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  1. #1
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96

    Geomancer, Earth's Wrath (Caster DPS)

    First and foremost, disclaimer, it is hinted that GEO could be a potential healer from the AST questline, however, I feel as though the GEO should begin in Girdania and tie in with the Conjurer's Guild BEFORE it eventually ventures to Kugane and those areas.

    Story wise / Lore wise it would work well, leading players beyond the original city states and into Kugane. Without further ado >> Geomancer, Magical DPS!

    Job: Geomancer
    Weapon: Handbell
    Class: Magical DPS
    Gauge: Upside Down Elemental Tri-Force *Water / Earth / Wind / Unaspected

    *Story is tied to the Conjurer's Guild, but will eventually cross paths with the ASTs and the GEO's from that faction in order to learn newer, more powerful spells.

    [The Google Doc]
    Edited Updates:
    • Astral and Umbral Elements were replaced with "Chime of Water / Earth / Wind]
    • Cast Times / Recast Times / oGCDs
    • Will update to add "Rotations / Recommended ways to play, etc..


    Starting Quest: [So, you don't want to be a Conjurer?]
    Location: Girdania, near Conjurer's Guild
    NPC: Madelle

    Lore:
    Before Eorzea was consumed by the calamity, there were conjurers known as Geomancers, and this Geomancy, though ancient, has resurfaced, and its teachings have been brought back from a mysterious person yet to reveal themselves, but it is hinted they're aware of the Geomancers in the far East, but their association isn't tied--or so that's the presumption.

    Geomancers and White Mages, two sides of the same coin—one manipulates the ether to heal, while the other utilizes those same forces to inflict detrimental damage to its foes. The White Mages, known as the Conjurer’s, saw how powerful and uncontrollable the force was, due to its nature in manipulating terrain, conjuring powerful storms—so it was abandoned. But seeing the stakes, and the Gerlemald empire at a rise, the Conjurer’s had to seek for this power once again, in hopes to help turn the tide.

    Starting NPC: Madelle informs the player that E-Sumi-Yan doesn't seem himself. She asks the player to check up and see what's happening.

    E-Sumi-Yan droopy eyed, shies away, "So many trials... water, earth... wind... those vital elements that once were the harbinger of life, are no longer in its element." Not understanding what E-Sumi is implying, the player questions what he's talking about and he leads the player to a shady figure in a black cloak that's hood was pulled low.

    [Quest: Geomancer Unlocking Quest: Trials by Water, Earth, and Air] "Ready yourself, for the true forces of Earth will aid you in battle..."

    -
    [Geomancer Job Description] **UPDATED [Thanks to Feedback]
    -
    The Geomancer will be a powerhouse like the Black Mage, but it will be using the elements of Earth, Water, and Wind. The gimmick for Geomancer, however, terrain/weather manipulation, so in order to get those BIG numbers, the Geomancer must utilize the Chime of the Bells and cause "Ripple" effects with the echo of the bell's chime.

    [Paint a picture - BLM's Astral / Umbral elements floating around like Navi from Legend of Zelda. But, they look like rippling echoes.]

    When the GEO uses an Enaero >> Chime of Wind echoes around the GEO - resembling an orb of light representing the Color of the Element.
    • Chime of Water - Blue Echo
    • Chime of Earth - Yellow Echo
    • Chime of Wind - Green Echo

    The Echo's that reverb the elemental chime have distinctive tones - these tones are for players to differentiate what buff from the "Aura" they're receiving.

    Bolstering causes a massive reverb chime that tone telling player(s) that the GEO has absorbed the Echo.
    • Chime of Water grants self or party member(s) within range: Magic Defense +5%
    • Chime of Earth grants self or party member(s) within range: Defense +5%

    Chime of Wind only grants beneficial effect while under the effect of: Cardinal Chant

    Chime of Wind grants self or party member(s) within range a +6% to Magic Attack and Attack

    Cardinal Chant however, does increase regular Water / Earth buffs by an additional 2%.

    -
    -
    Lastly, thank you for reading this. If you do, please give feedback. I enjoy making concepts, it’s just a fun hobby of mine.
    -

    [In light of 6.0, this is going by the assumption the job begins at level 60 and capping at 90.]

