THM/ACN is what WHM already gets and ACN doesn't actually add anything that contributes to DPS. Virus has the Antibody "de/buff" now, so having more than just your healers with it is pretty redundant, Physick is pointless when you've got the entire WHM healing repertoire already, and Ruin is worthless. The only useful thing it would bring to bear is EfE, which is a straight up healer utility.
SMN and BLM both use ARC as one of their CCs because, even if it's weird, it's still got useful CC abilities (Quelling Strikes and Raging Strikes).
I'm going to assume that you intend these to be instituted once you've turned into a Geomancer because the modifications to WHM would seriously impact their solo capability.Basic class changes:
Not needed at all. When you turn into a SCH from ACN, the traits don't change; they're just baked into the stat bonus you get for activating the class.Enhanced Mind traits changed to Enhanced Magic: Increases Mind and Intelligence.
This is the first place you bring it up so I'm going to address it here. I'm *assuming* that you intend for Elemental Harmony to be consumed by certain attacks, which you say nowhere, because you say that it stacks up but don't say anything about what it does. Even if you're just planning on it being a resource mechanic, you should seriously consider having it provide some kind of buff: Wrath provides 2% crit per stacks and even Aetherflow provides a benefit (mp upon regain).Stone II: Added Additional Effect: 50% chance to grant Elemental Harmony. (Max: 5) Duration: 30s
Weakens the class considerably, since you have to wait until you get other procs to use it and, even then, it prevents the use of other abilities. 20 additional potency is laughable, too, especially if you're trying to use it as a justification for preventing ease of use.Aero II: Only available when under the effect of Elemental Harmony. Increase direct damage potency to 70.
As Alistaire mentioned already, this is a terrible idea. All that you'd have to do is have the baseline MND of the job be low enough that, even if you stack MND gear and use Cleric Stance, it's still inferior to just using INT. (For Miqo'te Seeker of the Sun) SMN and BLM have only 190 MND, which is what you'd expect for this to get as well. Even if you think it would be an endgame consideration, endgame gear is all classlocked instead of DoW/DoM: SCH can't use SMN/ACN gear and GEO wouldn't be able to use CNJ/WHM gear.Cleric Stance: Remove 10% damage boost so Geomancers don't favor MND only gear when available (mostly at endgame).
Cleric Stance is rendered irrelevant by the job change itself.
Shroud of Saints would have negligible benefit for early MP management. The devs have also shown no predilection or willingness to change the level that classes provide abilities based upon job and, if you were to apply this to the class instead of having it be a change enacted upon switching to the job, you'd be screwing over both WHM and SCH (since SCH would have to level to 38 to get its "solo stance").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.
If you want to solve low level MP issues, this should be the level 30 ability, not Stone III. Of course, you'd still have to deal with the fact that GEO would be a basically worthless DPS for a *very* long period of time (Even with Quake at 30, it's going to be doing pitiful damage).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.
Because you're having the class be so heavily based upon constant high damage AoEs being applied/used as a fundamental part of the ST rotation, you're creating a class that's pretty underpowered in the AoE department (60 potency/GCD is a joke compared to what even a DRG or MNK can manage) while being completely worthless in any situation that doesn't explicitly allow for AoE (i.e. Garuda Ex) because your AoEs equate to 50 potency/GCD of the ~270 that a caster DPS should be managing (I did the math here; it's also my own proof of concept construct for GEO, but I doubt it would get implemented because of the number of non-role abilities). AoEs should never be a *forced* part of the ST rotation, which is what you've done, which makes it a bad design right off the bat. They also shouldn't be a substantial portion of your total DPS: Shadow Flare is only ~21 pot/GCD (25 * 2.5 / 3) and Flaming Arrow is only ~14.6 (50% uptime * 35 * 2.5 / 3).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.
Let's look at damage, ignoring the whole "you're screwed if you have to ignore a target" thing.
One of the things you've first got to realize is that the existing CNJ attack spells are laughably weak. Aero is only 200 potency per cast (50 + 6 * 25), and Aero II only amounts to 210 (50 + 4 * 40). Even with your marginal buff, it's only 230. The only reason that CNJ ever uses Aero or Aero II is because their next best attack is only 170 potency. As soon as you start adding attacks *without* laughable potencies, you start rendering their existing attacks redundant. There isn't even a strong reason to use Aero, either, since it has a lower chance of generating Elemental Harmony stacks than Stone II does, is more random, and isn't instant. You'd be better served just using Stone II and getting the stacks immediately and more reliably.
Now, to calculate damage, we've got to track 3 separate variables. The first is total animation time consumption (must be less than 100%), the second is resource equilibrium (must be >0), and, finally, potency/GCD. If animation time consumption gets too high or there isn't enough resource generation (which is basically Elemental Harmony stacks since Water is going to generate more than enough to counteract mp consumption) to counteract consumption, you are going to see a stark drop off in damage and have to revisit rotations.
EH equilibrium will be shown as the average consumption or generation per GCD as either a positive (generation) or a negative (consumption).
