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Quetzacoatl
05-11-2013, 01:22 PM
I realize that improvements to Geomancer are already underway, but with my anxiety growing in concern for the job's future, I'd like to put in my thoughts on the matter.

Like many players, I see a lot of potential for Geomancer as a versatile support job, in the unique way it performs its tasks. As observed over the years, Japanese and Western playerbases tend to have somewhat differing viewpoints in how parts of the game are to be played. Being from North America, I would like to show a western player’s point of view, where there is currently very limited use for Geomancer outside of an experience points group.

The issues lie within the strong specializations Corsair and Bard already possess to be placed in high-level content, and are deemed irreplacable by today’s endgame standards. This is typically what the playerbase normally expects from a Support Job role is such:

Bard: Minuet, Madrigal, March for Melee Damage Jobs. Ballad for Mage Jobs. Paeon for HP recovery. A party with multiple bards may stack more than 2 songs on the party as long as they are not the same song.

Corsair: Chaos Roll, Hunter’s Roll, Tactician’s Roll for Melee Damage Jobs. Evoker’s Roll, Wizard’s Roll for Mage Jobs. Healer’s Roll for HP Recovery. As with Bard songs, the maximum number of Phantom Roll effects permitted from one Corsair is 2. Multiple Corsairs in the same party can each apply two rolls.

And now we have a 3rd Support Job which can do the following:

Geomancer: Indi/Geo-Fury, Indi/Geo-Precision, Indi/Geo-Regain (to be included in future updates) for Melee Damage Jobs. Indi/Geo-Acumen, Indi/Geo-Refresh for Mage Jobs. Indi/Geo-Regen for HP Recovery. While Multiple Geomancers can each apply two Geomancy spells as long as they are not the same effect, they affect one party only, and cannot carry over from one party to another, and a Luopan cannot follow its target as it moves.

We have already found one or two problems: They can only cast two Geomancy spells in one party, and cannot keep their enhancing Geomancy applied to each party. What solutions could we provide for this problem? I would propose a few things:

1. An ability to cast your next Indicolure spell on a target party member. For now, let’s call this “Inoculation.” This perk would provide your party member to be the vessel for your most important Indicolure spells to be surrounded within the target’s party range, especially when you and your party member are at a distance. It would relieve the restriction of having to be able to cast only one Indicolure Spell, and can offer a dynamic that is exclusive to GEO. I would recommend this as a Merit Ability with a recast of 5 minutes, and each merit point could either increase the Indicolure Spell’s potency or duration.

2. An ability to retrieve a Luopan, but leaves behind the Aura of the effect from which the Luopan was pulled from, as a “Spirit Clone.” This is a way for GEO to be able to use two Geocolure spells at once, but the Aura’s consumption will be be quicker. It also solves the issue of having the inability to cast two Geocolure spells at once from one GEO, because of the Luopan being considered a Pet. It would essentially involve turning the Luopan into an NPC which would be called a Luopan Remnant, and with this ability, the possibility of either applying two enfeebling effects on the enemy, two enhancing effects on your party members, or a mix of one of each comes into play. The ability presents offers a wide dynamic and a variety of complexity to the job, and can enhance GEO’s role in various ways. This should be looked at as another potential Merit Ability that could be implemented, with a recast of 5 minutes, and each Merit Point could either decrease the Aura’s HP consumption, or increase the potency of the effect.

3. As a Pet, a Luopan should be able to naturally follow the target of the Geocolure spell. This is more of an issue than an actual adjustment to GEO. However, having a Luopan to have mobility would certainly relieve various issues involving Geocolure spells, especially in endgame content where you must have enhancements on a moving party, such as Limbus, Nyzul Isle Uncharted, Salvage, Meeble Burrows, and the like.

4. While I did not mention this sooner, I feel this should also be addressed: several Geomancy spells, such as the higher level spells like Indi/Geo-Frailty, Indi/Geo-Fade, Indi/Geo-Wilt, Indi/Geo-Paralysis, have extremely high MP costs. While it is understandable that this is the purpose for their Conserve MP trait, it is often a 25% chance for the effect to activate, and casting such spells takes a toll on GEO if they require multiple casting. Whether or not it should be considered for GEO to change into Conserve MP gear while casting Geomancy, perhaps we could see an increase in tier for Conserve MP. A second tier of Conserve MP resulting in 30% or 35% chance for the effect to activate I believe is a fair increase. Implementation of Clear Mind as a Job Trait should also be added to GEO.

As a further examination into how Geomancer today is often utilized, let’s look at some of the advantages and disadvantages to having a Geomancer in groups, using Voidwatch as an example:

Advantages:

• Geocolure spells will keep NMs enfeebled or Party Members buffed if NM is kept in one spot
• Irresistible Enfeebling effects from Geomancy, unless naturally resistant
• Decent Mage Party Support with enhancements to Magic Attack, INT & application of Refresh+Regen
• For the future: Regain is highly useful, especially when stacked with Tactician’s Roll from Corsair
• Ability to deal additional damage through Elemental Magic

Disadvantages:

• Bard and Corsair are often preferred for groups with Melee Damage Dealers
• Indicolure spells are limited by the range between Damage Dealers and the Geomancer
• Having a Bard, Corsair and Geomancer in one party for support, and White Mage for healing, limits space for Damage Dealers

In summary:

In order for Geomancer to be offered a space in a party or alliance, the fundamental issues presented with the job should be implemented with solutions, whether exact or similar in comparison to what is currently being planned for Geomancer, to prevent it from being completey excluded from the game’s content.

While Geomancer has already very strong debilitation capabilities, the ability to manage enhancements with Geomancy needs to be reevaluated and adjusted through means of relieving Geomancer’s limitations of using only two Geomancy spells each.

In situations and events involving mobility or distance with Geocolure spells, a Luopan not being able to follow its target to maintain enhancing or enfeebling effects creates some inefficiency as a Support Job.

Including Geomancer with a native Clear Mind trait, as well as a secondary tier of Conserve MP as a small increase to the effect could also help Geomancer’s effectiveness on the field.

Thank you for reading! I hope SE has the same concerns as I do, and wish to see this fresh new job I've found interest in to thrive as a reliable asset towards what SoA has to offer. =)

Quetzacoatl
05-12-2013, 09:37 AM
C'mon guys, don't you all want to see more GEOs being shouted for? :O

Alhanelem
05-12-2013, 11:28 AM
Honestly my main issue right now is just the long cast time and high MP cost of geocolure spells (luopans). I would not be bothered that much having to dispel them and summon them again if the party moves, but the fact that it takes so long and takes a huge amount of MP for the debuffs makes usage of the job very difficult in events where parties move around a lot.

Buffs should affect alliance members- since the affect is applied/removed as you enter/levae the aura radius and the radius is rather small, I think this would be a fairly harmless change.

Quetzacoatl
05-12-2013, 01:07 PM
Cast times for Geocolure spells aren't a big deal if you have a pre-cast build on your character. Especially since going /RDM will help a great deal. /SCH is a different story, but like I said, not a big issue if you have a fast cast set swapped in during the beginning of casting.

If luopans were able to follow the target of the spell that was cast on them, it would relieve a lot of issues having to recast them when events involves parties being mobile. And the job really does need the ability to cast more than two Geomancy spells...I'll be extremely disappointed if we need a Mythic weapon just to get invites. :mad:

Alhanelem
05-12-2013, 03:39 PM
Cast times for Geocolure spells aren't a big deal if you have a pre-cast build on your character. Especially since going /RDM will help a great deal. /SCH is a different story, but like I said, not a big issue if you have a fast cast set swapped in during the beginning of casting.At the moment, /sch is basically required for me, because due to sch being my first real mage, and using light/dark arts at all times, my magic skills are severly underleveled and they refuse to go up (light/dark arts drastically reduces your ability to get skill ups- but unless you played another job, they weren't as important). Without /SCH, i can't land a nuke or more importantly drain/aspir to save my life.

Yes, fast cast helps, but I still feel its way too long. it's long enough that without much fast cast, people can kill the enemy you're using for the focal point of the geo- spell before you finish casting, and then it doesn't go off even though the spell really shouldn't need to target an enemy at all....

Quetzacoatl
05-12-2013, 04:20 PM
/SCH does help in certain aspects, but I feel the utilization for /SCH as a GEO is extremely underpowered. No native enfeebling skill and only access to Sleep 1 (why this is, I have no clue) makes crowd control tough. You should be able to land nukes, SCH and GEO have the exact same elemental skill rating. Dark Magic I capped on my DRK, but I would just try spamming Drain/Aspir/Bio/Absorbs on worms in eithe Aby-Uleguerand or the IT++ Worms in Gustav. I can't guarantee that will give more skillups though, but might as well try it for curiosity's sake. *shrug*

And the way I see it, Geocolure spells seem to have a casting time similar to Summoner's. If you're fighting squishy trash mobs, yeah, I could see that. In that case, it's not going to be worth casting, especially if the party's mobile. On Boss NMs, On the contrary.

Alhanelem
05-12-2013, 04:37 PM
You should be able to land nukes, SCH and GEO have the exact same elemental skill rating.As I explained, I currently have significantly underleveled elemental and dark magic skill because I never played BLM and SCH's light/dark arts severely hampered skill up rates (but you never noticed the lack of skill because of their effects). Now I'm playing a job without these abilities, and the skills are going up at a rate slower than that of the speed at which a snail moves with its foot broken.

Granted, this is not a problem for everybody, but it is a problem I face personally.


In that case, it's not going to be worth casting, especially if the party's mobile. On Boss NMs, On the contrary. Well, this is one of the biggest issue the job faces. It has some great benefits, many of which are not fully acknowledged by the playerbase. But the carveat you mentioned ("especially if the party's mobile") is a big one. While great for delve NMs in the field, it is not so great in fractures done for plasm farming because the party often moves around a lot. It is not so great when leveling up in abyssea, either- good luck getting people to pull mobs to your auras.

Merton9999
05-12-2013, 09:25 PM
My skills are capped from other mage jobs but /SCH is required to sleep anything as well as -na spells if I dare to take the job to low-man stuff. I want a dark magic based sleep spell for GEO (sleepra?) to eliminate the /SCH requirement for sleep. I understand why GEO doesn't get native enfeebling skill. With that the single job could use /RDM to apply two slow or paralyze effects since the auras stack with the classic spells.

/RDM certainly helps with casting time as Indi and Geo spells don't benefit from arts. However I did finish all the Magian damage staves and once I hit 99 the combination of the -14% casting time from those and the -5% from Orvail pants make a great difference, not to mention the other generic FC AH gear. I've also enjoyed the FC augment from the acp body since 75. With those combined I'm actually fine with casting time. I wouldn't object to FC in the AF sets though!

I'd like a merit JA that allowed luopans to follow their target, and another to cast Indi spells on party members. The spell costs are problematic when not affecting several people. For use in low-man I'd like a JA that lowered the aura radius for a large drop in MP cost.

Edit: phone auto-correct was being dumb :(

Quetzacoatl
05-13-2013, 03:41 AM
As I explained, I currently have significantly underleveled elemental and dark magic skill because I never played BLM and SCH's light/dark arts severely hampered skill up rates (but you never noticed the lack of skill because of their effects).

Ah, My derp. I must have not accounted your elemental as underleveled as well :x


Now I'm playing a job without these abilities, and the skills are going up at a rate slower than that of the speed at which a snail moves with its foot broken. Granted, this is not a problem for everybody, but it is a problem I face personally.

Are you using skill-up food to speed up the process? There's also that earring from a treasure chest in...I think it was Gustav? I can understand if no earring, but try some Pitarus.


But the carveat you mentioned ("especially if the party's mobile") is a big one. While great for delve NMs in the field, it is not so great in fractures done for plasm farming because the party often moves around a lot. It is not so great when leveling up in abyssea, either- good luck getting people to pull mobs to your auras.

Exactly, and GEO honestly needs a lot more flexibility to be able to considered a job to take along like COR, along with the ideas I had in the OP.

Damane
05-13-2013, 05:28 AM
Honestly my main issue right now is just the long cast time and high MP cost of geocolure spells (luopans). I would not be bothered that much having to dispel them and summon them again if the party moves, but the fact that it takes so long and takes a huge amount of MP for the debuffs makes usage of the job very difficult in events where parties move around a lot.

Buffs should affect alliance members- since the affect is applied/removed as you enter/levae the aura radius and the radius is rather small, I think this would be a fairly harmless change.

Flaws of GEO in a nutshell for you:
- MP cost of geo spells (as you mentioned), this makes it almost impossible to do any form of support cureing or anything else, because you will run out of MP even as /RDM.
- no crowdcontrol spells (adding sleepRA I + II, dark magic skill based sleep)
- no flexibility in moveing/dynamic partys (luopans that dont follow mob/players, indi-spells not castable on other pt members)
- potency of buffs is lackign compared to brd cor

things GEO has going for itself:
- unresisted debuffs.

Fix the things above and you have a golden job.

Alhanelem
05-13-2013, 06:31 AM
Are you using skill-up food to speed up the process? There's also that earring from a treasure chest in...I think it was Gustav? I can understand if no earring, but try some Pitarus.The main difficulty here is needing to use the job (without dark arts) to get skill ups, but nobody wants you to use stuff that's that gimp (and it's embarassing)- since you have to fight appropriate level monsters to get skill ups.


