I wanna say it’s because it’s by default the only job remaining that makes since and it’s not one-note like Chemist or Time Mage or aren’t pet jobs like Beastmaster or Necromancer
I wanna say it’s because it’s by default the only job remaining that makes since and it’s not one-note like Chemist or Time Mage or aren’t pet jobs like Beastmaster or Necromancer
But it makes less sense then both of them anyway. Chemist is a healer, it says so on every description of the class. Time Mage is where we get Regen, so there in itself it already has one more heal than Geomancer has ever had access to.
https://www.bg-wiki.com/bg/Geo-Regen is healing. https://finalfantasy.fandom.com/wiki...sy_VI)#Sunbath is another one. So a grand total of two different healing varieties, one of which Time Mages have just framed a bit differently to boot. One could certainly argue https://finalfantasy.fandom.com/wiki...ck_(Tactics_A2) is an example of Geomancy at work too, and we get a couple healing spells there.
At the end of the day outside of Chemist or something like Sage/Devout/whatever other White Magic using job you want to pull out, you're going to wind up having to fudge things a bit. FF healers are White Mages and... pretty much that's it. Everything else is maybe it could be a healer if you squint a bit, even Chemists have a lot of offensive potential from mixing items. White Mages are the only "heal/support and nothing else of note" job the series has (Ivalice games are kind of an exception as they do add a lot of support focused jobs, but they also have a lot narrower of a focus).
There isnt a single instance at any point of FFXI that you are going to use that Regen. So I see what you are saying, but that is still...https://www.bg-wiki.com/bg/Geo-Regen is healing. https://finalfantasy.fandom.com/wiki...sy_VI)#Sunbath is another one. So a grand total of two different healing varieties, one of which Time Mages have just framed a bit differently to boot. One could certainly argue https://finalfantasy.fandom.com/wiki...ck_(Tactics_A2) is an example of Geomancy at work too, and we get a couple healing spells there.
At the end of the day outside of Chemist or something like Sage/Devout/whatever other White Magic using job you want to pull out, you're going to wind up having to fudge things a bit. FF healers are White Mages and... pretty much that's it. Everything else is maybe it could be a healer if you squint a bit, even Chemists have a lot of offensive potential from mixing items. White Mages are the only "heal/support and nothing else of note" job the series has (Ivalice games are kind of an exception as they do add a lot of support focused jobs, but they also have a lot narrower of a focus).
I'd rather see GEO as a caster, since adding it as a healer would give it too much overlap with WHM. WHM may not have those elemental spells anymore but SE didn't get rid of them completely and you still have them when you sync down. GEO would utilize them in different ways but having two healers fulfill essentially the same aesthetic up to a point wouldn't feel very creative. It would be much more interesting to see those elemental spells pushed into a more damage focused direction and be a mirror of SMN and SCH; two jobs that fulfill the same aesthetic (summoning) but use it in opposite ways.
IMO Chemist is the one that makes the most sense to add as a healer seeing as how it would be completely unique compared to the 3 we have now. The team focus on the idea of class fantasy and they might want to capitalize on those that want on a more mundane healing style that relies on technology instead of magic; we already have 3 casters in the role and having a fourth would feel stale. AFAIK it's also the last job they could add to the role that was explicitly a healer in previous games.
This is exactly what I always say when people are saying they want Geo to be put in the game as a healer. Everyone complains about homogenization but then want whm 2.0 when it would fit so much better as a caster. Leaving chemist open for such a different concept on healing.I'd rather see GEO as a caster, since adding it as a healer would give it too much overlap with WHM. WHM may not have those elemental spells anymore but SE didn't get rid of them completely and you still have them when you sync down. GEO would utilize them in different ways but having two healers fulfill essentially the same aesthetic up to a point wouldn't feel very creative. It would be much more interesting to see those elemental spells pushed into a more damage focused direction and be a mirror of SMN and SCH; two jobs that fulfill the same aesthetic (summoning) but use it in opposite ways.
IMO Chemist is the one that makes the most sense to add as a healer seeing as how it would be completely unique compared to the 3 we have now. The team focus on the idea of class fantasy and they might want to capitalize on those that want on a more mundane healing style that relies on technology instead of magic; we already have 3 casters in the role and having a fourth would feel stale. AFAIK it's also the last job they could add to the role that was explicitly a healer in previous games.
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