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.