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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80

    New Job Framework: Geomancer (Suggestion)

    Geomancer (Framework)




    Miscellaneous


    1. Role: DPS (Caster)
    2. Main Attribute: Intelligence
    3. Weapon: Handbells
    4. Requirement:
      *Expansion 5.0
      *Completion of Stormblood Storyline
      *Access to 5.0 Regions
    5. Cross-Class Actions (REMOVED IN 4.0 USED AS CURRENT TEMPLATE)
      *Thaumaturge = Swiftcast, Blizzard II, Surecast
      *Conjurers = Cure, Protect, Raise, Stoneskin


    Lore


    In days long past, there existed a clan of conjurers that diverted from the path and took their knowledge about the elementals to create a new form of magic known as geomancy. These conjurers use the powers of their new elemental gods known only as the “Gaias of Nature” to invoke the aether from the terrain and turn it against their enemies with the use of a new instrument known as handbells. Those who learned to wield this instrument of nature came to be called Geomancers, out of rarity and due to the power of their gift. Yet as powerful as the Geomancers might be they have much respect for nature and are bound by it. For those whom the bell toll they will become envoys of the “Gaias of Nature” and adventure to learn more about the lands beyond.

    Actions


    1. Terra (LV1): Deals elemental damage with a potency of 100 the elemental properties depend on the terrain/environment. Additional Effect: Applies a debilitating effect based on the terrain/environment.
    MP Cost: Low /Cast Time: 2.5s / Cooldown: 2.5s / Range: 25y
    *Fire environment: Pyroterra = Deals fire damage. (15% Attack Down) (18s)
    *Ice environment: Cryoterra = Deals ice damage. (15% Magic Defense) (18s)
    *Lightning environment: Ionoterra = Deals lightning damage. (30% Critical Strike Down) (18s)
    *Water environment: Hydroterra = Deals water damage. (30% Casting Time Increase) (18s)
    *Wind environment: Anemoterra = Deals wind damage. (15% Evasion Down) (18s)
    *Earth environment: Geoterra = Deals earth damage. (15% Defense Down) (18s)
    *Dark environment: Noctoterra = Deals dark damage. (15% Accuracy Down) (18s)
    *Light environment: Luminoterra = Deals light damage. (30% Paralyze) (18s)

    2. Terra II (LV2): Deals elemental damage with a potency of 150 the elemental properties depends on the terrain/environment. Combo Action: Terra (Only executable after using Terra)
    MP Cost: Low /Cast Time: 2.5s / Cooldown: 2.5s / Range: 25y
    *Fire environment: Pyroterra II = Deals fire damage.
    *Ice environment: Cryoterra II = Deals ice damage.
    *Lightning environment: Ionoterra II = Deals lightning damage.
    *Water environment: Hydroterra II = Deals water damage.
    *Wind environment: Anemoterra II = Deals wind damage.
    *Earth environment: Geoterra II = Deals earth damage.
    *Dark environment: Noctoterra II = Deals dark damage.
    *Light environment: Luminoterra II = Deals light damage.



    3. Helix (LV4): Deals elemental damage with a potency of 35 for 30s. (Elemental damage based on terrain/environment)
    MP Cost: Low /Cast Time: 2.5s / Cooldown: 2.5s / Range: 25y
    *Fire environment: Pyrohelix = DOT fire damage.
    *Ice environment: Cryohelix = DOT ice damage.
    *Lightning environment: Ionohelix = DOT lightning damage.
    *Water environment: Hydrohelix = DOT water damage.
    *Wind environment: Anemohelix = DOT wind damage.
    *Earth environment: Geohelix = DOT earth damage.
    *Dark environment: Noctohelix = DOT dark damage.
    *Light environment: Luminohelix = DOT light damage.