    [The Job Gauge]

    The gauge is designed like a triangle and almost looks like the Tri-Force from Legend of Zelda. The Triangle has all three elements, and inside each element, there's a circle. When the GEO Bolsters an Element, they add it to their Triangle. Another way of doing so is by causing Terrain Manipulation. But that's later in the 50s when the job begins to evolve.

    Water > Rainstorms, Floods, Rushing Waters [Seal of Elements adds = Tsunami]

    Earth > Sandstorms, Earthquakes, Mudslides [Seal of Elements adds = Quicksand]

    Air > Windstorms, Tornadoes, Hurricanes [Seal of Elements adds = Typhoon]
    -



    Spells / Abilities
    (Full Description in doc.)


    [Elemental Spells / Unaspected Spells w/ Level Learned] *Updated

    En(Spell) for Entangling Elements

    Enwater: (1) [2.5s / 2.5s] Deals water damage with a potency of 175
    • Additional Effect: Grants Chime of Wind
    • Combo Bonus Enaero
    • Combo Bonus Potency: 200
    • Additional Effect Magic Defense +5%
    • Duration 9s

    Enstone: (2) [2.5s / 2.5s] Deals earth damage with a potency of 100
    • Additional Effect: Grants Chime of Earth
    • Combo Bonus Enwater
    • Combo Potency Bonus 200
    • Combo Additional Effect: Defense +5%
    • Duration 9s

    Enaero: (4) [2.5s / 2.5s] Deals wind damage with a potency of 100
    • Additional Effect: Grants Chime of Wind.
    • Combo Bonus Enstone
    • Combo Potency Bonus: 190
    • Combo Additional Effect: Syphons 50% of damage dealt to MP.

    Poison (10) [1s / 2.5s] Deals water damage with a potency of 30.
    • Poison damage over time 20
    • Duration 18s
    • Combo Bonus Enwater
    • Combo Potency Bonus 60
    • Combo Potency Bonus damage over time 70

    Rainstorm (12) [3s / 2.5s] Deals water damage with a potency of 50 to target and all enemies nearby it.
    • Consumes Chime of Water I and grants Chime of Earth II

    Sandstorm (15) [2.5s / 2.5s] Deals earth damage with a potency of 60 to target and all enemies nearby it.
    • Consumes Chime of Earth II and grants Chime of Wind II

    Windstorm (18) [1.5s / 2.5s] Deals wind damage with a potency of 70 to target and all enemies nearby it.
    • Consumes Chime of Wind II and grants Chime of Water II
    • Additional Effect: Syphons 10% of all damage dealt to MP

    Poison II (26) [2.5s / 2.5s] Deals water damage with a potency of 55 to target and all enemies nearby it.
    • Deals Poison damage over time with a potency of 35
    • Duration 21s
    • Consumes Chime of Water II
    • Additional Effect: Combo Bonus Enwater, Enstone, or Enaero will grant Chime of Water, Stone, or Wind III


    Enwater II (35) Deals water damage with a potency of 255
    • Additional Effect if Chime of Water III is held, it becomes Chime of Water IV
    • Additional Effect Magic Defense +5% Aura
    • Party Member(s) and self
    • Duration 9s

    Flood (38) [4s / 2.5s] Deals water damage with a potency of 100 to target and all enemies nearby it.
    • Additional Effect: Consumes Chime of Water IV
    • Additional Effect: Grants Chime of Earth IV
    • Bonus Effect: Rainstorm
    • Terrain Effect: Rushing Waters
    • Rushing Waters Enemies within Area of Effect are granted with Soggy
    • Soggy Effect
    • Defense -3%
    • Duration 9s


    Quake (45) [3.5s / 2.5s] Deals earth damage to target and all enemies nearby it with a potency of 300 for the first, and 40% less for all remaining enemies.
    • Consumes Chime of Earth IV and grants Chime of Wind IV
    • Bonus Effect Rushing Waters
    • Terrain Effect: Mudslide
    • Mudslide
    • Enemies within range are tagged with Slip and Slide
    • Slip and Slide
    • Slow -3%
    • Duration: 9s

    Tornado (50) [2.5s / 2.5] Deals wind damage to target and all enemies nearby it with a potency of 450the first enemy, and 30% less for all remaining enemies.
    • Consumes Chime of Wind IV and grants Earthen Synchronization I
    • Triggers Kaustra
    • Bonus Effect: Mudslide
    • Terrain Effect: Hurricane
    • Enemies within range are tagged with Fear
    • Fear Effect
    • Magic defense, slow, and defense down -3%
    • Duration 9s

