So I am on the Geomancer bandwagon. Yeah it may not ever happen, but who knows right? I would one day LOVE to see SE take a concept from its community and flesh it out to be seen in-game.
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Bare with me because I'll have to copy / paste the entire thing in a moment!
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Now, Geomancer as a Tank.
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Geomancer (Tank Concept)
Weapon: Spiked Pole Staff
Off-Hand: Handbell (Cosmetic used When casting)
-The Ordinance Gauge
[Astral, Balance, and Umbral]
A Geomancer tank when casting spells, causes the Ordinance Gauge to shift from one side to the other depending on what Spell is casted. These spells will be told on the next slide.
-Why have an Ordinance Gauge?
The Ordinance Gauge is the Geomancer's flow between Earth, Air, and Water; these elements are its connection with the Earth. The Geosphere it produces is an outcome correlated by its Ordinance.
-What's a Geosphere?
The Geosphere Pulse OR Impact is an "Aftermath Effect," caused by a Geomancer's Spell Cycle and it's connection with the Ordinance Gauge. There's three outcomes from the Ordinance Gauge and 6 Direct Aftermath from each Ordinance.
-The Geosphere Aftermath's will be spelled out later on in this concept.
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Geomancer Abilities
o EARTHEN BARRIER: A barrier of rock ruptures from the ground and neglects 40% of damage to the caster and 20% to those behind the barrier until the stone barrier is exhausted.
o WHIRLING TEMPEST: Creates a swirling gust of wind to surround caster that reflects 18% of damage back to enemies and to MP Pool.
o TORRENT OVERFLOW: Water ruptures beneath caster and like a tsunami crashes against enemies within range to increase enmity.
o GEOSPHERE UPSURGE: Grants an additional Astral Element matching one that's currently held. Only accessible upon acquiring one of the three elements.
o THEURGIST FOCUS: Greatly enhances next Magical Spell and increases Enmity.
o FOWARD BRACE: Greatly Enhances Parry Rate and reflects partial damage back to enemy.
o MANASHIELD: All damage taken is consumed by MP. Manashield is exhausted either by the end of its timer or until All Mana is Depleted.
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Magical Spells (Understand Potencies are just random ones I added)
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o GUST SLASH: Delivers a blast of forward wind to strike enemy with the potency of 90. Raises Astral Gauge
o FISSURE BREAK: The Earth cracks open and a pillar of stone rises and strike foe with the potency of 80. Raises Astral Gauge
o WATER BOMB: A ball of water ruptures overhead and strikes enemies within range with the potency of 30. Raises Astral Gauge
o TEMPORAL SHIFT: Extinguishes Ordinance by causing an Area of Effect reaction that channels and produces an Astral Element depending on Gauge Ordinance. Temporarily Enhances Defense corresponding with Ordinance Strength.
o SOLAR FLARE: Using the power of the sun's heat, a bolt of fire descends and strikes foe with the potency of 90. Raises Umbral Gauge
o CRACKLE BURST: Conjuring the power of a lightning storm, a strike of lightning blasts the foe with the potency of 80. Raises Umbral Gauge.
o ARCTIC SCYTHE: A snowstorm burst forth the caster and unleashes a freezing array of ice sickles with the potency of 30. Raises Umbral Gauge.
-The Astral, Balance, and Umbral
[The Gauge Depends on what Ancient Spell can be casted.]
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The Astral, Balance, and Umbral Ordinance Gauge increases or decreases depending on Elemental Chain.
-Astral Ordinance grants Astral Element of Wind
-Umbral Ordinance grants Umbral Element of Earth
-Balance Ordinance grants the Element of Water
Upon acquiring two of the SAME element the following spells are accessed that offer party members within range a buff called Geosphere Pulse corresponding to the element.
o The Geosphere Pulse has 2 aftermaths, a debuff to enemy OR a buff for party members. One Aftermath can ONLY happen after Ancient Spell.
o [Astral Wind x2] Tornado: A consuming vortex of wind strikes enemies within range with the potency of 120.
(Geosphere Aftermaths)Aftermath Geosphere Focus effect of: Increases Direct Hit Rate by 6%.
OR Geosphere Wilt effect of: Decrease Enemy Attack by 6%.
o [Umbral Earth x2] Quake: The ground surrounding enemies shakes fiercely damaging all within range with the potency of 120.
Aftermath Geosphere Frailty effect of: Decreases Defense of enemies within range by 6%.
OR Geosphere Barrier effect of: Increases defense of party members within range by 6%.
o [Balance Water x2] Flood: water ruptures forth from the ground like a geyser and consumes the enemy with the potency of 280.
Aftermath Geosphere Fury effect of: Increases Critical Hit Rate by 6%
OR Aftermath Geosphere Malaise effect of Decreases enemy Magical Defense by 6%.
-Ordinance Gauge Finisher
o-Upon the casting of Each Astral, Umbral, and Balance Element, the beast gauge will glow allowing you to cast a finisher called:
o Kaustra: A powerful AoE of Wind, Earth, and Water with the potency of 200 that descends like a meteor down on foes. Aftermath effect: Increases potency of Geosphere Pulse by 4% and increases duration of Pulse by 30s.
The Geosphere is a Party Wide Buff or an Enemy Debuff caused by the Ancient spell aftermath.
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This is my take on a Geomancer Tank concept. Didn't think much for armor, but a natural Parry.
Just did this for fun! Hope y`all enjoy and give feedback! This is my final round of Geomancer concept as I already made a Caster DPS / Healer as well. Thanks yall~
Pat out.