- no flexibility in moveing/dynamic partys (luopans that dont follow mob/players, indi-spells not castable on other pt members)I'd be fine with the way things are now in this area, provided that MP costs and casting times are reduced.

Duelle
05-13-2013, 06:37 AM
Honestly my main issue right now is just the long cast time and high MP cost of geocolure spells (luopans). I would not be bothered that much having to dispel them and summon them again if the party moves, but the fact that it takes so long and takes a huge amount of MP for the debuffs makes usage of the job very difficult in events where parties move around a lot.As much as you may hate me for it, GEO needs this (http://www.wowwiki.com/Totemic_Recall). *runs*

Alhanelem
05-13-2013, 06:47 AM
As much as you may hate me for it, GEO needs this (http://www.wowwiki.com/Totemic_Recall). *runs*
We already have that. It's called Full Circle. But it only returns part of the MP spent, based on the remaining HP of the luopan.

Duelle
05-13-2013, 06:58 AM
We already have that. It's called Full Circle. But it only returns part of the MP spent, based on the remaining HP of the luopan.Then it needs to scrap the thing about remaining HP of the luopan (which itself is probably to simulate a duration timer without the devs actually implementing one).

Alhanelem
05-13-2013, 07:55 AM
Then it needs to scrap the thing about remaining HP of the luopan (which itself is probably to simulate a duration timer without the devs actually implementing one).

I don't really disagree with the HP stipulation- why should I get a full refund of the MP cost after recieving nearly the full duration of the effect?

(I don't think they would reduce the mp costs if they were to do something like that)

Duelle
05-13-2013, 10:50 AM
why should I get a full refund of the MP cost after receiving nearly the full duration of the effect?You shouldn't. That's why the link mentioned a 25% refund. And I think it would make sense to have something along those lines, separate from the timer/HP thing.

I don't think they would reduce the mp costs if they were to do something like thatChances are the MP cost is intended to affect your set up of the luopans, much like it is with totems. Recall/Full Circle being something to help you get something back if you're forced to move. Basing the amount on the remaining HP of the luopans is dumb, IMO, and you'd be better served by a percentage refund.

Alhanelem
05-13-2013, 11:50 AM
You shouldn't. That's why the link mentioned a 25% refund. And I think it would make sense to have something along those lines, separate from the timer/HP thing.
Chances are the MP cost is intended to affect your set up of the luopans, much like it is with totems. Recall/Full Circle being something to help you get something back if you're forced to move. Basing the amount on the remaining HP of the luopans is dumb, IMO, and you'd be better served by a percentage refund.

Under normal circumstances, the % HP remaining is the % duration remaining, thus the relationship between MP returned and HP makes sense, however you're punished by this system when you're in a high end event, where your luopan is likely to take damage and therefore see its duration reduced.

In short, the duration is never constant, becuase the duraiton is directly linked to the max HP of the luopan, and the max HP of the luopan is determined by your geomancy and handbell skill. thus, higher skill = longer duration (Also, healing your luopan via ability means more MP is returned) Because of this, the HP of the luopan is really the only thing they can base the return on.

Thus it isn't so simple. I agree it would be better if they simply lasted a certain duraiton, rather than their HP pool effectively being a timer, and then the luopan HP is solely about how much punishment it can take before being destroyed (I'm pretty sure the WoW totems have HP and can be destroyed, right?)

Duelle
05-13-2013, 01:42 PM
I'm pretty sure the WoW totems have HP and can be destroyed, right?Yes, they have a very small amount of health and can be destroyed.

JouriStarz
05-13-2013, 02:12 PM
The main difficulty here is needing to use the job (without dark arts) to get skill ups, but nobody wants you to use stuff that's that gimp (and it's embarassing)- since you have to fight appropriate level monsters to get skill ups.

There's always taking the time to skill up your skills before doing endgame related stuff.

Lithera
05-13-2013, 09:56 PM
I would like it if my loupan followed the monster or party member. Though if we didn't get a ja that could make it mobile I wouldn't mind one that allowed you to reposition it. Of course I hope they will put in that geocolour effect on/off switch or there will be even more groaning about a moving 1/2 sphere of omfg I'm gonna up chuck. Seriously if they chose to do either a mobile Loupan or one that you could easily reposition by it coming to where you were the job would be a lot better. Remember we still do not have any AF or relic or job merrits yet. Some of the other flaws of the job might get fixed by these things.

Alhanelem
05-14-2013, 12:43 AM
There's always taking the time to skill up your skills before doing endgame related stuff.
I have had SCH since it came out, using it everywhere, and the skill still isn't capped. I don't think you realize just how long it has been taking because of light/dark arts (and even without it, it takes a long time).

Thanks for the advice Mom, but maybe you forgot that stuff about appropriate level mobs. To get skill ups I have to fight stuff that will eat me alive without real crowd control. /SCH works well enough while I wait a few more years for the occasional 0.1s to show themselves.

----------------

Anyway... I don't think the luopan should be made mobile, however an ability to relocate it, with maybe a 1m recast or a small cost to the luopan's HP or something would be reaosnable given SE balancing practice.

I would like to see the range of the auras increased to 10', however.

Trumpy
05-14-2013, 08:38 AM
read first few posts then scrolled to bottom. in a fast moving party for enfeeb type loupans that you cast on monsters, if the loupan followed the mob then what happens to it when the mob dies? id more prefer a aura applied to a player if it was a buff rather than the loupan itself, but for enfeebs i dunno how that would work either.

Quetzacoatl
05-14-2013, 09:30 AM
Anyway... I don't think the luopan should be made mobile, however an ability to relocate it, with maybe a 1m recast or a small cost to the luopan's HP or something would be reaosnable given SE balancing practice.

I honestly don't agree to this :x

First off, what mechanic would even allow you to reposition the Luopan to the spell's target? By targeting them again? The fact that it would take a minute to reposition them doesn't really help anything but only just puts a bandage on a fundamental job issue. A 15-second recast like Pianissimo would be better, but I don't think it should consume Luopan HP to do it. Thematically, it would be more like surfing the life stream.


I would like to see the range of the auras increased to 10', however.

I have a feeling this might come with AFGear or some other item, much like Luzaf's Ring. I'm not too worried about that as much as I am worried about how SE is going to manage merits, especially merited job abilities. Job Abilities have been game changers for a while (Last Resort), and I would hate to have job abilities for GEO that don't take the job in the direction that makes them versatile for alliance or 6-man groups.


read first few posts then scrolled to bottom. in a fast moving party for enfeeb type loupans that you cast on monsters, if the loupan followed the mob then what happens to it when the mob dies? id more prefer a aura applied to a player if it was a buff rather than the loupan itself, but for enfeebs i dunno how that would work either.

The Luopan will still be up depending on how much HP it has remaining.

Quetzacoatl
05-15-2013, 08:55 AM
I would like it if my loupan followed the monster or party member. Though if we didn't get a ja that could make it mobile I wouldn't mind one that allowed you to reposition it. Of course I hope they will put in that geocolour effect on/off switch or there will be even more groaning about a moving 1/2 sphere of omfg I'm gonna up chuck. Seriously if they chose to do either a mobile Loupan or one that you could easily reposition by it coming to where you were the job would be a lot better. Remember we still do not have any AF or relic or job merrits yet. Some of the other flaws of the job might get fixed by these things.

some, yes, but I have doubts on whether the flaws fixed will be the major ones or not.

Lithera
05-15-2013, 09:37 PM
some, yes, but I have doubts on whether the flaws fixed will be the major ones or not.

Same after all they could make Geo AF be like Smn AF and not help the job with its current problems. I wondered why many of my Smn friends wore more mostly Austere and not their AF. Useless AF no, thanks. AF that you will want to wear til relic yes, please. Hopefully the AF weapon/spell won't suck like oh so many of the older jobs.

I think everyone who is behind the mobile loupan would agree that if/when it's follow target died before it did it would come back to your or go stationary. Waiting for deployment again.

Quetzacoatl
05-16-2013, 02:57 AM
I think everyone who is behind the mobile loupan would agree that if/when it's follow target died before it did it would come back to your or go stationary. Waiting for deployment again.

Full Circle and recasting debuff Geocolures will probably have to be the balancing act for dead targets. Same goes with dead party members for enhancing Geocolures. However, you do get the MP return%, and casting again on another target wouldn't be as much of a big deal as having to continuously rebuff a living, moving party. I can personally live with that trade off.

Lithera
05-16-2013, 06:25 AM
Yes but loupans are encoded as pets and any pet who the target it was set on goes back to it's master. In this case maker, so why wouldn't a mobile loupan go back to the Geo? It's HP would still be going down so of course you might have to use full circle and rebuff/debuff. Or just explode it... >.> lol

Alhanelem
05-16-2013, 11:45 AM
I can pretty much guarantee you they're not going to make luopan mobile. Its far more likely that they can provide accomodations to make using luopan easier, like making them cast quicker and cost less. I'm being a bit cynical here, I admit.

Ritsuka
05-17-2013, 10:19 AM
You cant make suggestions on a job that nobody knows how to play the job is too new, and it has no real gear. Your prob burnt your job either via ground of valor alliance or aby alliance SE really never makes a bad job in fact when people learn how to play it SE ends up lowering its stats. Why? because it was too strong. They have done this time and time again with almost every single job.

Alhanelem
05-17-2013, 12:46 PM
You cant make suggestions on a job that nobody knows how to play the job is too new, and it has no real gear. Your prob burnt your job either via ground of valor alliance or aby alliance SE really never makes a bad job in fact when people learn how to play it SE ends up lowering its stats. Why? because it was too strong. They have done this time and time again with almost every single job.
Not every problem with a job can or should be addressed by gear. e.g. pets. They should solve the pet problem by improving innate characteristics of the pet/job, not giving out gear that patches up a deficiency. We equip gear with stats such that we enhance our capabilities, not compensate for deficiencies.

While it's great that PUP an item that boosts all automaton stats by a huge amount, it shouldn't have even taken something like that to make the automaton more relevant. Smaller gear boosts would have done the job if the pet stats didn't scale so badly.

Also, very few jobs in the game have been nerfed as too strong. Most of the time that doesn't happen, but the jobs that aren't too strong don't get what they need to compete. All kinds of awesome gear has come out but these jobs still have problems- problems that need to be fixed with systemic changes, not gear. Best example is SMN and blood pacts. 45s cooldown, with all the gear the game allows for getting it down that far, is still god-awful slow in the current environment. No gear can fix this because it's capped at -15 sec reduction. It very badly needs to be revised or SMN will never even pretend to be able to begin to start to fake the illusion of keeping up.

Louispv
05-17-2013, 12:57 PM
I have had SCH since it came out, using it everywhere, and the skill still isn't capped. I don't think you realize just how long it has been taking because of light/dark arts (and even without it, it takes a long time). You mean the exact same thing every other mage jobs has to do? Except to a lesser degree because of a lower skill cap to reach in the first place?


Thanks for the advice Mom, but maybe you forgot that stuff about appropriate level mobs. To get skill ups I have to fight stuff that will eat me alive without real crowd control. /SCH works well enough while I wait a few more years for the occasional 0.1s to show themselves.
You have to cast on things appropriate to your skill level, i.e. things you will have absolutely no trouble dealing with, because you have enough skill to deal with them+ level correction and higher stats on your side.

Or learn to play the game. Go to abyssea ulegeurand range and ignore everything I just said. Turn off arts, eat pitarus, cast spell on worms that can't hit you. Problem solved, you can stop complaining how terrible you are.

I'd just like to see GEO get healing magic skill natively. You have to stand next to the enemies anyway and you sure as hell aren't contributing anything useful with nukes or melee while you stand around. I'd like to say give them the cura spells and let them keep the melees alive while they keep debuffs up, heck maybe even let curas hit the Luopans as well. But considering how Cura spells were wasted and given to WHM, and only having them work when under afflatus misery, there'd need to be work-arounds there. I guess normal cures would work too.

Alhanelem
05-17-2013, 01:25 PM
You have to cast on things appropriate to your skill level, i.e. things you will have absolutely no trouble dealing with, because you have enough skill to deal with them+ level correction and higher stats on your side.

Or learn to play the game. Go to abyssea ulegeurand range and ignore everything I just said. Turn off arts, eat pitarus, cast spell on worms that can't hit you. Problem solved, you can stop complaining how terrible you are.

I'd just like to see GEO get healing magic skill natively. You have to stand next to the enemies anyway and you sure as hell aren't contributing anything useful with nukes or melee while you stand around. I'd like to say give them the cura spells and let them keep the melees alive while they keep debuffs up, heck maybe even let curas hit the Luopans as well. But considering how Cura spells were wasted and given to WHM, and only having them work when under afflatus misery, there'd need to be work-arounds there. I guess normal cures would work too. Your bashing of me is irrelevant to this thread, so please take it elsewhere. The rest of the thread had long since moved on from that debate.

