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)