Quote Originally Posted by Kitru View Post
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).
They would need to solve the MP issues before that because of low level dungeons and level caps. A GEO can walk into a level 10 guildhest or a level 15 Sastasha and will be expected to fulfill its DPS role as well as any other class.

To this end I'd imagine they need to tie the MP fix to a low level action, preferably below level 10. You could tie it to CLeric Stance such that Cleric Stance would function differently with the GEO Stone equipped, perhaps by increasing mana regen, reducing costs of damage spells and nerfing cure effects heavily while active. Functionally it's different, but conceptually it's still the same, it's still your damage stance. I think that's an acceptable change that even the lowest common denominator of players can be expected to understand.

Another idea is to have GEO function such that they create effects around them based on the spells they cast. For instance Stone I could consecrate the ground they stand upon up. If they cast within the zone, they get the benefit of that zone's buff (damage increase and something to deal with mana issues in this instance) and build up stacks of that zone's potency. If they move and cast outside of the zone, they'll create a new zone (perhaps removing the old one). The trick is to make these big enough so there's some room to move around and function in movement fights without gimping dps *too* much.

A final thought (not related to the MP issue), is what to do with the cure spells. It might be interesting to have a long-ish cooldown called "Corruption" that turns cure spells into damage spells. The effect is to harness the power of corrupted elementals as were seen in the CNJ story line. Gives all those cure spells a purpose, but on a long enough cooldown to balance it out (since cure spell potency is very high).