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    Player
    thenewzero's Avatar
    Join Date
    May 2011
    Posts
    50
    Character
    Tyren Arkon
    World
    Faerie
    Main Class
    Lancer Lv 50

    Geomancer (CNJ Job) concept

    Just for fun, I put together an idea for a Job I would like to see added to the Conjurer Class.

    I think Geomancer would be very appropriate as a Job for Conjurer because they are often associated with the land, nature, and weather, which all seem like things Conjurer would be very much in tune with. I also feel like Earth, Wind, and Water seem like appropriate elements for a Geomancer to use.

    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

    --------------------------------------------------------------------------------------------------------------

    Focus is on hard hitting Stone III casts with Elemental Harmony. Deals the most damage, but uses up Elemental Harmony stacks faster.

    --------------------------------------------------------------------------------------------------------------

    Flood Phase - Maintain Aero DoT -> Maintain Water debuff -> cast Stone II ->
    cast Water when Nature's Harmony available

    --------------------------------------------------------------------------------------------------------------

    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.

    --------------------------------------------------------------------------------------------------------------

    Tornado Phase - Maintain Aero DoT -> Maintain Water debuff -> cast Stone II -> maintain Aero II DoT using Nature's Harmony

    --------------------------------------------------------------------------------------------------------------

    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.

    --------------------------------------------------------------------------------------------------------------

    Synopsis: Basically what I was going for was a way to incorporate ground targeted AoEs similar to Shadow Flare as a primary mechanic because it feels so of like a "terrain based" or "weather based" effect. Whenever the GEO sets up a field, they then alter their rotation to emphasize that element. Each element would provide a different benefit: Quake phase does the most damage but uses up resources faster, Flood phase restores MP, and Tornado phase lets you save up Elemental Harmony stacks.

    Visually, I would say the fields should have a noticeable initial spell effect, but then just be a less obtrusive circle just showing the perimeter of the effect.
    (2)
    Last edited by thenewzero; 01-26-2014 at 07:41 PM.