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Thread: Geomancer

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  1. #1
    Quote Originally Posted by MyKotoShi View Post
    I was just expressing my curiosity for Geomancer coming to Eorzea
    If it's at minimum like how they plan XI's it would be a good class/job as long as people stop excluding jobs from content for absolutely no reason lol. For now we know

    Facing x side of monster (North iirc) = More magic attack power
    Facing East/West = Reduced Recast timers
    Facing East/West = More potent buffs? (If I read that correctly, mighta been magic accuracy)
    Facing South = Reduced cast times.

    It would fit well in XIV where some encounters have you moving about like Ifrit/Chim/Garuda.
    (3)

  2. #2
    Player
    Zyph's Avatar
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    Aug 2011
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    Hecking my bed
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    804
    Character
    Zafeira Zhalwann
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Elexia View Post
    It would fit well in XIV
    Not really, since Vana'diel has lore to back up directions being important, tying them to elements and summons and stars and whatnot. Lore that the job is probably going to be grounded in.

    In Eorzea we can't even keep our elemental wheel in order, fuck it, east may as well be southwest.
    (4)

  3. #3
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Zyph View Post
    Not really, since Vana'diel has lore to back up directions being important, tying them to elements and summons and stars and whatnot. Lore that the job is probably going to be grounded in.

    In Eorzea we can't even keep our elemental wheel in order, fuck it, east may as well be southwest.
    Not to mention going by cardinal direction is very lame and not exactly useful in quicker combat like what XIV has. Playing on the theme of the elements would be cool, as would utility granted by Geomancy that would be on par or variations of what can be achieved with White and Black magic.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Quote Originally Posted by Duelle View Post
    Not to mention going by cardinal direction is very lame and not exactly useful in quicker combat like what XIV has.
    Ironic, considering Melee currently (especially DRG) has to position properly in battles to combo, therefore a positional (technical) mage would fit perfectly in XIV.
    (0)
    Last edited by Elexia; 06-24-2012 at 12:58 AM.

  5. #5
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Elexia View Post
    Ironic, considering Melee currently (especially DRG) has to position properly in battles to combo, therefore a positional (technical) mage would fit perfectly in XIV.
    Which is very different from facing a specific direction when casting stuff. That sort of thing doesn't play well with having to move around to avoid things, which I hope we continue to get more of as the game grows and ages. I may concede if the developers are planning to add strafing, but even then I'd have a hard time seeing it be useful. It just sounds like a horrible gimmick.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  6. #6
    Player
    Rane's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Rane Farstrider
    World
    Excalibur
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Elexia View Post
    Ironic, considering Melee currently (especially DRG) has to position properly in battles to combo, therefore a positional (technical) mage would fit perfectly in XIV.
    I play Dragoon in XIV, and I actually really like the positional aspects of the combo system. (I also think they will work much better if the servers become more responsive in 2.0.)

    With that said, I can think of two reasons why a positional mage might not be fun to play.

    1) As a ranged class, the arc that you have to move in to change positions is much larger. Circling a mob would take a much longer time, and if the mob changes directions a lot, you wouldn't be able to keep up.

    2) Casting spells takes a lot longer than triggering a weaponskill. Again, if the mob changes direction as you casting bar fills, you're out of luck.

    I'm not arguing that Geomancer won't be fun, as we know way too little about the job at this point to know one way or the other. I'm sure there are a lot of creative things they could do with it. However, there are some design hurdles that would need to be overcome in order to make a positional mage fun to play.
    (2)
    Last edited by Rane; 06-24-2012 at 06:38 AM.