Quote Originally Posted by Archwizard View Post
My current thinking is that it would probably be more conducive to limit the player to 2-3 "Geo Field Effects" -- Wind and Water play heavily into the lore, and Earth being of course its namesake. One could also perhaps add a cooldown to supe-up the effects of whatever field is active on nearby allies, or even just to share the effects if it's initially limited to the user. And this is all assuming the fields themselves are damage-oriented, since you could easily make the Water field do a slight HoT and the Earth field give some small mitigation, for instance.
I've also thought about some type of teleportation skill where the Geomancer sets up just a Water field and an Earth field, then uses a Wind spell to teleport between them.
Lots of options.
I tend to play it safe when I think of utility and support in this game, since its niche if it isnt some variation of plus +damage. But you could combine them as well. Like Water could be a 50 potency hot+ 3% Dhit, Earth could be 2% Physical Damage Reduction+ 2% Damage, and Wind could be 2% Magic Damage Reduction and +2% crit. The sky's are endless.