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  1. #1
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96

    Geomancer (Caster DPS)

    So recently I made a Geomancer as a Healer role, so after reading some comments, people were saying the GEO was a CNJ like a BLM, but utilized the forces of Earth.

    So, I made a Geomancer in a "what-if" case: If it were implemented as Caster, that utilizes the forces of Earth to damage its foes. By utilizing the forces of the earth I mean "Weather Effects," so the Geomancer will make the enemy it's terrain.

    Here's what I made.
    So, to make it different than a Black Mage, so it won't be just ANOTHER black mage, I designed it with the "Elemental Wheel," in mind.

    By Elemental Wheel I mean, to get the most out of DPS, the Geomancer has to cast spells based on their opposite. For example:

    How Does Geomancer tie in to the world of Final Fantasy XIV?

    Geomancer can be considered an Astrologians opposite as AST utilize the constellation, while Geomancers channel the powers that come from the Earth. With these powers they can manipulate weather and utilize the powers of the Earth to take advantage of nature's array of forces.


    Brief Elemental Wheel Example:

    Geohelix (a Mild DoT that triggers a sandstorm to consume its foe) >> Enaero III is casted granting a 20 point potency boost.
    -
    So I'll introduce the list of Traits, Abilities, Spells, and the Geosphere Aftermath that'll make up this Elemental Wheel chaining caster as soon as I edit this!


    -

    Geomancer Unique Traits:

    o ASTRAL ORDINANCE 65: Allows Geomancer to hold 2 sets of Astral Elements

    o DUAL CHANNELING 69: Grants the ability to inflict two Helix Spells at the same time

    o GEOSPHERE IMPACT 70: Upon reaching final Elemental chain, a party wide buff may occur that enhances parties members within range.

    o GEOSPHERE PULSE: 70: Upon Reaching Final Elemental Chain, an Elemental Defense Down is granted for all party members to inflict 6% damage increase depending on what Spell strikes last.

    o UMBRAL ORDINANCE 78: Umbral Elements are granted after casting Ancient Spells.

    o EARTHEN SPIRIT 78: KAUSTRA becomes available after collecting all three Umbral Elements.


    Geosphere Impact / Pulse

    -The Geosphere Impact / Pulse is granted upon a successful Helix cycle. This may give the following depending on the Geomancer's Ordinance:

    [*The Ordinance means what Astral Element it's currently holding. So if the Geomancer is holding Astral Earth:
    [*Pulse will be: Geosphere Frailty and Impact will be: [Geosphere Focus]

    Pulse and Impact Effects have a 15% Chance to inflict status alignments or party wide buffs, and is increased by 5% per Astral Element: totaling out to: 25% Chance


    Pulse

    • Geosphere Frailty - Decreases enemy defense by 6%
    • Geosphere Wilt - Decreases enemy attack by 6%
    • Geosphere Malaise - Decreases enemy magical defense by 6%

    Impact

    • Geosphere Focus - Increases party wide Direct Hit Damage and Rate by 8%
    • Geosphere Fury - Increases party wide Critical Hit Damage and Rate by 8%
    • Geosphere Haste - Increases party wide Magic Casting and Ability Recast by 8%



    Brief Examples for Spells below and how it utilizes the Elemental Wheel:


    Without the use of “Chainspell,” and the trait: "Dual Channeling" only ONE Helix can be inflicted on the enemy at any given moment.

    Unique Trait: Dual Channeling: Has a 20% Chance to activate and allow two Helix Spells to strike enemy at once, without affecting the Chain Bonus.
    [*Meaning two DoT's are active at once]


    -When casting an “En” spell, it automatically inflicts an elemental debuff on enemy, allowing it to strike it with its opposite Helix.

