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Thread: Geomancer Idea

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  1. #9
    Player
    Rivxkobe's Avatar
    Join Date
    Dec 2015
    Posts
    536
    Character
    Carmine Altair
    World
    Zalera
    Main Class
    Samurai Lv 80
    I don't understand why people want/think GEO would be a healer if it was added. It has only ever been a support once, and it had no healing, every other iteration has been full damage with status effects.

    Your suggestions are also really...

    You HoT would NEVER work with the system in place, and Water I is a 720 potency heal? Seems legit.

    And don;t even get me started on "Tidal II".

    Just as an example:
    Quake - Target an ally and place a quake on them. For the next 10 seconds, all enemies around the target will take unaspected 100 potency damage. All emnity generated from Quake is transferred to the target.

    Eolian - For the next 15 seconds, all allies within x yalms can cast while moving.

    Eruption - For the next 30 seconds, Stone I, II, III, IV become Igneous. Striking the target for 50% additional damage, leaving behind Magma. Magma - A damage over time effect for 10 seconds. When Magma expires, the target bursts into flames dealing 500 potency damage. (I don't... How at all is this even close to being even half balanced)

    Germination - Increases the healing magic potency of all yourself and all party members by 50% for 10 seconds. Effect does not stack with Largesse.

    Rock Armor - Infuse a targeted ally with Rock Armor, reducing all damage taken by 20% for 15 seconds. Effect does not stack with Bole.

    Magma Armor - Infuse a targeted ally with Magma Armor, increasing all damage dealt by 20% for 15 seconds. Effect does not stack with Balance.

    Water Armor - Infuse a targeted ally with Water Armor, increasing healing received by 20% for 15 seconds.


    This is why most players should never have a say in balance. Y'all suck at it.
    (4)
    Last edited by Rivxkobe; 07-12-2017 at 11:27 PM.