Quote Originally Posted by SpiralMask View Post
green mage was historically all about debuffs and status effects, iirc which just doesn't mesh with 14's mob/boss resistance mechanics. would love getting a scepter/mace/hammer class like them though!
geomancer i'd also enjoy and seems the obvious lore shoe-in from the AST classes (apparently), but i'm kinda stumped as to how it'll work. since from what i gather it's going to be ganking the elemental magics from WHM and the class lore expansions from AST, but it being terrain-based (as in certain skills were only usable when standing on certain types of ground or in certain weathers) in older games wouldn't translate well into 14's encounter design i think.
Luckily from what 14 has shown us thus far in regards to Geomancer is that they are Not terrain based. They are back to the Feng Shui Onmyuoji roots of the class. So while they will probably be taking over the Wind/Water/Earth Umbral spells I don't think they will be stepping on too many toes if put in as a caster role. Especially if they focus on the Onmyouji aspects of the class.