Geomancer Concept and Kit Workshopping [KIT IS IN COMMENTS DUE TO CHARACTER LIMITS]

Workshopped this on Reddit and got some positive feedback and the suggestion to drop it off here.

This is a Fan-Made Concept and is Not Meant to Propose/Represent/Confirm any Current or Future Content/Implementations under the Copyright of Square Enix.

I was encouraged to flesh out this concept while watching a FFXIV Stream. I have made the following kit with a lot of work and attention to detail entirely for the enjoyment of discussion/expansion on the topic. I figure my fellow players may be glad to have outlets for their hype with ShB looming days away.

For this concept I relied on the kit-structure of both WHM and AST to balance DPS and Healing in a way that would feel different than other Healing classes, while still maintaining the core feeling of the role as a support class. For many of the Job Actions, I used Ceramics terminology to represent the Geomancer’s philosophy of manipulating Earth Aether in a way that is similar to shaping Earth in its many forms, the most malleable being clay, and so the healing abilities utilize such terms to invoke that, while the damaging abilities and mitigation abilities call to mind the resilience and power that the Earth offers in varying states. Because I wanted to toy with the idea of a Melee Healer, I wanted to play a lot with skills/traits that toy with movement, such as the positional regen AOEs that control where the party stands so it is easier to manage moving between allies, heavy armor to allow the healer the ability to stand with the tank and absorb cleaves etc. The trade-off for that is limited self-healing, so if the tank goes down, they won’t be able to mitigate being focused, in order to keep it balanced. The trait that increases combat movement and the gap-closer for allies make getting the auto-attack heals on allies fun, rather than a chore, especially since much of the time, you will be sticking with the tank and using ranged/AOE heals for the minor damage on DPS. So the class is a good mix of stop-and-go positional awareness. Both Healing and DPS have high-potential, but are kept balanced by requiring repositioning/refreshing of ground AOEs while also managing personal movement and cast timing. It sounds like a highly-technical class on-paper, but I tried to imagine how it would feel in-game and how well these ideas would makes sense on the leveling/introduction curve of current Jobs, and I think whereas the wordiness of the skills is necessary, they would come naturally in practice because of how the gauges work with intended rotation, and the only technical requirement is prioritization of targets (all healers) and aspect of Geo Fissures (Explained in Kit).