    4. Ice Pillar (LV6): Delivers an attack with a potency of 100. Shares recast with Whirlpool. Additional Effect: (Hypothermia) Freeze for 3 sec. (Similar to stun)
    MP Cost: Ability /Cast Time: Instant / Cooldown: 30s / Range: 25y

    5. Elemental Sublimation (LV8): Gradually creates storage of MP (Builds 25% without DPS). The effect ends once an MP limit is reached. The stored MP is then transferred to your MP pool by using the ability a second time. (Limit = 75% Max MP). Additional Effect: (Wrath of Nature) allows you to build up your Elemental Sublimation quicker by converting X% of the damage done by your spells into stored MP.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 60s (After Usage) / Duration: 60s (To Buildup)


    6. Will-o’-the-Wisp (LV10): Confuses the target. Cancels auto-attack upon execution. Additional Effect: (Wandering Lights) Extends the area of effect for Will-o’-the-Wisp from a single target to a five yard radius.
    MP Cost: Low /Cast Time: 2.5s / Cooldown: 2.5s / Range: 30y /Duration: 15s

    7. Whirlpool (LV12): Deals water damage with a potency of 45 to target and all nearby enemies. Additional Effect: Draws-in all enemies to the target. Shares recast with Ice Pillar.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 30s / Range: 25y

    8. Wind Slash (LV15): Deals wind damage with a potency of 80. Additional Trait Effect: Grants 20% chance that it will Steal the enhancement effect of the enemy and bestow it onto you.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 2.5s / Range: 25y

    9. Aquaveil (LV18): Reduces chance of having a spell interrupted. Additional Effect: (Manawell) X% of damage taken is converted into MP.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 120s / Duration: 20s

    10. Widened Compass (LV22): Spreads the target helix and terra debilitating effect to all nearby targets.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 60s / Radius: 8y

    11. Gaia (LV26): Deals elemental damage with a potency of 80 to target and enemies near it.
    *Fire environment: Pyro-Gaia = Deals AOE fire damage.
    *Ice environment: Cryo-Gaia = Deals AOE ice damage.
    *Lightning environment: Iono-Gaia = Deals AOE lightning damage.
    *Water environment: Hydro-Gaia = Deals AOE water damage.
    *Wind environment: Anemo-Gaia = Deals AOE wind damage.
    *Earth environment: Geo-Gaia = Deals AOE earth damage.
    *Dark environment: Nocto-Gaia = Deals AOE dark damage.
    *Light environment: Lumino-Gaia = Deals AOE light damage.
    MP Cost: Medium /Cast Time: 5s / Cooldown: 2.5s / Range: 25y / Radius: 5y

    12. Elemental Seal (LV30): Increases the potency of your next geomancy magic by 30%. Some spells require ES for activation.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 150s / Duration: 10s (1 Spell)

    13. Klimaform (LV30) (Q1): Surrounds the caster with elemental aether that changes the environment around them. The elemental sphere created around them is of a random element; however, it’s not the same as the current environment. (3y around caster). Additional Effect: Accuracy/Critical Cast Bonus when sphere is opposite element of area environment.
    *Fire environment: Firestorm = Covers the sphere with fire properties.
    *Ice environment: Hailstorm = Covers the sphere with ice properties.
    *Lightning environment: Thunderstorm = Covers the sphere with lightning properties.
    *Water environment: Rainstorm = Covers the sphere with water properties.
    *Wind environment: Windstorm = Covers the sphere with wind properties.
    *Earth environment: Sandstorm = Covers the sphere with earth properties.
    *Dark environment: Voidstorm = Covers the sphere with dark properties.
    *Light environment: Aurorastorm = Covers the sphere with light properties.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 30s / Duration: 60s / Radius 3y

    14. Terra III (LV34): Deals elemental damage with a potency of 180 the elemental properties depends on the terrain/environment. Combo Action: Terra II (Only executable after using Terra II)
    *Fire environment: Pyroterra III = Deals fire damage.
    *Ice environment: Cryoterra III = Deals ice damage.
    *Lightning environment: Ionoterra III = Deals lightning damage.
    *Water environment: Hydroterra III = Deals water damage.
    *Wind environment: Anemoterra III = Deals wind damage.
    *Earth environment: Geoterra III = Deals earth damage.
    *Dark environment: Noctoterra III = Deals dark damage.
    *Light environment: Luminoterra III = Deals light damage.
    MP Cost: Medium /Cast Time: 2.5s / Cooldown: 2.5s / Range: 25y