    Enstone II (52) [2.5s / 2.5s] Deals earth damage with a potency of 255.
    • Additional Effect Grants Chime of Earth III
    • Combo Bonus Enwater II
    • Combo Potency Bonus: 275
    • Combo Additional Effect: Defense +5% Aura
    • Party Member(s) and self
    • Duration 9s


    Enaero II (58) [1.5s / 2.5s] Deals wind damage with a potency of 225.
    • Additional Effect grants Chime of Wind III
    • Combo Bonus Enstone II
    • Combo Bonus Potency: 220
    • Combo Additional Effect: Syphons 50% of damage dealt to MP.

    Kaustra (60) [4s / 2.5s] Deals unaspected damage with a potency of 750
    • Kaustra is only accessible upon collecting all three Weather Elements of Rushing Waters, Hurricanes, and Mudslides.
    • Kaustra consumes all elements


    Poison III (68) [1s / 2.5s] Deals water damage with a potency of 125
    • Additional Effect: Poison damage over time
    • Potency 70
    • Duration 18s
    • Combo Bonus Enwater II
    • Combo Potency Bonus 150
    • Combo Potency Bonus damage over time 80


    Whirlpool (74) [5s / 2.5s] Deals water damage with a potency of 450
    • Only Accessible during Elemental Seal.
    • Combo Bonus Rushing Waters and Nature’s Wrath.
    • Tsunami
    • Enemies within a cone shape will take damage with a potency of 200
    • Party Member(s) within range are cured with a potency of 50


    Tremor (76) [5s / 2.5s] Deals earth damage with a potency of 500.
    • Only Accessible during Elemental Seal.
    • Combo Bonus Mudslide and Nature’s Wrath.
    • Quicksand
    • Enemies within the Quicksand are slowed and receive earth damage over time with a potency of 50
    • Slow +5%
    • Duration 9s


    Wind Slash (78) [5s / 2.5s] Deals wind damage with a potency of 550
    • Only Accessible during Elemental Seal.
    • Combo Bonus Hurricane and Nature’s Wrath.
    • Typhoon
    • Enemies with the Typhoon are tethered together and receive wind damage over time with a potency of 50
    • Duration 9s
    • Completing Elemental Seal Chain Grants:
    • Earthen Harmonization II
    • Duration 9s


    Black Hole (80) [1.5s / 2.5s] Deals unaspected damage to target and all enemies nearby it with a potency of 650 for the first, and 25% less for all remaining enemies.
    • Consumes Earthen Harmonization II
    • Grants Earthen Harmonization III
    • Only Accessible during Elemental Seal.


    Earth’s Embrace (84) [8s / 2.5s] Revives down ally.
    • Umbral Earth Cast time reduced by 25%.
    • Earth’s Embrace can be used with Chainspell


    Enbrava (90) [3.5s / 2.5s] Deals unaspected damage with a potency of 800.
    • Consumes Earthen Harmonization III
    • Only Accessible during Elemental Seal.



    Geomancer Abilities *Updated to have oGCD timers to better paint picture on how mechanically it can work by weaving abilities.

    Bolster (6) [Instant / 5s] Consumes Element Echoes to increase the potency of the next corresponding elemental attack depending on the tier held. While under the effect of Bolster, Elemental Echo enhancements are bolstered by an additional 2%.
    • I: 15%
    • II: 20%
    • III: 25%
    • IV: 50%

    Earthen Barrier (30) [Instant/ 180s] Creates a barrier of stone that nullifies damage totaling up to 25% of maximum HP. If the Chime of Earth is held, the damage nullified is increased to 40%.

    Manawell (30) [Instant / 120s] Restores 20% of maximum MP. If Chime of Wind is held, it gradually restores MP over time with a potency of 30.

    Turbulent Oculus (54) [Instant / Until Deactivated] Next Weather Effect(s) can be combined to create greater terrain effects. Two weather effects can be combined, creating unique patterns to enhance party member(s) within range and inflict damage to foes. Turbulence allows the casting of any Weather Pattern without the use of Elemental Chimes at the expense of reducing the potency of the weather effects by 50%.

    Seal of Elements (64) [Instant / 18s] Increases magic damage dealt by 15% and increases Spell Speed by 25%. During the Seal of Elements, all spells are accessible without the use of Elemental Chimes. Elemental Seal access new spells and a new rotation. Elemental Seal allows further disruption of Terrain Effects.

