Here are some suggestions and adjustments for the geomancer job first off I must say that as a fan of the geomancer job its finally good to see how Square Enix introduced the job I would have never imagined them as buffers/nukers but the idea does certainly have great potential. I feel like my first suggestion was not really on point on where the future of the job should go so I wanted to add some adjustments to the thread in order to make a clearer view of where I think the job could perhaps go so here is version 2.0 of the thread.
Adjustments
1. The Removal of Dark Magic
-I feel that dark magic doesn’t really fit the geomancer job I think that the reason it was added is to assist with recovering MP but there are so many other ways of going around with this concept. So drain and aspir (I-II) and dark magic skill should be removed from the geomancer arsenal.
2. Adjustments to Indi Spell Prices
-The prices of the Indi spells after Indi-Paralysis which is a level 68 spell gradually bounces from 100k to 500k I feel that the spell cost should be adjusted above level 70 to make them more affordable perhaps make the bounce of prices 15k for each addition spell until a maximum of 300k.
3. Adjustment to the Sphere Effects
-One thing that hinders the geomancer job unlike corsair and bards is that they cannot move there geo spells with them limiting their efficiency, in addition to that they can only use 2 buffs at the same time limiting them even more since bards and corsairs can have up to 4 buffs up at the same time and they are mobile. So I think that the buffs that geomancers create should affect all party and alliance members.
4. Rename the Geo version of spells to Gaia
-This really isn’t such a big deal but I think that instead of using the term geo for the luopans that perhaps Gaia would fit them better because Gaia means earth, and geo is used as the aberration of the geomancer job so it could be a quick and fast change.
New Trait List
1. Conserve MP (Occasionally Reduces spells MP cost.)
-Level 10
-Activation Rate: 25%
2. Clear Mind (Increases the amount of MP recovered while resting.)
-Level 15
3. Cardinal Chant (Changes the effect of your elemental magic based on your direction.)
-Level 25
-Job Trait only available for Geomancer.
4. Clear Mind II (Increases the amount of MP recovered while resting.)
-Level 30
5. Terrain Embrace (Reduces the potency of area of effect damage, and lowers the duration of additional effects gained from area of effect spells.)
-Level 50
-Damage Reduced: 50%
-AOE Debuff Duration: -25%
6. Clear Mind III (Increases the amount of MP recovered while resting.)
-Level 50
7. Elemental Celerity (Quickens elemental magic spellcasting.)
-Level 55
-Casting Time: -15%
8. Clear Mind IV (Increases the amount of MP recovered while resting.)
-Level 60
9. Clear Mind V (Increases the amount of MP recovered while resting.)
-Level 75
10. Conserve MP II (Occasionally Reduces spells MP cost.)
-Level 90
-Activation Rate: 50%
New Indi and Gaia Spells
1. Indi-Haste (Enhances the attack speed of party members within area of effect.)
-Level 54
2. Gaia-Haste (Enhances the attack speed of party members within area of effect.)
-Level 60
3. Indi-Regain (Gradually Increases all party members TP within area of effect.)
-Level 78
4. Gaia-Regain (Gradually Increases all party members TP within area of effect.)
-Level 84
Merits
Group 1
1. Collimated Fervor Recast (Each point lowers the recast by 30 seconds)
2. Ecliptic Attrition Recast (Each point lowers the recast by 30 seconds)
3. Dematerialize Recast (Each point lowers the recast by 1 minute)
4. Aura Range (Increases the range of your and the luopan aura each point increases the range.)
5. Aura Potency (Increases the strength of your geomancy spells.)
Group 2
1. Geomantic Deuce (Ability) (Allows you to summon 2 luopans at the same time)
-Every additional point lowers the recast by 25 seconds.
-All abilities that affect luopan is split in half between both luopans.
-Recast: 3 minutes