Geomancer (Framework)
Miscellaneous
- Role: DPS (Caster)
- Main Attribute: Intelligence
- Weapon: Handbells
- Requirement:
*Expansion 5.0
*Completion of Stormblood Storyline
*Access to 5.0 Regions- 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
- Enhanced Intelligence (LV8): Increases Intelligence by 2.
- Enhanced Intelligence II (LV14): Increases Intelligence by 4.
- Hypothermia (LV16): Adds a Freeze effect to Ice Pillar.
- 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.
- Enhanced Wind Slash (LV24): Grants 20% chance that Wind Slash will Steal the enhancement effect of the enemy and bestow it onto you.
- Manawell (LV28): Converts X% of damage taken into MP while Aquaveil is active.
- Enhanced Intelligence III (LV32): Increases Intelligence by 6.
- Wandering Lights (LV36): Extends the area of effect for Will-o’-the-Wisp from a single target to a five yard radius.
- 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.
- Forecast (LV44): Grants a Accuracy and Critical Hit Bonus to Klimaform of 10% when sphere is opposite element of environment element.
- Gaias Revenge (LV50): When casting any Terra or Gaia spell you have a 20% chance of making the combo requirement null.