    Chainspell (70) [Instant / 30s] Instantly casts spells until all MP is consumed.
    • Duration: 15s
    • Under the effect of Chainspell, MP syphoning from Enaero spells are omit.
    • Under the effect of Chainspell, Lucid Dreaming does not grant MP regeneration


    Nature’s Wrath (82) [Instant / 120s] Allows Whirlpool, Tremor, and Wind Slash to cause further terrain manipulation.
    • Rushing Waters followed by Whirlpool produces Tsunami
    • Mudslide followed by Tremor produces Quicksand
    • Hurricane followed by Wind Slash produces Typhoon

    Spectral Upheaval (86) [Instant / 10s] Rushes to and forth away from target enemy or party member.
    • Within the designated Ground Effect caused by terrain effects, Geomancer can warp within the area of effect without any limits to enemy(s) and party member(s) at a recast rate of 2.5s. Once ground effects are exhausted, Spectral Upheaval is reset to 10s.

    Cardinal Chant (88) [Instant / 60s] Intensifies weather patterns to increase terrain effects and doubles the radius of the ground effects.
    • Increases Terrain Effects by 3%.
    • Increases the radius of 20Y.
    • Duration: 12s




    [Further explanations if you are having issues picturing the job]

    [Let's talk about Weather and Terrain Manipulation the MEAT of this Concept]

    At level 54 the Geomancer (player) learns Turbulent Oculus this ability here allows the player to use ANY storm spell without the need of Water, Earth, or Wind chimes - at the expense of cutting DPS of these AoE's by 50% and the Additional Effects GRANTED by the Ancient spell rotation are altered for OP purposes! What does this mean?

    - Rainstorm >> Sandstorm >> [Muddy Terrain] >> Slip and Slide effect on the ground (10Y) which enemy stands >> -3% Slow to target enemy(s) inside ground effect

    - Rainstorm >> Windstorm >> [Hurricane] >> Fear effect on the ground (10Y) which enemy stands >> -3% attack down to target enemy(s) inside ground effect

    - Windstorm >> Sandstorm >> Dust Storms >> Cripple effect on the ground (10Y) which enemy stands >> -3% to garget enemy(s) defense inside ground effect

    Duration of terrain effects last 19s and can only be alternated between the three due to a status alignment discussed below.


    Let's talk about: Cardinal Chant

    Cardinal Chant bolsters the terrain effects by an additional 3%, boosting the effects to 6%. Cardinal Chant ALSO it increases the radius of effects to 20Y rather than 10Y.
    So to balance the whole "Players will only ever use Windstorm >> Sandstorm for the defense down argument..."

    Status Alignment: [Clear Skies] If attempted to cast the same weather pattern, the ground effect is exhausted and Geomancer will be unable to cast terrain effects for 5 min.

    However, if the Geomancer plays their cards right, they can cycle between ground effects effortlessly every 19 seconds.

    If anything, I can make Turbulent Oculus a longer oGCD, instead of it being an active ability, for balance purposes.


    [Chainspell] *Come on man, isn't this RDM's two (one...) hour in FFXI?

    Chainspell is GEO's version of Triple Cast, however, considering the amount of MP the spells cost, it'll die out fast. The main purpose for Chainspell is to cast the long secondary chain of single target spells. Chainspell omits the MP Syphoning from Enaero spells, BUT it can be used with Manawell.

    Whirlpool >> Tremor >> Wind Slash >> Enbrava

    These spells have 5s long-timers, and are heavy-hitting spells.


    [Spectral Upheaval]

    Spectral Upheaval is GEO's warping ability, maybe hell we could call it Warp, its equivalent to BLM's Aetherial Manipulation. Spectral Upheaval allows the GEO to warp to an enemy, or party member of their choice every 10s. However, when the Geomancer is within a terrain effect, let's say Rainstorm >> Sandstorm ground effect Mudslide 10Y radius - the Geomancer's Spectral Upheaval is reduced to 2.5s, and they are able to warp to and from enemy(s) or party member(s) freely through the area of effect.