GEO doesn't need native healing abilities. The job isn't designed with healing in mind and isn't in any way shape or form the role they envisioned, intended or even pretended it could fufill, and there are plenty of other healing-capable jobs available. The useful function you're supposed to be contributing is buffing / debuffing, which in certain situations it does very well. The primary difficulty the job faces is adapting to situations where you can't stay in one place very long. I agree that it's a joke the job gets only IV magic and self-centered AoEs with relatively limited skill even when capped. They could give it tier V and ga IV / ja and it wouldn't hold a candle to BLM, so I don't know what they were thinking in not including those.

A radical transformation in role is extremely unlikely, the only thing that's realistically possible is adjusting the job to reliably carry out the role it was made for and to be able to do so in more situations.

Lithera
05-18-2013, 03:56 AM
Yes the job is new, but that doesn't mean it can't have any problems doing what SE intended it to do. I only have it at 40 via duoing with my husband's Run in areas or near one that has my next geocolour spell in it. It's easy to keep him or a mob within the bubbles when it's just us but toss in other people and you start having problems. I already know the problems I'm going to face at a higher lv with Geo because I deal with them on whm n cor when I do rolls or boost spells. Geo right now is like Blu before you get a refresh spell with how badly some of the spells cost. Also you wouldn't think four seconds would take so long but holy crap is it hard to solo on this job even vs dc mobs when you are in need of putting up a spell. So yes the job needs some help.

Elexia
05-18-2013, 06:02 AM
All they really need based on from watching my brother in some events:

1. Luopan management. While the HP is based on your skill level, it's still fairly low that it can get wiped out by pretty much any severely damaging AoE. Seems that it needs a tad bit higher HP and it can't be considered broken, given how beastly BST pets are (obviously, but in terms of mechanics all pets could handle having higher bit of HP natively.)

2. Luopan Effects. They can't be resisted unless they're naturally resistant to it (i.e Shiva and Paralyze will never mingle) but it also seems like they wear off fairly quickly after the monster/player leaves the sphere effect so probably make the "leaving ticks" last a bit longer or a way to increase the radius. They're perfect for stationary fights, but fights where the mob needs to be respositioned occasionally or happen to run after mages and everyone else reposition, it can be annoying.

3. Closure effects in general. While potent, many seem to still be a tad bit on the light side. 31 hp/tic regen (with capped merits) is very nice and 6 mp/tic refresh (I believe) is also very nice, but the issue is again the sphere radius and ticks upon leaving them. This makes Geo pretty much useless on kite based fights (unless you happen to set up a team of geomancers to lay down luopans in the kite path so it always has ticks of w/e debuff on it but that isn't likely) just honestly, if you can cast a luopan on a mob, maybe add something where you can cause it to "stick" to them or take the aura with them (which gets rid of the luopan?)

4. Native skills. Elemental Magic, good. Dark Magic, great. But as stated, Enfeebling crowd control. This is the only fundamental issue Geo has as a mage. Every mage including Corsair (non mage but buffer) has a proper ability to CC. Soa s suggested, most likely a Sleepra or hell even a Geo-Closure sleep would do given how people still generally pull mobs to x spot.

5. Spellcost. Unless AF/Relic/Empyrean armor is going to heavily reduce it or manage it, everything is too expensive. I can lop off a chunk of mobs HP with AM II for less MP than someone can on Geo just getting a buff/debuff up at higher levels.

Quetzacoatl
05-19-2013, 12:23 AM
You cant make suggestions on a job that nobody knows how to play the job is too new, and it has no real gear. Your prob burnt your job either via ground of valor alliance or aby alliance SE really never makes a bad job in fact when people learn how to play it SE ends up lowering its stats. Why? because it was too strong. They have done this time and time again with almost every single job.

Lol wut

Yes I burned GEO, yet I capped my skills and still know how to play the job. Apparently this is a foreign concept to you. Right now RUN is a struggling job, and not because of people knowing how to play it. If you want to question how I level, that's fine and dandy, but please don't assume that everyone is sluggish in catching on with how new jobs are played.

In fact, I think GEO is pretty easy to play as it is right now, we'll have to see how merit abilities can add some depth to it

Okipuit
05-25-2013, 11:05 AM
Implementation of Clear Mind as a Job Trait should also be added to GEO.

We will be implementing this!


Honestly my main issue right now is just the long cast time and high MP cost of geocolure spells (luopans). I would not be bothered that much having to dispel them and summon them again if the party moves, but the fact that it takes so long and takes a huge amount of MP for the debuffs makes usage of the job very difficult in events where parties move around a lot.

Geo-spell casting times are currently being looked into. While it won't be through a fast cast job trait, spell casting time will be reduced further through abilities, gear, or other methods.

Since Geo-spells consume a lot of MP, we will be easing up on the HP loss for luopons, and making it possible for the user to give it HP. We'll also be making it possible to reduce the cool downs on Life Cycle and Lasting Emanation via merit points. Also, we're enhancing the conserve MP trait to increase the frequency it activates.

Merton9999
05-25-2013, 09:27 PM
We will be implementing this!



Geo-spell casting times are currently being looked into. While it won't be through a fast cast job trait, spell casting time will be reduced further through abilities, gear, or other methods.

Since Geo-spells consume a lot of MP, we will be be easing up on the HP loss for luopons, and making it possible for the user to give it HP. We'll also be making it possible to reduce the cool downs on Life Cycle and Lasting Emanation via merit points. Also, we're enhancing the conserve MP trait to increase the frequency it activates.

Thanks, Okipuit! This all sounds good. Playing with GEO is keeping me active for now (we'll see if Reive changes make them fun), so any improvements you can make to the job are welcome.

In addition to these I'm also hoping for adjustments that make the job useful for more than just alliances. I realize not every job can be appropriate for duo or low-man situations, but it's still my hope for GEO. Any hints on a sleepra or a similar dark magic based sleep spell???

Lithera
05-25-2013, 10:40 PM
Yay! Thank you, Geos everywhere will rejoice about this good news.

Hayward
05-26-2013, 09:38 AM
This likely won't make it into the final cutdown, but it would be nice if GEO got Indi-/Geo-spells that inflicted Amnesia or Plague and provided Regain status (before anyone freaks out and has SCH flashbacks, remember luopans can't move and Indi-spells' radii aren't very wide).

Quetzacoatl
05-29-2013, 04:15 PM
I'm excited to see these additions and changes. However, I'm still left wanting to see how Geomancer will be able to be on par with BRD and COR, as far as party buffing goes. Currently, the only reason to bring a Geomancer in the first place, is mainly for Defense Down with Geo-Frailty on high-end NMs. While I have no complaints about having my Geomancer be brought into endgame content for any reason, a support job usually has more to its design than just one niche purpose, and I think everyone can agree on that.

Forgive me if I come off as impatient. I just want to be able to provide all the support I can offer, to help make the job very powerful for party play and endgame events. We've seen a couple of new jobs often pushed away for their lack of unique contributions in an 18-person group. I won't say which, but to say the least, I'm putting my hopes into Geomancer breaking that trend.


This likely won't make it into the final cutdown, but it would be nice if GEO got Indi-/Geo-spells that inflicted Amnesia or Plague and provided Regain status (before anyone freaks out and has SCH flashbacks, remember luopans can't move and Indi-spells' radii aren't very wide).

They've already confirmed Regain at VanaFest 2012, that much is certain.

Daemon
05-29-2013, 09:42 PM
Geo has no wow factor- maybe if there was a geo spell that gave party something like regain, I could see the class being invited in many parties but other than that- it seems people rather invite Cor and brds, healers and then the rest of the space for DD at 18 man events. I just don't see parties patiently waiting for geo to cast- by the time spell goes off party member will already be moving to the next monster- maybe it would be cool if geo luopons hovered and followed geo around and have an ability to set it wherever you wanted to.

Sparthos
05-30-2013, 12:51 AM
Luopans should behave more like a slowly dying avatar than a stationary totem.

Summon your geo-whatever and then use an Assault-type JA to pick its target so it can begin to slowly spew out its debuff effect. When the target dies, it returns to the Geomancer ready to be deployed on the next target.

Also, the Cura-line is all but situational on WHM but could be useful on a job like GEO where SE seems to want to play with frontlining a mage job. While you're up there with other people you could drop some AOE heals for yourself and others while throwing out the directional nukes. You're no SCH but it puts a rather dilapidated spell series to good use.

Elexia
05-30-2013, 01:55 AM
Geo has no wow factor- maybe if there was a geo spell that gave party something like regain, I could see the class being invited in many parties but other than that- it seems people rather invite Cor and brds, healers and then the rest of the space for DD at 18 man events. I just don't see parties patiently waiting for geo to cast- by the time spell goes off party member will already be moving to the next monster- maybe it would be cool if geo luopons hovered and followed geo around and have an ability to set it wherever you wanted to.

No wow factor? So being invited to pretty much every event is a fluke? >.> Then again, I see you're on Phoenix...so lol, guess it makes sense why you don't see them invited. You won't see them in heavily kited fights unless you set Geos in kite path with Geo-x so it constantly has a debuff tick or kiter/tank has a buff tick, but for the most part Geo is quite useful in any encounter, since at 99 you rarely need to even kite sometime these days unless you're doing some legions.

Camate
05-30-2013, 02:13 AM
Greetings geomancers!

To get a little more specific and build on what Okipuit mentioned previously, in the next version update we will be performing the below adjustments to geomancer in addition to adding a merit point category.


Shortening of the casting time for geomancy spells (indi and geo)
Addition of the job trait “Clear Mind”
Addition of the job trait “Max MP Boost”
Adjustment to the level in which the “Conserve MP” job trait is learned
Addition of the spells “Sleep” and “Sleep II”
*To go along with the addition of Sleep and Sleep II enfeebling skill will also be added.

Lithera
05-30-2013, 02:31 AM
The one job that can debuff anything has no wow factor? Unless of course it's a debuff the mob in question is completely resistant to. Then guess what? No Brd, Cor, or Rmd is going to be able to debuff it either with their version of the spell. Yes, we know that loupans would be better if they could move but it doesn't look like we will be getting that part changed. Keep in mind that the job still doesn't have merrits yet besides the two they put in for skills.

The only reason I still have hope SE will make the loupans mobile is knowing what they did for Drg in changing call wyvern from their 2hr to a 20min JA.

Lithera
05-30-2013, 02:55 AM
We are getting merrits in the next update!?! Does that mean we will be getting artifact armor as well??? *does her best not to drool or do her happy dance too much*

Mnejing
05-30-2013, 02:58 AM
We are getting merrits in the next update!?! Does that mean we will be getting artifact armor as well??? *does her best not to drool or do her happy dance too much*

Yes.

/10charshere

Merton9999
05-30-2013, 03:56 AM
Wow. I'm very happy, but very surprised, about sleep and sleep 2. I figured they wouldn't want a lone job to be able to stack two paralyze, slow, or gravity effects, which GEO will be able to do now as /RDM. I thought a new dark based sleep spell would be more appropriate but I guess my GEO won't be complaining. It's not like those enfeebles from GEO are used often over the job's unique ones anyway.

Lithera
05-30-2013, 04:03 AM
Wow. I'm very happy, but very surprised, about sleep and sleep 2. I figured they wouldn't want a lone job to be able to stack two paralyze, slow, or gravity effects, which GEO will be able to do now as /RDM. I thought a new dark based sleep spell would be more appropriate but I guess my GEO won't be complaining. It's not like those enfeebles from GEO are used often over the job's unique ones anyway.

Guess they feel sleep will help survivability for geo when it's on the front line. Hard to get outta dodge if you're dead.

Daemon
05-30-2013, 04:15 AM
The one job that can debuff anything has no wow factor? Unless of course it's a debuff the mob in question is completely resistant to. Then guess what? No Brd, Cor, or Rmd is going to be able to debuff it either with their version of the spell. Yes, we know that loupans would be better if they could move but it doesn't look like we will be getting that part changed. Keep in mind that the job still doesn't have merrits yet besides the two they put in for skills.

The only reason I still have hope SE will make the loupans mobile is knowing what they did for Drg in changing call wyvern from their 2hr to a 20min JA.

Is there something wrong with what I said? What I mean by wow factor is (A specific trait that is unique to the class, in demand, loved and highly needed that can benefit the entire group of people on a massive level that no other job can provide), sure it is the only class that can debuff mobs in unque ways. It has potential to be a great job but as of yet, until AF, Merits, Emp/Relic etc is released, it's quite hard to play the job on gear pretty much every mage job can equip. Geomancer needs job specific equipment. Spells just cost too much and I cannot speak for other servers but on ours, people don't even have the patience to wait for whm to buff in several events such as NNI, Salvage, Assault, Delve, why would anyone want to stand in one spot waiting for a luopan in a fast pace movement environment?

This job would have been great during the era where people leveled in 6 man parties, skillchain, magic burst, and had the patience to sit at a camp all day fighting 1 monster at a time with barely any random movement.

Really SE, Indi Regen, Indi Refresh, Indi Gravity? Scholar Regen V does it better, Redmage Refresh 2 does it better. (And players can move around with these buffs up instead of parking near a luopan or having someone follow them around like a lost puppy)Gravity on Geo so far from what I've seen is annoying and would rather use a different spell than this. Instead of giving us skills that other mage jobs can do better, Geo should have all spells differ from other jobs. Sure boost spells are nice especially when they can reach higher than 10, but this isn't being unique, this is just throwing the same skills other classes have onto a job and slapping a higher boost.

