I am really hoping for Geomancer or Beastmaster for the job. I think both could be made to work with a melee DPS with a big handled weapon.



Beastmaster because I really want to go around taming pets (which I know is just collecting pet skins to apply over a pet that does the same few things, like changing my carbuncle glamours). Using a Ran'jit inspiration makes a ton of sense to me. Scythe wielder with pet summons, having abilities that set you up to combo with your pets by ordering them to initiate certain attack types (a move that inflict a bleeding/poison DoT, a flanking pincer maneuver with you, hell give them an "emergency medical treatment" resurrect like one of those St. Bernard mountain dogs with a medical kit) would be awesome for that.


For Geomancer, I was thinking about how to merge what we see of Doman Geomancy in the AST storyline/Swallow's Compass, where they call upon Wind and Water and Earth, with how GEO has worked in other games (using hammers, using terrain). Geomancer with a large hammer (one or two handed), uses Dragoon armor because they get in close to the fight. There would be a way of attuning between Earth/Wind/Water and gain a different personal buff type when attuned to each. Switching between elements could possibly empower some of the base attacks differently. (Maybe it charges the hammer with visual effects to reflect which element you're attuned to and thus how the damage goesOr maybe they drop the hammer down to create localized AOE/terrain effect around them (like how the Ninja creates the Doton's corrupted earth). Instead of just providing a debuff or damage to the boss like Doton, the elemental terrain effects provide the same buff the GEO has to any melee in range who stand in it, giving them a party support role not typically seen in melee DPS.