    [Rotation Examples]

    Opening

    [Swiftcast] > Enwater > [Bolster 5s] > Enstone > / Poison / Enwater > Enstone [Bolster 5s] > Enstone > Enaero > [Bolster 5s]
    -
    AoE Rotation

    Rainstorm > Sandstorm > Windstorm > Poison II [Poison II triggers Tier III Elemental Chime for next En(spell)]

    Ancient Rotation Start Point

    Poison II > Enwater I > [Bolster 5s] > Enwater II > Flood > Quake > Tornado > Kaustra

    Single Target Power Spells *Note: you don't have to use Chainspell

    [Chainspell] > [Nature's Wrath] > Whirlpool /Tsunami/ > Tremor /Quicksand/ > Wind Slash /Typhoon/ > Black Hole > Enbrava


    Like all concepts, there's quite a lot to dissect here. It's like any other job, you have to visually see it in gameplay to understand it.

    Thanks for reading! Pat out.
    (1)
    Last edited by PatronasCharm; 06-15-2020 at 09:00 AM.

  2. #2
    Player
    Leidolf's Avatar
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    Ul'dah
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    Character
    Leidolf Kvasir
    World
    Diabolos
    Main Class
    Paladin Lv 90
    It's not bad, but I'd suggest having something to balance out the fact that you have more umbral than astral. Then again, Black Mage has access to two Astral spells if you consider Thunder one despite the lack of buffs. Though it does feel like it cribs a little off Red, White, and Black mages. Those percentages get a little too high from what little I know, and I don't see an explanation for what Soggy does. Did you mean something like Dropsy?
    (1)
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  3. #3
    Player
    AncientCrystal's Avatar
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    Apr 2015
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    Gridania
    Posts
    231
    Character
    Dawn Solaris
    World
    Gilgamesh
    Main Class
    Warrior Lv 90
    I like the effort you put into this. Nice job.
    (1)

  4. #4
    Player
    BasicBlake's Avatar
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    Gridania
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    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Leidolf View Post
    It's not bad, but I'd suggest having something to balance out the fact that you have more umbral than astral. Then again, Black Mage has access to two Astral spells if you consider Thunder one despite the lack of buffs. Though it does feel like it cribs a little off Red, White, and Black mages. Those percentages get a little too high from what little I know, and I don't see an explanation for what Soggy does. Did you mean something like Dropsy?
    The Geomancers in 14 use Water, Wind and Earth so he hits the correct elements
    (1)

  5. #5
    Player
    Jirah's Avatar
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    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Considering most jobs from FF11 are usually faithful toward its counterpart, I doubt Geomancer will be a healer
    (2)

  6. #6
    Player Seraphor's Avatar
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    Feb 2018
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    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Nice work, especially on the lore, I do think if we get a Geomancer it will start by addressing similarities to Conjury and start in Gridania (giving Gridania a caster) while a healer will likely start in Uldah, (and if it's Chemist, be linked to the Alchemists Guild) giving Uldah a healer.

    I can't say I'm too on board with the job itself though. The combo system seems convoluted (to me, but maybe I just don't understand it) and kinda looks like Monk as a caster.
    I don't really agree with giving it Poison, given ACN already has Bio.
    I would like to see more ground based effects, like Doton/Slipstream, as it's DoTs.
    (1)
    Last edited by Seraphor; 06-10-2020 at 07:43 PM.

  7. #7
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Leidolf View Post
    It's not bad, but I'd suggest having something to balance out the fact that you have more umbral than astral. Then again, Black Mage has access to two Astral spells if you consider Thunder one despite the lack of buffs. Though it does feel like it cribs a little off Red, White, and Black mages. Those percentages get a little too high from what little I know, and I don't see an explanation for what Soggy does. Did you mean something like Dropsy?
    I'll explain it a bit further, here goes! I'll be doing more updating tonight.

    Soggy as in wet, when something is inside water too long it becomes soft and mushy--thus the side effect of Defense down. Rainstorm >> Flood >> Rushing Waters >> Soggy Effect (Rushing Waters is a product of the Flood.

    As far as Astral / Umbral Elements, as stated, technically, BLM has two Astral / 1 Umbra - but Thunder doesn't grant an Astral Element. But GEO needs all three elements for mechanic purposes, so Enaero gives Astral Wind.

    Quote Originally Posted by Seraphor View Post
    Nice work, especially on the lore, I do think if we get a Geomancer it will start by addressing similarities to Conjury and start in Gridania (giving Gridania a caster) while a healer will likely start in Uldah, (and if it's Chemist, be linked to the Alchemists Guild) giving Uldah a healer.

