am i the only one who want geomancer to be a thing?
am i the only one who want geomancer to be a thing?
Its class fantasy is kind of merged in WHM and CNJ already, since they already comune with elements. Plus, elemental spells would be a bit hard to introduce since most of the elements them are present in both WHM and BLM (plus classes) spells, making it hard for the Geomancers to have unique spells. A bell wielding class that causes eartshakes and tsunamis would be interesting though.
Last edited by BokoToloko; 03-18-2017 at 07:01 AM.
Well, Chocobo Knight is already in the game, as a title that was translated as "Cavalier" in the NA version of the game. If you switch the client to JP, the title becomes "Choco Knight", which is what Chocobo Knight is called in Japanese.
Aesthetic is determined in part by the artifact armor, and yes, to a lesser extent available gear.about aesthetic is pretty relative, tanks can wear almost all the current glamour are not tie to a especific class, you can be the robe or bikini tank or the fully plate one, adding BST as tank dont go to offer anything new on that department except they change how all tanks shared gear something i think never go to happen, and if they add BST with they own gear alone that can just add more problems that solutions, in the end its just glamour and we can change it.
There are ways to make this work. Yes, one of the ways would be to give BST its own gear set (Adamantite Hauberk of Guarding). Another would be to give it gear used by another job. The "of Maiming" sets would be a way to do it, by having BST on their own have similar defenses to a DRG, and when they mount their pet they get the damage penalty customary to tank stances in exchange for increased enmity generation, higher defenses, and higher HP.
The second approach would involve different scaling and probably some stat conversions. I wouldn't want a BST to be as strong as a DRG despite sharing gear with them. Scaling with stats would have to be lower to compensate, so that a BST on their own would be dealing less damage than a DRG with the same equipment, since the BST has to take into account pet DPS.
Here's a suggestion I've made in the past for BLU. I still think it's a solid approach and a compromise to having to learn enemy skills.
As I've argued in the past, Dancer would actually make a decent tank if we went the Stagger route that WoW's Monk class took. It doesn't have to be a carbon copy of Stagger, but it does prove that it's possible to build a tank out of a class that wears light armor. Incidentally, I did a suggestion for that too.Dancer
Oracle would have to be re-defined. It was a one-shot job from FF Tactics, so there's plenty of room to work with. I'd focus on the duality of the job concept (the JP name of the job has been translated as Ying-Yang Mage) and take it from there. *cough*Oracle: This one seems like its covered by Scholar.
I personally don't think this one would work without tapping into other mage classes you've leveled, like it worked in FFT.Calculator
Necromancer doesn't need to be about DoTs.Necromancer: Summoner has the dots covered.
This is one I haven't typed anything up for, but I see it as a job that steals fragments of their enemies' souls to bring doll/puppet minions to "life". Sort of like, you start with just you, but have a skill that deals some damage and generates soul shards. Soul Shards can be used to then animate a puppet minion that deals damage to the mob. The combat model would be that you'd start out dealing low damage by yourself but can then start raising a small army of minions, ramping up your outgoing DPS. I'd have to sit down and do a full write up for this, but that's the general idea.
This one I see as a job that focuses on primal elements and weather. It'd be a caster job that can hurl lava at their enemies but also summon thunderstorms and strong gales to deal with enemies. One idea I had was that they would be able to summon a storm cloud that hovers over the mob, and then use certain skills that cause the cloud to do things, like a downpour of rain that reduces movement speed, or zap the mob with lightning. In addition to using stuff like Quake, causing lava geysers to raise from the ground, and having auras that buff allies but at the expense of "locking" your access to certain attacks (like a fire aura that increases damage dealt but prevents you from using your magma attacks).Geomancer
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Of course not, it's one of my favorite FF jobs. Its just not as iconic as others (most of which are already in XIV, so...).
Whenever Geomancer comes up I see these types of responses and it's not entirely true. Yes, Geomancers have been associated with elemental spells in several renditions, but that's not their "end-all" modus operandi. Geomancers are more literally associated with feng shui; and yes, often times earth/nature is involved for the job. Their trademark weapon is a bell to ward off negative energy and create positive energy and there's probably some inspiration from buddhist bells in the design as well.
In any case, I think concerns of a Geomancer ever making an appearance in XIV and impinging on Conjurer/White-and-Blackmages lore/identity are easily put to rest since if anything, Geomancer has a lot of elbow room to be designed into something not quite done yet. A lot of inspiration could be taken from how they functioned in XI and Explorers, using field zone effects (heck, they were a support melee class in Explorers with little to no "ground/weather elemental spells" to speak of). Really, Geomancer seems like one of the least pigeonholed prospective jobs having several design liberties with feng shui being open to the dev's interpretation. The only real hurdle I could think of is taking out the overly supportive/enfeebling nature they've been known to have to fit XIV's trinity.