Example SE gave us bar spells but then bard came out and received carols- same spell higher boost- is it good? Yes but people would rather have Marches and bar spells up rather than carols and bar spells. Therefore the majority of the time it's just another spell sitting in the list that's only used on rare occasions not because it's bad but because there are other options that people prefer over this. (Its good but Is it really needed? And this is how I see Geomancer job)

Ra Spells look like BLM ga spells except with different graphics. Now if SE allowed debuff effects to be inflicted with these spells it would make Geo different and unique. Imagine casting Blizzara and all mobs in the area got inflicted with damage and paralyze or some sort of down effect like magic defense down? Or make mobs freeze for 3 seconds?

One big turn off that has rippled through the land is that although SE updated so people can turn off geomancer effects- it's already left a scar and some people already have hate points for the fact that spells gave horrible lag. And we know there always will be that one lazy person who doesn't want to take the time to turn off effects.

For the time being, spells do take way too long to cast and in most events, seconds matter. Not only do ra spells take up too much mp, blm ja spells are better. (Only reason why BLM still gets invites is because procs are needed with certain spells no other job can do) take away all BLM proc spells and then what have you? A job that can only deal magic damage? Most people prefer DD and healers because there is no wait time and with a DD who has REM, HASTE, Regain up, DD will out damage BLM in the long run.

Redmage use to proc in VW and then SE removed those spells that only Redmage could cast and now when do you see RDM get invited to this event? Would you really want redmage to cover T2-4/ Dispel when Sch can do the same plus support party better plus proc helix and give party regain/embrava?

I've yet to see any BLM get invite to delve or any Adoulin content. (Again this comes down to the point I'm trying to make, is it needed? Would you rather have this job over another that can provide a better benefit to the entire alliance?)

There was a time RDM was the only job with Refresh, until SE released Bard, Cor and then added massive amounts of Refresh gear to the point that RDM became watered down and now no one ever invites RDM for refresh. (Are you starting see my point on WoW factor?)

I just see Geo being one of those jobs that require patience, and we all know that most big events people don't have enough patience to wait on 1 job to cast a spell. Geo can't proc in Abby, vw, and on our server people just don't want to waste a spot in the alliance for a job that can't do any of the things I just stated above.

Up til now, we have survived getting things done without a geomancer, kinda hard to include the job now until it has some sort of skill or ability that makes Geo shine. Especially when the job has barely any job traits, job specific gear.

To me inviting a Geomancer now is like inviting any other job to a big event that has no REM/AF.

People invite scholar for Embrava, Regen V, Regain, +7 stat boost, Bard for Marches etc, Cor for rolls- until Geo has something that can benefit the entire party comparable or better than other support jobs, I just see Geo being left out in several events like Summoner. And we all know Summoner has pretty awesome stuff- Even with Perfect Defense, this job has become limited in invites. (This should be a lesson learned SE, people don't have patience for jobs that take too long to cast a skill or ability)

Enfeebling magic is way too low that renders the spells given from sub job useless in end game content. Even at level 99, capped enfeebling spells don't land at worm camp in Abby with Cruor buffs and atmas >.>

At any given time Geo is limited to having 1 Indi spell, and 1 Geo luopan up which is why when comparing other jobs is it really worth giving up 1 space for this class? It's bad enough as it is that an 18 man alliance would rather have Brd, Cor, Whm, Sch first before deciding if there's enough room for any other mage class to join so there is competition and here is where gear matters.


Geomancer is way too support to do things solo- sure Geo has tier IV spells, forget about ra because its not MP effecient to use outside of Abby. But also the job has no Cure, Stoneskin, Blink limiting Geo to use Whm/Rdm as a support job.

Why solo stuff on Geo when you could play Redmage that has fast cast, refresh 2, convert, can equip high amounts of -pdt gear, can play the role of either DD or use the same Tier 4 spells Geo can use, equip MAB gear and staff, has enfeebling magic, Cure 4, Shell+Protect 4, stoneskin, blink, haste, temper, and is versatile enough to use almost any sub job?

We all know its a cool job, it has potential, it's unique, but is it really needed? That's why I said it needs Wow Factor enough to convince leaders of events to invite the job all the time.

The job is not easy to play, it's hard for geo to follow people around especially on occasions where alliance has to split up. And really when do you see a mage standing near DDs?

As a person who has 13 jobs at level 99, I can't find any reason to sacrifice merit points to level geomancy and handbell over the other jobs I play. And I'm sure no one would want to start over a brand new character for 1 job, the amount of time questing, leveling, getting maps, gear, missions done...

Now what would make geo better is if Luopans and indi spells wasn't "party only" restricted.

If SE can get the people to love the job first maybe then will players lighten up and start inviting this class more often because there are many people who don't know what geo can do :)

Quetzacoatl
05-30-2013, 06:06 AM
Holy @$%! This just keeps getting better now that Geomancer is getting Enfeebling Skill and Sleep 1+2! I'm actually considering 8/8ing my enfeebling again. >.>


Luopans should behave more like a slowly dying avatar than a stationary totem.

Summon your geo-whatever and then use an Assault-type JA to pick its target so it can begin to slowly spew out its debuff effect. When the target dies, it returns to the Geomancer ready to be deployed on the next target.

SIMPLY PUT, THIS. ↑↑↑↑↑↑



Spells just cost too much and I cannot speak for other servers but on ours, people don't even have the patience to wait for whm to buff in several events such as NNI, Salvage, Assault, Delve, why would anyone want to stand in one spot waiting for a luopan in a fast pace movement environment?

I would say do more skirmish to get the Indi- spells into circulation, and a good amount of crafting items going around as well, until they add more places for them to drop. You get a nice pre-delve weapon as a bonus.

I've noticed in Delve lately that Geomancers are often in the main party similar to where RDM is normally placed in the alliance group, alongside PLDs. Indi-Refresh on yourself and WHMs and BRDs, and then Geo-Frailty on any NMs being fought inside Veils as well.

I think for NNI in parties with extra support and 3DDs (considering all your DDs are using Delve weapons), one Geomancer can scout around for extra NMs and do extra pulling ala RDM, and if by any chance we'll see any increase in range for Aura effects, Indi-Regain for two DDs that are close together on kill-all floors. Boss floors would be afflicted with Geo-Frailty, if your party members aren't moving around incessantly.

Salvage II has seen some use out of Geomancer- In AR II, Geo-Fend has been able to cut down damage on Fulmination when fighting Khimairas. Made the fight go smoother for one group who reported this.

Honestly, if we don't find Geomancer having any abilities to bust out more than one Indi- and/or Geo- spell, the job might have to settle on making itself a PDT set for double-buff situations. The only thing that makes this idea difficult is AoEs and such, where Geomancers would be in direct fire of them when using Indi- spells. If the enemy has no AoEs or Knockbacks, what's left to lose? If it does, keep your distance and improvise.


But also the job has no Cure, Stoneskin, Blink limiting Geo to use Whm/Rdm as a support job.
/RDM and /WHM have always been stable subjobs to compliment jobs like BLM, SMN and SCH anyways. Why should Geomancer be any different? /SCH is only so situational to begin with for VW procs and access to sleep pre-adjustment.


Redmage Refresh 2 does it better
Indi-Refresh + Refresh with /RDM. 5 + 3 = 8/tic, compare that to a solo 7/tic with RDM AF3+3 legs. Only way to make that even better is if GEO and RDM are in the same party. That way, 5 + 7 = 12! Plus, consider that there is potential for an extra tier of refresh past 400 Geo/Hand skill that will increase Indi-Refresh to 6/tic with Skill Gear and Merits.


One big turn off that has rippled through the land is that although SE updated so people can turn off geomancer effects- it's already left a scar and some people already have hate points for the fact that spells gave horrible lag.
That never stopped Summoner from being used in alliance-based endgame. Again, why should Geomancer be any different? Oh wait, because somehow the animations trigger some players' vertigo, despite whether the claims were legitimate, or just a ridiculous excuse to keep complaining and spoil the job because they dislike the job as is. (Mother%#@ing fantastic.) Either way, it still won't matter.

sweetidealism
05-30-2013, 07:11 AM
So given that GEO is very dependent on positioning, is there any chance that we'll see movement speed on either the artifact, relic, or empyrean feet? Currently, the only movement speed equipment available to GEO are Herald's Gaiters, one of the least accessible movement speed options in the game; or Desert Boots, which locks you into /sch, a support job that would otherwise not likely be used.

Please don't make us go back to Tiamat.

Hexadecimal
05-30-2013, 07:21 AM
So given that GEO is very dependent on positioning, is there any chance that we'll see movement speed on either the artifact, relic, or empyrean feet? Currently, the only movement speed equipment available to GEO are Herald's Gaiters, one of the least accessible movement speed options in the game; or Desert Boots, which locks you into /sch, a support job that would otherwise not likely be used.

Please don't make us go back to Tiamat.

This. Bard's Empyrean boots were given Movement Speed +. Geomancer would clearly benefit from having a similar item.

Mittenz
05-30-2013, 07:32 AM
Is there something wrong with what I said? What I mean by wow factor is (A specific trait that is in demand, loved and highly needed that can benefit the entire group of people on a massive level that no other job can provide), sure it is the only class that can debuff mobs in unque ways. It has potential to be a great job but as of yet, until AF, Merits, Emp/Relic etc is released, it's quite hard to play the job on gear pretty much every mage job can equip. Geomancer needs job specific equipment. Spells just cost too much and I cannot speak for other servers but on ours, people don't even have the patience to wait for whm to buff in several events such as NNI, Salvage, Assault, Delve, why would anyone want to stand in one spot waiting for a luopan in a fast pace movement environment?

Really SE, Indi Regen, Indi Refresh, Indi Gravity? Scholar Regen V does it better, Redmage Refresh 2 does it better. (And players can move around with these buffs up instead of parking near a luopan or having someone follow them around like a lost puppy)Gravity on Geo so far from what I've seen is annoying and would rather use a different spell than this. Instead of giving us skills that other mage jobs can do better, Geo should have all spells differ from other jobs. Sure boost spells are nice especially when they can reach higher than 10, but this isn't being unique, this is just throwing the same skills other classes have onto a job and slapping a higher boost.

Example SE gave us bar spells but then bard came out and received carols- same spell higher boost- is it good? Yes but people would rather have Marches and bar spells up rather than carols and bar spells. Therefore the majority of the time it's just another spell sitting in the list that's only used on rare occasions not because it's bad but because there are other options that people prefer over this. (Its good but Is it really needed? And this is how I see Geomancer job)

Ra Spells look like BLM ga spells except with different graphics. Now if SE allowed debuff effects to be inflicted with these spells it would make Geo different and unique. Imagine casting Blizzara and all mobs in the area got inflicted with damage and paralyze or some sort of down effect like magic defense down?

One big turn off that has rippled through the land is that although SE updated so people can turn off geomancer effects- it's already left a scar and some people already have hate points for the fact that spells gave horrible lag. And we know there always will be that one lazy person who doesn't want to take the time to turn off effects.

For the time being, spells do take way too long to cast and in most events, seconds matter. Not only do ra spells take up too much mp, blm ja spells are better. (Only reason why BLM still gets invites is because procs are needed with certain spells no other job can do) take away all BLM proc spells and then what have you? A job that can only deal magic damage? Most people prefer DD and healers because there is no wait time and with a DD who has REM, HASTE, Regain up, DD will out damage BLM in the long run.

Redmage use to proc in VW and then SE removed those spells that only Redmage could cast and now when do you see RDM get invited to this event? Would you really want redmage to cover T2-4/ Dispel when Sch can do the same plus support party better plus proc helix and give party regain/embrava?

I've yet to see any BLM get invite to delve or any Adoulin content. (Again this comes down to the point I'm trying to make, is it needed? Would you rather have this job over another that can provide a better benefit to the entire alliance?)

There was a time RDM was the only job with Refresh, until SE released Bard, Cor and then added massive amounts of Refresh gear to the point that RDM became watered down and now no one ever invites RDM for refresh. (Are you starting see my point on WoW factor?)

I just see Geo being one of those jobs that require patience, and we all know that most big events people don't have enough patience to wait on 1 job to cast a spell. Geo can't proc in Abby, vw, and on our server people just don't want to waste a spot in the alliance for a job that can't do any of the things I just stated above.

Up til now, we have survived getting things done without a geomancer, kinda hard to include the job now until it has some sort of skill or ability that makes Geo shine. Especially when the job has barely any job traits, job specific gear.

To me inviting a Geomancer now is like inviting any other job to a big event that has no REM/AF.

People invite scholar for Embrava, Regen V, Regain, +7 stat boost, Bard for Marches etc, Cor for rolls- until Geo has something that can benefit the entire party comparable or better than other support jobs, I just see Geo being left out in several events like Summoner. And we all know Summoner has pretty awesome stuff- Even with Perfect Defense, this job has become limited in invites. (This should be a lesson learned SE, people don't have patience for jobs that take too long to cast a skill or ability)

Enfeebling magic is way too low that renders the spells given from sub job useless in end game content. Even at level 99, capped enfeebling spells don't land at worm camp in Abby with Cruor buffs and atmas >.>

At any given time Geo is limited to having 1 Indi spell, and 1 Geo luopan up which is why when comparing other jobs is it really worth giving up 1 space for this class? It's bad enough as it is that an 18 man alliance would rather have Brd, Cor, Whm, Sch first before deciding if there's enough room for any other mage class to join so there is competition and here is where gear matters.


