I get you want to share you concept with others but... at least tweak it a little before making your suggestions? I mean come on, this job would be so OP it would make AST shake in its boots.



I get you want to share you concept with others but... at least tweak it a little before making your suggestions? I mean come on, this job would be so OP it would make AST shake in its boots.
I had a lot of fun tinkering around with this idea. I also had a lot of fun sharing it. You don't like it and that's absolutely fine. It's your opinion and I respect that. This forum is NOTHING but "Fix White Mage," "Fix Scholar," "Nerf Astro," and so on, so I thought this little idea would be a nice distraction, but it appears that regardless of the post, there will be people who have to rain on the parade. It's a little premature to say that this job would be OP given that there was no mention of MP costs or recast timers on anything. Benediction is OP until you consider its recast time. Nor did I mention any synergy with a gauge. Perhaps some of the abilities tie into building up a particular resource to use -- the armors perhaps. Regardless, I enjoyed the making of it. Thanks for your feedback.
Last edited by Novak_04; 07-13-2017 at 12:21 PM.




The problem with making GEO a healer is that, no matter how mechanically unique and different you make it from CNJ and WHM, every single player that doesn't already know how different it is will immediately wonder why there are two healers that do the same thing.
This means every new player that sees the job's thematic design, and every current player that doesn't pay attention to patch notes, watch videos on new classes, or play healer enough to understand the subtle differences between healing jobs, will look at GEO as WHM 2.0. That is not a healthy way to design a class.
This is why there's a growing momentum of people looking at GEO to be a caster tank, probably using barriers and the elements to protect themselves from damage.
Isn't this just another WHM clone with AST card buffs on demand instead of having the RNG draw? Preferably a new healer shouldn't just replicate WHM's base playstyle like AST did and try to go its own way, as all healer classes shouldn't try to play the exact same.
I like the idea of Submerge, though. That's an interesting mechanic.


The only GEO I wanna see is this one right here, It's different, from any current job we have. And I will plug it until I see it announced, lol. Also It's not updated for level 70 yet, it still have the level 60 pacing, Haven't found the time to tweak it just yet.
GEOMANCER TANK EMBRACE IT!!!!!
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
I think a GEO tank would also be neato! I'd definitely play it! All I play are healers and I'm a Geology major, which is why I'd LOVE for it to be a healer. :P However, if it became a tanking class, I'd be swayed to make the switch! ^_^The only GEO I wanna see is this one right here, It's different, from any current job we have. And I will plug it until I see it announced, lol. Also It's not updated for level 70 yet, it still have the level 60 pacing, Haven't found the time to tweak it just yet.
GEOMANCER TANK EMBRACE IT!!!!!

It's a fun idea thread. You may not like the job, or the ideas, and it's fine if you say so and why. Just don't make personal attacks on a person for their opinions, even if you privately think badly of them.
Anyway, on topic:
I don't think the GEO will scale off conjurer, although it may borrow pieces from its lore. That said, with 4.0, it has become clear that every job has an unique mechanic. WHM have lilies, SCH have the fairy, and AST have their cards. There are fun UI and gameplay elements for those. What would your GEO mechanic look like?
To me, it might be fun for GEO to build out resources like Sen for Samurai when they use certain spells and this can be used to trigger global utility effects or perhaps fields instead of targets. In some ways, it would take some or complement the utility from AST. Your abilities are a little too similar to AST, so I'd like to find a niche where a GEO might fit so it is not a battle between AST or GEO.
I was thinking they would have a gauge with 4 elemental bars. Each time they used an ability of a particular element, the bar would grow a bit. Whenever they filled the bar, they would be able to use a more powerful ability of that element. I was thinking about the armors (perhaps even buffing the potency of the armors as more of an incentive, depending on the rate of generation). The amount of elemental energy contributed to the bar would depend on the frequency the element would be used. For instance, Water abilities would be used commonly, therefore they'd provide less energy to the bar, while their air abilities would be used less often, thus providing more energy each time they're used. This particular mechanic would almost force them to use a variety of elemental abilities in order to use the armor from that element.
To be honest, the gauge is a bit more challenging of a concept than I thought it would be. I would like for it to have synergy with their game-play -- something that requires the use of a multitude of abilities. I want it to force them into being more than a turret healer. My imagined design was more of a support class with healing capabilities -- able to cast heals and help out, but primarily worried about buffing and dealing damage when possible. Thoughts?

I'd love to have something along the lines of a BLM ley-lines or arcanist-Shadowflare.
Geomancer would definitely a lay-down ability/standing in type of mechanic
Which if the geomancer stands in- would grant small dmg mitigation buff on GEO or add a condition on a specific ability (a damage and/or a heal). Similar to Noct-sect AST.
If you move outside that layed-down buff or recently moved out (push out) you gain a temporary-different buff (Wind thematic). Maybe a self movement speed or a Diurnal Sect AST regen or dot on an ability.
(Water thematic)
I can also see something along the lines of a fluid wall cast, that if you move through would give you a bubble(shield-mitigating dmg) it would be a pretty cool engaging-boss ability.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote





