I think taking some aspects on mog from vi is a great idea but i would suggest using Geomancer from tactics as the groundwork.
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Staring at that mithra....
/hooray for Kazushi Hagiwara!
http://basta.gangz.com/
Hentai maker?
Who put a hole in his spoon... :P
Still I'd like to see more peoples suggestions on how to make Geo playable in the manor he normally is (using terrain).
If you've watched the alpha videos its not like the terrain varies like in tactic games.
Like what Zenaku and I where talking about maybe would work (some way to cause the changes around you and then wield those changes).
The FFXI geomancer sound a lot like WoW's shamans. In that they work by like putting a buff on the ground where people have to be near to get or they can buff someone and they become the becon for the buff.
Basically it would depend on the zone you are in. Also weather patterns/atmosphere as secondary and tertiary mediums of grabbing an element or skill. So Geo could have "Use terrain" "Use Weather" and "Manipulate Atmospheres" as main skills/spells and perhaps have a few different traps that are set apart from using terrain.
So if Male characters become Geomancers, they'll be Geodudes? :O
I wanna be a Geodude. /cry
Thief, Samurai, Ninja. That is all.
Make Geomancer like the Airbender stuffs
I am also a huge fan of geomancer and would like to see this class introduced over any other. If they had done it in xi then I may have played it through all times (till today!).
I never played the geomancer in FFIII, however I did play geomancer in V and Tactics. I'd personally like to see it more like the tactics version. A class that you could use melee weapons with, but also cast spells. Though if they went with the bell and made it just a ranged caster, I could live with that just happy to play it.
I saw a few posts of different ideas as how it could work, and some people that can't grasp it. I like the idea of pulling elements from weather and from the area.
My idea as how it could work for drawing the element from the area is a little more random. A geomancer could go into an area (say a dungeon), this dungeon has stone, wood, and moss areas all over, so these would be the type of nature type elements the geo could draw from. So when the geomancer loads into the area, their "pull element" (or whatever you were calling it, I have a bad memory and I don't forum post enough to know how to qoute) list would then be filled with these 3 spells (spells based off of the 3 elements) so when they cast it, it would have a 33% (based on the fact there are 3 spells) to cast each one. That way you could make sense of how they could get the spells, the game wouldn't need to try and figure out which ground type you were standing closest too. Ya it's a little random but whatever, each type of elemental spell would also have a chance for status effect (again different for each element cast). So the idea (at least the way I look at it) is a dps class (not as powerful as focused dps classes) but more focused on debuffing enemies, and ultimately winning battles by making the enemy unable to properly perform.
I know a lot of people want Rdm, Nin, Sam, however this isn't XI, it doesn't have to follow the same steps, and as others have said, Geomancer is a class many seem to not know much about and maybe it would be much more popular if it was more well known.
I really like and tend to agree with your ideas. I just got home from work not long ago did a sketch. While sketching i was thinking along the lines of a more Final Fantasy Tactics based Geomancer with a sort of Native American style. Though they were barehanded in FFT, i was thinking of equipping them with a tomahawk or a rain stick (something tribal).
Please be gentle, i have not drawn anything for at least two years.
http://i1268.photobucket.com/albums/...ps73443251.jpg
There was a thread about classes branching into multiple jobs. I could see GEO as a division of CNJ, being attuned to nature. Maybe it could be CNJ30/THM15, since there currently isn't a job that allows the use of both abilities. Maybe PGL/CNJ or CNJ/PGL for a melee variation.
GEO is a tricky job to pull off in a free-roaming game, let alone an MMO. The server would need to constantly track the terrain type you stand on (which I doubt it's currently programmed to do) in order to be like the FFTactics version. I think if it were closer to FFIII/V/VI(Mog), the randomized casting would cause too many problems.