Geomancer is way too support to do things solo- sure Geo has tier IV spells, forget about ra because its not MP effecient to use outside of Abby. But also the job has no Cure, Stoneskin, Blink limiting Geo to use Whm/Rdm as a support job.

We all know its a cool job, it has potential, it's unique, but is it really needed? That's why I said it needs Wow Factor enough to convince leaders of events to invite the job all the time.

The job is not easy to play, it's hard for geo to follow people around especially on occasions where alliance has to split up. And really when do you see a mage standing near DDs?

As a person who has 13 jobs at level 99, I can't find any reason to sacrifice merit points to level geomancy and handbell over the other jobs I play. And I'm sure no one would want to start over a brand new character for 1 job, the amount of time questing, leveling, getting maps, gear, missions done...

Now what would make geo better is if Luopans and indi spells wasn't "party only" restricted.

If SE can get the people to love the job first maybe then will players lighten up and start inviting this class more often because there are many people who don't know what geo can do :)

You do realize any LS doing delve boss runs is taking geo already, it has already proven its use 10x over what RUN has. If you don't see a use in geo you probably are not doing anything relevant that debuffing a mob would actually be used for, I really don't see a vast need to buff it outside of minor tweaks at this point.

Alhanelem
05-30-2013, 07:38 AM
SIMPLY PUT, THIS. ↑↑↑↑↑↑No, it doesn't have to be that. Totems worked just fine in WoW. But they were quick to place and quick to re-place. Solving MP management issues and making them faster to cast is going to go a long way to making GEO easier to use.


You do realize any LS doing delve boss runs is taking geo already, it has already proven its use 10x over what RUN has. If you don't see a use in geo you probably are not doing anything relevant that debuffing a mob would actually be used for, I really don't see a vast need to buff it outside of minor tweaks at this point. This. Geo is already useful. All I'm expecting is some new buffs and debuffs at this point.


And really when do you see a mage standing near DDs? When that mage is a blue mage, very often.

Trumpy
05-30-2013, 08:58 AM
Geo may not have every proc spell but it does have some, which could give some relief to some of those jobs that have alot (like blm for example.)

Daemon
05-30-2013, 09:02 AM
I was expecting SE to be creative and give unique spells that is not predictable.

Here's an example of my imagination:
Geo Earth- deals earth damage, Reduces earth resistance 10%, randomly petrified enemy for 5 seconds but gives monster stoneskin.

Daemon
05-30-2013, 09:04 AM
No, it doesn't have to be that. Totems worked just fine in WoW. But they were quick to place and quick to re-place. Solving MP management issues and making them faster to cast is going to go a long way to making GEO easier to use.

This. Geo is already useful. All I'm expecting is some new buffs and debuffs at this point.

When that mage is a blue mage, very often.

Bluemage is not helpless like Geo, especially when blue can sleep, stun, pyric bulwark

Merton9999
05-30-2013, 09:05 AM
Guess they feel sleep will help survivability for geo when it's on the front line. Hard to get outta dodge if you're dead.

Oh I definitely agree the job needs sleep. My biggest and most vocal complaint about it has been the inability to sleep stuff unless I'm /SCH.

I'm just surprised they allowed the actual sleep and sleep 2 spells, because they require enfeebling skill, which means GEO will now be able to stack enfeebles using all mage subs. I had expected a new sleep spell that took advantage of GEO's already native dark magic skill to avoid that. But hey, I'll take it :)

Merton9999
05-30-2013, 09:12 AM
So given that GEO is very dependent on positioning, is there any chance that we'll see movement speed on either the artifact, relic, or empyrean feet? Currently, the only movement speed equipment available to GEO are Herald's Gaiters, one of the least accessible movement speed options in the game; or Desert Boots, which locks you into /sch, a support job that would otherwise not likely be used.

Please don't make us go back to Tiamat.

Agreed! After native sleep, movement speed on the AF is my number 2 adjustment choice. No thanks on Herald's gaiters being required for this job to keep up with moving parties.

Daemon
05-30-2013, 09:19 AM
You do realize any LS doing delve boss runs is taking geo already, it has already proven its use 10x over what RUN has. If you don't see a use in geo you probably are not doing anything relevant that debuffing a mob would actually be used for, I really don't see a vast need to buff it outside of minor tweaks at this point.

I'm sure some people do invite Geo, but my comparison is not with RUN, it is with other competing mage jobs.

Yes I can see Geo being used for boss fights for debuffing. Summoner gets invited to for boss fights. Look at BCNM limit break, ADL?

But to play the class on many occasions and not limited to just only a few my post up above explained certain aspects of the job a few reasons why it's lacking.

Daemon
05-30-2013, 09:20 AM
Geo may not have every proc spell but it does have some, which could give some relief to some of those jobs that have alot (like blm for example.)

Yes T2-4, but would you rather turn down a blm or sch for this?

Lithera
05-30-2013, 10:04 AM
I guess you forgot what SE did to embrava. It no longer gives regain but an absurd amount of refresh instead. Also who says it won't get it's wow factor after this next update?

Daemon
05-30-2013, 10:04 AM
But also the job has no Cure, Stoneskin, Blink limiting Geo to use Whm/Rdm as a support job.


/RDM and /WHM have always been stable subjobs to compliment jobs like BLM, SMN and SCH anyways. Why should Geomancer be any different? /SCH is only so situational to begin with for VW procs and access to sleep pre-adjustment.


Did you read what i said before that?^^ Geomancer is way too support to do things solo-


Atleast blackmage has T5/Ja/AM/Enfeebling spells/Manawall

Summoner has Pet that deals nice damage, personal tank, buffs like Perfect Defense
even without support job, can heal with garuda, can gain mp back with darkspirit.

Scholar can DD with Shattersoul/Darkness Skillchain, Has both Protect/Shell V, Regen V/ even without subjob RDM or WHM, Sch still has stoneskin and blink without subjob^^

Which are reasons that these jobs can play better independently compared to Geo but now that SE is going to up the Enfeebling magic and Add Sleep and Sleep 2, it will help.

The issue is not that Geomancer only has WHM/RDM as subjob, but being that the job itself doesnt have decent DD ability to play solo (yes i know Geo can use shattersoul..) there is no flexibility to sub some type of DD job with it.. /THF/NIN when RDM/WHM is needed for cure in moments of urgency.

When comparing this job with other mage jobs, there is just not enough convincing points to choose this job over others being that it is quite limited, Do we need Geo to debuff everything in game?

Being that this is way too support type, it is quite boring, and needs to have more flexibility than it has now.

Im not talking about Abby where you get Cruor buffs, temp items, atma buffs... Im talking about being able to hunt outside on regular maps solo say like ToAu, Gustav Tunnel, Boyada tree, etc. Events like WoE need to deal decent damage to qualify for better exp and drops. Voidwatch where Geo can Proc things other than T2-4.



Indi-Refresh + Refresh with /RDM. 5 + 3 = 8/tic, compare that to a solo 7/tic with RDM AF3+3 legs. Only way to make that even better is if GEO and RDM are in the same party. That way, 5 + 7 = 12! Plus, consider that there is potential for an extra tier of refresh past 400 Geo/Hand skill that will increase Indi-Refresh to 6/tic with Skill Gear and Merits.


Mage Ballad I&2, Refresh II, Evokers Roll sorry im tired to do that math right now =p

But my point is, Geo has some competition at big events, and unless you are doing a mob that "needs" debuffing, the majority of the time people are going to invite the jobs that have AF/REM/Merits over a job that doesnt have any.

The difference is that Geo is a type of job that needs to follow people around or have people who want to benefit from these buffs need to stay inside the area of the spell, where as other mage jobs cast spell on other player allowing more movement freedom..

If you are at a big event like Pil, do you think all DD will stay in 1 spot? or Mages for that matter? Even with Bard, Cor, SMN, these jobs can move between alliances, cast buffs and return their party where as Geo is only limited to "Party only" and Alliances cannot benefit any Geo buffs unless they have Geomancer in their group..

This is why i explained in my post above, it all comes down to what is needed more, what is efficient, what geo lacks and how geo could be better..

Daemon
05-30-2013, 10:08 AM
I guess you forgot what SE did to embrava. It no longer gives regain but an absurd amount of refresh instead. Also who says it won't get it's wow factor after this next update?

I did not refer Embrava for its TP regain that SE nerfed. Embrava is still good for its Haste/Regen and if you add Regen V with Scholar equipping AF3 headpiece, Regen on entire party is incredible.

Adloquium : Gives 1 TP per tick for a max of exactly 60 TP for its full duration. With Perpetuance this is quite helpful to DD and scholar with EMP Hvelgemir

Lithera
05-30-2013, 10:14 AM
Yet it is no where near the amount a cor could give or the amount Embrava used to give. Thus I will use your words and ask you why would some one want said sch 1 tic spell when a cor can do it better?

Daemon
05-30-2013, 10:18 AM
Yet it is no where near the amount a cor could give or the amount Embrava used to give. Thus I will use your words and ask you why would some one want said sch 1 tic spell when a cor can do it better?

Because Scholar can do more than just regain 1 per tick ^^ You are looking at this from a single point of view and not the overall point of view, which is why i said other jobs can do almost the same thing as many of the geo spells but better, yet have more flexibility to do more ^^

Its not about singling out the class, its about putting the mage jobs together to see what gives a better result? What saves time, what is needed, what is effecient.

Im saying there is competition between mage jobs, even summoner, rdm, blm are being left out in some events, let alone adoulin content seem to bring favor toward bards and cors more than most other jobs other than WHM because it has that wow factor that differentiates the job that no other can do but yet is most needed and in demand. No other job can use Cure 5 or 6, Curaga III,IV, and these spells are what keep WHM popular only because no other job can do it^^

Lithera
05-30-2013, 10:24 AM
Also geo isn't on any emp weapon so I guess you would say they are screwed because of that as well. Not every job goes full AF either. So again some of your logic is screwed. Not many Sch I have seen let alone any Mage that can make the emp staff have it. Most mages I see use the new HQ one in eight staff or some other magin trial staff.

Mittenz
05-30-2013, 10:51 AM
But also the job has no Cure, Stoneskin, Blink limiting Geo to use Whm/Rdm as a support job.




Did you read what i said before that?^^ Geomancer is way too support to do things solo-


Atleast blackmage has T5/Ja/AM/Enfeebling spells/Manawall

Summoner has Pet that deals nice damage, personal tank, buffs like Perfect Defense
even without support job, can heal with garuda, can gain mp back with darkspirit.

Scholar can DD with Shattersoul/Darkness Skillchain, Has both Protect/Shell V, Regen V/ even without subjob RDM or WHM, Sch still has stoneskin and blink without subjob^^

Which are reasons that these jobs can play better independently compared to Geo but now that SE is going to up the Enfeebling magic and Add Sleep and Sleep 2, it will help.

The issue is not that Geomancer only has WHM/RDM as subjob, but being that the job itself doesnt have decent DD ability to play solo (yes i know Geo can use shattersoul..) there is no flexibility to sub some type of DD job with it.. /THF/NIN when RDM/WHM is needed for cure in moments of urgency.

When comparing this job with other mage jobs, there is just not enough convincing points to choose this job over others being that it is quite limited, Do we need Geo to debuff everything in game?

Being that this is way too support type, it is quite boring, and needs to have more flexibility than it has now.

Im not talking about Abby where you get Cruor buffs, temp items, atma buffs... Im talking about being able to hunt outside on regular maps solo say like ToAu, Gustav Tunnel, Boyada tree, etc. Events like WoE need to deal decent damage to qualify for better exp and drops. Voidwatch where Geo can Proc things other than T2-4.





Mage Ballad I&2, Refresh II, Evokers Roll sorry im tired to do that math right now =p

But my point is, Geo has some competition at big events, and unless you are doing a mob that "needs" debuffing, the majority of the time people are going to invite the jobs that have AF/REM/Merits over a job that doesnt have any.

The difference is that Geo is a type of job that needs to follow people around or have people who want to benefit from these buffs need to stay inside the area of the spell, where as other mage jobs cast spell on other player allowing more movement freedom..

If you are at a big event like Pil, do you think all DD will stay in 1 spot? or Mages for that matter? Even with Bard, Cor, SMN, these jobs can move between alliances, cast buffs and return their party where as Geo is only limited to "Party only" and Alliances cannot benefit any Geo buffs unless they have Geomancer in their group..

This is why i explained in my post above, it all comes down to what is needed more, what is efficient, what geo lacks and how geo could be better..

So your complaint is that geo is only good for current content events and not stuff that a majority of the game no longer cares about. Well ATM it's more used (at least by my ls) than rdm blm sch and smn so you want it to be more used than ALL mages ? In general it's already more used than my mythic pup and mythic dnc ever was and geo only been out what 2 months ? I am really not seeing your side of this, the job has a purpose the job is being used in RELEVANT content what exactly are you after geo to be the games lord and savior that comes in 1 shots all things that move then ascends to the heavens until called forth again ?