    This Elemental Debuff effect called “Geosphere Manipulation” has a 8s timer, and continues to increase as the chain continues on. Maximum bonus for timer is 30s, upon striking 30s:

    o The Enemy will have an automatic Geosphere Pulse effect [Corresponding to current Element Held] upon reaching Maximum Chain, which is x10% damage increase to Helix Spells for the duration of the 30s.

    Once the 30s of Geometric Pulse is gone, a Geosphere Manipulation will begin to tick again at 8s allowing you to continue chaining Helix spells and restart the cycle.



    -Opener Example:

    o Enstone >> Anemohelix x2%>> Cryohelix x4% >> Pyrohelix x6% >> Enwater x10% >> Ionohelix 8% >> Geohelix 10% (max) >> Enaero x10% >> begin new Helix Cycle.

    -Example of Chainspell:

    o Ionohelix >> Enstone / Pyrohelix >> Enwater (Potency Increase 280) / Geohelix >> Enaero (Potency Increase 320) x3%

    o All helix spells are inflicting damage on foe, and effects can be enhanced via job abilities.



    Ancient Magic and how to Activate them.

    Ancient Spells require TWO "Astral Elements," of the same Element in order to be casted. So after a Spell Cycle, whatever "En" spell lands last, will result in an Astral Element. For example:

    -if Enaero is the last spell on the cycle, you'll be granted "Astral Wind," [x2 Astral Wind unlocks Tornado.]

    -Upon casting "Tornado," player will be giving "Umbral Wind"

    After acquiring all three "Umbral Elements," Kaustra will unlock to be casted.




    Geomancer Abilities

    o CARDINAL CHANT: [10s /120s] Boosts Geosphere Arts to enhance buffs or debuffs inflicted on foe by 10%.

    o CHAINSPELL: [20s / 120s] Allows the ability to inflict up to three helixes and chain three spells by doubling the second spell, and tripling the potency of the last elemental spell striking the enemy. Can NOT be chained with an Ancient Spell.

    o EMANATION: [Consumed upon Use / Recast 3s] Causes next Helix to be an Area of Effect by cutting its potency in half.

    o MANIFESTATION: [Consumed upon Use / Recast 3s] Causes next Elemental Spell to be an Area of Effect by cutting its potency in half.

    o ELEMENTAL SEAL: [Recast 120s] Increases Astral Element by 1



    -ELEMENTAL SPELLS

    o ENSTONE I-III: Delivers a powerful force of Earth with the potency of 220 that strikes with a pillar of stone ripping through the earth’s surface. [Potency increased to 240 if enemy is inflicted with Ionohelix]

    o ANEMOHELIX I-III: Strikes enemy with a Choking whirlwind with the potency of 60 that damages enemy over time. Duration: 15s

    o ENAERO I-III: Delivers a swirling vortex of wind with the potency of 220 to strike enemy. [Potency increased to 240 if enemy is inflicted with Geohelix]

    o CRYOHELIX I-II Strikes enemy with a freezing snowstorm with the potency of 40 that damages enemy over time. Duration 15s

    o ENWATER I-III: Delivers a powerful spear of water with the potency of 220. [Potency increased to 240 if enemy inflicted with Pyrohelix]

    o PYROHELIX I-II: Sends a blistering firestorm to consume enemy with the potency of 40.

    o IONOHELIX I-II: Sends a shocking wave of electricity with the potency of 40 that surrounds enemy with shock spikes.

    HYDROHELIX I-III: Sends a drowning rainstorm to surround enemy with the potency of 50

    o GEOHELIX I-III: Surrounds enemy with a sandstorm with the potency of 50.
    *Helix spells corresponding to the Geomancer's core elements, Water, Wind, and Earth, range up to tier III.