    I can't say I'm too on board with the job itself though. The combo system seems convoluted (to me, but maybe I just don't understand it) and kinda looks like Monk as a caster.
    I don't really agree with giving it Poison, given ACN already has Bio.
    I would like to see more ground based effects, like Doton/Slipstream, as it's DoTs.
    So the job works like this, from my envisioning: I'll look into perhaps making the third rotation into Ground type based effects. Whirlpool / Tremor / Wind Slash. They could very well be. They already have secondary statuses: Quicksand is a DoT caused by "Tremor"

    Tsunami is a secondary effect from Whirlpool >> [I'll update this to show]
    • Enemies within a cone shape will take water damage with a potency of 200
    • Party Member(s) within range are cured with a potency of 50

    The Combo
    • Enwater >> Enstone Combo #1
    • Enwater >> Enaero MP Combo #2

    Bolster increases potency of next same element by the tier Astral / Umbral. So if it's Astral Wind I that's a 15% bump if absorbed via Bolster.

    GEO's would bolster in order to add the element to their gauge >> all three required to generate the Ancient Spell rotation.

    Opening Rotation could be: Enwater >> Bolster >> Enwater >> Enstone >> Bolster >> Enstone >> Enaero >> Bolster >> Enaero: All three elements absorbed.

    AoE Rotation >>
    • Rainstorm grants Umbral Earth II to cast Sandstorm
    • Sandstorm grants Astral Wind II to cast Windstorm
    • Windstorm grants Umbral Water II to cast Poison II

    Poison II gives an Elemental tier III of whatever single target spell is casted next.

    Tier III Bolster >> BOOM 25% potency bonus to next spell.

    At Level 35 the Ancient Spells open Enwater II >> Flood >> Quake >> Tornado - a three tier Ancient AoE rotation.

    I’ll polish it up some more tonight, I haven’t transitioned everything from the google.doc to this forum page yet!

    Thanks for replies y’all and the feedback. Will adjust accordingly
    (1)
    Last edited by PatronasCharm; 06-11-2020 at 09:13 AM.

  8. #8
    Player
    Leidolf's Avatar
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    Ul'dah
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    Character
    Leidolf Kvasir
    World
    Diabolos
    Main Class
    Paladin Lv 90
    So it works like the Cycle of Overcoming in Onmyoudo? With one element building up the effect of another?
    (1)
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  9. #9
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Leidolf View Post
    So it works like the Cycle of Overcoming in Onmyoudo? With one element building up the effect of another?
    I'm not familiar with the Cycle of Overcoming in Onmyoudo, however, each element does build up on another.

    I'll update each with their cast time, the doc. file has it on there.

    By Level 50, the AoE Ancient Rotation is: Flood [3.5s] >> Quake [2.5s] >> Tornado [1.5s] >> Kaustra [Final string of chain BUT it's single target]


    [Seal of Elements [Instant / 10s OGCD] Opens up the second rotation [Single Targets] that adds more additional effects to terrain when added with Nature's Wrath.
    • Whirlpool >> Tremor >> Wind Slash [These have higher cast times, more powerful, but for strategy purposes, I'd want players to use Chainspell while they do this combo]

    Black Hole is the AoE finisher for the second rotation that Seal of Elements unlocks.


    But, this is assuming the player is doing roulettes and such, doing lower level content to level if you have a lower level DNG, you'll acquire a Tier IV Astral / Umbral element that can be bolstered for DPS.

    Hopefully that explains it a bit more on how the elements and their terrain effects change with the weather.

    Tonight I'll add the [Cast Times / Recast Time] OGCD's and such.
    (0)
    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

  10. #10
    Player Seraphor's Avatar
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    Feb 2018
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    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    The bolstering the same element sounds interesting. Sounds like you could do more with that.
    I still think the combo system resembles a melee combo, specifically Monk, a bit much. Like granting effects like Umbral Earth II is very similar to shifting to Coeurl Form, etc.
    Also the whole Astral/Umbral thing, seems to mirror BLM a bit too closely, but that can be solved with a simple change of the skill/effect names. Astral/Umbral is really a signature of BLM and it works for BLM because Fire is the most Astral element and Ice is the most Umbral element. Wind/Earth/Water are all sorta in the middle.
    (2)
    Last edited by Seraphor; 06-11-2020 at 08:37 PM.

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