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  1. #21
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Eloah View Post
    Okay, I'll read this carefully when I can, just glancing at it at the moment. But I have a very important question... Where is your raise skill?
    Imagine overlooking something so important... >_>


    Ok, reposted due to new page:



    Ok, I’ve sorted out a new build for this.

    Settled on ‘Geometrist’ as the title and GEO as the abbreviation.
    Re-ordered and releveled some abilities.
    Removed the stances entirely, but still kept the multiple-identity in the abilities.

    Basically, while WHM is HoT and SCH is mitigation, AST can be both depending on stance, and GEO can be both depending on abilities used.
    AST uses its stances as a baseline, then its main focus is on managing card buffs.
    GEO’s main focus is on its Aetherprobes, and managing them dictates your “stance” so to speak, while its buffs come later as an afterthought.



    Lv. 1 Axiom
    Deals 128 potency damage to target. GCD. Costs MP.

    Lv. 2 Congruence
    Heals for 320 potency, GCD. Costs MP.

    Lv. 4 Negative Logarithm
    Inflict a DoT that increases over 18s. GCD. Costs MP.
    Initial Hit: 2 potency, Subsequent Ticks: 4, 8, 16, 32, 64, 128, Total: 252 potency.

    Lv. 10 Positive Logarithm
    Bestow an AoE HoT that increases over 12s. GCD. Costs MP.
    Initial Hit: 3 potency, Subsequent Ticks: 9, 27, 81, 243, Total: 363 potency.

    Lv. 15 Coversine
    Splits damage with target by percentage. Duration 6s, cooldown 30s. Costs MP.
    Effect ends prematurely if you move.
    e.g. if target takes damage equal to 20% of their HP, they only suffer half of that damage (10%) and 3s later you suffer damage equal to 10% of your HP. This is a net gain as a healer will have less HP than a Tank, so less damage will be taken overall. Not much mitigation in terms of net damage really, but when you consider you're basically providing the tank with a 50% shield it can be very potent when used correctly.
    Sort of an inverse of AST’s Synastry as mitigation instead of bonus healing.


    -First dungeons begin-

    Lv. 17 Reverse
    Revives target to a weakened state. GCD. Costs MP.

    Lv. 20 Natural Logarithm
    Bestow a single target HoT that decreases over 15s. Instant, 120s cooldown. Costs MP.
    Initial Hit: 729 potency, Subsequent Ticks: 243, 81, 27, 9, 3, Total: 1092 potency.
    Similar to Essential Dignity as an emergency heal, but as a front-loaded HoT.

    Lv. 25 Negative Logarithm II
    Replaces Negative Logarithm.
    Inflict a DoT that increases over 12s. GCD. Costs MP.
    Initial Hit: 3 potency, Subsequent Ticks: 9, 27, 81, 243, Total: 363 potency.

    Lv. 30 Aetherprobe
    Place an Aetherprobe in the ground, generating a 10y field that bestows a 40 potency HoT.
    The Aetherprobe will last indefinitely unless HP depleted or replaced by another. Can be damaged by AoE’s or targeted by enemies.
    30s cooldown. Costs TP.

    Lv. 30 Retrieve
    Remove the 'oldest' Aetherprobe you placed. Costs TP.
    For when you don't want to form a corridor, and just want a series of 10y circles, as your progress down a path/through a dungeon.

    Lv. 35 Quake
    Deals unaspected damage to a target and all enemies nearby it with a potency of 200 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, 40% less for the fifth, and 50% less for all remaining enemies. GCD. Costs MP.
    Proc’s Aftershock, available for 12s.
    Yes, basically a weaker Gravity, however it would be available at a lower level than Gravity, have Aftershock to bolster its damage at higher levels, and personally I'd like to see Gravity changed to have its potency scale with targets HP, e.g. 300 potency to all targets at 100% HP, 100 potency to all targets at less than 10% HP, and everything in between like 200 potency if at 50% HP, etc.

    Lv. 38 Congruence II
    Heals for 640 potency, GCD. Costs MP.

