
Originally Posted by
Economizer
I'll start by saying that not having Clear Mind when the job's unlock quest involves resting is slightly funny.
Until they update healing I don't think Clear Mind is really going to be as big a help as you'd need.
Assuming you're talking about soloing like I think you are, I think one obvious thing is the difference between White Mage and Geomancer - both have identical Club and Staff skills if I recall correctly, but White Mage has some weapon skills Geomancer will never have.
Now this may or may not be a problem. As a Geomancer you might have no problem with being stuck with a Staff and using Spirit Taker all day, especially since you might be banking on a Chatoyant Staff to boost up your nukes to reasonable levels since FFXI still doesn't have any magic affinity shields. But maybe you want to use what's billed as your main weapon (despite having magic nukes that aren't as horribly crippled as the Banish line) and stick to a Club. You'll run into problems unless you plan on using a Dukkha and Starlight all day since you can't use White Mage's Mystic Boon, nor can you use a Gambateinn (which would probably be more useful for a Geomancer then it ever would be for a White Mage).
To further crap on Geomancers, you don't get any good amounts of Occult Acumen (and nor can you get it at the same time as Magic Attack Bonus from /BLM or /RDM), so every nuke you cast won't even give you the smallest ponze of TP short of wearing the right gear or going /DRK (which would be more useful if you used a Staff since Last Resort doesn't work with 1h even when single wielding, actually boosts the damage of your nukes, and can Spirit Taker).
Clubs and mages have been pretty poorly thought out outside of ignoring as much of the other roles you can do as you can and just smacking things into submission, so this shouldn't really be a surprise.