired Effect
    Indi-Poison Lv1 Poisons enemies near the caster and gradually reduces their HP.
    Indi-Voidance Lv4 Enhances evasion for party members near the caster.
    Indi-Precision Lv10 Enhances accuracy for party members near the caster.
    Indi-Regen Lv15 Gradually restores HP for party members near the caster.
    Indi-Attunement Lv16 Enhances magic evasion for party members near the caster.
    Indi-Focus Lv22 Enhances magic accuracy for party members near the caster.
    Indi-Barrier Lv28 Enhances defense for party members near the caster.
    Indi-Refresh Lv30 Gradually restores MP for party members near the caster.
    Indi-CHR Lv30 Enhances Charisma for party members near the caster.
    Indi-MND Lv33 Enhances Mind for party members near the caster.
    Indi-Fury Lv34 Enhances attack for party members near the caster.
    Indi-INT Lv34 Enhances Intelligence for party members near the caster.
    Indi-AGI Lv39 Enhances Agility for party members near the caster.
    Indi-Fend Lv40 Enhances magic defense for party members near the caster.
    Indi-VIT Lv42 Enhances Vitality for party members near the caster.
    Indi-DEX Lv45 Enhances Dexterity for party members near the caster.
    Indi-Acumen Lv46 Enhances magic attack for party members near the caster.
    Indi-STR Lv48 Enhances Strength for party members near the caster.
    Indi-Slow Lv48 Reduces attack speed for enemies near the caster.
    Indi-Torpor Lv52 Reduces evasion for enemies near the caster.
    Indi-Slip Lv58 Reduces accuracy for enemies near the caster.
    Indi-Languor Lv64 Reduces magic evasion for enemies near the caster.
    Indi-Paralysis Lv68 Paralyzes enemies near the caster.
    Indi-Vex Lv70 Reduces magic accuracy for enemies near the caster.
    Indi-Frailty Lv76 Reduces defense for enemies near the caster.
    Indi-Wilt Lv82 Reduces attack for enemies near the caster.
    Indi-Malaise Lv88 Reduces magic defense for enemies near the caster.
    Indi-Gravity Lv88 Weighs down enemies near the caster and lowers their movement speed.
    Indi-Fade Lv94 Reduces magic attack for enemies near the caster.
     
    Geocolure Spells
    Spell Level Acquired Effect
    Geo-Poison Lv5 Poisons enemies within area of effect and gradually reduces their HP.
    Geo-Voidance Lv8 Enhances evasion for party members within area of effect.
    Geo-Precision Lv14 Enhances accuracy for party members within area of effect.
    Geo-Regen Lv19 Gradually restores HP for party members within area of effect.
    Geo-Attunement Lv20 Enhances magic evasion for party members within area of effect.
    Geo-Focus Lv26 Enhances magic accuracy for party members within area of effect.
    Geo-Barrier Lv32 Enhances defense for party members within area of effect.
    Geo-Refresh Lv34 Gradually restores MP for party members within area of effect.
    Geo-CHR Lv34 Enhances Charisma for party members within area of effect.
    Geo-MND Lv37 Enhances Mind for party members within area of effect.
    Geo-Fury Lv38 Enhances attack for party members within area of effect.
    Geo-INT Lv40 Enhances Intelligence for party members within area of effect.
    Geo-AGI Lv43 Enhances Agility for party members within area of effect.
    Geo-Fend Lv44 Enhances magic defense for party members within area of effect.
    Geo-VIT Lv46 Enhances Vitality for party members within area of effect.
    Geo-DEX Lv49 Enhances Dexterity for party members within area of effect.
    Geo-Acumen Lv50 Enhances magic attack for party members within area of effect.
    Geo-STR Lv52 Enhances Strength for party members within area of effect.
    Geo-Slow Lv52 Reduces attack speed for enemies within area of effect.
    Geo-Torpor Lv56 Reduces evasion for enemies within area of effect.
    Geo-Slip Lv62 Reduces accuracy for enemies within area of effect.
    Geo-Languor Lv68 Reduces magic evasion for enemies within area of effect.
    Geo-Paralysis Lv72 Paralyzes enemies within area of effect.
    Geo-Vex Lv74 Reduces magic accuracy for enemies within area of effect.
    Geo-Frailty Lv80 Reduces defense for enemies within area of effect.
    Geo-Wilt Lv86 Reduces attack for enemies within area of effect.
    Geo-Malaise Lv92 Reduces magic defense for enemies within area of effect.
    Geo-Gravity Lv92 Weighs down enemies within area of effect and lowers their movement speed.
    Geo-Fade Lv98 Reduces magic attack for enemies within area of effect.
     