    15. Tornado (LV35) (Q2): Covers a designated area in wind damage with a potency of 180 and has a pushback effect scattering enemies within the targeted area. Requires elemental seal and the 30% increase is null.
    MP Cost: High /Cast Time: 4s / Cooldown: 2.5s / Range: 25y / Radius: 5y

    16. Helix II (LV38): Deals elemental damage with a potency of 45 for 18s. (Elemental damage based on terrain/environment)
    *Fire environment: Pyrohelix II = DOT fire damage.
    *Ice environment: Cryohelix II = DOT ice damage.
    *Lightning environment: Ionohelix II = DOT lightning damage.
    *Water environment: Hydrohelix II = DOT water damage.
    *Wind environment: Anemohelix II = DOT wind damage.
    *Earth environment: Geohelix II = DOT earth damage.
    *Dark environment: Noctohelix II = DOT dark damage.
    *Light environment: Luminohelix II = DOT light damage.
    MP Cost: Medium /Cast Time: 2.5s / Cooldown: 2.5s / Range: 25y

    17. Focalization (Q3) (LV40): Reduces magic resistance of all nearby enemies by 20%. (30s)
    MP Cost: Ability /Cast Time: Instant / Cooldown: 180s

    18. Bindweed (LV42): Inflicts target with bind and heavy +20% for 12s.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 30s / Range: 25y

    19. Airbender (Q4) (LV45): Reduces the damage you and nearby party members take from the next incoming AOE attack by 50%. (3y)
    MP Cost: Ability /Cast Time: Instant / Cooldown: 180s / Duration: 10s

    20. Gaia II (LV46): Deals elemental damage with a potency of 100 to target and enemies near it. Combo Action: Gaia (Only executable after using Gaia)
    *Fire environment: Pyro-Gaia II = Deals AOE fire damage.
    *Ice environment: Cryo-Gaia II = Deals AOE ice damage.
    *Lightning environment: Iono-Gaia II = Deals AOE lightning damage.
    *Water environment: Hydro-Gaia II = Deals AOE water damage.
    *Wind environment: Anemo-Gaia II = Deals AOE wind damage.
    *Earth environment: Geo-Gaia II = Deals AOE earth damage.
    *Dark environment: Nocto-Gaia II = Deals AOE dark damage.
    *Light environment: Lumino-Gaia II = Deals AOE light damage.
    MP Cost: High /Cast Time: 5s / Cooldown: 2.5s / Range: 25y / Radius: 5y

    21. Fury of the Land (LV50): Allows the execution of the next geomancy spell without the combo requirement.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 60s

    22. Quake (LV50) (Q5): Deals earth damage with a potency of 300 to target and nearby enemies. Nearby enemies take an additive 10% less damage after each target hit up to 50% reduced. Requires elemental seal and the 30% increase is null.
    MP Cost: 100% MP /Cast Time: 4s / Cooldown: 2.5s / Range: 25y / Radius: 5y

    23. Soothing Waves (LV52) (Q6): Removes one debilitating effects from yourself and nearby party members can be executed while under a crippling effect. (3y)
    MP Cost: Ability /Cast Time: Instant / Cooldown: 120s

    24. Geomantic Accession (LV54) (Q7): Increases spell speed by 20% for 15s. Reduces MP cost for spells by 25%.
    MP Cost: Ability /Cast Time: Instant / Cooldown: 150s

