There's a number of interesting (and just plain weird) things people are finding:
-Opposite effects that can't usually coexist can with geomancy- an enemy can be hasted and slowed at the same time, you can have attack up and attack down at the same time, int up and int down, flee and gravity, etc.
-geomancy effects stack with otherwise identical effects. You can have normal poison and geo-poison on the same target, slow and geo-slow, etc. This was tested in ballista and opponents would have status effects for both spells.
(This means Slow II, Geo-Slow, and Elegy all stack. Pretty comfy window for casting utsusemi or any other spell)
-the geomancy debuffs do not seem to be resistable- a pretty good payoff for them being immobile, expensive, and a relatively small radius.
-A friend and I came up with an idea (we aren't able to test it yet) based on this: Have a group of geomancers make a circle of Geo-gravity bubbles, through which you could kite literally any monster. you can also pretty severly weaken a mob with multiple debuff effects in the same location.
The main advantages GEO has are thus in TLR format:
-Geo effects stack with identical non-geomancer effects, and these effects are not readily resistable.
GEO seems in a much better position to be a debuffer than a buffer, though many of the buffs are able to synergize with the debuffs, e.g. attack up on party, defense down on enemy.
But despite there being gravity, there's no movement speed up, and despite slow, no haste.

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