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  1. #1
    Player
    Join Date
    Sep 2011
    Posts
    166

    Additions & Adjustments to Geomancers

    Hello guys, after playing with Geomancer I wanted to provide an insight of some of the problems that the job suffers from, as well as solutions to bring them up to par with their competition. As many of you know the original vision of the Geomancer job was for it to provide enhancements and use elemental magic similar to how Corsairs provide enhancements and use range attacks. However, when you look at both of the pros and cons of Corsairs and Geomancers, Corsairs come up on top due to many reasons. First off Corsairs are capable of having two different enhancements in the front and backlines allowing them to have a total of 4 different enhancements in the battlefield, while Geomancer are only capable of having one enhancement on both sides of the battlefield or one in each side of the battlefield limiting their beneficial enhancements to a maximum of 2. Another reason why Corsairs are much better enhancers than Geomancers is because unlike Corsairs, Geomancers have to use MP which is a big hindrance since even Bard can use enhancements without MP; however, since Geomancers are mages it makes sense for them to use MP. Finally their elemental magic is very weak and in my opinion it makes sense to keep their elemental magic at the tier IV category, but there are reasons why Geomancers aren’t using their elemental magic, and one of those reasons is that they do not have enough firepower compared to Red Mages or the other nukers leaving them in last place with Dark Knights in the nuking category; in addition to that nuking for Geomancers is not very easy since they have to waste a lot of MP on their geomancy, and nuking takes upwards to 10 seconds per nuke, so I wanted to present some ideas that could bring them to par with Red Mages nuking power.

    Elemental Magic

    So as we know the main niche of the Geomancer is there position in relation to the monster, so I think that many if not all of the upgrades done to the Geomancer elemental magic side should focus on your direction from the enemy. This will make them nuke at a category level more similar to Red Mages without making them as strong as Black Mages nor Scholars which are the specialist at this category.

    1. Cardinal Chant (***Adjustments***) (Trait)
    -Effect: Enhances the effect of your elemental magic spells. Effect differs depending on direction.
    -Level 35 (Increased)
    -If the target is east, grants a Magic Attack Bonus up to +20
    -If the target is west, grants a Magic Accuracy Bonus up to +20
    -If the target is south, grants a Fast Cast Bonus lowering casting time by 15%
    -If the target is north, grants a Conserve MP Bonus lowering MP cost by 15%
    -Note: Cardinal Chant can stack with any of the other traits, making this a new subjob option for the nukers.

    2. Cardinal Chant II (***New Addition***) (Trait)
    -Effect: Enhances the effect of your elemental magic spells. Effect differs depending on direction.
    -Level 90
    -If the target is east, grants a Magic Attack Bonus up to +35
    -If the target is west, grants a Magic Accuracy Bonus up to +35
    -If the target is south, grants a Fast Cast Bonus lowering casting time by 25%
    -If the target is north, grants a Conserve MP Bonus lowering MP cost by 25%
    -Note: This Cardinal Chant is to make Geomancers benefit more from the trait; this is an upgrade from Cardinal Chant I.

    Geomancy Magic

    So as many of us know the main role of Geomancers is enhancing, and while we are the third best enhancers in the game we are in-between good and bad because we don't have the perks that Corsairs or Bards have making us almost 50% less efficient at doing the role we were created to perform, so here are some adjustments I had for Geomancy.

    1. Inoculation (***New Addition***) (Ability)
    -Effect: Limits the area of effect of your next geocolure spell, cuts the MP cost of the geocolure spell by 50%.
    -Level 40
    -Recast Time: 3 Minutes
    -Duration: 1 Spell, if not used within 1 minute it will wear off.
    -Note: This ability allows us to provide a third enhancement to someone in the group without having to sacrifice our main two enhancements. For example let say we only have a healer in the backlines and everyone else is a melee I would use this and Geo-Refresh the healer, and use my other two enhancements on the melees; however, there are some big differences with this type of aura than our indicolure and geocolure aura. First off the aura display will only appear around that one party member and the others cannot receive the effect, secondly the aura will transform to an indicolure format allowing us to cast another geocolure, and lastly the third enhancement will not be overwritten by the other 2 enhancements, so essentially the person that has the enhancement can receive 3 enhancements, this ability can also be used on enemies providing a better use for spells like Geo-Gravity that are rarely used, and this ability can also be used while soloing because this isn't an indicolure spell but rather a different format than geocolure or indicolure.

    2. Intersperse I-V (***New Addition***) (Trait)
    -Effect: Reduces the damage you and your luopan receive from area of effect attacks.
    -Level 15,25,50,75,95
    -Tier I: 5% Area of Effect Damage Reduction
    -Tier II: 10% Area of Effect Damage Reduction
    -Tier III: 15% Area of Effect Damage Reduction
    -Tier IV: 20% Area of Effect Damage Reduction
    -Tier V: 25% Area of Effect Damage Reduction
    -Note: This trait is very beneficial since Geomancers have to stand on top of the melee group risking themselves to very dangerous area of effects.

    3. Additional Changes and additions to Geomancy Magic (***New Additions***)
    • Increase the default range of the geomancy auras from 6 inches to 8 inches.
    -Why: The default range of the auras is way too small making us have to stand literally in the frontlines especially if its a big monster.

    • Change the icon of our geomancy magic to the ensphere icon
    -Why: Right now our enhancements and debuffs possess the same icon that the default effects have so it makes it really hard to tell them apart; in addition to that both Corsairs and Bards have unique icons for their enhancements. As for the design I think that the icon should be the color of the element of the spell used, and in the middle it should have the a description, for example refresh would have the letters MP in the middle and the color of the sphere would be grayish.

    • Allow our Indicolure and Geocolure spells to stack together
    -Why: Since we are only limited to two enhancements, and with this thread a third enhancement for one person I think it'll be a pretty unique and interesting advantage to allow us to stack our indicolure and geocolure spells if we use the same one. For example if we use Indi-Refresh and Geo-Refresh with max geomancy and handbell skill we would be able to provide to anyone within the two auras 10 MP per tick, and in my opinion this is not overpowered because we are sacrificing one of our two enhancements for a stronger one. In addition when you have two of the same geomancy enhancements stacking with each other the icon should have a plus sign on the sign for example MP+; however, you cannot stack 3 of the same geomancy effects together even if there another geomancer in the same party, or if you use Inoculation and refresh on the target.

    • Indi-Regain (***New Addition***)
    -Level 50
    -Effect: Gradually Increases the TP of party members within area of effect.
    -MP: 99
    -Casting Time: 4 Seconds
    -Recast: 12 Seconds
    -Duration: 3 Minutes
    -Why: This was announced before the job was added, and I think that it wouldn't be an overpower addition to Geomancers.

    • Geo-Regain (***New Addition***)
    -Level 54
    -Effect: Gradually Increases the TP of party members within area of effect.
    -MP: 198
    -Casting Time: 4 Seconds
    -Recast: 12 Seconds
    -Duration: Varies
    Why: This was announced before the job was added, and I think that it wouldn't be an overpower addition to Geomancers.
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    Last edited by Brightshadow; 12-06-2013 at 10:37 PM.