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View Full Version : Geomancer/Dancer



Bahamut
03-04-2013, 05:41 AM
Punny, Can't wait to level...

hideka
03-10-2013, 09:05 AM
no ats all about the RUN/DNC :P

Merton9999
03-28-2013, 02:37 PM
What's even more humorous about this now is that your title for finishing the GEO flag quest is "Geodancer" :)

Horadrim
03-30-2013, 02:59 AM
I think SE actually does want Geomancers to melee.

Should have let them have Axes. smh.

leorez
03-30-2013, 06:51 AM
I think SE actually does want Geomancers to melee.

Should have let them have Axes. smh.

yah i made a post about this being confused as to why they seem to want them in melee range (leaving the geo version in the back for the standstill mages) and shifting around to accomidate moving melee, yet your basically as effective as any other weak arse mage.

Delvish
03-30-2013, 10:53 AM
It isn't that they want you in melee range, it is that you are using melee focused indi-spells. They have Geo-spells for melee and indi-spells for mages. It's all in how you play.

And clubs aren't exactly weak if played right. Melee-WHMs can attest to this. Additionally in this respect, Indi-spells would be melee focused and Geo-spells for mages.

Hawklaser
03-30-2013, 11:38 AM
If have to split one buff for mages, and one for melee, why take a GEO over a bard? And for the nuking side, why take a GEO over a BLM or SCH?

As it is, party composition would determine where a GEO should be currently. Unless in a mage heavy group, GEO looks to be most effective close to the mob as that is where most members of the group would be so buffs are on most of the group.

Delvish
03-30-2013, 12:24 PM
that depends on the situation you are in. Take most NM fights for example, geo will likely be in the mage party, so you put both you and the luopan near you or buff on you, debuff on mob.

The only spells that inherently put you on the front lines is the -ra spells depending on how powerful they are compared to t-IV.

Hawklaser
03-30-2013, 12:33 PM
True, alliances have much different party mechanics. Though the question still comes back to why would a group want to bring a GEO over another support or magic DD?

As things currently stand, it all hinges on the potency of GEO's unique spells. Are they strong enough to warrant bringing a GEO instead of another job to difficult fights?

Luvbunny
03-31-2013, 01:09 AM
Indeed - right now, the spells are not that strong or unique, so it is almost not needed. Would rather save the spot for a real DD or real buffer like Bard and Corsair. This is a job that is currently struggling with identity crisis. The developer clearly has not played the game when they design this job. All the geo spells could and should have been given to RDM.