Incidentally, I wonder if GEO would have some pet-related abilities. The ones in Swallow's Compass appear to summon water Apa, earth Dharas and wind Anilas; the lore does mention that they used their powers to subjugate or ward off spirits, compared to Eorzean Conjurers living in harmony with them.
Nothing to the extent of SMN, hopefully, but perhaps temporary pets as cooldowns?
So kind of like Bahamut/Phoenix?
That may be too similar. They really have left so many different directions with how the casting goes. Went back in and we actually let Malediction of Water go off and it was just a buff. My previous time just has some freakin superb timing of the targeted aoe’s going out from the crystal guys at the exact moment the Sai Taisui started casting.
But I would say those first three rooms in Swallow’s Compass was more “we need more than just the mud spirit. Let’s add elementals of the respective element”
Though the whole dungeon is technically just full of summoned elemental creatures and then wildlife. I was hoping to see more of that giant water elemental model used in the expansion other than just the dungeon and Seiryu.
Hell the Geomancers in there also dabble in teleportation and time magic.
Last edited by BasicBlake; 06-10-2020 at 08:53 AM.
I imagined they might be a crystal font/ward/totem sort of thing, a vague inspiration into construction/engineering on the battlefield, to play into their area control/area usage themes. Make an area infused with fire, the ward potentially doing it's own thing (offensive or defensive), but also doubling back into interacting with the Geomancer spells themselves (and these constructions not being just one ward or battlefield adornment). Like we cant have them actually interact with the normal ground underneath them ("I need dirt now, where is the dirt!?" "oh this boss fight doesn't have that.. yeah sorry..." lol). So this could behave as a mechanism to realize that sort of system without being too painful. Though there may be a cute gimmick to the job like Bard's and their performance, like being able to do some goofy playful actions based on a handful of terrains (making flowers grow out of grass for example), and a concept I hope expands to other jobs like Dragoon and jumps for transportation (would love to hyper/hulk jump, can give it a cooldown if they're worried about visual interference lol), or like dancer and choreography.
Since I'm already in the thread I watched the discussion on if Geo goes to which role, and I feel that it would work better under damage dealing as it would make a greater distance from CNJ (who has for the most part abandoned elements anyways via WHM)- seeing Geo cast flood and quake would be quite fun. However as I'm not emotionally invested in the decision I wouldn't be bothered if it was a healer.
In terms of what I think might be fun, without too much investment into the concept of gotta be classic Geo (I make no complaints to people who feel that way, it's an entirely fair position), is a GeoKnight sort of idea- where they're a damage dealer with bruiser battle mage inspirations (wears dragoon gear group for example, AF looks like Golbez). Imagery being Golbez, Ex-Death, Suaron on the battle field tossing massive rocks at people and making giant swipes with their mace (with bell, bell can be attached inside the maze design or on the end- some creative freedom). Which I think is a 'look' of mage we don't have that would be quite neat (bulky tanky melee mage that brings heavy heft over light or elegant cadence (opposite of red mage)), to be honest I had originally thought of this idea for tank but now that we have GNB I don't really think we need another tank so soon lol.. yet I still quite like the imagery of a mage in heavier armor in the front lines causing earthquakes with their mighty swings, or floods with their fist clenched, erecting monuments of aspected energy that warp the battlefield to their favor, just general hulk mage smashing which are not terribly common combinations.
Also to note that while I'm not emotionally invested into a specific result I'm also not emotionally detached either, I would probably find the job interesting no matter the result (as I do with all jobs but BLU, I was disappointed there)- I just mean that I don't have a "if it's not this way I'd probably be annoyed" position and pretty open. Healer? Cool. Damage dealer? Cool. Another tank? Surprised, but also still cool.
Last edited by Shougun; 06-13-2020 at 07:46 AM.
Yea I've love to see them have cool kit utilizing there elements to create supporting effects. I doubt we'll see anything with a lot of ground and/aoe placement since they're trying to phase that out. It would be cool if they had a dance partner effect but like they placed it on a mob/boss and then all their buffing abilities would happen at them and at the boss. So it'd encourage you to position so you were getting the party in one or the other's effect.
Geoknight sounds like Runefencer XD but that'd be cool to get too, I imagine RFC will be the next melee though.
That doesn't prevent them from getting spells/abilities that place persistent effects under themselves or their target, however. GEO getting their own Ley Lines counterpart isn't out of the question, nor things like creating persistent whirlwinds around their enemy or a regenerative pool centered under an ally. The dance partner effect could be cool too, though.
As an aside, I could very much see GEO having the similarity to BLM of being largely immobile (perhaps a channeling-based attack style, dealing more damage the longer they can remain still within their environment?), but having defensive and evasive tools to make up for it.
Mobility wise, as long as they get a good oGCD tool I don't see that being a problem.[In my last concept I gave them Spectral Upheaval, that allowed the GEO to warp to and from enemies or party member(s)] Another alternative, could be that within their own Terrain Manipulation (ground effect), their spells could have a higher Spell Speed?
There are a lot of avenues. I'm excited to see what SE's Development team gives us for a GEO. Doubtful they'd translate our long-drawn-out concepts we do here, but as long as it gets some serious love, I'm sure it'll surprise us!
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
So on the one-hand they could do something like that, where you teleport to an ally like Aetherial Manipulation or place your own Geomantic Fields (Luopans, elemental spirits, Terrain Manipulation, whathaveyou) you get a buff from that you can teleport to like Ley Lines. However, I think that solution is almost too directly derivative of BLM.
An alternative I might suggest, however, is that the GEO gets an ability to mark an area that they can just... teleport to freely. No buff for standing in it, so you're encouraged to place it somewhere you're not going to be standing much unlike Ley Lines, purely for the purposes of evasion. Maybe even make it so the teleport is a switch effect with charges, so that you move to the field you placed while the field itself relocates to where you were before.
Not to say they shouldn't also get the ability to place buffing fields, just that maybe the two should be distinct.
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