Daemon
05-30-2013, 10:52 AM
Also geo isn't on any emp weapon so I guess you would say they are screwed because of that as well. Not every job goes full AF either. So again some of your logic is screwed. Not many Sch I have seen let alone any Mage that can make the emp staff have it. Most mages I see use the new HQ one in eight staff or some other magin trial staff.


On my server, I have Hvelgemir EMP staff not WOE version^^, it seems not many people make it either because they dont have the time, drive, patience, leadership, right ls to help do it, or because they dont know how awesome the staff is, so many reasons not to get things done rather than go out and do it.

In 1 day i was able to farm 24 kukulkan fangs so drive is important when wanting to do emp.

So many people that don't even know how good the staff is have made comments such as "Its not worth making it" which is wrong because In every event i play as scholar, I tell all bards and Cor not to worry about buffing me with Refresh as Sublimation maxed with merits gives me 350MP+ back allowing me to keep mp from depleting and when my mp does fall behind, being that i keep regain up always, by the time that happens, i have 300 TP and can Myrkr up to 1k MP sometimes^^ Even with Sublimation and Myrkr i also have convert which i never use because MP is just not an issue at all with EMP staff.

Not every job shows up in full AF, but if you play with JP players or serious end game people, all members have skills capped, AF3 fully upgraded, rare gears from limbus, ein, nni etc- Max augs on abj gears, REM fully upgraded to 99.

I understand there are many players that are at different levels of the game, but also not everyone plays seriously, or has the drive, dedication, time, self care, mannerism, etc..

So my logic is not totally screwed ^^

Daemon
05-30-2013, 10:59 AM
So your complaint is that geo is only good for current content events and not stuff that a majority of the game no longer cares about. Well ATM it's more used (at least by my ls) than rdm blm sch and smn so you want it to be more used than ALL mages ? In general it's already more used than my mythic pup and mythic dnc ever was and geo only been out what 2 months ? I am really not seeing your side of this, the job has a purpose the job is being used in RELEVANT content what exactly are you after geo to be the games lord and savior that comes in 1 shots all things that move then ascends to the heavens until called forth again ?

Well i know not all servers are the same. Reading from what the devs posted about next update as you can see answered some of what i stated.

Am i wrong to say that...

Enfeebling magic sucks for Geomancer
Spells take too long to cast?
Geo has no AF/REM/Merits yet?
Spells are limited to party only and would be nice to have the spells benefit others outside of party say alliance too?
RA spells and Geo spells cost too much MP?
Limited to only WHM/RDM subjob because has no Cure or Protective spells on its own to be independant?
That other jobs right now due to having EMP/AF/Merits benefit parties more than Geo?

I never said Geo is 100% Useless, but this post is about suggesting improvements to Geomancer job. I dont see what is wrong with me suggesting some points.

Its not about making Geo God of the game, I just said that Geo should be totally different rather give it so many skills that other jobs can do better, this is the reason why certain jobs got watered down, in the first place, do we really need another refresh job?

We already have Scholar for Regen V, do we really need to water down scholar job like redmage by adding more Regen capable jobs?

Its not about me complaining but how do you suggest making a job better in a post like this if I cant even state what makes the job lacking, boring, unexciting first?

Lithera
05-30-2013, 11:07 AM
Its not about singling out the class, its about putting the mage jobs together to see what gives a better result? What saves time, what is needed, what is efficient.

Yet, you have already singled out geo's buff/debuff as being inefficient due to other jobs being able to do them better in your opinion. So I ask again why would anyone want Sch's regain when Cor can do it better?

Mittenz
05-30-2013, 11:15 AM
Suggestion for improvement and complaining and acting like geo is useless are very different things and as far as I can tell you appear to fall into the later half

I will say I am not a fan of geo simply because the effect gives me a headache so in things like delve where it's cramped quarters it's a bit of a pain to arrange myself to not see it but I will be the first one to take it along because of its usefulness but you seem to think its helpless

I am going to assume you have geo and care about it so you should understand that the job is clearly designed for support like a bard, so assuming party play you will have a healer to watch out for you so why would you need to do that yourself... Go /nin stand next to that jerk mob and give it a one two.

The adjustments they are giving are plenty to push geo even further into parties if you think it needs more by all means make suggestions but sitting there saying geo can't do what this Mage and that Mage can is complaining every job has its ups and downs (except rdm that's all down ATM) play to its strengths if your ls won't support your geo either your doing content that is not even designed to be hard anymore and can likely be 3 boxed (looking at you arch omega/ultima) or is a Zerg in which case your only taking 3-4 jobs anyway so take up the torch for the other 16+ jobs. If you are doing something that's relevant to geo namely delve nm outside or inside or boss runs or any current adoulin content and yur ls still refuses to acknowledge geo try to explain to your leader it's merits (yes it has plenty) not ask for buffs to become god Mage.

Jamesy
05-30-2013, 11:17 AM
why doesnt square enix change loupan AI to not be stationary? to me its a hefty flaw and that the loupans should follow what ever target they are cast on that way it makes geo-gravity actually have a purpose.

Lithera
05-30-2013, 11:20 AM
Wow another elitist that seems to expect everyone else to be the same. I do not know about the Japanese on Phoenix but on shiva they're not as critical of your gear as long as you do your job and obviously aren't showing up in all pink. Heck the person who runs my delve LS is Chinese. I feel that English an EU players care more about what you have or don't have.

Others might not have gone and made the staff because its not as usefull for everyone that can use it. A Smn that has a Nirvana probably won't go and make the emp staff because their mythic is better for what they do. Also am I to assume everyone who plays Sch on your server has a 99 emp staff? Or is it just you and a select few?

Mittenz
05-30-2013, 11:29 AM
Wow another elitist that seems to expect everyone else to be the same. I do not know about the Japanese on Phoenix but on shiva they're not as critical of your gear as long as you do your job and obviously aren't showing up in all pink. Heck the person who runs my delve LS is Chinese. I feel that English an EU players care more about what you have or don't have.

Others might not have gone and made the staff because its not as usefull for everyone that can use it. A Smn that has a Nirvana probably won't go and make the emp staff because their mythic is better for what they do. Also am I to assume everyone who plays Sch on your server has a 99 emp staff? Or is it just you and a select few?

Defintely not elitest if they think geo has no uniqueness and usefulness in current content seems more like a missinformed individual with a complex

Daemon
05-30-2013, 11:45 AM
Yet, you have already singled out geo's buff/debuff as being inefficient due to other jobs being able to do them better in your opinion. So I ask again why would anyone want Sch's regain when Cor can do it better?

Maybe some of you are misunderstanding or not reading my post all the way and just skimming through fast.

You have singled out only 1 reason out of the many things ive said about geomancer as a whole and not for its single spells or traits. Its not about Geo Buff being inefficient, its about comparing the time, Mp cost, what the job can provide as a whole to the entire alliance compared to other mage class jobs. Geo can only have 1 indi spell up at a time, where as bard and cor can have more than 1 buff up and switch those buffs quickly and not have your party wait in 1 spot or have you following them around.

Some of the spells that Geo has other jobs already had so there is a reason to compare that based on time, effeciency, etc...

Why have a Geomancer cast Indi-Refresh or Geo-Refresh, when Bard can use Ballad I,II,III, or Redmage Refresh with composure and af gear allowing enhancing magic to stick longer, Cor can use rolls and yet allow players to move around without having them wait in 1 spot.

Scholar can have several buffs up at once, so yeah if you compare Geomancer and its 1 indi spell and 1 Geo luopan vs the other jobs, overall as a support in a fast movement environment, its hard to play Geomancer unless its a boss event where DD can hold the mob in 1 spot.

As for your example:

If i had to choose between Scholar or Corsair for regain, then yes I would choose Corsair because obviously the job provides a higher regain than scholar. But as a whole alliance and comparing jobs that better benefit the group depending on the situation i might choose Scholar if party needs a main healer, or corsair if party needs the rolls. Can Geo be used as a main healer? or can Geo outdamge SCH as a nuker when SCH has T5 spells? Or can Geo give multiple buffs than Corsair and Bard? Or does Geo have better support skills than Scholar which has many? When I was talking about 18 man events, these are details people look at and observe based on the alliance as a whole.

If I had to choose Scholar + Corsair or Scholar + Geo, I would definately choose Scholar + Corsair because not only can the party benefit from these 2 jobs, its time efficient being that buffs stick and party doesnt have to stand in one spot and wait especially in a situation where time management is important.


Its not about choosing Cor over scholar only because cor can regain better. Its about how Geo as a whole when comparing the job with other classes, how does it stand out, is it worth sacrificing a spot to invite this job over others, does this class worth well as a team with other mage classes?


Most important, how can the job stack buffs with other mage classes?

Sure Geo can Refresh and Regen Party, and yes it stacks well with cor, brd, rdm refresh, but if i had to choose Geo over Cor, Brd, Rdm, you have to look at the fact that would you rather have a job that can cast a spell on a person allowing them to move freely around maps or a job that requires people to either stay in 1 spot and not move out of the area or have the geomancer follow everyone? Wouldnt it be hard if you had 2 mages in the back, 1 running around raising people, 1 running to the other side to avoid aoe spell from boss, 1 running to DD to cast a buff on entire alliance etc?

Mittenz
05-30-2013, 11:52 AM
Its not about choosing Cor over scholar only because cor can regain better. Its about how Geo as a whole when comparing the job with other classes, how does it stand out, is it worth sacrificing a spot to invite this job over others, does this class worth well as a team with other mage classes?

if your taking an rdm the answer is a rather obvious yes because you already are inviting jobs that are so underwhelming its sad

Mittenz
05-30-2013, 11:54 AM
also the Geo debuffs are far more impresive than its buffs namely the evasion down luopon its simply put.. broken.

it offers debuffs that are not found anywhere else or at least not in a way that is reliable or as noticable. So the answer is yes regardless of the circumstance if a mob is in need of debuffing I would invite a geo over other mages hands down

Daemon
05-30-2013, 11:56 AM
Suggestion for improvement and complaining and acting like geo is useless are very different things and as far as I can tell you appear to fall into the later half

I will say I am not a fan of geo simply because the effect gives me a headache so in things like delve where it's cramped quarters it's a bit of a pain to arrange myself to not see it but I will be the first one to take it along because of its usefulness but you seem to think its helpless

I am going to assume you have geo and care about it so you should understand that the job is clearly designed for support like a bard, so assuming party play you will have a healer to watch out for you so why would you need to do that yourself... Go /nin stand next to that jerk mob and give it a one two.

The adjustments they are giving are plenty to push geo even further into parties if you think it needs more by all means make suggestions but sitting there saying geo can't do what this Mage and that Mage can is complaining every job has its ups and downs (except rdm that's all down ATM) play to its strengths if your ls won't support your geo either your doing content that is not even designed to be hard anymore and can likely be 3 boxed (looking at you arch omega/ultima) or is a Zerg in which case your only taking 3-4 jobs anyway so take up the torch for the other 16+ jobs. If you are doing something that's relevant to geo namely delve nm outside or inside or boss runs or any current adoulin content and yur ls still refuses to acknowledge geo try to explain to your leader it's merits (yes it has plenty) not ask for buffs to become god Mage.

I never said the job is useless and im not complaining, i was stating opinions, observations about the job from my point of view of how i see it, I said the job needs wow factor, you should really read before responding like this.

I agreed that the job is incomplete, this job doesnt even have AF,REM,Merits yet. Of course people are going to state negative points about a job that is not complete. All of my statements about the job is how it works now, not how it will work later when af, bells, gear, merits and other things are added..

Really asking for stoneskin, blink, Cure is asking for buffs to become god Mage? If thats the case, why SCH, RDM,WHM is not god mage yet?

Ive actually played the job, have it at 99, got all the spells etc, so im not talking without knowing anything. Hopefully when SE Updates the spellcasting the job will have a better improvement.

Mittenz
05-30-2013, 11:58 AM
I never said the job is useless and im not complaining, i was stating opinions, observations about the job from my point of view of how i see it, I said the job needs wow factor, you should really read before responding like this.

I agreed that the job is incomplete, this job doesnt even have AF,REM,Merits yet. Of course people are going to state negative points about a job that is not complete. All of my statements about the job is how it works now, not how it will work later when af, bells, gear, merits and other things are added..

Really asking for stoneskin, blink, Cure is asking for buffs to become god Mage? If thats the case, why SCH, RDM,WHM is not god mage yet?

Ive actually played the job, have it at 99, got all the spells etc, so im not talking without knowing anything. Hopefully when SE Updates the spellcasting the job will have a better improvement.

you are asking for it to be able to do EVERYTHING so yes. can a bard cure itself without /rdm or /whm no can a cor not really how about that blm... nope but those are examples your using. Sub job selection is part of the game you are not forced to do it as I said ours uses /nin so it can stay close to the frey.

Daemon
05-30-2013, 12:06 PM
you are asking for it to be able to do EVERYTHING so yes. can a bard cure itself without /rdm or /whm no can a cor not really how about that blm... nope but those are examples your using. Sub job selection is part of the game you are not forced to do it as I said ours uses /nin so it can stay close to the frey.

