Story [The Earth's Radiance]
Job: Geomancer
Class: Healer
Weapon: Handbell
Story and Lore
-Please note, I have made a Geomancer healer before, but after reading it, I needed much work, plus it was my first attempt at a concept, so I made this new one.
As our story presses on towards Garlean Empire, the Astralagians come across a different breed of Geomancers; ones that's forces derive from the Grand Mother Crystal of the Garelemald. The Grand Mother Crystal shifted their conjuring quite significantly, than those found in the middle most parts of Eorzea.
The Radiance coming from the Crystal also peaks the powers of the Astralagians too, both finding slightly altered versions of themselves in this area and have different abilities.
The High Astralagians guild in Garelemald, are also honed in with the forces of Earth, thanks to the powerful Mother Crystal: allowing the Astralgians to slightly tap into some of the newer energies that come forth the surface, rather than Constellations.
The Grand Geomancers Guild, located in an undisclosed location somewhere in Garelemald, are sought after, and are outcasts; the High Astralagians of this kingdom find them as a disgrace, and wish nothing more than to eliminate that form of conjure for good.
What exactly caused the tension between the two parties is yet known.
This war, that has sprung from this "unknown," has caused both parties to begin fighting each other, opening the door to the Battle of Space Time, and Earth; the leader of the High Astralagans, Forette Attuone will stop at nothing to find the location of the guild and eliminate them; so he takes advantage of the player's knowledge of Geomancers, and tries to manipulate them by giving them access to the powers of the Garlean Astralagians.
The Geomancers, though an outcast, have no price on their head, just yet, but Geomancers as a whole are rare; so most don't comprehend when they lay eyes on a Geomancer, as they are so in-tune with an Astralagian, they mistake them for one: until they hear the chime of the bell.
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The Geomancer's Earthen Connection
Where to begin. As much as I want a unique healer, a Chemist, I believe they could make Geomancer a unique healer. Instead of me creating a new Post, I just updated this post. I put in a Google.doc that explains things in real detail as to effects, levels, and such.
What makes Geomancer unique? Manipulating Weather Patterns / Manipulating and changing the Terrain.
This is my google.doc:
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[Healing Spells]
Gave them the spell "Luz" which means Light in Spanish, because the Geomancer uses the power of the sun to cure it's party members, and then uses the Earth's array of forces to further bolster, cure, and repel the enemy.
Certain Storm Spells grant a healing, for example: Rainstorm gives a "Regen" Aura on whoever the targeted party member has this on.
Hailstorm does the opposite, it tags the Enemy with a "Drain" Effect, which grants party members who strike enemy with MP. Sort of like: MP Samba from FFXI.
[Explaining the Forms]
As the Geomancer can acquire 3 forms: Wind Form / Water Form / Earth Form
These forms allow the Geomancer to manipulate the terrain with Weather Effects, combining two effects create a Terrain Aftermath; which can be accessed with "Earth Ordinance." Read the tooltip below or on my Google.doc to see what it does and the terrain effects the Geomancer can produce.
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Luz: Restores target's HP.
- Cure Potency: 400
- Additional Effect: 15% chance next Luz II will restore critical HP
- Duration: 15s
Aluz: Restores own HP and the HP of all nearby party members.
- Cure Potency: 300
Arise: Resurrects target to a weakened state.
Rainstorm: Grants healing over time to all nearby party members.
- Additional Effect: Regen
- Cure Potency: 80
- Duration: 30s
- 15% Chance to Trigger Water Form
- Water Form: Party Members within range are granted with Magic Defense Up
- Magic Defense +10%
- Duration 21s
Luz II: Restores target's HP.
- Cure Potency: 650
- Additional Effect: Water Form
- Additional Effect: Healing Over Time
- Healing Potency: 50
- Duration: 21s
Luz III: Restores HP of target and all party members nearby target.
- Cure Potency: 450
- Additional Effect Water Form
- Additional Effect: Healing Over Time
- Healing Potency: 80
Earth’s Embrace:
- Restores Target’s HP.
- Cure Potency 700
Photosynthesis: Grants a powerful Regen and Refresh Effect to Self
- Regen Potency: 200
- Refresh Potency: 200
- Duration: 12s
Prevailing Wind: Envelops a designated area in a veil of wind, healing any party members who enter.
- Cure Potency: 250
- Duration: 24s
Flood: Deals water damage to enemies in a cone before you with a potency of 300 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.
- Party Members in a cone before you are cured
- Cure Potency: 400
- Combo Bonus: Mudslide Terrain
- Potency Bonus 320
- Cure Potency: 500
Stoneskin: Creates a barrier around self and all nearby party members that absorbs damage totaling 15% of target's maximum HP.
