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. )