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  1. #1
    Player
    Tlamila's Avatar
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    Sep 2013
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    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    Yes, please. It's also ironic that WHM lost the nature focus in skills, since in quests you get back to it even with the lvl80 job quest.
    But it is what it is, and I'd be happy to see Geomancer (I don't know about Green Mage, but I think we have enough coloured mages as it is).
    (1)

  2. #2
    Player
    SpiralMask's Avatar
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    Dec 2016
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    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Tlamila View Post
    Yes, please. It's also ironic that WHM lost the nature focus in skills, since in quests you get back to it even with the lvl80 job quest.
    But it is what it is, and I'd be happy to see Geomancer (I don't know about Green Mage, but I think we have enough coloured mages as it is).
    green mage was historically all about debuffs and status effects, iirc which just doesn't mesh with 14's mob/boss resistance mechanics. would love getting a scepter/mace/hammer class like them though!
    geomancer i'd also enjoy and seems the obvious lore shoe-in from the AST classes (apparently), but i'm kinda stumped as to how it'll work. since from what i gather it's going to be ganking the elemental magics from WHM and the class lore expansions from AST, but it being terrain-based (as in certain skills were only usable when standing on certain types of ground or in certain weathers) in older games wouldn't translate well into 14's encounter design i think.
    (0)
    Last edited by SpiralMask; 05-07-2020 at 05:12 AM.

  3. #3
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
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    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by SpiralMask View Post
    green mage was historically all about debuffs and status effects, iirc which just doesn't mesh with 14's mob/boss resistance mechanics.
    Green Magic was all about both buffs and debuffs. Spells in the FF universe that have been classified as Green Magick:
    • Protect: physical mitigation.
    • Shell: magical mitigation.
    • Bubble: Max HP increase.
    • Tranq: DPS buff.
    • Leap: movement buff.
    • Decoy: gives provoke/tank stance effect on someone.
    • Reverse: make attacks heal and heals attack a target.
    • Blind: mitigation debuff.
    • Sleep: crowd control debuff.
    • Silence: interrupt.
    • Oil: increased (fire) DPS on target.
    • Drain: restores HP and deals damage.
    • Syphon: restores MP and deals damage (to MP pool).

    Many of these are already present in some form, like Energy Drain (Drain/Syphon), Repose/Sleep (Sleep), Interject/Head Graze (Silence) etc. The ones that would need attention would be Oil, which could function like Trick Attack or Chain Strategem and not rely on fire damage; Bubble, which could function similar to Adloquium; Protect/Shell could be a mechanic if given the healer role to rival WHM as prog healer etc. The Leaf line of spells could be resurrected for a thematic form of damage for them as well.

    Healing needs a complete overhaul, though, to make use of any new/interesting mechanics. Using the AST example in this post, perhaps they could function similarly and contribute more in rDPS via buffs/debuffs than they could by casting nukes themselves.


    Quote Originally Posted by Recon1o6 View Post
    personally I would prefer if we actually had white mage going back to its conjury roots.
    I'd be cool with that, too. Dropping a giant ball of water on enemies in place of Afflatus Misery, bringing back Aero III animation, and incorporating an even more impressive stone spell would certainly be a more natural progression for CNJ. It's just such a shame that the nature theme is completely missing at endgame. PLD sort of has the divine aspect covered anyway.
    (1)
    Last edited by MartaDemireux; 05-07-2020 at 09:14 AM.
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  4. #4
    Player
    BasicBlake's Avatar
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    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by SpiralMask View Post
    green mage was historically all about debuffs and status effects, iirc which just doesn't mesh with 14's mob/boss resistance mechanics. would love getting a scepter/mace/hammer class like them though!
    geomancer i'd also enjoy and seems the obvious lore shoe-in from the AST classes (apparently), but i'm kinda stumped as to how it'll work. since from what i gather it's going to be ganking the elemental magics from WHM and the class lore expansions from AST, but it being terrain-based (as in certain skills were only usable when standing on certain types of ground or in certain weathers) in older games wouldn't translate well into 14's encounter design i think.
    Luckily from what 14 has shown us thus far in regards to Geomancer is that they are Not terrain based. They are back to the Feng Shui Onmyuoji roots of the class. So while they will probably be taking over the Wind/Water/Earth Umbral spells I don't think they will be stepping on too many toes if put in as a caster role. Especially if they focus on the Onmyouji aspects of the class.
    (2)