And you are judging someone you dont know with the wrong assumptions, I never "ASKED" that the job be given these spells, "I SAID THE JOB DOESNT HAVE THESE SPELLS" and thats what makes it hard to play solo limiting geomancer to sub mainly whm/rdm.

You reply to my post like someone who skimmed through what ive written, copied a few lines that could change the total context of the meaning of what I said, rather than take the time to see what i was talking about as a whole and not 1 point that defines the explanation of the entire post.

Mittenz
05-30-2013, 12:11 PM
in fact lets expand upon what mage can do everything
sch can not debuff without an apropriate SJ no dia bio poison para blind all they get is sleeps and break thats it
whm is a healer (if they are not focusing on that find a new one)
bard buffs cant cure cant DD no debuffs outside of elegy and requiem
cor buffs, has no real debuffs of its own can DD but can not cure
RDM used to be the jack of all trades last time I played with one in a relevent event it was 2010
GEO unresistable debuffs with many unique ones that all stack with other jobs can DD with T4 nukes and RA spells as well as buffs that are shared only between it and cor (well placed in tank PT for refresh bubble to the white mage or with APROPRIATE SUB up close in the frey)
BLM DD cant cure can do blind break and sleep

which of these mages can do everything you want geo to do

you want it to buff debuff support with cures and rival all other mages

all its buffs unlike say a whm and a sch stack I can have a geo defence boost on the PLD and a whm protect I cant have 2 protect 5's on the pld

all its debuffs stack so I can have dia 3 and geo defence down on the mob at the same time or I can even bio the mob and still have a defence or even attack down on the mob.

Why is it that you think geo cant play in a team as well as other mages or that its stuck bound to certain roles that it NEEDS to fill to be useful.

Mittenz
05-30-2013, 12:15 PM
And you are judging someone you dont know with the wrong assumptions, I never "ASKED" that the job be given these spells, "I SAID THE JOB DOESNT HAVE THESE SPELLS" and thats what makes it hard to play solo limiting geomancer to sub mainly whm/rdm.

You reply to my post like someone who skimmed through what ive written, copied a few lines that could change the total context of the meaning of what I said, rather than take the time to see what i was talking about as a whole and not 1 point that defines the explanation of the entire post.

I have actually read everything you have written I disagree with a lot of it so our opinions differ in what appears to be a rather wide stance and as such I am replying with my own opinion on a lot of matters with a different point of view, you want it to have a lot of things so that people will accept it I am saying many have already accepted it and buffing it further would make it replace other roles which would then be unfair to them.
EDIT;
as an example so far we have used (and will continue to do so) geo in the following events
Odin V2
Delve (both outside and fracture boss runs)
Wildkeeper reives

Events that it was used but did not do well;
ADL (zerg fight)
Arch Omega (we do this in groups of 3 it did however work if we went with 4)
Arch Ultima (same as above)

Daemon
05-30-2013, 12:23 PM
in fact lets expand upon what mage can do everything
sch can not debuff without an apropriate SJ no dia bio poison para blind all they get is sleeps and break thats it
whm is a healer (if they are not focusing on that find a new one)
bard buffs cant cure cant DD no debuffs outside of elegy and requiem
cor buffs, has no real debuffs of its own can DD but can not cure
RDM used to be the jack of all trades last time I played with one in a relevent event it was 2010
GEO unresistable debuffs with many unique ones that all stack with other jobs can DD with T4 nukes and RA spells as well as buffs that are shared only between it and cor (well placed in tank PT for refresh bubble to the white mage or with APROPRIATE SUB up close in the frey)
BLM DD cant cure can do blind break and sleep

which of these mages can do everything you want geo to do

you want it to buff debuff support with cures and rival all other mages

all its buffs unlike say a whm and a sch stack I can have a geo defence boost on the PLD and a whm protect I cant have 2 protect 5's on the pld

all its debuffs stack so I can have dia 3 and geo defence down on the mob at the same time or I can even bio the mob and still have a defence or even attack down on the mob.

Why is it that you think geo cant play in a team as well as other mages or that its stuck bound to certain roles that it NEEDS to fill to be useful.

You seriously need to go back and re-read my post, seriously you are miss judging what i said and trying to make arguements that are not even necessary.

"I NEVER SAID GEO SHOULD BE GIVEN THESE THINGS" you mentioned above.
You are missing the entire point of my post, I compared a lot of traits between the mage classes and stated the downside of the job, Never did i say SE NEED TO GIVE US BLINK, STONESKIN, ETC.

Really No wonder you think I wanted a God mage, Sure if any classes could have every single mage class buff it would be Godly.. But I never asked for that!

Most of the comparison is based on why would you want Geo over "THESE JOBS THAT CAN DO THE SAME THING BUT BETTER?"

Mittenz
05-30-2013, 12:25 PM
You seriously need to go back and re-read my post, seriously you are miss judging what i said and trying to make arguements that are not even necessary.

"I NEVER SAID GEO SHOULD BE GIVEN THESE THINGS" you mentioned above.
You are missing the entire point of my post, I compared a lot of traits between the mage classes and stated the downside of the job, Never did i say SE NEED TO GIVE US BLINK, STONESKIN, ETC.

Really No wonder you think I wanted a God mage, Sure if any classes could have every single mage class buff it would be Godly.. But I never asked for that!

Most of the comparison is based on why would you want Geo over "THESE JOBS THAT CAN DO THE SAME THING BUT BETTER?"

I believe I answered your final question in the very post you quoted. because it can do everything that all debuffers can do and even some they cant while ADDING to their counterparts debuffs while other jobs have to compete to whos is on.

Now answer me this~ why is it you feel it doesnt play as well with other mages knowing that its buffs all stack and its debuffs all stack unlike all other mages.

Daemon
05-30-2013, 12:31 PM
I have actually read everything you have written I disagree with a lot of it so our opinions differ in what appears to be a rather wide stance and as such I am replying with my own opinion on a lot of matters with a different point of view, you want it to have a lot of things so that people will accept it I am saying many have already accepted it and buffing it further would make it replace other roles which would then be unfair to them.
EDIT;
as an example so far we have used (and will continue to do so) geo in the following events
Odin V2
Delve (both outside and fracture boss runs)
Wildkeeper reives

Events that it was used but did not do well;
ADL (zerg fight)
Arch Omega (we do this in groups of 3 it did however work if we went with 4)
Arch Ultima (same as above)

See those bold letters from your post? Show me where in my post did I say I wanted anything? The only suggestions i made was that

Geo would make the job better if SE didnt have Indi and Geo spells restricted to "Party only"
In several of the areas of the post i stated that Enfeebling magic level is too low
That Geomancer needs job specific traits and gear that make the job shine
That RA spells would make the job unique and different if it could inflict debuff status like paralyze, magic defense down or freeze mob for 3 seconds.

I never said anything about wanting Geo to have Cure, Stoneskin, Blink, and if you read the part about Redmage and how SE watered the job down by adding other jobs with the skill and gear, and how RDM is not invited anymore for that skill specifically. Then im sure we can agree that Im on the same page as you when it comes to making jobs better than others.

In fact what i stated that conflicts with your reply is that should give Geo spells that Differ from other jobs and not just give us spells other jobs have, slap a higher boost on them...

Daemon
05-30-2013, 12:34 PM
I believe I answered your final question in the very post you quoted. because it can do everything that all debuffers can do and even some they cant while ADDING to their counterparts debuffs while other jobs have to compete to whos is on.

Now answer me this~ why is it you feel it doesnt play as well with other mages knowing that its buffs all stack and its debuffs all stack unlike all other mages.

Again if you actually read my post then you will see that I said spells take too long to cast, it doesnt play well in areas that are fast pace where party chooses not to wait on mages to buff, and i never said that Geo doesnt play well with other mages, just given that Geo spells require members of the party to sit in one spot and stay in the area of geo spells or have a geo following people around makes it tough in areas where party members need to move around and cant stay together. Geo is one of the jobs that require a party to be patient, and in big events where movement is fast i just dont see this happening,

NEVER DID I SAY GEO DOESNT WORK WELL WITH OTHER JOBS. I said why would you choose a geo over certain jobs that have the same ability, that can do it better, faster, effiecient, that can allow players movement freedom?

Sheesh really, go back and read before you post, because im sitting here repeating myself explaining the same thing all over again while defending myself for no reason.

Daemon
05-30-2013, 01:01 PM
Wow another elitist that seems to expect everyone else to be the same. I do not know about the Japanese on Phoenix but on shiva they're not as critical of your gear as long as you do your job and obviously aren't showing up in all pink. Heck the person who runs my delve LS is Chinese. I feel that English an EU players care more about what you have or don't have.

Others might not have gone and made the staff because its not as usefull for everyone that can use it. A Smn that has a Nirvana probably won't go and make the emp staff because their mythic is better for what they do. Also am I to assume everyone who plays Sch on your server has a 99 emp staff? Or is it just you and a select few?

Im not an elitist, Seriously hate it when people judge others. I never said or implied that I expect people to be the same so where on earth did that come from? I know everyone in the game are at different levels and that goes for all games not just this one. Some people are new, some have better accomplishments than others.

I stated that people at endgame or serious players, be it NA, EU, JP, or any other "ENDGAME" parties doing endgame related things have REM 99, AF3 and all skills capped, is that really hard to do??? Although I dont expect it to be this way, but how can one call themself endgame status if these basic things are not accomplished?

Can you call yourself a doctor without going through medical school, graduating and earning that degree?

No my EMP is not 99 yet, its 85, but i have not found the need to go beyond 85 since having Myrkr is more than enough and does a great job as it is, maybe in the future i may consider completing it. But your reply totally contridicts what i said.. and correct me if im wrong but did i not say at the end of my post:

I understand there are many players that are at different levels of the game, but also not everyone plays seriously, or has the drive, dedication, time, self care, mannerism, etc..

So how on earth does this make me out to be an elitist?

Lithera
05-30-2013, 01:30 PM
Because you assume and/or imply that everyone should have those things dispite the fact that not everyone is at the same lv. You are also comming off as thinking Geo is useless because it doesn't have those things. Yes, right now the job isn't as fleshed out as you would like but please tell me of any job that was when it 1st introduced? Blu sucked hardcore before it got some much needed spells added to its list. Be upset and maybe narrow minded about the job because its not where you want it to be RIGHT now, but that is right now. You know that there are some of the things you are complaining about are comming in the next update. So until then stay off the job if you are not enjoying it or feel its usefull in end game. Come back after the update and see if the thing which are going to be implemted make it better. If they haven't then fine write a post about how it can be better then.

Alhanelem
05-31-2013, 12:30 AM
I stated that people at endgame or serious players, be it NA, EU, JP, or any other "ENDGAME" parties doing endgame related things have REM 99, AF3 and all skills capped, is that really hard to do???Actually, that's not true. Very few people have RME 99s relative to most people at level 99 in at least a few jobs. You're being elitist because you're assuming most people have something that they don't. Most of the people *you personally play with* might, but not most people in general. Your world is not everyone else's world. All of these weapons are very time consuming to get, even if they aren't as difficult as they used to be, it takes time- and right now, even 99 RMEs aren't good enough for Delve. If you aren't already an elitist, it's virtually impossible to start delve without being locked into healing or buffing which aren't as gear dependent. naturally, these slots in a delve party fill up fast.

Also, GEO would be in that group of people that don't care much about the RME weapons. Why would you expect a GEO to have stuff like that? The only thing that affects the potency of geomancy is magic skills. There's no gear for that atm so any GEO with capped skills is currently able to act to his fullest. Just because GEO doesn't have elitist gear it doesn't even need doesn't mean it's not useful. It is useful, and has been used by many in current endgame.

Jamesy
05-31-2013, 02:58 AM
here i will quote myself since i doubt se can read the actually good suggestions over all of the bickering and whiny babies


why doesnt square enix change loupan AI to not be stationary? to me its a hefty flaw and that the loupans should follow what ever target they are cast on that way it makes geo-gravity actually have a purpose.

Alhanelem
05-31-2013, 04:28 AM
They are not going to make lupoans movable. I don't think that's even close to being on the table.

faster cast times, cheaper mp costs, more MP, better recovery will all make things a lot easier.

If auras could move around and follow a target, they'd be OP because they are unresistable and having them track targets would mean they'd always be applied and entering/eaving the radius would never be a factor.

Making them move seems like an obvious solution but there are balance reasons why that's not likely to happen. An ability with a cooldown that lets you relocate a badly positioned aura without having to cast it again might be more realistic.

Okipuit
06-01-2013, 03:21 AM
Hey Geomancers!

Just another tiny bit of information related to the upcoming geomancer adjustments; the enfeebling magic skill that will be added to geomancer will be the same rank as that of a black mage.

Also, the recast timer reductions for abilities that affect luopons will be located in the group 1 merit point category.

Tanama
06-01-2013, 04:49 AM
Thanks for the heads up, Okipuit.

Quetzacoatl
06-01-2013, 07:01 AM
So C+? I'm perfectly fine with this. :D

Hayward
06-01-2013, 07:07 AM
C+ is acceptable. Enfeebling's a tertiary function of the job but it's great that I can sleep those stupid worms with fewer resists while skilling up.

