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..."
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[Geomancer Job Description] **UPDATED [Thanks to Feedback]
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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%.
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Lastly, thank you for reading this. If you do, please give feedback. I enjoy making concepts, it’s just a fun hobby of mine.
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[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]
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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]
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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.