    25. Terra IV (LV56) (Q8): Deals elemental damage with a potency of 200 the elemental properties depends on the terrain/environment. Combo Action: Terra III (Only executable after using Terra III)
    *Fire environment: Pyroterra IV = Deals fire damage.
    *Ice environment: Cryoterra IV = Deals ice damage.
    *Lightning environment: Ionoterra IV = Deals lightning damage.
    *Water environment: Hydroterra IV = Deals water damage.
    *Wind environment: Anemoterra IV = Deals wind damage.
    *Earth environment: Geoterra IV = Deals earth damage.
    *Dark environment: Noctoterra IV = Deals dark damage.
    *Light environment: Luminoterra IV = Deals light damage.
    MP Cost: High /Cast Time: 2.5s / Cooldown: 2.5s / Range: 25y

    26. Waterfall (LV60) (Q9): Deals water damage with a potency of 150 and applies a damage overtime effect with a potency of 50 to target and all nearby enemies for 8s . Requires elemental seal and the 30% increase is null.
    MP Cost: High /Cast Time: 4s / Cooldown: 2.5s / Range: 25y / Radius: 5y / Duration: 8s

    27. Gaia III (LV60) (Q10): Deals elemental damage with a potency of 135 to target and enemies near it. Combo Action: Gaia II (Only executable after using Gaia II)
    *Fire environment: Pyro-Gaia III = Deals AOE fire damage.
    *Ice environment: Cryo-Gaia III = Deals AOE ice damage.
    *Lightning environment: Iono-Gaia III = Deals AOE lightning damage.
    *Water environment: Hydro-Gaia III = Deals AOE water damage.
    *Wind environment: Anemo-Gaia III = Deals AOE wind damage.
    *Earth environment: Geo-Gaia III = Deals AOE earth damage.
    *Dark environment: Nocto-Gaia III = Deals AOE dark damage.
    *Light environment: Lumino-Gaia III= Deals AOE light damage.
    MP Cost: Very High (Near 15-25% MP) /Cast Time: 5s / Cooldown: 2.5s / Range: 25y / Radius: 5y


    Traits


    1. Enhanced Intelligence (LV8): Increases Intelligence by 2.
    2. Enhanced Intelligence II (LV14): Increases Intelligence by 4.
    3. Hypothermia (LV16): Adds a Freeze effect to Ice Pillar.
    4. Wrath of Nature (LV20): Increases base action damage by 10% and allows you to build up your Elemental Sublimation quicker by converting X% of the damage done by your spells into stored MP.
    5. Enhanced Wind Slash (LV24): Grants 20% chance that Wind Slash will Steal the enhancement effect of the enemy and bestow it onto you.
    6. Manawell (LV28): Converts X% of damage taken into MP while Aquaveil is active.
    7. Enhanced Intelligence III (LV32): Increases Intelligence by 6.
    8. Wandering Lights (LV36): Extends the area of effect for Will-o’-the-Wisp from a single target to a five yard radius.
    9. Wrath of Nature II (LV40): Increases base action damage by 30% and allows you to build up your Elemental Sublimation quicker by converting X% of the damage done by your spells into stored MP.
    10. Forecast (LV44): Grants a Accuracy and Critical Hit Bonus to Klimaform of 10% when sphere is opposite element of environment element.
    11. Gaias Revenge (LV50): When casting any Terra or Gaia spell you have a 20% chance of making the combo requirement null.
    (1)
    Last edited by Brightshadow; 12-03-2016 at 12:35 AM.

  2. #2
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Ok fully posted please if someone can let me knows how I can filter the post by sections so it's not so big ill appreciate it, thanks.

    Also some extra information:
    1.) The Geomancer is slightly weaker than Summoner or Black Mage however they excel at AOE damage, and their elemental vulnerability effect is inflicted on the enemies so anyone with spells of the appropriate element get a damage increase.
    2.) The Geomancer is more of a caster support job; however, most of the support is done by actually doing damage rather than casting buffs on allies or anything of the sort.
    3.) Klimaform: is not like leylines its a aura that actually remains on your character until it wears off. These bubbles aren't the size of FF11 GEO bubbles because they do nothing for party members and to avoid lag.
    4.) Just incase it isn't clear the spell properties of gaia,terra,helix are based on the area weather, and environment; however, if its light/dark weather or no element, earth terrain is the default weather. (This can easily be changed with Klimaform)
    (0)
    Last edited by Brightshadow; 12-02-2016 at 05:25 AM.