- Stoneskin effects are bolstered by Turbulence
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[Storm Spells]
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Sandstorm: Deals Earth damage over time.
- Potency: 40
- Combo Bonus: Water
- Combo Potency: 55
- Duration: 18s
Rainstorm: Grants healing over time to all nearby party members.
- Additional Effect: Regen
- Cure Potency: 80
- Duration: 30s
- 15% Chance to Trigger Water Form
- Water Form: Party Members within range are granted with Magic Defense Up
- Magic Defense +10%
- Duration 21s
Windstorm: Deals Wind Damage with a potency 80
- Additional Effect: Tethers Enemies together
- Duration: 21s
- 15% Chance to Trigger Wind Form
- Wind Form Party Members within range are granted with Haste
- Haste +10%
- Duration: 21s
Firestorm: Envelops a designated area in a veil of fire, that damages foes who enter and healing any party members who enter.
- Deals fire damage with potency of 45
- Cure Potency: 100
- Additional Effect: Attack Bonus +5%
- Duration: 24s
Thunderstorm: Deals lightning damage to all nearby enemies with a potency of 420.
- Additional Effect: Increases Critical Hit and Direct Hit by 15%
- Duration: 10s
- Additional Effect: Increases Magic Attack by 5% to self
Hailstorm: Targeted Party Member(s) in range receive a MP Aura
- Additional Effect: 15% of Damage Dealt is converted to MP
- Duration: 24s
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[Abilities]
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Haste: Reduces cast times for spells by 50%
- Duration: 10s
Earth Ordinance: Wind, Water, and Earth Forms are enhanced and given Special Bonuses. Combining One or More storms produces Terrain Effects to Party Members within range and enemies within range. Wind Form, Water Form, and Earth Form are required for effects. Astral Ordinance bolsters form acquisition by an additional 10%.
- Geomancers can only have two Forms active at any given moment.
- Terrain Duration: 24s
- Rainstorm + Sandstorm Produce Mudslide Terrain: Enemies within range tagged with Slow
- Slow -15%
- Rainstorm + Windstorm Produces Tempest Terrain: Party Members within range are granted with Attack Bonus
- Enemy Attack -15%
- Windstorm + Sandstorm Produces Dust Storm: Enemies within range are tagged with lower defense
- Defense -10%
Turbulence: Empowers weather patterns to produce grander effects. Increases Terrain Durations by an additional 50%
- Additional Effect: +5% Potency to Terrain Effects
- Under the Effects of Weather Forms Geomancer Corresponding elements are bolsters by 10%
- Duration: 10s
Seismic Disturbance: Increases the potency of the next Quake and increases the effects of Terrain Effects by 15%. Doubles the duration of Terrain Effects. Allows the ability to have more than one Terrain Effect.
- Duration: 24s
Umbral Ordinance: Fire, Thunder, and Ice are enhanced and given Special Bonuses. Combining an Umbral storm with a Terrain produces Grander Terrain Effects to Party Members within range and enemies within range. Umbral Ordinance bolsters effects by an additional 10%.
- Terrain Duration: 24s
- Tempest Terrain + Thunderstorm produces: Hurricane: Party Members within range are granted with a critical attack bonus +10% and reduces enemy attack by 10%
- Dust Storm + Firestorm produces Heatwave: Party Members within range are granted with an attack bonus +5% and reduces enemy defense by 5%.
- Rainstorm + Hailstorm produces Blizzard: Party Members within range are granted a magical defense bonus of 10% and reduces enemy magical defense by 5%.
Cosmic Oculus: Reduces MP cost of all spells by 100%.
- Duration: 12s
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[Magical DPS]
Water: Deals Water Damage with a potency of 150
Quake: Deals Earth damage to all nearby enemies 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.
- Additional Effect: terror
- Duration: 4s
Sandstorm: Deals Earth damage over time.
- Potency: 40
- Combo Bonus: Water
- Combo Potency: 55
- Duration: 18s
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This refined Geomancer concept takes Terrain / Weather Effects and puts them at the Geomancer's disposal. Again, all the basic healing toolkit is there, from the DPS Spells [Single Target / DoT / AoE] to it's curing abilities [Luz / Aluz / Luz III] and it's Regen Spells tied to Storms.
It begins shifting as soon as its able to create Terrain effects by combining different storms. Nothing complicated, but the options are there to bolster the team and inflict status's to enemies.
I did strongly believe Geomancer should have been added to Shadowbringers, as it was portrayed in the AST story line, so maybe they can add GEO in 5.5!! Wishful thinking I know.
Thanks for re-reading this post if you have had before =D
Pat out.