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  1. #1
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99

    Any word on Geomancer's nukes? Since that's what the job was always about.

    I'm hoping the Geomancer has damage-dealing spells/abilities, because that's what the job has been about in all of its appearances (FFIII, FFV, FFT, FFTA2). So far, I've only been reading about buffs and debuffs. Nothing to get excited about really.

    In III and V, Geomancer is basically a mage that uses random, no-MP-cost semi-powerful (Wind Slash) to very powerful (Shadowflare) spells based on the party's current area.

    In FF Tactics, Geomancer uses decent-strength, long range, AoE, omg-instant-cast, no-MP-cost spells that can also enfeeble the target. The spells are based on the Geomancer's current terrain. For example, the Geomancer can use Tanglevine when standing on grass, which deals damage and has a slight chance to immobilize the targets in its AoE.

    In FF Tactics A2, Geomancer has a spell list of low-MP-cost nukes, with options either available or grey-out depending on location and weather. For example, Shining Flare deals AoE fire damage and can be used when the sun is shining.

    This is the Geomancer players have wanted.

    Has SE said anything about Geomancer's magic DD capabilities?
    (1)

  2. #2
    Player Dantedmc's Avatar
    Join Date
    Sep 2011
    Posts
    77
    Character
    Danntay
    World
    Lakshmi
    Main Class
    SCH Lv 99
    IIRC B+ in elemental magic with TIV nukes, some dark magic and new -ra spells.
    (2)

  3. #3
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by Dantedmc View Post
    IIRC B+ in elemental magic with TIV nukes, some dark magic and new -ra spells.
    Oh, so it will actually be wielding white and black magic? Tier IV nukes would be okay, if it gets native Quick Magic (several tiers), high-tier Fast Cast, and max-tier Conserve MP, to keep in the spirit of the job. In return, make the usable nukes limited by location or weather.

    Outdated nukes for full MP cost won't make the job useful for damage. I'm sure Geomancer will have much better uses for its MP than expensive, mild-damage nukes.
    (0)

  4. #4
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by Dantedmc View Post
    IIRC B+ in elemental magic with TIV nukes, some dark magic and new -ra spells.
    This is what I heard too. They also mentioned GEO nukes would be highly dependent on Polarity. This is a job trait that changes the bonus you get depending on where you're standing relative to the mob. For example, south of the mob you get magic attack bonus, north you get accuracy, west you get fast cast. I forget the third third bonus and I'm not sure if that's how the directions aligned, but that's the idea.

    I remember Geomancer from Tactics and that's the job I wanted too, although I don't know how they could have implemented the terrain dependency. It seems they've replaced it with directional sensitivity rather than what's under you. It's interesting, but we'll see how it plays out.

    It would be nice to see a nod to Tactics and introduce some later abilities affected by terrain. SE seems to be in this mindset of giving hybrid jobs some very specific irreplaceable niche abilities. I wouldn't mind a huge GEO spell that could only be utilized while standing in water, etc. I wouldn't want it to be the job's only draw, but honestly with how fast it is to level things these days I'm not sure I'd actually be that disappointed if it were either.
    (0)