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  1. #1
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    Patronas Charm
    World
    Leviathan
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    Red Mage Lv 96

    Geomancer, New Healer Concept

    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.


    -

    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:
    -
    [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.

    -
    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

    -

    ---
    [Storm Spells]
    -
    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


    -
    [Abilities]
    -
    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

    --
    [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

    -

    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.
    (1)
    Last edited by PatronasCharm; 06-26-2019 at 09:23 AM.

  2. #2
    Player
    miraidensetsu's Avatar
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    Character
    Luno Belfi
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    Behemoth
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    Conjurer Lv 100
    That's how I think White Mage should be.
    (0)

  3. #3
    Player
    CaptainLagbeard's Avatar
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    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    I think Conjurer's are practically Geomancers in term of lore...

    If Geomancer were to exist as a job of it's own, it'd probably have to be somehow related to them.
    (0)

  4. #4
    Player
    MartaDemireux's Avatar
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    Hiraeth Petrichor
    World
    Excalibur
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    White Mage Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    I think Conjurer's are practically Geomancers in term of lore...

    If Geomancer were to exist as a job of it's own, it'd probably have to be somehow related to them.
    Funny thing though is their relation to AST. They’re the AST of the Far East. I feel like SE muddied the waters by including named Geomancers in the AST quests.
    (0)

  5. #5
    Player
    KisaiTenshi's Avatar
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    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    I think Conjurer's are practically Geomancers in term of lore...

    If Geomancer were to exist as a job of it's own, it'd probably have to be somehow related to them.
    The original Conjurer in V1.0 was closer to FF Geomancer in concept (6 elemental magic), but not execution. The original thaumaturge was closer to the White mage in concept, being something like a Priest, but THM became BLM by taking half of Conjurer's magic, and most of the stuff that was cut from Thaumaturge was put into Arcanist and Astrologian.

    If you want to get more specific however, Geomancy is what's more commonly known as Feng Shui. Thaumatugy is non-elemental magic of prayer/miracles (eg divinity.) Realistically, without trampling on the game's lore too much, the dev's REALLY should go back and put the original classes back into representing what they were in V1.0, and make them completely separate from the FF "jobs". Bridge those back to the game's jobs by posing a "but what if there's more?" question at level 30 instead of just dragging the player by the nose to it, replace the basic toolkit entirely. It won't happen I know, but it feels like "jobs" obsolete the classes instead of being something completely different, which is what should be implied at level 30. Why waste development time on making the lore fit perfectly when players are basically encouraged to grind past the first 30 levels in a class because they're boring to get to the Job.

    Like nobody said the developers have to adhere to logic. It's a game that has flying ships powered by unaspected "magic" as a power source, even though it would make as much sense to hitch one of those floating rocks as a source of lift. (I mean the airships don't make a lick of sense at all, but we just accept it because it's cool. )
    (0)

  6. #6
    Player
    PatronasCharm's Avatar
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    Character
    Patronas Charm
    World
    Leviathan
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    Red Mage Lv 96
    Quote Originally Posted by miraidensetsu View Post
    That's how I think White Mage should be.
    Like the entire concept?

    It does have its connections with WHM I suppose; but I haven't actually played WHM, so I can't really talk much on how I'd like it to be.
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  7. #7
    Player
    Keridwyn's Avatar
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    May 2017
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    Gridania
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    Character
    Keridwyn Maeve
    World
    Coeurl
    Main Class
    White Mage Lv 90
    The problem Geomancer is going to have as a healer is that it is competing with WHM heavily thematically. WHM in FFXIV are already tied to the elemental balance thanks to their questlines and it is pretty much impossible to disconnect them at this point. Geo could be a really nice dps class or, ya know, they could break the trinity and make it into a killer magic support but that won't happen either.
    (1)

  8. #8
    Player
    Nestama's Avatar
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    Limsa Lominsa
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    Nestama Eynfoetsyn
    World
    Lamia
    Main Class
    Samurai Lv 100
    Personally I feel GEO would be better off as a support-DPS, like BRD in a way.

    Does damage, but also has skills that will benefit the party in some shape or form.
    (3)

  9. #9
    Player
    Myrhn's Avatar
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    Ul'dah
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    Myrhn Shirayuki
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    I really like your concept of GEO as a healer but i see geomancers more like dps. Like taking the dps parts of WHMs and combine them with bubbles that buff the party or DoTs the enemy. Maybe even take the Luopans things and make them their own.
    (1)
    I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.


  10. #10
    Player
    Aomine1992's Avatar
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    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Keridwyn View Post
    The problem Geomancer is going to have as a healer is that it is competing with WHM heavily thematically. WHM in FFXIV are already tied to the elemental balance thanks to their questlines and it is pretty much impossible to disconnect them at this point. Geo could be a really nice dps class or, ya know, they could break the trinity and make it into a killer magic support but that won't happen either.
    This! I think casters need a support caster like BRD/MCH so we can get some more diversity in these parties and how we play the game..
    (1)

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