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  1. #1
    Player
    Drakeos's Avatar
    Join Date
    Sep 2011
    Location
    Ul'dar
    Posts
    423
    Character
    Drakeos Shadowbane
    World
    Excalibur
    Main Class
    Arcanist Lv 90

    Range CASTER Dps class (Geomancer)

    Geomancers (GEO) are arcane spellcasters that harness the power of geomancy to strengthen their allies, enervate their enemies, and provide much-needed support to the party. They assume many of the same support roles corsairs and bards do, and while they may not pack as much offensive firepower as black mages, they can employ elemental magic with ease.

    http://ffxiclopedia.wikia.com/wiki/Geomancer
    (0)

  2. #2
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,757
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    In XI, Geomancer ended up basically being a black mage with XIV's turret (called a luopin I think?)

    And the luopins or whatever they were called tended to die.... a lot. Really frustrating trying to place them where they could give optimal AOE buffs.

    That said, GEO was able to put out some offensive firepower that rivaled BLM in a few cases, but the job was too complex and most people just shrugged and went back to black mage after the shine wore off.
    (0)

  3. #3
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    The primary mechanic of Geomancer is being able to take advantage of elemental weaknesses by harnessing the power of the world around them. Which is all well and good in a game where elemental weaknesses exist. XIV isn't such a game. Elemental weaknesses were done away with to ensure Black Mage stayed viable no matter the mob in question. Geomancer would just be another flavor of Black Mage.
    (1)