
True strike! But at the end of the day if GEO were to be implemented as DPS or Healer, it would be in a new expansion so you'd get to enjoy it playing through story content with it. It's what I did with RDM, and I had such a blast!

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.


Geo... nuke? What? You mean the AoE DD spells that drained your mana? Most GEO just turned on the bubbles, macro'ed JAs and then watched TV.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.



Aren't Geomancers not already similar to Astrologian by lore? (see AST lv61+ jobquests)


Geomancer was in the Astrologian questline, but I never saw any healing spells used. On the other hand, Kyokuho was tanking that fox spirit like a boss! Between that and the protective magics, it's possible SE is setting the job up as a mage tank? (I hope I hope I hope)
I'm probably reading too much into it, though; it wouldn't be the first time that SE has used unlikely jobs as tanks in solo instances.
It did seem like the questline was promoting AST+GEO as a team - and what team is more natural than Healer/Tank?

Oh joy! Time to make a tank concept! Either way, however GEO is implemented (hoping it's Healer) I'll be playing it!Geomancer was in the Astrologian questline, but I never saw any healing spells used. On the other hand, Kyokuho was tanking that fox spirit like a boss! Between that and the protective magics, it's possible SE is setting the job up as a mage tank? (I hope I hope I hope)
I'm probably reading too much into it, though; it wouldn't be the first time that SE has used unlikely jobs as tanks in solo instances.
It did seem like the questline was promoting AST+GEO as a team - and what team is more natural than Healer/Tank?
You did do a good job coming up with a way to make it a more unique caster compared to existing ones in a way that makes use of the elemental wheel, without having to worry about any particular enemy's resistances but rather through creating openings.
I agree with LineageRazor, just because Geomancers were in AST's story doesn't mean they have to be healers.
As for the concept at hand, I like the idea of placing debuffs to increase the damage of certain attacks but I think they need something to work towards. Like maybe once you complete a cycle you get a buff that lets you use one of your Ancient spells, then once you use your three Ancient spells, you can use your Ancient Finisher spell.
I get that you want them to be on par with a x3 Astral Fire Five IV, but I think the potency of your En- spells are too strong. Maybe instead make it so that the Helix debuffs increase the damage to that amount instead, maybe even have the debuffs power increase via a Trait so then GEO isn't doing level 70 BLM damage at level 50-60.

Yeah I like that addition. Sort of like build a meter that would grant access to an ancient spell. Main purpose behind the ancient spells in this concept is to have an AOE rotation.I agree with LineageRazor, just because Geomancers were in AST's story doesn't mean they have to be healers.
I get that you want them to be on par with a x3 Astral Fire Five IV, but I think the potency of your En- spells are too strong. Maybe instead make it so that the Helix debuffs increase the damage to that amount instead, maybe even have the debuffs power increase via a Trait so then GEO isn't doing level 70 BLM damage at level 50-60.
Secondly yes, I read the BLM potencies and I reduced it by like 220 for en spells boosting them to 250 while chaining them. Haven't changed it on this post though.

Did some tweaks to make it to where you work your way to Ancient spells!I agree with LineageRazor, just because Geomancers were in AST's story doesn't mean they have to be healers.
As for the concept at hand, I like the idea of placing debuffs to increase the damage of certain attacks but I think they need something to work towards. Like maybe once you complete a cycle you get a buff that lets you use one of your Ancient spells, then once you use your three Ancient spells, you can use your Ancient Finisher spell.
I get that you want them to be on par with a x3 Astral Fire Five IV, but I think the potency of your En- spells are too strong. Maybe instead make it so that the Helix debuffs increase the damage to that amount instead, maybe even have the debuffs power increase via a Trait so then GEO isn't doing level 70 BLM damage at level 50-60.
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