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  1. #37
    Player
    Join Date
    Jul 2013
    Posts
    33
    From having played with Geomancer a little bit I have some ideas for adjustments that would be very beneficial for the job.

    I.) Lower the MP cost of all the Indi and Geo spells to 1/3 of the original cost.
    -The reason why I think that this is such an important adjustment is because of so many reasons; first off unlike Bards and Corsair who have free buffing capabilities Geomancers have quite a high MP cost for their buffing spells which is already putting them at a disadvantage and while it makes sense to make a magic buffer use MP for these buff they are even more expensive to cast than bloodpacts and any other type of magic in the game. Lets also not forget that nuking is the sub-role of the job making it almost unfeasible to nuke because of the amount of MP that Geomancer waste on their buffing.

    II.) Add more flair to Geomancer Nuking Capabilities!!!
    -I don't know about you guys, but the thing that is really interesting about Geomancer is the concept of making them a hybrid of BRD/BLM similar to how Corsairs are a hybrid of BRD/RNG; while the MP adjustments to their Indi and Geo spells will make this sub-role much more possible to fulfill I still don't think that Geomancer nuking abilities is unique enough when compared to Corsair range attack uniqueness because the "Ra" spell line is great for damage but its basically a watered down version of "Ja" spells so I had some ideas of how to make their nuking a bit more unique.

    1.) Adjustments to Cardinal Chant
    -Cardinal Chant is one of the only unique traits that Geomancers have so first off I think that the level at which this ability is learned should be increased to level 50 to prevent it from becoming sub-able which would be an extra boon to Geomancers since they have so little uniqueness in the nuking department.
    -Secondly I think the Battle Chat should give us a message when we cast elemental magic to know what bonus we received when Cardinal Chant took effect; this would make positioning as a Geomancer much more easier and know if we succeeded at getting the effect we wanted.
    -Thirdly currently not much is know about this trait so I wanted to offer some changes to the way this trait functions; I think the trait should work with percentages instead of flat bonuses and these percentages should increase every level.
    *Base Percentage: East 5% > Magic Attack Bonus, West 5% > Magic Accuracy Bonus, South > Critical Hit Bonus 5%, North > Shorten recast by 5%
    *Increases every 5 levels by: East 2% > West 2%> South 2%, North 2% to a maximum of 23% at level 95.

    2.) Adjusts to "Ra" Spells
    While the "Ra" spells aren't really that bad they don't offer anything new that "Ga" and "Ja" spells could do, so I think that perhaps they should add some type of debuff to the spell line to make them much more feasible especially due to their very expensive MP cost here is what I had in mind; also before you judge the additional effect off the bat and deem them overpowered they don't have a 100% land rate, they have around a 50% land rate that can only be increased to a 100% land rate with the "Theurgic Focus" ability.

    *Stonera: Additional effect of rasp to all enemies within range.
    *Watera: Additional effect of drown to all enemies within range.
    *Aerora: Additional effect of choke to all enemies within range.
    *Fira: Additional effect of burn to all enemies within range.
    *Blizzara: Additional effect of freeze to all enemies within range.
    *Thundara: Additional effect of shock to all enemies within range.
    *Stonera II: Additional effect of rasp + slow to all enemies within range.
    *Watera II: Additional effect of drown + amnesia to all enemies within range.
    *Aerora II: Additional effect of choke + silence to all enemies within range.
    *Fira II: Additional effect of burn + plague to all enemies within range.
    *Blizzara II: Additional effect of freeze + bind to all enemies within range.
    *Thundara II: Additional effect of shock + paralyze to all enemies within range.

    II.) Make geocolure spells immune to damage.
    So as of right now geocolure spells function like pets they have their own HP as a duration timer of the buff; however, the problem with this is that many monsters like using powerful Area of effect abilities and magic making it hard to maintain your geocolure spell up, and to make matters worst the Geomancer cannot use their Indicolure spell because the Area of effect would tear them apart so I think that the dematerialize ability should be gotten rid of and just make geocolure spells invincible that way the HP bar would be more like a timer rather than a hindrance that geomancers have to maintain.
    (1)
    Last edited by skullreaper; 08-14-2013 at 02:25 AM.