I know there have been many suggestions before for this job, and that the current jobs need to be balanced out first, but I had a new idea for these magical nukers and how they could work in vana'diel.
Geomancer
Job Overview
A force to be Reckon with, The Geomancer (GEO) uses his physical prowess to bring devastating firepower to the battlefield. The Geomancer job is simply to gain TP and use Offensive Magic through a skill known as Geomancy. But these elementalist talents don't stop there, they also have the power to conjure elemental spirits to help them out in the mist of battle, but unlike Summoners they use there TP to manage these Spirits, and can usually maximize there use.
Adjustments to Elemental Spirits
I think they should be kept as is, but I think they should be up to date. Geomancer will have a bundle of traits and abilities to increase there power and have more control over them, but of course the main focus of Geomancer is there Geomancy magic. And luckily if a summoner wants to maximize there elementals power they can also tap into that power by subbing Geomancer and using half of there skills.
What is Geomancy?
Geomancy is the skill used by Geomancer to conjure there elemental magic, but unlike other mages that use MP to cast there spells, the Geomancer uses TP for there spells. in addition similar to Blue mages they cannot buy there spells they must go to a certain area with a certain weather, fight a elemental then they will have a 100% rate of gaining a new Geomancy spell. While this is time consuming it sure is worth the effort, they gain many useful spells that match or over excel the other mages. But as a drawback they must set there spells like a Blue mage. (Also similar to Blue mages they can learn spells 10 Level earlier than you can equip it.)
What is Geomancer role in a party?
The Geomancer role is simple, basically they are a hybrid like Blue mage they have to set there spells just like them, and have the same limits as Blue mages. They also gain alot of support from there elemental pets. The drawbacks of this job is that they have very low HP and VIT so they have a high chance of dying if they try to spam elemental spells on the target.
Magic Skill Ratings
1.)Geomancy [A+] (Main Skill)
2.)Summoning [C] (For Spirits, Also works for avatars lol)
Combat Skill Ratings
1.)Clubs [A+] (Uses almost all Clubs, especially battle hammers)
2.)Axes [C+]
3.)Parrying [D+]
4.)Evasion [E]
Stats Ratings
1.)HP [Low]
2.)MP [Low] (Similar to Dark Knight for elemental summoning)
3.)STR [Low] (Main focus in on Geomancy spells.)
4.)DEX [High]
5.)CHR [Low]
6.)AGI [Decent]
7.)INT [High] (Supports Geomancy nukes)
8.)MND [Low] (Supports Geomancy buffs + Cures)
9.)VIT [Low]
Job Traits
LV1-Tactical Swap (When you summon a elemental instead of MP perp you receive TP perp.) (Geomancer ONLY)
LV10-Max TP Boost (Raises TP limit from 300 to 350)
LV15-Conserve TP
LV20- Magic Attack Bonus
LV25-Auto Regain
LV30-Max TP Boost II (Raises TP limit from 350 to 400)
LV35-Occult Acumen (Works with Geomancy)
LV40- Magic Attack Bonus II
LV45-Dual conjure (Allows you to summon 2 Elementals)
LV50-Dual Wield
LV55-Elemental Aura (The elemental provides a stats bonus of the appropriate element to the party for example Fire spirit would be +STR the bonus is 10%)
LV60-Max TP Boost III (Raises TP limit from 400 to 450)
LV65-Occult Acumen II
LV70-Store TP
LV75-Magic Attack Bonus III
LV80-Auto Regain II
LV85-Magic Attack Bonus IV
LV90-Occult Acumen III
LV95-Max TP Boost IV (Raises TP limit from 450-500)
LV100 (99)-Elemental Affinity (When in a certain weather increases your strength with spells of that element 10%)
Job Traits
-LV1 Elemental Fury (Summons all your elementals to the field to assist you in battle)
*Recast 2Hrs/Duration 5Minutes
*No Perp cost while under this effect
-LV25 Energy Decree (Command your Elemental to use a spell)
*Recast 3Minute
*Allows you to use a spell from the Elemental list
*When you have Dual Conjure on it only works with one elemental, but you have both elemental magic list mixed together.
-LV50 Elemental Junction (Fuse with your elemental and increase your strength)
*Recast 10Minutes/Duration 5Minutes
*Stops Perp cost
*Fuses your elemental with you allowing the use of its spells. (Requires your MP to use spells)
*You gain half of the elemental HP and MP added to you.
*Doesn't work when you have 2 elementals out.
*Raises your Elemental power with the elemental you fused with by 20%. (So fire Spirit would raise Fire Damage by 20%.)
-LV85-Energy Sacrifice (Transfers all your elementals TP to you.)
*Recast 5Minutes
*Works with Dual conjure
Some Job Spells
if SE really likes the idea ill let them decide where to get the spells and at what lvs lol. also the spell list is out of order that is not the official order, and this is just a example not a full spell list.
LV1-Fire Spirit
LV1-Ice Spirit
LV1-Air Spirit
LV1-Earth Spirit
LV1-Thunder Spirit
LV1-Water Spirit
LV50-Fire Spirit II (GEO only)
LV50-Ice Spirit II (GEO only)
LV50-Air Spirit II (GEO only)
LV50-Earth Spirit II (GEO only)
LV50-Thunder Spirit II (GEO only)
LV50-Water Spirit II (GEO only)
LV?-Pitfall- Earth damage
LV?-Torrent- Water damage (+Rasp)
LV?-Tanglevine- Bind + Poison
LV?-Contortion- Confuse
LV?-Tremor- Earth damage (+Slow)
LV?-Wind Slash- Wind damage
LV?-Demon Fire- Fire damage (+Burn)
LV?-Quicksand- Earth damage (+Gravity)
LV?-Ice Pillars- Ice damage (+piercing damage)
LV?-Magma Surge- Fire damage (+DOT)
LV?-Refreshing Wind- Gives the effect of Refresh,Regen,Regain (1 per tick)
LV?-Venom squall- Bio + Virus
LV?-Avalanche- Ice damage (+Stun)
LV?-Earthquake-Earth damage
LV?-Waterspout-Water damage (+Drown)
LV?-Whirlpool-Water damage (+Confuse)
LV?-Flame Burst-Fire damage (+Def Down)
LV?-Soothing Rain-Heals HP (+Regen)
LV?-Hardskin-Phalanx + Stoneskin
These are just some spells I came up with of course there should be more than 19 there are many weathers in multiple areas.