  5. #5
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
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    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    Quote Originally Posted by BasicBlake View Post
    Luckily from what 14 has shown us thus far in regards to Geomancer is that they are Not terrain based. They are back to the Feng Shui Onmyuoji roots of the class. So while they will probably be taking over the Wind/Water/Earth Umbral spells I don't think they will be stepping on too many toes if put in as a caster role. Especially if they focus on the Onmyouji aspects of the class.
    them going wind/earth/water would make them a good compliment to BLM's kit as a caster, certainly.
    edit: though i fear that if it--or another class bundled with it--wasnt a healer class (and came with the healer retoolling that so many people are expecting, given their consistent neglect post-ShB) it could cause some pretty severe issues for the playerbase.
    (0)
    Last edited by SpiralMask; 05-08-2020 at 02:29 AM.

  6. #6
    Player
    BasicBlake's Avatar
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    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by SpiralMask View Post
    them going wind/earth/water would make them a good compliment to BLM's kit as a caster, certainly.
    edit: though i fear that if it--or another class bundled with it--wasnt a healer class (and came with the healer retoolling that so many people are expecting, given their consistent neglect post-ShB) it could cause some pretty severe issues for the playerbase.
    In the 8+ games Geomancer has been in, it has only ever had access to one healing ability, back in FF6. That plus it's similarities to conjurer I feel would solidify it as a non healer. There are much better options in the remaining FF class roster for the healer role coming. Especially with the next two classes most likely to be healer and caster coming with 6.0
    (0)

  7. #7
    Player
    Recon1o6's Avatar
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    Sep 2016
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    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    personally I would prefer if we actually had white mage going back to its conjury roots. IMO it was implemented pretty poorly and it didn't quite sit right that there's all this light aether...yet that should only affect 2 of our magical elements due to the positions of water wind and earth on the elemental wheel.

    The lore surrounding whm is that they take the aether from the land, yet geomancers bend it to their will using their own aether. Geomancers use theirs in a more defensive role as barriers and adjusting the ground's aether to make airships fall whereas conjury is more a healing role and offensive role to destroy and rejuvenate rather than protect.

    We never got a proper water spell, yet we've seen various water magics and wind spells inaccessible to the player. (Ystola in particular showcases tornado and water 4 in trusts)
    (3)

  8. #8
    Player
    Leidolf's Avatar
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    Mar 2020
    Location
    Ul'dah
    Posts
    104
    Character
    Leidolf Kvasir
    World
    Diabolos
    Main Class
    Paladin Lv 90
    We sure see a lot of ememies cast Water spells, so I wouldn't mind it coming back. But there's also things like the Elementalist Job like from Final Fantasy Tactics A2.
    (1)
    Like to play Dungeons & Dragons? Learn to make your favorite FFXIV Job in 5e by visiting the Fun Characters Builds 5e blog.

  9. #9
    Player
    Sylvain's Avatar
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    Oct 2015
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    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Personally I would actually see the Geomancer as a tank as we currently have no elemental magic tank.
    On the other in the caster department we already have 2 element users. We can argue none of them have water spells and barely any wind/earth but adding the Geomancer as a caster would really feel redundant to me.

    We could obviously have it as a healer but I'd rather have the chemist . But it is true that he 'nature healer' is somewhat fine now with the whm no longer using any wind/earth spells. Just water spells as asylum and assize (and I'm not even sure they're water... But they were introduced during HW when WHM was still an earth/wind/water healer.
    (0)

  10. #10
    Player
    Tlamila's Avatar
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    Sep 2013
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    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Sylvain View Post
    Personally I would actually see the Geomancer as a tank as we currently have no elemental magic tank.
    On the other in the caster department we already have 2 element users. We can argue none of them have water spells and barely any wind/earth but adding the Geomancer as a caster would really feel redundant to me.

    We could obviously have it as a healer but I'd rather have the chemist . But it is true that he 'nature healer' is somewhat fine now with the whm no longer using any wind/earth spells. Just water spells as asylum and assize (and I'm not even sure they're water... But they were introduced during HW when WHM was still an earth/wind/water healer.
    We already have 4 tanks, they really shouldn't be adding more.
    As for chemist, we already have alchemist, and even though it's a crafter it's pretty much the same.
    (1)

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