  3. #3
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
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    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Nobody likes it? No suggestions?
    (0)

  4. #4
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    I think one of the main issues is the use of elements and your inability to control them.
    The only jobs who would benefit from Focalization is GEO, WHM, BLM, and SMN's Pets, and even then BLM and SMN wouldn't really work well together during boss fights, seeing as BLM will want Fire and SMN will want Wind for Garuda. I might recommend instead of lowering an enemy's elemental resistance, maybe grant debuffs the whole party can use? Like Fire could increase damage done onto the target, while Earth could decrease the damage the target could deal, etc.
    The weather system wouldn't work well either because what would happen if you got an under-used element like Water, Earth or Lightning? The only jobs that have those respective elements are WHM (with Fluid Aura and the Stone-line of spells) and BLM (with the Thunder-line of spells). I would suggest maybe making an ability that lets you control what element you currently have and maybe cycle through them.
    Airbender's description confuses me. It will protect partymembers with in the AoE but not from Raid Damage? So it won't protect from AoEs? That's kind of the main reason we have those bubbles in the first place, seeing as the only partymembers who get attack regularly are tanks.
    (0)

  5. #5
    Player
    Khubla_Kha's Avatar
    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    114
    Character
    Khubla Kha
    World
    Adamantoise
    Main Class
    Archer Lv 56
    Black mage and Summoner already both "excel at AoE" damage. I don't know what adding a "weaker" caster dps brings to the table at this point. I see it, as you mention, fits more of a support/dps caster role which would be a nice alternate option to have for those that enjoy those, albeit limited, aspects of Brd/Mch. It's always nice to have more flavors as long as they bring unique texture to the game.

    I'd much rather see an introduction of hybridized character archetypes at this point as opposed to this idea. Things more in the vein of Rdm or Blue mage but I realize they don't really fit this game's design as well as they did other games where freedom of approach & tactics could be individualized based on what classes/jobs you brought to get content done. Sorry for that tangent.

    I think your idea for the class is a solid interpretation of it into the XIV gameworld and would give an more "mage~y" feeling support/dps, but doesn't strike interest in me personally.

    Edit: Note that certain elements would be rather lack luster from a "support" view point in that they would only be buffing the Geomancer itself or perhaps little used spells such as Fluid Aura or Thunder and what not. Seems that the support would be situational at times which would leave just the lower dps aspect of the Geo behind which might make it less desirable among certain portions of the playerbase.

    Edit 2: Oops someone beat me to mentioning the failings of the situational elemental support thing, my bad!
    (0)
    Last edited by Khubla_Kha; 12-02-2016 at 08:39 AM.

  6. #6
    Player
    Kazrah's Avatar
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    Jan 2015
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    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    So three major things:

    1) Elements have been relevant in FFXIV since, well....never. A vestigial system leftover from its ancestor game. Unless there is anything that distinguishes those elemental attacks other than element (i.e. one having a dot, one being an aoe), then the element theme is pretty much pointless from a mechanical standpoint. Even the elemental vulnerability trick seems pointless when we have a skills that create vulnerabilities for ALL elements in the forms of Foe Requiem and the Promoted Bishop Turret.

    2) If they can only control the elements around them, wouldn't that only make them a geokinetic? Wouldn't it make more sense for a geomancer to be able to create the environment of their choosing rather than being forced to the environment they're stuck in?

    3) I'm still not really seeing the support factor as much compared to summoner (eye for an eye, resurrection) and if it's supposed to do less damage than summoner or black mage on single-target, then it doesn't seem like there's any point in bringing them to most endgame content. It would need something to make it viable for those circumstances, whether it be more single-target damage or more raid utility.

