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  1. #11
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Holy @$%! This just keeps getting better now that Geomancer is getting Enfeebling Skill and Sleep 1+2! I'm actually considering 8/8ing my enfeebling again. >.>

    Quote Originally Posted by Sparthos View Post
    Luopans should behave more like a slowly dying avatar than a stationary totem.

    Summon your geo-whatever and then use an Assault-type JA to pick its target so it can begin to slowly spew out its debuff effect. When the target dies, it returns to the Geomancer ready to be deployed on the next target.
    SIMPLY PUT, THIS. ↑↑↑↑↑↑


    Spells just cost too much and I cannot speak for other servers but on ours, people don't even have the patience to wait for whm to buff in several events such as NNI, Salvage, Assault, Delve, why would anyone want to stand in one spot waiting for a luopan in a fast pace movement environment?
    I would say do more skirmish to get the Indi- spells into circulation, and a good amount of crafting items going around as well, until they add more places for them to drop. You get a nice pre-delve weapon as a bonus.

    I've noticed in Delve lately that Geomancers are often in the main party similar to where RDM is normally placed in the alliance group, alongside PLDs. Indi-Refresh on yourself and WHMs and BRDs, and then Geo-Frailty on any NMs being fought inside Veils as well.

    I think for NNI in parties with extra support and 3DDs (considering all your DDs are using Delve weapons), one Geomancer can scout around for extra NMs and do extra pulling ala RDM, and if by any chance we'll see any increase in range for Aura effects, Indi-Regain for two DDs that are close together on kill-all floors. Boss floors would be afflicted with Geo-Frailty, if your party members aren't moving around incessantly.

    Salvage II has seen some use out of Geomancer- In AR II, Geo-Fend has been able to cut down damage on Fulmination when fighting Khimairas. Made the fight go smoother for one group who reported this.

    Honestly, if we don't find Geomancer having any abilities to bust out more than one Indi- and/or Geo- spell, the job might have to settle on making itself a PDT set for double-buff situations. The only thing that makes this idea difficult is AoEs and such, where Geomancers would be in direct fire of them when using Indi- spells. If the enemy has no AoEs or Knockbacks, what's left to lose? If it does, keep your distance and improvise.

    But also the job has no Cure, Stoneskin, Blink limiting Geo to use Whm/Rdm as a support job.
    /RDM and /WHM have always been stable subjobs to compliment jobs like BLM, SMN and SCH anyways. Why should Geomancer be any different? /SCH is only so situational to begin with for VW procs and access to sleep pre-adjustment.

    Redmage Refresh 2 does it better
    Indi-Refresh + Refresh with /RDM. 5 + 3 = 8/tic, compare that to a solo 7/tic with RDM AF3+3 legs. Only way to make that even better is if GEO and RDM are in the same party. That way, 5 + 7 = 12! Plus, consider that there is potential for an extra tier of refresh past 400 Geo/Hand skill that will increase Indi-Refresh to 6/tic with Skill Gear and Merits.

    One big turn off that has rippled through the land is that although SE updated so people can turn off geomancer effects- it's already left a scar and some people already have hate points for the fact that spells gave horrible lag.
    That never stopped Summoner from being used in alliance-based endgame. Again, why should Geomancer be any different? Oh wait, because somehow the animations trigger some players' vertigo, despite whether the claims were legitimate, or just a ridiculous excuse to keep complaining and spoil the job because they dislike the job as is. (Mother%#@ing fantastic.) Either way, it still won't matter.
    (2)
    Last edited by Quetzacoatl; 05-30-2013 at 06:47 AM.