Perhaps it can have 3 ability types (nuking/buffing/enfeebling) that change depending on the zone you're in. Some examples:
- Buffing ability:
- Thanalan: Stoneskin
- La Noscea: Aquaveil (or some variant)
- Black Shroud: Blink (or some variant)
- Enfeebling ability
- Thanalan: AoE Blind "Sand Storm"
- La Noscea: AoE Poison (poison and water are linked in XI, idk about XIV)
- Black Shroud: AoE Silence (tree falls in the woods...you get the idea)
Obviously dungeons would have unique effects as well. This way GEO's role would change drastically depending on the area. Using my Black Shroud example, if the monsters use a lot of magic the GEO can use the Enfeebling ability for Silence. If the monsters have no magic, the GEO can use Blink to make them miss the party more. Of course given this model, the GEO would be overpowered against melee monsters in Thanalan (given Blind and Stoneskin), but you get the jist of the idea.
Geomancer better use bells!
*flashes back to FF3 dual-wielding bells attack, DONG DONG DONG, DONG DONG DONG!*
No thank you I just want THF SAM and NIN.
I like the idea of the tomahawk, but like the idea of the rain-stick more so. I am one that would like to see more of a mix class between caster and melee though, I see others want just the caster type with a bell though, can't blame them, some people just want to live in nostologic memories out forever, and final fantasy really is a game series that caters to that idealogy.
@ Bita: extra thumbs up for campaigning geomancer class. I saw your post on "additional jobs for the future, a graphic, need help". If we get geomancer before other classes you should get a prize.
The more jobs/classes they can put in the game and keep it balanced the better. I'm never going to be against a class/job as long as it makes sense and doesn't become overpowered and unbalance the game. But first of all... give me Samurai.
yes plz
/10char
Keeping in mind that DoW classes greatly outnumber the DoM classes, adding classes for Geomancer and Red Mage jobs would be good. Although Geomancer lore seems to tie into Conjurer lore, I don't think it's mechanically compatible.
Using the idea previously discussed revolving around altering terrain for the benefit of a Geomancer (and possibly useful in other ways as well), it sounds to me like a job for a rune caster class. And that sounds exactly how an Arcanist will play. So, it could be utilized as a secondary class allowing the Geomancer to have the ability to alter his/her own terrain as necessary. An interesting mechanic, at the least.
I suppose some form of swordmage class could open the door for both Red Mage and Geomancer.
I don't care who gets what as long as I get Dark Knight. :o
I'd like to see all classes added eventually.. Adding new classes later is better for an expansion anyway. If they get to that point lol
I could see it maybe coming out with an expansion where they open up a new region with different zones. Perhaps a continent that is more diverse with Lava, Jungles, Snow, Marshlands, Rainforest etc. This new area could have different cultural beliefs and perhaps their Conjurer types went a slightly different route with elements. I dunno. Regardless, I'm all for additional classes. More to do :D However, I don't want to see a bunch of classes get dumped in and SE forget about keeping things fair as far as mechanics. I never want to see one class > another class, especially with PVP being added. Not to mention it makes people more prone to class stacking. I want to be able to play what I want, when I want, and it be a viable option
Well some more info on Geomancer from XI which could likely help out on ideas for XIV's:
So based on their first MMO implementation of Geomancer, we can figure that despite them taking out directional combos from ARR, Geomancy can work around other factors than just terrain or weather elements. As well of course, they'll use their signature bells since I believe pretty much every version of Geomancer used a Bell of some kind xD.
Personally, it feels like the limitations of an MMO (no matter console or PC) can hinder a lot of single player mechanics transitioning over into the MMO genre, which is why it's unlikely we'll ever see attacks like Freya's Trance happening for DRGs for example.
So dropping the element on the ground and then messing with it idea isnt to far from what they are doing.. :D
For Freya's Trance you can do it in an MMO, you just have to have air code, I'm sure WoW could do it. (Although the Archer/Bard attack isnt too far off) Edit: In ARR they have jump so actually I'm sure ARR could do it too lol
Yeah, thinking more the processing involved with it, I know it can be done in general as a skill, but like free flowing capes, throw in the fact battle systems have become more of a "free form" thing like you can swing your sword or do a skill and it can completely miss the target, stuff like that.
So Geomancy can definitely work if they change it up a bit like they're doing. My only gripe with it is the way XIV/ARR has limited amount of skills, but as those descriptions state basically enhancing your battle skill you'll enhance the magicks effect. In terms of this game, it'd probably be that whole 'affinity' thing we used to have in early 1.0 days that may make a combat.