Going by your rotations, there is only 66.6% of your GCDs available (ground effect = 1 /12 GCDs; Water and Aero are both 1 / 8 GCDs; 1 - 1/12 - 1 / 8 - 1 / 8 = 66.6%) and are generating 1/24 EH stacks/GCD (+1/12 from ground effects; -1/8 from Water; +1/12 from Aero). In exchange you're getting an 11% increase to total damage and 97.5 potency/GCD (50/GCD from ground; 50 + 25 * 6 = 200 / 8 = 25/GCD from Aero; 180 / 8 = 22.5 from Water) increasing to 108.75 pot/GCD during Flood phase (97.5 + 180 * .5 / 8 from Flood phase damage bonus). In reference to a later point, if you assume that half of the Water uses are going to be in Flood phase and half out, you get 103.125 pot/GCD on average.
Also, on a point of ability usage, thanks to Aero II being straight damage that is inferior to Stone III in every use case (230 v. 250 hardcast; DoT v. direct; 299 v. 312.5 with relevant attune) the only time you'd ever want to use Aero II is when you've got 5 stacks during a Tornado phase. Since Tornado phase doesn't actually have a greater EH stacks generation per GCD for any reason other than Aero II limitation, it's largely redundant: you could just use Quake phase and spam Stone II to generate stacks and spend them more efficiently than Tornado phase because Stone III hits harder and consumes EH stacks in the exact same way. The only phases that are relevant are Quake and Flood. Furthermore, Water generates 10% of max mp every 20 seconds, you'd have the class regenerating more mp/sec than SMN, which means that for Flood to be relevant, you'd also need to have substantially higher resource drain than SMN (especially since, if you go with a 30 secs Quake>10 sec Flood phase rotation, you can actually get 1 buffed Water every 40 seconds, which is 30% mp every 40 seconds, or 45% of max mp every minute).
In short, the breakdown really comes down to 30 secs of Quake phase for EH dumping and 10 secs of Flood phase for EH generation because EH generation/consumption is identical across all phases, the only EH consumers you ever want to use are Water and Stone III because Aero II is the worst possible use of EH stacks (Water is more efficient, in fact, because it's an 11% increase in damage dealt), and you want to spend as many as possible on Stone III.
As such, we've got 75% of total uptime devoted to Quake phase and 25% devoted to Water Phase. Since the amount that we can burn in a Quake phase is governed by our ability to generate in a Water phase, we'll look at Water phase first.
Flood phase, as the generation phase, is incredibly simple: it spends its 66.6% of available time spamming Stone II (Water is already factored into the 33.3%). Stone 2 is 170 pot/GCD with +1/2 EH/GCD. With the 103.125 baseline pot/GCD from standard rotation, we get an extra 113.22 pot/GCD (.666 * 170) and 1/3 EH generation (.666 * 1/2). Since Flood phase consumes 25% of total GCD, we end up with 54.09 pot/GCD (.25 * (103.125 + 113.22)) added to the net DPS from Water phase alone. It also provides +09.375 EH/GCD (.25 * (1/24 + 1/3)) or +9/96, to stick with the fractions.
Since Flood phase provides a +9/96 net gain, we can assume that 9/96 GCDs are going to be straight up Stone III casts. On top of this, because of the +1/24 (or +4/96) natural net gain from the standard rotation, we can assume that those will also be straight up Stone III casts. Since we lose 33% of our total GCDs to the standard rotation, we end up with only 51/96 GCDs (96 * 2/3 = 64; 64 - 13 = 51) remaining. Since everything else has been built built to achieve equilibrium, we can them assume that this remaining 51/96 is just going to follow the Stone II>II>III basic equilibrium rotation. Stone II>II>III manages 217.5 pot/GCD ((170 + 170+ 312.5) / 3). As such, the extra potency per GCD while in Quake phase would be 157.86 pot/GCD (13/96 * 312.5 + 51/96 * 217.5). At 75% of the total rotation, we end up with 195.74 pot/GCD (.75 * (103.125 + 157.86)).
Combine the Quake phase with the Flood phase and we get 249.83 pot/GCD (195.74 + 54.09). With the 11% increase from Water, we then end up with an end real potency per GCD of 277.59. The goal number is roughly 270, so it's *slightly* too strong, but remarkably close given that I'm going to guess you were just assigning end values based upon a general heuristic. Of course, the DPS becomes laughable for AoE and in any scenario where you *cannot* use AoE so it's still not a feasible construct.
No matter what you take away from all of the math I just did, you *have* to abandon the notion that ground targeted AoEs should be a fundamental part of a DPS's damage/rotation. Since Tornado phase is defunct as you've written it, a comparatively simple solution would be to turn Quake and Flood into 60 potency ST DoTs and have Tornado act as an AoE Attunement (possible design idea: leave Tornado as a ground effect with a much lower damage; effect would be to double the MP cost of Stone, Aero, and Aero II and, if the target of one of your spells is in your Tornado ground effect, it cleaves to every enemy in the Tornado ground effect; Stone II is excluded because it can generate EH stacks immediately, Water for much the same reason, and Stone III because it hits too hard), but you could also look to buff Aero II to make Tornado phase viable, though you'd still have to do something about *requiring* ground AoEs for ST rotations, which would be problematic given the limited number of slots.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.