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Geomancer Idea
Here's a fun little idea I thought of while at work one day: Geomancer healing. So, you know how Arcanist splits into Scholar or Summoner? What if Conjuror split into either White Mage or Geomancer? Once you obtain the Soul of the Geomancer, some of your Conjuror abilities would be infused with special properties. Some of the ideas I came up with were this:
Disclaimer: Potencies may not be balanced, nor did I include recast times because I am not sure what would be too over-the-top. I'm attempting not to make the class too powerful, while still being competitive. It won't have the healing arsenal of White Mage, nor the Mitigation of a Scholar. Its buffs will be comparable to Astrologian while not making them obsolete.
Cure I > Water I - Restores Target's HP. Potency 300. Additional Effect: Applies a heal over time for 6 seconds. (The heal would tick each second rather than every 2/3 seconds.) Regen Potency: 70.
Cure II > Water II - Restores Target's HP. Potency 500. Additional Effect: Applies a heal over time for 6 seconds. (The heal would tick each second rather than every 2/3 seconds.) Regen Potency: 70.
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Medica I > Tidal I - Restores own HP and HP of nearby party members. Potency: 300.
Medica II > Tidal II - Restores own HP and HP of nearby party members over 6 seconds. Potency: 150. (The heal would tick each second rather than every 2/3 seconds).
All of the abilities would change into more geologic- type abilites.
Stone would remain the same.
Aero I, II > Singe I, II - Deals Fire damage with a potency of 50, lasts 18 seconds. Additional Effect of Singe II: Has a chance to spread to nearby targets each time the enemy is struck with Stone. Igneous will always spread Singe.
Some of their utility would be:
Quake - Target an ally and place a quake on them. For the next 10 seconds, all enemies around the target will take unaspected 100 potency damage. All emnity generated from Quake is transferred to the target.
Eolian - For the next 15 seconds, all allies within x yalms can cast while moving.
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Eruption - For the next 30 seconds, Stone I, II, III, IV become Igneous. Striking the target for 50% additional damage, leaving behind Magma. Magma - A damage over time effect for 10 seconds. When Magma expires, the target bursts into flames dealing 500 potency damage.
Submerge - Place a buff on the target for 20 seconds. If the target takes a fatal blow while under the effect of Submerge, they're placed in a bubble for 4 seconds. If the target isn't above 1 HP after bubble wears off, the target dies.
Germination - Increases the healing magic potency of all yourself and all party members by 50% for 10 seconds. Effect does not stack with Largesse.
Rock Armor - Infuse a targeted ally with Rock Armor, reducing all damage taken by 20% for 15 seconds. Effect does not stack with Bole.
Magma Armor - Infuse a targeted ally with Magma Armor, increasing all damage dealt by 20% for 15 seconds. Effect does not stack with Balance.
Water Armor - Infuse a targeted ally with Water Armor, increasing healing received by 20% for 15 seconds.
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Wind Armor - Infuse a targeted ally with Wind Armor, increasing the passive regeneration of MP and TP. Refresh Potency: 100.
Only one armor ability may be active at a time. This would prevent the class from using all four armors at once each time they're off CD.
I know in the FF lore, Geomancers use bells as weapons, but if their going to use a bell, perhaps it can be atop a staff (think feudal japan monks) or scepter of sorts. I think having a bell just sounds silly for an elementalist personally. I'd rather a hammer/mace.
It's a neat idea, clearly not perfect. The direction I want to go with this is more of an on-demand buff/damage class, rather than mega-throughput.
Their healing abilities can be water element, defensives can be rock elements, damage can be magmatic, and their buffs can be more air oriented. This accounts for the Hydrosphere, Atmosphere, and Geosphere, and Biosphere.
Thoughts?
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Quote:
Originally Posted by
Novak_04
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The idea behind what you wrote sound pretty fun, potency seems a bit off here or there but the concept is cool.
That being said, I don't think they would do GEO simply because it is pretty much the same lore as CNJ/WHM. They shot them selves in the foot making the CNJ/WHM SO in tune with the elements.
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Slight spoilers, but according to the Astrologian Questline, Geomancers rely on the powers of Earth, Wind, and Water. Astrologians and Geomancers are supposed to compliment each other. Astrologians read the stars for the future, and act mostly as observers or participants. Geomancers use the elements around them to predict the future and play an active role in whether or not it comes to be. The Geomancer NPC also takes a LONG time to perform his rituals.
Quote:
Originally Posted by
Maku
/snip
Given that the only iteration we've seen of GEO seems far more similar to an Exorcist class, that may be why, but then, since when has an NPC accurately described a jobs function in game? I believe when we first saw whats-her-face using a magical rapier (basically revealing Red Mage) she was still using the PLD moveset.
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Whatever the new healer becomes, I just want it to play sufficiently different from the existing jobs.
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It is unlikely for the new job to run off an existing class. Classes, being a remnant of the failed 1.0 launch, are slated to be phased out either in the 5.0 or 6.0 expansions (we are currently on 4.0). Yoshi-P has also voiced that while he thinks SCH was a success, linking it to the ACN and SMN was a mistake. That said, this was a couple years ago, so he might have changed his mind. That said, we might see similar abilities, such as how RDM has verfire and verstone, which are comparable to BLM and WHM's versions of hte spell.
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I don't understand why people want/think GEO would be a healer if it was added. It has only ever been a support once, and it had no healing, every other iteration has been full damage with status effects.
Your suggestions are also really...
You HoT would NEVER work with the system in place, and Water I is a 720 potency heal? Seems legit.
And don;t even get me started on "Tidal II".
Just as an example:
Quake - Target an ally and place a quake on them. For the next 10 seconds, all enemies around the target will take unaspected 100 potency damage. All emnity generated from Quake is transferred to the target.
Eolian - For the next 15 seconds, all allies within x yalms can cast while moving.
Eruption - For the next 30 seconds, Stone I, II, III, IV become Igneous. Striking the target for 50% additional damage, leaving behind Magma. Magma - A damage over time effect for 10 seconds. When Magma expires, the target bursts into flames dealing 500 potency damage. (I don't... How at all is this even close to being even half balanced)
Germination - Increases the healing magic potency of all yourself and all party members by 50% for 10 seconds. Effect does not stack with Largesse.
Rock Armor - Infuse a targeted ally with Rock Armor, reducing all damage taken by 20% for 15 seconds. Effect does not stack with Bole.
Magma Armor - Infuse a targeted ally with Magma Armor, increasing all damage dealt by 20% for 15 seconds. Effect does not stack with Balance.
Water Armor - Infuse a targeted ally with Water Armor, increasing healing received by 20% for 15 seconds.
This is why most players should never have a say in balance. Y'all suck at it.
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I get you want to share you concept with others but... at least tweak it a little before making your suggestions? I mean come on, this job would be so OP it would make AST shake in its boots.