    –ra Spells
    -ra elemental spells have an area of effect centered on the caster, much like white magic spells such as "Barfira."
    Spell Level Acquired Effect
    Stonera Lv25 Deals earth damage to enemies within area of effect.
    Watera Lv30 Deals water damage to enemies within area of effect.
    Aerora Lv35 Deals wind damage to enemies within area of effect.
    Fira Lv40 Deals fire damage to enemies within area of effect.
    Blizzara Lv45 Deals ice damage to enemies within area of effect.
    Thundara Lv50 Deals lightning damage to enemies within area of effect.
    Stonera II Lv70 Deals earth damage to enemies within area of effect.
    Watera II Lv75 Deals water damage to enemies within area of effect.
    Aerora II Lv80 Deals wind damage to enemies within area of effect.
    Fira II Lv85 Deals fire damage to enemies within area of effect.
    Blizzara II Lv90 Deals ice damage to enemies within area of effect.
    Thundara II Lv95 Deals lightning damage to enemies within area of effect
    Doesn't look like it'll make a good sub for anything (Better than BRD, but still a bit over specialized), but looks solid.
    (1)
    Somewhere in space... this could be happening right now.

  2. #2
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    It seems they also get Tier I through Tier IV Nukes.
    (0)
    Somewhere in space... this could be happening right now.

  3. #3
    Player Shibayama's Avatar
    Join Date
    Mar 2011
    Location
    Bastok for life baby.
    Posts
    142
    Character
    Shibayama
    World
    Bismarck
    Main Class
    BLM Lv 99
    They also get Aspir and Aspir II, - that's it as far as spells already available.
    (0)

  4. #4
    Player Mighto's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    33
    Character
    Mighto
    World
    Sylph
    Main Class
    DNC Lv 99
    Am I the only one who thinks GEO Spells are overly Expensive? Its like 8 Million Gil when you wanna buy all new Spells. Thats a little much I think.....
    (3)

    www.vanaorzea-tribune.de

  5. #5
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Agreed, the NPC prices are insane, I understand wanting to drain gil from the market but if none of these are actual mob dropped spells then you are taking 8Mil out of the market per player that levels GEO, and that is a lot of players, and a lot of gil, leaving the market very very soon, which will cause a very big problem economically.
    (0)

  6. #6
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    I would not worry too much, no one is going to bother with this job at its current state. Completely wasted party slot at this point and don't bring much to the table, at least not just yet. And if it does indeed a capable job that is on par with the other 2 buffers, SE will come back and adjust it, lol, I am hoping for the best adjustment but who am I kidding...
    (0)

  7. #7
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Luvbunny View Post
    I would not worry too much, no one is going to bother with this job at its current state. Completely wasted party slot at this point and don't bring much to the table, at least not just yet. And if it does indeed a capable job that is on par with the other 2 buffers, SE will come back and adjust it, lol, I am hoping for the best adjustment but who am I kidding...
    I find it asinine that people keep saying tihs. I've yet to meet a single person with their Geomancy + Handbell skill capped, and last I checked your skill has a huge effect on the potency of your spells.
    (2)
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  8. #8
    Player Toioiz's Avatar
    Join Date
    Aug 2011
    Posts
    31
    Character
    Snozeberry
    World
    Lakshmi
    Main Class
    MNK Lv 99
    My skill is about 65 each (130 combined) less than cap, but on BG there are already people with their skill capped, that have the values for the buffs. It doesn't appear to change the general belief the job still needs a lot of help.
    (1)

  9. #9
    Player Delvish's Avatar
    Join Date
    Mar 2011
    Location
    Bastok Rank 10
    Posts
    338
    Character
    Delvish
    World
    Asura
    Main Class
    SCH Lv 99
    Don't forget two things. 1. The job has very unique debuffs that probably haven't been thoroughly tested yet. 2. Go find a BRD and ask them how many special pieces of equipment they use for their songs. For GEO, we don't have merits for the skill (I think), merits for the job, AF/Relic/Empy that will undoubtedly carry several skill+ bonuses on it. The job is in its infancy and needs time to grow. What you're looking at is a naked job and no fantastic gear yet to support it.
    (0)
    Samurai Archery is said to be a thing of the past, but it isn't dead yet!

  10. #10
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Toioiz View Post
    My skill is about 65 each (130 combined) less than cap, but on BG there are already people with their skill capped, that have the values for the buffs. It doesn't appear to change the general belief the job still needs a lot of help.
    Not saying it doesn't need help -- doesn't mean it is completely useless.

    Meh, but whatever. After 10 years you'd think I'd be used to how the FFXI community works.
    (0)
    Somewhere in space... this could be happening right now.

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