    -ANCIENT Spells


    o QUAKE: A powerful earthquake with the potency of 230 that strikes enemies within the range. [Potency is increased by 20 if Enemy Inflicted with Ionohelix]

    o TORNADO: A powerful tornado with the potency of 230 descends from the heavens and consumes its foes within range. [Potency increased by 20 if an enemy(s) are inflicted with Geohelix]

    o FLOOD: A powerful wave of water with the potency of 480 ruptures from the ground like a geyser inflicting water damage to an enemy. [Potency increased by 20 if an enemy(s) are inflicted with Pyrohelix]


    -ANCIENT FINISHER


    o KAUSTRA: A powerful AoE of Wind, Earth, and Water with the potency of 300 that descends like a meteor down on foes. Causes a DoT [3 sec / tick] effect that’s 1/3 the damage dealt. Consumes 30% of MP. Kaustra only accessible after all three Ancient Spells have been casted.

    Geomancer as a Caster can be defined as an expert in the Elemental Wheel, as it utilizes the power of an elements opposites to bolster its damage output. Unlike the Black Mage that channels its powers through pure damage, Geomancers have to utilize their cardinal skills to increase their potencies by successfully chaining each spell.
    We all know the Geomancer usually takes advantage of its terrain, but seeing FFXIV is very, varied, it may be difficult to accomplish this, so by conjuring the forces of the Earth, the Geomancer can do its own terrain by making the enemy its terrain.


    Hope you enjoy! Give me feedback... maybe we may see this fleshed out someday.
    (3)
    Last edited by PatronasCharm; 05-16-2018 at 11:13 AM.

  2. #2
    Player
    Sylvina's Avatar
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    May 2017
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    1,102
    Character
    Sylvina Eon
    World
    Exodus
    Main Class
    Warrior Lv 90
    Why even MORE dps classes?
    (8)

  3. #3
    Player
    Kill3rkoi8082's Avatar
    Join Date
    Mar 2016
    Posts
    33
    Character
    Magnus Bane-koi
    World
    Leviathan
    Main Class
    White Mage Lv 70
    YES PLEASE!! Im still waiting for Geomancer. I love this idea and fully support it!! lol
    (1)

  4. #4
    Player
    Robert_Ilcri's Avatar
    Join Date
    Nov 2014
    Posts
    111
    Character
    Robert Ilcri
    World
    Odin
    Main Class
    Scholar Lv 90
    Geomancer is already in the game as part of Astrologian's quests. If they did decide to add it, it would more than likely be a healer and not a DPS
    (7)

  5. 08-18-2017 04:10 AM

  6. #5
    Player
    Jybril's Avatar
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    Jul 2017
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    1,116
    Character
    Junpei Iorii
    World
    Sargatanas
    Main Class
    White Mage Lv 60
    I love Job idea's, but as Robert said, it'll most likely be a healer.
    It was in the AST story as a healer. Used Water/Earth.
    I would call your job idea an Elementist. ELE for short.
    (0)

  7. #6
    Player
    Ghastly's Avatar
    Join Date
    May 2014
    Location
    Abalathia's Spine
    Posts
    1,146
    Character
    Ast Eryut
    World
    Cactuar
    Main Class
    Warrior Lv 90
    Geomancer was only protecting in the Astrologian story, it was never healing.
    (1)

  8. #7
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    There is already a mega job thread in here which talks about this job why make another thread for this job idea.
    (0)

  9. #8
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Sylvina View Post
    Why even MORE dps classes?
    Bc DPS classes are fun! You should see my Healer GEO in a different thread; I made two versions lol.
    (0)

  10. #9
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Jybril View Post
    I love Job idea's, but as Robert said, it'll most likely be a healer.
    It was in the AST story as a healer. Used Water/Earth.
    I would call your job idea an Elementist. ELE for short.
    Yeah I'm hoping it fleshes out to be a healer. I loved GEO in FFXI and enjoyed the nuking capabilities it offered. But since FFXIV doesn't have room for OP support classes, I had to tweak it to be a full fleshed DPS / or a Healer as I stated in one of my older posts.
    (0)

  11. #10
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Aren't Geomancers not already similar to Astrologian by lore? (see AST lv61+ jobquests)
    (0)

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