    Lv. 40 Positive Logarithm II
    Replaces Positive Logarithm.
    Bestow an AoE HoT that increases over 9s. GCD. Costs MP.
    Initial Hit: 5 potency, Subsequent Ticks: 25, 125, 625, Total: 780 potency.

    Lv. 42 Axiom II
    Replaces Axiom.
    Deals 205 potency damage to target. GCD. Costs MP.

    Lv. 48 Haversine
    Splits damage target receives with three other party members by percentage. Duration 8s, cooldown 45s. Costs MP.
    Effect ends prematurely if you move.
    e.g. if target takes damage equal to 20% of their HP, they only suffer half of that damage (10%) and 3s later the three closest party members each suffer damage equal to 5% of their HP. Same effect as far as the tank is concerned, but you're sharing out 75% of the damage across three characters, so depending on HP values you could be taking more damage overall. This is the drawback to sharing it out more evenly, but gives you an additional oGCD to weave.

    Lv. 50 Aetherprobe II
    Replaces Aetherprobe.
    Place up to two Aetherprobes in the ground.
    One Aetherprobe maintains the effect of Aetherprobe
    Two Aetherbrobes form a 5y width corridor field between the two plus a 5y radius at each end, with a 10% Damage Reduction buff.
    20s cooldown. Costs TP.

    -ARR cut off-

    Lv. 52 Integration
    Can only be used when standing within the Aetherprobe field, cooldown 60s. Costs TP.
    For 9s any Congruence spells you cast have their MP reduced by 60%

    Vector: Level 54 trait.
    Enemies in the dual-probe aetheric field are effected by the ‘Vector’ effect, giving each tick of Negative Logarithm a 10% of triggering the Enhanced Axiom effect.
    Party members in the field are effected by the ‘Vector’ effect, giving each tick of Positive Logarithm a 5% of triggering the Enhanced Congruence effect.
    Enhanced Axiom and Enhanced Congruence cause the next spell of their respective type to deal/heal for 60% more damage/HP.

    Lv. 56 Aftershock
    Can only be used when proc’ed by Quake. Instant cast. 20s cooldown. Costs MP.
    Deals unaspected damage to a target and all enemies nearby it with a potency of 100 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, 40% less for the fifth, and 50% less for all remaining enemies. Also stuns all enemies for 2s.

    Lv. 58 Phase Shift
    Renders target impervious to any damage that would take target below 1HP for 3 seconds. 180s cooldown. Costs MP.
    Effect ends prematurely if you move.

    Lv. 60 Aetherprobe III
    Replaces Aetherprobe II.
    Place up to three Aetherprobes in the ground.
    One Aetherprobe maintains the effect of Aetherprobe
    Two Aetherbrobes maintains the effect of Aetherprobe II
    Three Aetherprobes form a triangular field between them that bestows a 10% Terrain Aspect Bonus to all party members and increases your healing potency by 20%.
    10s cooldown. Costs TP.
    The third Aetherprobe will always snap into place to form a right triangle, meaning there will be an arc in which the third one can be placed, therefore the placement of the first two Aetherprobes will form the hypotenuse (longest side of the triangle) and determine where the third one can go.

    -HW cut off-

    Lv. 62 Gaia
    Bestow a 10% effect of the current Terrain Aspect Bonus to one target for 10s. 30s cooldown. Costs TP.

    Lv. 62 Apeiroga
    Detonates all three aetherprobes to deal damage to all enemies in range with a potency that scales with the number of enemies currently within the field.
    Base 100 potency, each enemy grants 50 potency to the attack.
    Additional unique effects require you to be standing by a certain probe.
    120s cooldown. Costs MP. Triggers your Aetherprobe III cooldown.

    Lv. 64 Apeirogonal Sine
    Replaces Apeiroga when standing within 5y of the Opposite-Hypotenuse angle probe. (probably the second one placed)
    Detonating deals the damage of Apeirogon and shields the party for 60% of their max HP.
    120s cooldown. Costs MP. Triggers your Aetherprobe III cooldown.