Jamesy
06-01-2013, 12:33 PM
in all honesty the geo-gravity spell was a joke alhan.

i in no way disagree making them move wouldn't be over powered but the usefulness of the spell is currently at a 0 unless its main intent is to be another way of Evasion down similar to Torpor but in that sense why didnt they just make Torpor II. not to mention thats assuming it has the same effect of normal gravity and it reduces evasion.

Trumpy
06-01-2013, 12:49 PM
I dunno but when i have done VW as blm there was usually 1-2 more blms all splitting procs and not nuking for dmg. All runnin out of mp cause of procs and then you get those patches u cant proc and get your meds back to replenish said mps. Geo can do a few tiers and supply a bit of refresh if needed. I dont really see the loss in that situation. Maybe i was just in shitty runs i dunno.

Hayward
06-01-2013, 09:25 PM
in all honesty the geo-gravity spell was a joke alhan.

i in no way disagree making them move wouldn't be over powered but the usefulness of the spell is currently at a 0 unless its main intent is to be another way of Evasion down similar to Torpor but in that sense why didnt they just make Torpor II. not to mention thats assuming it has the same effect of normal gravity and it reduces evasion.

I could see Geo-Gravity being useful in a kiting situation where you lay a type of "speed trap" that a tank could go through to get some distance from something like Kirin back in the 75-cap day. It could also help in case an overly aggressive mage lets off a few too many spells and steals hate--the gravity effect might allow the tank time to regain hate without too much harm coming toward that mage.

Indi-Gravity's usefulnees is still a bit unclear for me.

Jamesy
06-03-2013, 09:20 AM
hayward it would stilll require you to have the nm in a certain spot you want the geo spell if you cast that unless you stand still as a speed trap infront of the blm

Alhanelem
06-03-2013, 01:30 PM
Indi-Gravity's usefulnees is still a bit unclear for me. It can be useful as long as you're not the one with enmity kiting the mob. Just follow the NM / the kiter closely with it on. If you're using a kite tactic it shouldn't be too hard to do this most of the time.

Geo-gravity can be useful but you'd need more than one GEO to get enough slowdown time out of it for it to be worth while- e.g. put bubbles at opposite sides of a 'circle" you want to kite through.

Baccanale
06-04-2013, 05:45 PM
Greetings, everyone!

I wanted to thank everyone for sharing their thoughts on the Geomancer job so far! In order to make sure that this thread is properly seen, I have made sure to move the thread from "General Discussion" to the specific "Geomancer" forum. Thanks again for your participation!

Leatherman
06-05-2013, 11:49 AM
Ok here's my input on GEO improvements:

Add spells:

Indi-Repatriation
Geo-Repatriation (Warp to Nation)

Indi-WarpJeuno
Geo-WarpJeuno (Warp to Jeuno)

Indi-WatchTower
Geo-WatchTower (1tp 1mp 1hp /tick)

Indi-PhoenixDown
Geo-PhoenixDown (grants Reraise Effect)

Indi-Swiftness (Increases Mov. Speed)
Geo-Stop (binds enemies caught in area of effect)

****a Bell that allows the cast of 2 ind and geo spells, second indi castable on 1 party member.

Zagen
06-05-2013, 12:13 PM
Indi-PhoenixDown
Geo-PhoenixDown (grants Reraise Effect)

To keep this idea from being "overpowered" if implemented I see it wearing off if the GEO dies (logical after all) meaning it has no effect on them.

Leatherman
06-05-2013, 02:24 PM
To keep this idea from being "overpowered" if implemented I see it wearing off if the GEO dies (logical after all) meaning it has no effect on them.

***Yea the effect disappears with the death of the Geomancer, very useful during Boss fights where more than one person dies and the WHMs are too busy healing to get people up.

Zagen
06-05-2013, 03:08 PM
***Yea the effect disappears with the death of the Geomancer, very useful during Boss fights where more than one person dies and the WHMs are too busy healing to get people up.
Why isn't the GEO casting raise? The BRDs? The CORs?

Leatherman
06-05-2013, 06:21 PM
Why isn't the GEO casting raise? The BRDs? The CORs?


Lol yea have everyone sub WHM so they cast RR on themselves... should get some PUP/WHM to go backup heal and raise people... maybe this is a smarter idea than the question asked...

Zagen
06-05-2013, 10:38 PM
Lol yea have everyone sub WHM so they cast RR on themselves... should get some PUP/WHM to go backup heal and raise people... maybe this is a smarter idea than the question asked...

It's a boss fight... COR, GEO, and BRD should be subbing WHM or RDM meaning they have access to Raise relieving a WHM of that duty should a DD die, reraise, and get hit by an unstunned TP move/spell while trying to run to safety.

Your idea means the GEO is losing a debuff on the boss or you're bringing more GEOs than needed to allow for reraise aura essentially slowing the fight down which would likely leave more room for stuff to go bad.

Garota
06-08-2013, 03:18 AM
Give GEO indicolure and geocolure spells to remove Amnesia. 3 seconds within the aura would remove amnesia, simple as that.

Ordoric
06-12-2013, 07:18 PM
OMG I seriously wana /wrists reading forums mage is not HEALER support is not HEALER. I'm sorry guys but just because your a mage or a support class means you need to be a healing only. from what I played on geo yeas Indi closure spells is an aura of 6 yalms <feet> so I think base line def of a geo should be improved or have some sort of exclusive spell to enhance that short coming.

Quetzacoatl
06-13-2013, 05:20 AM
I am very let down by the merits we're being given. None of them will help enhance its capability to be given a spot in place of COR or BRD.

Trumpy
06-14-2013, 02:03 AM
my point in may about loupans that follow a mob isnt they wouldnt still exist when the mob its following dies. Would the loupan jsut sit there when the mob dies? i cant imagine it would jsut "magnetize" to the next mob. Seems to me the loupan would follow and then transition itself to being stationary types like they are now, unless they added a command like other pet jobs to make it follow the mob.

Dragomair
06-20-2013, 09:41 PM
Have yet to use GEO (Don't own the Seekers of Adoulin expansion.) From what I've seen, it could really use these updates.

Garota
06-28-2013, 11:31 PM
OMG I seriously wana /wrists reading forums mage is not HEALER support is not HEALER. I'm sorry guys but just because your a mage or a support class means you need to be a healing only. from what I played on geo yeas Indi closure spells is an aura of 6 yalms <feet> so I think base line def of a geo should be improved or have some sort of exclusive spell to enhance that short coming.

I'm noticing this as a problem too. GEO has no innate defensive abilities or spells to improve survivability other than the Indicolure and Geocolure spells available. This means no protect, shell, stoneskin, phalanx, etc unless you have the appropriate support job. When in a melee party and fighting a Delve NM, I'm most likely using Indicolure and Geocolure spells to enhance my melee party members' damage output. These spells include Precision (Acc), Fury (Atk), Frailty (Mob def down), and Torpor (Mob eva down). I'll also cast any of the aforementioned as a Geocolure spell. So that doesn't give me much survivability anymore in case I'm hit with an AoE, whether physical or magical.

I'm unlikely going to cast Barrier (Def bonus), Voidance (Eva bonus), Fend (Mag def bonus), Attunement (Mag eva bonus), Slip (Mob acc down), Wilt (Mob atk down), Vex (Mob magic acc down), Fade (Mob magic atk down). That's a pretty big arsenal of spells to be unused. We're not attempting to survive for extended amounts of time, time is of the essence, and we're trying to take down a mob within certain time limits. This is why I'm more unlikely to cast these Indi or Geo spells, and it would render me much more defenseless when in proximity of a mob.

I'm thinking GEO might legitimately be in need of a defense and magic defense boost in order to play a front line mage role.

radicaldreamer
08-12-2013, 12:11 PM
It'd be nice if Drain, when used by a geo with full HP, could impart the drained HP to your Luopan instead.

skullreaper
08-14-2013, 01:02 AM
From having played with Geomancer a little bit I have some ideas for adjustments that would be very beneficial for the job.

I.) Lower the MP cost of all the Indi and Geo spells to 1/3 of the original cost.
-The reason why I think that this is such an important adjustment is because of so many reasons; first off unlike Bards and Corsair who have free buffing capabilities Geomancers have quite a high MP cost for their buffing spells which is already putting them at a disadvantage and while it makes sense to make a magic buffer use MP for these buff they are even more expensive to cast than bloodpacts and any other type of magic in the game. Lets also not forget that nuking is the sub-role of the job making it almost unfeasible to nuke because of the amount of MP that Geomancer waste on their buffing.

II.) Add more flair to Geomancer Nuking Capabilities!!!
-I don't know about you guys, but the thing that is really interesting about Geomancer is the concept of making them a hybrid of BRD/BLM similar to how Corsairs are a hybrid of BRD/RNG; while the MP adjustments to their Indi and Geo spells will make this sub-role much more possible to fulfill I still don't think that Geomancer nuking abilities is unique enough when compared to Corsair range attack uniqueness because the "Ra" spell line is great for damage but its basically a watered down version of "Ja" spells so I had some ideas of how to make their nuking a bit more unique.

1.) Adjustments to Cardinal Chant
-Cardinal Chant is one of the only unique traits that Geomancers have so first off I think that the level at which this ability is learned should be increased to level 50 to prevent it from becoming sub-able which would be an extra boon to Geomancers since they have so little uniqueness in the nuking department.
-Secondly I think the Battle Chat should give us a message when we cast elemental magic to know what bonus we received when Cardinal Chant took effect; this would make positioning as a Geomancer much more easier and know if we succeeded at getting the effect we wanted.
-Thirdly currently not much is know about this trait so I wanted to offer some changes to the way this trait functions; I think the trait should work with percentages instead of flat bonuses and these percentages should increase every level.
*Base Percentage: East 5% > Magic Attack Bonus, West 5% > Magic Accuracy Bonus, South > Critical Hit Bonus 5%, North > Shorten recast by 5%
*Increases every 5 levels by: East 2% > West 2%> South 2%, North 2% to a maximum of 23% at level 95.

2.) Adjusts to "Ra" Spells
While the "Ra" spells aren't really that bad they don't offer anything new that "Ga" and "Ja" spells could do, so I think that perhaps they should add some type of debuff to the spell line to make them much more feasible especially due to their very expensive MP cost here is what I had in mind; also before you judge the additional effect off the bat and deem them overpowered they don't have a 100% land rate, they have around a 50% land rate that can only be increased to a 100% land rate with the "Theurgic Focus" ability.

*Stonera: Additional effect of rasp to all enemies within range.
*Watera: Additional effect of drown to all enemies within range.
*Aerora: Additional effect of choke to all enemies within range.
*Fira: Additional effect of burn to all enemies within range.
*Blizzara: Additional effect of freeze to all enemies within range.
*Thundara: Additional effect of shock to all enemies within range.
*Stonera II: Additional effect of rasp + slow to all enemies within range.
*Watera II: Additional effect of drown + amnesia to all enemies within range.
*Aerora II: Additional effect of choke + silence to all enemies within range.
*Fira II: Additional effect of burn + plague to all enemies within range.
*Blizzara II: Additional effect of freeze + bind to all enemies within range.
*Thundara II: Additional effect of shock + paralyze to all enemies within range.

II.) Make geocolure spells immune to damage.
So as of right now geocolure spells function like pets they have their own HP as a duration timer of the buff; however, the problem with this is that many monsters like using powerful Area of effect abilities and magic making it hard to maintain your geocolure spell up, and to make matters worst the Geomancer cannot use their Indicolure spell because the Area of effect would tear them apart so I think that the dematerialize ability should be gotten rid of and just make geocolure spells invincible that way the HP bar would be more like a timer rather than a hindrance that geomancers have to maintain.

Garota
08-16-2013, 12:12 AM
-Ra spells are kinda nice, but the fact that as the GEO is going to be attacked due to receiving enmity from casting an AoE centered spell is the reason I rarely use them. I would like the damage to come from the Luopan, since they cannot be attacked directly. One of my favorite abilities to use is Concentric Pulse, so it would be similar to the damage dealt by that ability.

skullreaper
08-22-2013, 01:00 AM
Ideas for new spells.

1. Introduce Indi-Veil at level 54 (73 MP) (Increases resistance to spell interruptions)
2. Introduce Geo-Veil at level 58 (146 MP) (Increases resistance to spell interruptions)
3. Introduce Indi-Pax at level 66 (98 MP) (Decreases enmity generated overtime.)
4. Introduce Geo-Pax at level 70 (196 MP) (Decreases enmity generated overtime.)
5. Introduce Indi-Regain at level 78 (102 MP) (Gradually increases TP overtime.)
6. Introduce Geo-Regain at level 82 (204 MP) (Gradually increases TP overtime.)
7. Introduce Indi-Concentration at level 84 (154 MP) (Increases casting and recast Speed.)
8. Introduce Geo-Concentration at level 88 (308 MP) (Increases casting and recast Speed.)
9. Introduce Indi-Haste at level 95 (189 MP) (Increases physical attack speed.)
10. Introduce Geo-Haste at level 99 (378 MP) (Increases physical attack speed.)