Quote Originally Posted by Kaliesto View Post
I see Geomancer not so much a Healer Job, but as a Magical Ranged DPS that would be very similar to Black Mages with a different variety of spells that Black Mages don't have access to cast.

Pure Water and Wind Magic -

Water I, Water II, Water III, Water IV

Aero I, Aero II, Aero III, Aero IV

Also give Earth I, Earth II, Earth III, Earth IV that acts as a AOE spell
Aero and Stone are already available to CNJ/WHM, but we wouldn't necessarily have to see classic spell rankings for a DPS job. Aside from DoTs (Thunder, Bio, Miasma) and filler spells (Ruin, Jolt), XIV treats each rank of an element as having completely separate functions rather than just straight upgrades -- Fire, Blizzard, Ruin 2-4, and Veraero/thunder.
So you could see them adding pseudo-rankings of spells like Qi, Evocation, and Malediction for GEO to fulfill similar purposes rather than sticking to the usual naming theme. Perhaps with some stance-based component that shifts the element used with each rank?

And then there's the fact that nobody casts Tornado, Flood or Quake yet...

Its utility well...

I was studying how FFXI worked, and the only thing I can think of is Geomancers can try to raise a random stat for the whole party in battle for X-seconds.

Also make the Haste Spell be able to boost higher movement speed compared to Peloton and sprint?
One of the things I've been throwing around in my head is that GEO could receive a grouping tool for enemies, which would make it easier to AoE them down given the many different formations for AoE (Dragoon's lines attacks, cones, point-blank AoEs, etc). Could make that the purpose of Tornado (on top of, say, a DoT component), and then have Flood and Quake as filler for an AoE rotation, not unlike BLM's use of Flare, Freeze, and Foul.
(I considered Flood as an AoE knockback counterpart, but that wouldn't be helpful to group play.)