While this may be the case, the job is better remembered for what it could do in FFV and FF Tactics, where it had elemental attacks determined by what terrain you were fighting on.
XI's GEO was basically a walking buff/debuff totem with a horribly contrived "face a different direction for varying effects" gimmick. XI's combat was slow enough that you could sort of get away with how GEO was implemented (nevermind that it became mandatory because of the nature of its buffs, which is something we want to avoid here), but that wouldn't fly in this game.A lot of inspiration could be taken from how they functioned in XI and Explorers
The only thing that I can see working from Explorers would be something based on Traps, but that would lose a lot of use in raid fights. It's also not enough to build a job around.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Oh my god, the forum would just explose ! I would be soooooooo fun xD
Not my idea but I'de like an alchemist like Rikku's limit in 10 (or the job in 10-2), would work like the ninja but with more combinaison and could become a real support, buffing and debuffing specialist
But prettier armor please ^^"
This is true, because when brought up, a lot of people want to associate Geomancers with "spell is based on terrain/weather" which is where the idea that they couldn't work well in an MMO setting might stem from. However, if XIV's Summoner, Scholar, Bard, Astrologian and I suspect possibly Red mage are anything to go by, what you best remember the job for can be changed/omitted to suit the game balance's immediate needs, with only aesthetic details barely upholding its "identity." Who's to say a XIV Geomancer wouldn't get weather and/or terrain flair in their abilities; only for it to mean nothing as far as element/resistances go?
Oh, of course it wouldn't. A lot of XI's job gimmicks would never work in this game. Inspiration loosely meaning for light example, a totem/turret/whatever is dropped via Sacred Soil, Flaming Arrow, Asylum, etc. that has a different effect pending the direction the player was facing upon activation. Or even inspiration in the fact that it as a job went against the "terrain = attack affinity" grain and did other things with it.XI's GEO was basically a walking buff/debuff totem with a horribly contrived "face a different direction for varying effects" gimmick. XI's combat was slow enough that you could sort of get away with how GEO was implemented (nevermind that it became mandatory because of the nature of its buffs, which is something we want to avoid here), but that wouldn't fly in this game.
Well Geomancer wasn't only about traps in Explorers. It could create either a buffing or debuffing AoE zone where certain abilities gained different boosts if used within the corresponding zone. IMO its a start to build a job around if there needs to to be decisions about which floor field to set down, not unlike BRDs choosing which song to have up, which fairy a SCH uses, etc. I'm not saying it has to be totem/turret/field job, but the connection/framework is there from past iterations. No actual terrain necessary.The only thing that I can see working from Explorers would be something based on Traps, but that would lose a lot of use in raid fights. It's also not enough to build a job around.
Reading some of these ideas has been pretty fun, but I feel like I'm alone in wishing that rather than adding new jobs with 5.0, they'd give certain ones a total overhaul instead, like SMN and AST. I mean, I guess if thst could come in TANDEM with new jobs that would be okay, but I think some jobs we have right now either seriously missed the mark with their identity (SMN, and to some extent the ACN contributions to SCH), or were just really poorly implemented balance-wise (AST trying to copy WHM and SCH means it will forever be a huge pain to adjust).
I'd love a Chemist healer though, possibly moreso than DNC. It'd be kind of cute if instead of an MP pool they had a "potion inventory" resource mechanic instead, though I know that would be difficult to piece together with respect to how Promotion/Mage's Ballad functions. And of course, "combining" potions could be a unique cooldown that front loads smaller heals for a bigger one, or maybe even random support effects similar to AST cards.
If I had to only choose one though, I'd rather get AST and SMN re-designed, haha.
i like to see Time Mage focus on buff and debuff, i know i know time mage skills already spread across different jobs in FFXIV, but i still hold my tiniest hope
i like to see Geomancer too, but I have no idea how it could implement in FFXIV, and like Time Mage their skills kind spread accross in WHM/BLM in FFXIV already
an Orator healer will be fun too, will be focus more on buff and debuff, giving speech to improve def/dmg, insulting your enemy to debuff, but the issue are, there are many non-sentient species in FFXIV...
Taoist/Onmyoshi heal would be fun too
This is not much of a question, because at least to me, the obvious route would be to make the elements react to each other. One way would be to focus the design around ability cycles based on the two elemental wheels seen in 1.0. In short, your skills only deal the intended damage when used within those cycles, with a sort of overlap between the two cycles.
Another way of doing it would be abilities manipulating the mob's elemental affinity, but only for your own abilities. So if you were to cast Quake on a mob, that mob would take more damage from water elemental spells cast by you for a set time.
This would be in addition to using your storm cloud to do things on top of knowing when to use your auras (that, as mentioned, lock access to certain skills when active, which is a hefty penalty). Closest analog I could point to is WoW's elemental shaman, just with more synergy between spells.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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