    I do like the idea, but unfortunately it seems more like a testament to how unreasonable it is to expect certain ideas from FFXI to work in FFXIV. Keep working on it though; we need more casters.
    (0)

  7. #7
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
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    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Thank you for feedback changes coming tomorrow the main idea is for GEO to be like a AST but with their nukes instead of actually buffing I still want a rng element to the nukes but more worthwhile effects the elements are aesthetic I know elemental affinity doesn't exist was trying to make it a niche for other jobs when geo came into parties.
    (0)
    Last edited by Brightshadow; 12-02-2016 at 09:59 AM.

  8. #8
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Made some big changes to the support of GEO please check it out will list changes here.

    GEO 1.0 Changes:
    1.) Added Light and Dark Properties to the spells that use the terrain/environment because there are many situations where there are no other elemental properties present. In addition I don’t want Klimaform to be required but rather function similar to Astrologian Redraw where you didn’t get the element you wanted but you can attempt to change it to your benefit.
    2.) Widened Compass: Changed to function with the new debuffs.
    3.) Klimaform: I noticed I made an error in Klimaform where you would get a buff from just using it that wasn’t the intent. Instead I made it so if Klimaform gives you the opposite elemental properties you would get the accuracy/critical cast bonus for getting lucky. You shouldn’t be using Klimaform everytime it’s a tool to attempt to get the elemental debuff you want up. For instance let’s say you are in ice terrain and you don’t care for the magic defense down option you would use Klimaform to attempt for better weather options, and the good news is you can never get the same weather as the current environment.
    4.) Focalization: has gotten a big buff, now it functions like foe requiem and it has double the potency of foe requiem due to Cooldown so it’s a good DPS Cooldown that benefits them and any other caster.
    5.) Airbender: was supposed to be for single target AOE’s like garuda wind strike on healers, or marked AOE’s; however, I think it could function for raid attacks so I changed the focus of it, but you still literally have to be on top of the GEO to benefit from it. Soothing Waves received a similar change.

    Feedback Response:

    Quote Originally Posted by Mimilu View Post
    I think one of the main issues is the use of elements and your inability to control them.
    The only jobs who would benefit from Focalization is GEO, WHM, BLM, and SMN's Pets, and even then BLM and SMN wouldn't really work well together during boss fights, seeing as BLM will want Fire and SMN will want Wind for Garuda. I might recommend instead of lowering an enemy's elemental resistance, maybe grant debuffs the whole party can use? Like Fire could increase damage done onto the target, while Earth could decrease the damage the target could deal, etc.
    The weather system wouldn't work well either because what would happen if you got an under-used element like Water, Earth or Lightning? The only jobs that have those respective elements are WHM (with Fluid Aura and the Stone-line of spells) and BLM (with the Thunder-line of spells). I would suggest maybe making an ability that lets you control what element you currently have and maybe cycle through them.
    Airbender's description confuses me. It will protect partymembers with in the AoE but not from Raid Damage? So it won't protect from AoEs? That's kind of the main reason we have those bubbles in the first place, seeing as the only partymembers who get attack regularly are tanks.
    Geomancer in Final Fantasy have really never had control of the elements but rather have used the elemental properties they have been given and make the best out of them. Klimaform is their attempt to control the elements but in a controlled fashion. As for other comments major changes have been done to their debuffs and airbender. Now GEO can benefit melee's and tanks but they are still at heart a magical support that benefits mostly mages.

    Quote Originally Posted by Khubla_Kha View Post
    Black mage and Summoner already both "excel at AoE" damage. I don't know what adding a "weaker" caster dps brings to the table at this point. I see it, as you mention, fits more of a support/dps caster role which would be a nice alternate option to have for those that enjoy those, albeit limited, aspects of Brd/Mch. It's always nice to have more flavors as long as they bring unique texture to the game.

    I'd much rather see an introduction of hybridized character archetypes at this point as opposed to this idea. Things more in the vein of Rdm or Blue mage but I realize they don't really fit this game's design as well as they did other games where freedom of approach & tactics could be individualized based on what classes/jobs you brought to get content done. Sorry for that tangent.

