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  1. #1
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Would a combination of positionals and appropriately cycling through the elements to build up to something bigger be appropriate as well? I personally only used Earth, Water, and Wind because with white mage going pure holy (and the implication from the AST storyline that Geomancy is a variation of conjury) but theres little reason other elements can be added as well. Perhaps properly cycling through the elements allows you to generate a geo-field effect based on the elements, something like.

    Fire- 1% Damage
    Earth- 2% Crit
    Wind- 3% Skill/Spell Speed
    Water-3% Dhit

    I know that I just blatantly copied brd songs with one addition. But make the numbers to high and you risk making the support way too powerful.
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  2. #2
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Brandedblade View Post
    Would a combination of positionals and appropriately cycling through the elements to build up to something bigger be appropriate as well? I personally only used Earth, Water, and Wind because with white mage going pure holy (and the implication from the AST storyline that Geomancy is a variation of conjury) but theres little reason other elements can be added as well. Perhaps properly cycling through the elements allows you to generate a geo-field effect based on the elements, something like.

    Fire- 1% Damage
    Earth- 2% Crit
    Wind- 3% Skill/Spell Speed
    Water-3% Dhit

    I know that I just blatantly copied brd songs with one addition. But make the numbers to high and you risk making the support way too powerful.
    My current thinking is that it would probably be more conducive to limit the player to 2-3 "Geo Field Effects" -- Wind and Water play heavily into the lore, and Earth being of course its namesake. One could also perhaps add a cooldown to supe-up the effects of whatever field is active on nearby allies, or even just to share the effects if it's initially limited to the user. And this is all assuming the fields themselves are damage-oriented, since you could easily make the Water field do a slight HoT and the Earth field give some small mitigation, for instance.
    I've also thought about some type of teleportation skill where the Geomancer sets up just a Water field and an Earth field, then uses a Wind spell to teleport between them.
    Lots of options.
    (0)