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
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
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.Indi-Gravity's usefulnees is still a bit unclear for me.
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.
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!
Give GEO indicolure and geocolure spells to remove Amnesia. 3 seconds within the aura would remove amnesia, simple as that.
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 think players are broken
90 whm 90 blm 87 sch 79 drk 75 pld 75 smn 68 sam.
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.
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.
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.
Have yet to use GEO (Don't own the Seekers of Adoulin expansion.) From what I've seen, it could really use these updates.
It'd be nice if Drain, when used by a geo with full HP, could impart the drained HP to your Luopan instead.
It's important to hold onto your dreams.. Even if it means staying half-asleep.
-rd
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