    I think your idea for the class is a solid interpretation of it into the XIV gameworld and would give an more "mage~y" feeling support/dps, but doesn't strike interest in me personally.

    Edit: Note that certain elements would be rather lack luster from a "support" view point in that they would only be buffing the Geomancer itself or perhaps little used spells such as Fluid Aura or Thunder and what not. Seems that the support would be situational at times which would leave just the lower dps aspect of the Geo behind which might make it less desirable among certain portions of the playerbase.

    Edit 2: Oops someone beat me to mentioning the failings of the situational elemental support thing, my bad!
    They will excel more at AOE than BLM and GEO due to having a rotation based on AOE casting, and ES spells like Quake, but BLM will still be darn close if not better with Fire II / Flare due to their astral fire buff the main idea for GEO is to be a caster/support that doesn't enhance in a traditional way think of a saboteur from ff13. And your right the support was lacking I completely forgot about foe requiem.

    Quote Originally Posted by Kazrah View Post
    So three major things:

    1) Elements have been relevant in FFXIV since, well....never. A vestigial system leftover from its ancestor game. Unless there is anything that distinguishes those elemental attacks other than element (i.e. one having a dot, one being an aoe), then the element theme is pretty much pointless from a mechanical standpoint. Even the elemental vulnerability trick seems pointless when we have a skills that create vulnerabilities for ALL elements in the forms of Foe Requiem and the Promoted Bishop Turret.

    2) If they can only control the elements around them, wouldn't that only make them a geokinetic? Wouldn't it make more sense for a geomancer to be able to create the environment of their choosing rather than being forced to the environment they're stuck in?

    3) I'm still not really seeing the support factor as much compared to summoner (eye for an eye, resurrection) and if it's supposed to do less damage than summoner or black mage on single-target, then it doesn't seem like there's any point in bringing them to most endgame content. It would need something to make it viable for those circumstances, whether it be more single-target damage or more raid utility.

    I do like the idea, but unfortunately it seems more like a testament to how unreasonable it is to expect certain ideas from FFXI to work in FFXIV. Keep working on it though; we need more casters.
    Klimaform is only for the Geomancer because it doesn't really do nothing for other jobs its a proc system that changes the properties of your attacks and honestly we already have enough lag with sacred soil, AST bubble, WHM bubble, and BRD fire arrow do we need big flashy bubbles to lag parties even more? think about it imagine a 24 man raid with 18 GEO the lag will be unbearable thus the bubble is small and only on the GEO.


    And GEO is really only like 10% weaker than BLM and SMN and the only reason is due to their combo requirement which was made to make them a different type of caster. In reality they should be pretty much on par with BLM/SMN similar to how AST is pretty much on par with WHM/SCH and offer their own little niche with their support role. If I added buffs like AST that would require casting it would have destroyed their DPS because they would have to stop their rotation to cast a buff this doesn't affect much a healer but it would a DPS.
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    Last edited by Brightshadow; 12-03-2016 at 12:28 AM.

  9. #9
    Player
    Velstriker's Avatar
    Join Date
    Dec 2011
    Posts
    41
    Character
    Thornton Velstriker
    World
    Excalibur
    Main Class
    Dark Knight Lv 70
    I like it, great write up! instead of making it like MNK and locking out II and III tier spells until after tier I is cast, why not make it a potency thing? or a proc system where casting tier I gives a 25% chance to proc tier II, making it cost 0 mp (like WHM's Cure II proc).
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  10. #10
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Velstriker View Post
    I like it, great write up! instead of making it like MNK and locking out II and III tier spells until after tier I is cast, why not make it a potency thing? or a proc system where casting tier I gives a 25% chance to proc tier II, making it cost 0 mp (like WHM's Cure II proc).
    The purpose of the lock is to make a different playstyle rather than having the same old same old. I think a combo system like the MNK system would work perfectly with a caster and that's also why they would essentially be a little bit weaker but its a great comprise for the debuffs GEO provide.
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