Geomancer (GEO)
Main Class: Conjurer (30) -
Sub Class: Thaumaturge (15)
Cross Class: Thaumaturge and Arcanist
Role: Damage
Basic class changes:
Enhanced Mind traits changed to Enhanced Magic: Increases Mind and Intelligence.
Stone II: Added Additional Effect: 50% chance to grant Elemental Harmony. (Max: 5) Duration: 30s
Aero II: Only available when under the effect of Elemental Harmony. Increase direct damage potency to 70.
Cleric Stance: Remove 10% damage boost so Geomancers don't favor MND only gear when available (mostly at endgame).
Aero: Added Additional Effect: 10% chance that damage over time will grant Elemental Harmony.
Optional: Swap the levels you gain Shroud of Saints and Cleric Stance, to help with early MP management. Also, Cleric Stance in my concept wouldnot be needed at low levels, as it only swaps INT/MND (no damage boost), which are generally equal at lower levels before gear begins to split into Caster and Healer at endgame.
Job Abilities:
Stone III:
Cast: 2.5s Recast: 2.5s
Deals Earth damage with a potency of 250.
Only available when under the effect of Elemental Harmony.
Quake:
Cast: 2.5s Recast: 40s
Creates a field of seismic shockwaves, dealing damage with a potency of 60 to any enemies who enter. Cannot be used with Flood or Tornado. Duration: 30s
Additional Effect: Grants Earth Attunement Duration: 30s
Earth Attunement bonus: Increases damage dealt Stone III by 25%.
Additonal Effect: Grants Elemental Harmony Duration: 30s
Water:
Cast: Instant Recast: 2.5s
Deals Water damage with a potency of 180.
Additional Effect: Restores 10% of max MP
Additional Effect: Reduces Target's Earth, Wind, and Water resistances by 10%. Duration: 20s
Only available when under the effect of Elemental Harmony.
Flood:
Cast: 2.5s Recast: 40s
Creates a field of surging waves, dealing damage with a potency of 60 to any enemies who enter. Cannot be used with Quake or Tornado. Duration: 30s
Additional Effect: Grants Water Attunement Duration: 30s
Water Attunement Bonus: Increases damage dealt by Water by 50% and MP restored to 20%.
Additional Effect: Grants Elemental Harmony Duration: 30s
Tornado:
Cast: 2.5s Recast: 40s
Creates a field of turbulent winds, dealing damage with a potency of 60 to any enemies who enter. Cannot be used with Quake or Flood. Duration: 40s
Additional Effect: Grants Wind Attunement Duration: 40s
Wind Attunement Bonus: Increases damage dealt by Aero II by 30%.
Additional Effect: Grants Elemental Harmony Duration: 30s
Basic Rotation:
Geomancer would focus on placing ground targeted AoEs (similar to Shadow Flare, but larger) that also granted buffs that altered their rotation. Each has a 30s duration, but a 40s recast, meaning that you would have to change which field you are using at key times. Changing fields would also grant a stack of Elemental Harmony, which would also be useful for beginning battles as well to put up the Water debuff early on.
3 Phases:
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Quake Phase - Maintain
Aero DoT -> Maintain
Water debuff -> cast
Stone II ->
cast
Stone III when Nature's Harmony available
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Focus is on hard hitting Stone III casts with Elemental Harmony. Deals the most damage, but uses up Elemental Harmony stacks faster.
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Flood Phase - Maintain
Aero DoT -> Maintain
Water debuff -> cast
Stone II ->
cast
Water when
Nature's Harmony available
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Focus is on restoring MP with higher damage Water casts. Also has slightly higher mobility with high damage instant cast Water. More important when MP is low or mobility is a priority.
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Tornado Phase - Maintain
Aero DoT -> Maintain
Water debuff -> cast
Stone II -> maintain
Aero II DoT using Nature's Harmony
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Focus is on maintaining Aero II's relatively short but strong DoT when Elemental Harmony is available. Because Aero II is a DoT, you would use up less Elemental Harmony, so it would be good for stocking up on Nature's Harmony.