    Lv. 66 Apeirogonal Cosine
    Replaces Apeiroga when standing within 5y of the Adjacent-Hypotenuse angle probe. (probably the first one placed)
    Detonating deals the damage of Apeirogon and bestows a HoT on the party for a total of 80% of their max HP over 18s.
    120s cooldown. Costs MP. Triggers your Aetherprobe III cooldown.

    Cartesian: Level 66 trait.
    Enemies in the triple-probe aetheric field are effected by the ‘Cartesian’ effect, giving each tick of Negative Logarithm a 6% of triggering the Enhanced Axiom effect.
    Party members in the field are effected by the ‘Cartesian’ effect, giving each tick of Positive Logarithm a 3% of triggering the Enhanced Congruence effect.
    Enhanced Axiom and Enhanced Congruence cause the next spell of their respective type to deal/heal for 100% more damage/HP.

    Lv. 68 Apeirogonal Tangent
    Replaces Apeiroga when standing within 5y of the Opposite-Adjacent angle probe. (the last probe you placed)
    Detonating deals the damage of Apeirogon and heals the party for 75% of their max HP.
    120s cooldown. Costs MP. Triggers your Aetherprobe III cooldown.

    Lv. 70 Stratification
    Tap into a deeper aethercurrent, unlocking a second 5% Terrain Aspect Bonus to utilise in addition to the current one, combining two buffs at once when using either Gaia or Aetherprobe III.
    Secondary bonus is entirely random. Effect disappears after 20s or if you move to a different terrain area. 120s cooldown. Costs TP.

    -SB cut off-

    Lv. 72 Escarpment
    Convert the Stratification bonus into the same aspect as the Terrain Aspect Bonus, making it a total 15% effect. 120s cooldown. Costs TP.

    Lv. 76 Slide Rule
    Warp to an Aetherprobe, defaults to closest and can then be reused to cycle through probes. 3s cooldown. Costs TP.
    Basically Aetherial Manipulation using probes instead of party members.

    Lv. 80 Faultline
    Primes current spot for an Earthquake. 10y ground targeted AoE. Duration 6s. Cooldown 180s. Costs TP.
    Any Quake or Aftershock spells you cast on this spot will deal an additional 100 potency base damage and heal any party members in range for 50% of the damage inflicted.



    Terrain Aspect Bonuses: Similar to AST’s cards, but based on location so they’re entirely predictable and not under your control.
    These can vary by location within dungeons but will never vary within a boss battle arena.
    The gauge will display what bonus your current location provides.
    The specific buffs are merely ideas, there might be better ideas out there.


    Fire: Physical Damage Up
    Lighting: Magic Damage Up
    Wind: Skill Speed Up
    Ice: Spell Speed Up
    Water: Healing Up (like Convalescence)
    Earth: Damage Received Down (like Bole)

    I thought these buffs would be different enough from AST cards that they wouldn’t feel too similar, and in addition they’re a little less versatile with speed and damage buffs being split between damage types.
    These ‘pairs’ as such would typically be seen together in the same dungeon, such as one dungeon alternating between Wind and Ice (say Snowcloak if that were to have it)
    So Fire/Lightning would be damage up, Wind/Ice would be speed up, and Water/Earth is survivability up, or taking the load off of you the healer.



    Job Gauges: Two parts, both of which display at level 60.
    Terrain Gauge: Simply an elemental symbol representing the Terrain Aspect Bonus, with a second slot under it for the second bonus via Stratification. The simple form would be two slots side by side, the first showing TAB and the second showing Stratification bonus
    Geometry Gauge: Three slots laid out in a right triangle, and at each corner are the SIN, COS and TAN symbols. When you are standing within range of an Aetherprobe, this symbol along with the two sides of the triangle that form that angle light up, Indicating which Apeirogonal is available.
    Simple form is one slot that will display either SIN, COS or TAN.
    (0)
    Last edited by Seraphor; 03-27-2018 at 06:35 PM.

  2. #22
    Player
    Ordoric's Avatar
    Join Date
    May 2012
    Posts
    148
    Character
    Ordoric Ambrosuis
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 80
    i could see geo being the master of HoT healing with some burst heals to oppose the whm stance of powerful burst with some hots
    (0)

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