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  1. #1
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100

    Geomancer, a magical tank.

    So the topic, Geomancer vs Blue Mage, made me finally decide to post my Geomancer tank idea. Irony after reading that thread most peoples ideas were what i had, scary. Anyway, i wanted to post it here too so i couod get good feedback, since it might get lost in the other thread. Be brutal, but not too brutal, i am just a squishy lala after all. Lol

    http://tinyurl.com/geotank

    Also so as not to confuse people, their weapon would be a mace, possible a bell shaped mace but still be a mace, and they would deal blunt damage, so monks rejoice. Geomancers have usually been a sturdy magic class with very decent physical damage as well as magical.

    Okay as per request I am adding information regarding the abilities I have presented and how they would be used as a general rotation.

    Enmity Combo (Breaker)
    Gaia Breaker - 150/300
    Cryo Breaker - 200
    Hydro Breaker - 250
    Total - 600/750(with 30% chance trait)

    Non-Enmity Combo (Non-Breaker)
    Gale Strike - 150/300
    Plasma Spinner - 200
    Flame Barrage - 250
    Total - 600/750(with 30% chance trait)

    Shield Dots
    Discharge/Permafrost/Backfire- 200/300(with trait) - With Chime 300/450 - With Amplify 400/600
    Slipstream/White Wind - 280 - With Chime 480 - With Amplify 560
    Terra Sphere - 250 - With Chime 500 - With Amplify 500

    Shield Mitigation/Effect
    Discharge/Permafrost/Backfire- 10% - With Amplify 20%
    Slipstream - 30% - With Amplify 60%
    White Wind - 150 - With Amplify 300
    Terra sphere - 20% - With Amplify 40%

    OGCD Moves
    Aqualung - 300
    Quicksand - 450
    Nature's Wrath - 300/500(Stellar Yang Effect)

    Other Moves
    Will-O'-the-Wisp - 100/120(with trait)
    Demagnetize - 100
    Air Blade - 120

    Okay so here is the basics of how the job would mostly play, at 60.

    When Main Tanking you would enter your Tank Stance (Lunar Yin) to increase defense and enmity, and once its available use Stellar Yang to add additional effects to your Shields, and other abilities. You would start by using an enmity generator, either Air Blade for long distance, Will-O'-the-Wisp, for AoE, or the Enmity "Breaker" Combo. Once Enmity has started generating the Shield focused game play can begin. At level 60 6 shields are given to you 4 defensive, 1 restorative, and 1 supportive. each shield has a CD time of between 90-180 seconds, and last between 15-30 seconds or 45s with the Chime ability. As you are engaging the enemy/enemies, you would inter-lay your shields to maintain a steady stream for both defense and offense. For instance, you activate Permafrost, so that provides a 10% decrease in damage and, at minimum, a 200 DoT for all of the surrounding enemies. once the shield wears off you activate Discharge, with the same parameters, then Backfire. each shield lasts 30s and has a recast of about 120s, so once Backfire is done Permafrost will be back up in roughly 30s more. at this point you might either wait the 30 seconds or activate one of the other shields to add more damage to the opponent. Now while it may not be recommended for some of the shields, shields can be stacked, so you can cast White Wind with Terra Sphere for extra defense and additional healing. While all of this is happening you would use your 2 separate combos interchangeably, or when prompted by the Full Circle trait, to maintain enmity and buffs, and any OGCD abilities that add additional damage as well as maintain HP or MP

    Now as for when it's time to Off-Tank, the basic premise will remain the same, using the Shields to add additional damage. The Combos however will not be as interchangeable, as they were while Off-Tanking, as the Non-Breaker takes precedent, only switching when prompted by the by the Full Circle trait. And as before using your OGCD to add additional damage and maintain MP.

    As for a Primary/Secondary Main/Off-Tank lineup, where Paladin is the Primary Main Tank and Warrior the Primary the Off-Tank, with Dark Knight being between the two (MAIN: PLD, DRK, WAR)(OFF: WAR, DRK, PLD), I would place GEO as the slightly weaker Off-Tank compared to WAR. While looking at all of the potencies across these tanks I noticed that PLD actially has the highest combo potency of the 3 current tanks, with WAR actually having the lowest, DRK edge them out with Dark Arts. But WAR has their Abandon and Defiance skills that have very high potencies, pushing them ahead. Though I was unaware, I seem to have made GEO in a similar way, their overall combo potencies are low but they have OGCD moves that add additional damage to the opponent for greater damage as a whole. I guess you could think of GEO as like a "DoT" tank compared to WAR's burst. So for the new lineup I would say (MAIN: PLD, DRK, GEO, WAR) (OFF: WAR, GEO, DRK, PLD)

    Hopefully this helps to show people how I thought the job would be played, though like each job people may take some liberties with their own play styles.

    TLDR: GEO would be something similar to a DoT tank by using their shields in succession, dealing high damage at a slower rate They would be the second Off-Tank the game would have (as of writing this)
    (8)
    Last edited by Eloah; 11-08-2016 at 12:20 PM.

  2. #2
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,298
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    The trouble is, GEO simply is not possible for several reasons - most specifically due to the fact the elemental wheel in FFXIV has been neutered to prevent 'Job favouritism' that FFXI suffered from, and Yoshi has stated in the past they will not be bringing it back either for that reason - as GEO's 'hat' is using elemental spells based on the surrounding environment, I don't see this happening.

