Neat concepts, even if not my first choice for the class-stem or style of Geomancer. Just on basic concepts and mere preferences alone, I'd rather the base class be an actual fencer, with abilities that hint at elemental affinities, while the elemental wheel is introduced in RDM and debuffs are made in combination between one's current step in the wheel and the abilities used. That said, such would likely leave a lot to fine-print tooltips (ability does A in Z, B in Y, C in X, nothing extra in other three elements; this ability gains buff A in Z, B in Y, C in X)...
In terms of actual critique:
- The Tactical Wheel buffs seem unable to be procced predictably in time for any particular event and the parry buff seems almost useless compared to the magic damage increase (which seems to make up the slight majority of RDM and definite majority of Geomancer). The Wheel also feels like it could be a more useful and interesting concept in itself (even if it is in some ways limiting or hindering; or more noticeably throttles and bottlenecks the class) that could add more dynamics to the Elementalist by carrying a native buff inside of each element instead.
- The minor percentages of abilities like Main Gauche also feel too weak.
- Point-in-line seems quite weak as a native ability. As a non-strength class, you're unlikely to be parrying for even 18% or so of the attack strength. Gaining 10% of that chance does not warrant a 10% loss in dps, even with the damage of Riposte (which, due to the long DoT, does not currently benefit quick successive counters, by the way). I would rework this into either a mechanic or a sort of free, dynamic buff that can only be used on one enemy at a time and would have reason to be deployed at certain times (not using it early nor late)--something that fits the theme and won't go unused but is not necessitated either.
The completion of cycles and the cycles system itself could use clarification and exemplification.
- Is the elemental order necessary? Does the position in the Arcane cycle belong to the player or only enemies ("uses one Arcane Cycle from a target")? Does it change when the player casts a spell, or only according to enemy attunement (which would delay its effects by 18 seconds since the attunement debuff only applies after the DoT has finished)? If there's a specific order to your abilities, why have the full range of abilities at your disposal at all times? (You would just be casting Burn, Drown, Shock, Rasp, Choke, Frost...) Even if the order was unimportant, at 18 seconds duration it would take 7 GCDs to be able to effectively recast any of these DoTs, basically forcing you to use all 6. It seems like it would take a minimum of 15 seconds to build a single Arcane Cycle stack on an enemy, though that may be about right, maybe not--I don't know without a better understanding of how this class would fight.
The Red Mage abilities seem rather lackluster except for Double-cast, which is not well explained, and Enchant, which seems a bit too powerful at present. Enchantment, especially, needs a cooldown listed.
Geomancer seems like it ought to be able to more support with its terrain than it does, even if not by much (i.e. applying the debuffs in lesser version to any enemies in the area, or any enemies who attack any allies in that area).