    Also technically GEO is already in the game, in the form of CNJ. Although the original 1.0 version CNJ was more closer to the GEO idea than the later 1.0/present CNJ is, the basic idea is still there, in that they actually use aether from the surrounding environment, literally granted to them by the elementals, the very embodiment of nature, to power their spells. As mentioned, 1.0's original version of CNJ actually had access to all elemental spells including Fire, Thunder and Ice, but these were given to THM when the class was redesigned so as to be a better fit for WHM when Jobs were introduced.

    Either way, the fact CNJ draws it's powers from their surroundings is pretty much the same as GEO is in spirit at least, if not in practice. So hence I don't see GEO actually ever being implemented as a Job in this game I'm sorry to say.
    (2)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  3. #3
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
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    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Eloah View Post
    So the topic, Geomancer vs Blue Mage, made me finally decide to post my Geomancer tank idea.
    While some earth type tank seems reasonable I'd like to see some non-tank/healer jobs for a while.

    Quote Originally Posted by Enkidoh View Post
    The trouble is, GEO simply is not possible for several reasons - most specifically due to the fact the elemental wheel in FFXIV has been neutered to prevent 'Job favouritism' that FFXI suffered from, and Yoshi has stated in the past they will not be bringing it back either for that reason - as GEO's 'hat' is using elemental spells based on the surrounding environment, I don't see this happening.

    Also technically GEO is already in the game, in the form of CNJ. Although the original 1.0 version CNJ was more closer to the GEO idea than the later 1.0/present CNJ is, the basic idea is still there, in that they actually use aether from the surrounding environment, literally granted to them by the elementals, the very embodiment of nature, to power their spells. As mentioned, 1.0's original version of CNJ actually had access to all elemental spells including Fire, Thunder and Ice, but these were given to THM when the class was redesigned so as to be a better fit for WHM when Jobs were introduced.

    Either way, the fact CNJ draws it's powers from their surroundings is pretty much the same as GEO is in spirit at least, if not in practice. So hence I don't see GEO actually ever being implemented as a Job in this game I'm sorry to say.
    We still have magic reduction but it works for all magic so no job is disadvantaged.

    I dont think CNJ necessary excludes an earth based job. Any new job we get will likely tie into the new expansion like the three others did this time. Ala Mhigo is some kind of 'rocky place' isn't it so I'm sure they could whip up some supporting lore for an elemental based class.

    However I'd prefer it as ranged caster job.
    (1)

  4. #4
    Player
    Eloah's Avatar
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    Jan 2015
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    Gridania
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    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    I see the logic behind that, and i agree. But, maybe it might not be labelled as a Geomancer, maybe an elementalist, or a brand new identity. Geomancer and Elementalist just fit the naming convention the best. But regardless of what the name is I would just like feedback on how i crafted the job, regardless of implimentation.
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  5. #5
    Player
    Saccharin's Avatar
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    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Eloah View Post
    But regardless of what the name is I would just like feedback on how i crafted the job, regardless of implimentation.
    Put the description in the OP rather than an external spreadsheet. List the abilities and then 'rotation'.
    (0)

  6. #6
    Player
    Eloah's Avatar
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    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Saccharin View Post
    Put the description in the OP rather than an external spreadsheet. List the abilities and then 'rotation'.
    I can do that when i get home, since i am at work now, but the spreadsheet lays it out a bit easier than what the forum allows.
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  7. #7
    Player
    Kazrah's Avatar
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    Jan 2015
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    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    So I see a role, some semblance of mechanical function, a weapon choice, and a list of abilities.

    The biggest thing missing the background lore, that Raison d'être that could explain why this job deserves to exist within the lore of the game. It's also missing armor type, which if it's not typical tank-grade heavy armor, means that you'd need some sort of an effect to match passive levels of defense and magical defense of any other current tank.

    It's an interesting concept, but it needs to be fleshed out to look like more than just a spreadsheet.
    (0)

  8. #8
    Player
    myahele's Avatar
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    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    I'd be happy with any non-sword tank, to be honest.

    A mage tank would be interesting concept. I have tanked some dungeons and PotD floors as a WHM, AST (especially this) and BLM for fun. The biggest issue are cast times getting interrupted and MP consumption.
    (0)

  9. #9
    Player
    Jim_Berry's Avatar
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    Sep 2013
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    Bloomington, Indiana
    Posts
    1,595
    Character
    Jim Berry
    World
    Malboro
    Main Class
    Ninja Lv 90
    (0)
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Quote Originally Posted by Nektulos-Tuor View Post
    My post reduces more damage then parry does.
    {http://na.finalfantasyxiv.com/lodestone/character/3089119/}

  10. #10
    Player
    Cidel's Avatar
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    Jun 2012
    Location
    Bastok
    Posts
    1,483
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Enkidoh View Post
    The trouble is, GEO simply is not possible for several reasons - most specifically due to the fact the elemental wheel in FFXIV has been neutered...

    Also technically GEO is already in the game, in the form of CNJ....
    I don't see it this way. Sure, CNJ has nature-based themes affiliated with it, but Geomancer is certainly not pigeon-holed into being something reliant on elemental attacks based on terrain and environment. In XI and more recently Explorers, Geomancer have been able to set ground fields that either boost or debilitate. Since I believe it's more related to "feng shui" for Japanese translations, they don't necessarily have to be limited by their immediate surroundings, especially since those vary so strikingly XIV.Really, I think there's a lot of wiggle-room for how Geomancer could be implemented into XIV without needing to go too far and beyond to redesign them into balancing (seriously, nothing can get worse than Summoner)- especially since the class seems to have been evolving and changing from it's "terrain affects skills" from its earlier installments to whatever suits the needs of the setting.
    (1)

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