New Job: Geomancer |
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New Job: Geomancer
Cerberus.Hulkamania
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new class sounds interesting, looking forward to reading more about the ability's and the new zones look a little like ff-xiv zones and that's not a bad thing.
I kinda dislike how they use elemental magic, I think they should use special geomancy and buff the spell according to the thing they employ. It would be cool using rainfall, lavapit etc like older games. Giving them -ra line? So they are adding Fira/Thundara etc?
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I was kinda complaining as well how they use the same elemental/and white magic for every single new mage job, instead putting unique spells that defines it
Latifah said: » I was kinda complaining as well how they use the same elemental/and white magic for every single new mage job, instead putting unique spells that defines it They have Geomancer and Bell skill, I thought. Ladies get the hotpants and cut-short cloak again. :<
My thighs... they are so cold.
Necro Bump Detected!
[47 days between previous and next post]
Anyone thinking about doing the mythic weapon when it drops? :o
I might have overlooked important context or information regarding Geomancer and their weapon categorization, but will their "bells" be mainhand weapons of their own class, under club sub-category, or a ranged or ammo attachment similar to puppetmaster's animator?
Necro Bump for this?
There is no info on how good the job is, or anything at all about the Mythic. I think they use clubs(possibly staves)with bells in ranged slot for skills.
Siren.Thoraeon said: » Necro Bump for this? There is no info on how good the job is, or anything at all about the Mythic. Yeah, necrobump for that! it was gonna be necrobump for something regardless. It's not like there's anything else to talk about anyways. Artemicion said: » I might have overlooked important context or information regarding Geomancer and their weapon categorization, but will their "bells" be mainhand weapons of their own class, under club sub-category, or a ranged or ammo attachment similar to puppetmaster's animator? I think SE mentioned it would be an Instrument. Okay good, I was going to be worried if "bell" became it's own weapon category with merit options and whatnot D:
There will be a "Bell" skill and a "Geomancy" skill which will apparently work somewhat like Singing / Instrument skills.
Necro Bump Detected!
[42 days between previous and next post]
Really cannot wait to play this job lol.
I wonder if they'll be put on VW gear, because i'm debating getting the mage gear from it in case they do :x Offline
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First they had bard: Ok everyone gather up for songs...wait...no come back, oh well I can just recast real quick.
Then corsair's: Ok everyone gather up for roles...wait...no...come back! oh well, I can role again in another 2 minutes and probably bust. Now Geomancers: Ok everyone gather up in the circle I drew on the ground....guys....guys. Ok... cure 4 spam while ringing a bell. Better yet: Melee 1: Why is the new guy so mad. Melee 2: He wants us to stand in a circle over there. Melee 1: Well... the mob moved so yeah... Melee 2: I know, he had a circle for the mob too. Melee 1: Maybe they should have just been able to cast earth magic. Melee 2: ... you mean like stone 5?
Necro Bump Detected!
[133 days between previous and next post]
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New Abilities Announced!
Two Magic types within Geomancy: Indicolure spells emanate from the Geomancer themselves while Geocolure spells emanate from luopans placed on the ground. Main job needs to be GEO to used Geocolure magic. Indicolure Spells (Examples that were given): Indi-Voidance: Enhances evasion for party members near the caster. Indi-Acumen: Enhances magic attack for party members near the caster. Indi-Gravity: Weighs down enemies near the caster and lowers their movement speed. Indi-Paralysis: Paralyzes enemies near the caster. Indi-Regen: Gradually restores HP for party members near the caster. Geocolure Spells (Examples that were given): Geo-Fury: Enhances attack for party members within area of effect. Geo-Focus: Enhances magic accuracy for party members within area of effect. Geo-Malaise: Reduces magic defense for enemies within area of effect. Geo-Torpor: Reduces evasion for enemies within area of effect. Geo-Poison: Poisons enemies within area of effect and gradually reduces their HP. Effects are boosted by equipping a "Handbell" and having higher skill in it. The ability "Polarity" has been renamed to "Cardinal Chant." dasanuffadat said: » Indi-Gravity: Weighs down enemies near the caster and lowers their movement speed. If that range is wide enough. I say that be the replacement for flee when you're running away. Hold much as well? Lol Caster needing to be in AOE range better be worth the payoff or you're gonna see people popping the sphere buffs and backlining like a BLM.
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Indi-Paralysis: Paralyzes enemies near the caster. Added effect another nail to the coffin on rdms.
Indi-Gravity: Weighs down enemies near the caster and lowers their movement speed. What is a rdm? Chyula said: » Indi-Paralysis: Paralyzes enemies near the caster. Added effect another nail to the coffin on rdms. Indi-Gravity: Weighs down enemies near the caster and lowers their movement speed. What is a rdm? Offline
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Chyula said: » Indi-Paralysis: Paralyzes enemies near the caster. Added effect another nail to the coffin on rdms. Indi-Gravity: Weighs down enemies near the caster and lowers their movement speed. What is a rdm? Remember all of GEO's buffs/debuffs stack with their respective counterparts. Indi-Paralysis will stack with Paralyze/II. Phoenix.Morier said: » They said geo would enhance enfeebs already on mob. STFU with the rdm crying. Just want to clarify it's stack not enhance ^^. So essentially two forms of paralyze on the mob at once. Offline
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That thing is a sphere, I'll assume it is 100% stick on the mob. Rdm still having problem landing enfeeble for anything high level. so yea stack or not rdm is useless.
I'll quote myself from the other thread since the discussion moved here
Valefor.Sehachan said: » Taking a closer look at the geomancer info, it specifically says that Geocolure spells and luopan can only be used as geo main, however it doesn't say this about Indicolure spells. Chances are these buffs can be used as sub then and if they don't suck geo might be a good sub for bards and corsairs. Sylph.Dasanuffadat
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Chyula said: » That thing is a sphere, I'll assume it is 100% stick on the mob. Rdm still having problem landing enfeeble for anything high level. so yea stack or not rdm is useless. The GEO spells cannot be resisted correct. However they're much less potent than the actual spells as stated by SE. And remember, there are still a lot of revisions going on and SoA will bring a hoard of new enemies that may make RDM more attractive to pair with GEO. dasanuffadat said: » Chyula said: » Indi-Paralysis: Paralyzes enemies near the caster. Added effect another nail to the coffin on rdms. Indi-Gravity: Weighs down enemies near the caster and lowers their movement speed. What is a rdm? Remember all of GEO's buffs/debuffs stack with their respective counterparts. Indi-Paralysis will stack with Paralyze/II. Phoenix.Morier said: » They said geo would enhance enfeebs already on mob. STFU with the rdm crying. Just want to clarify it's stack not enhance ^^. So essentially two forms of paralyze on the mob at once. And i bet geo's can't be resisted and all soa nm's will be ice and earth based and flat resist rdm debuffs. Valefor.Sehachan said: » I'll quote myself from the other thread since the discussion moved here Valefor.Sehachan said: » Taking a closer look at the geomancer info, it specifically says that Geocolure spells and luopan can only be used as geo main, however it doesn't say this about Indicolure spells. Chances are these buffs can be used as sub then and if they don't suck geo might be a good sub for bards and corsairs. Have they clarified how many of each category you can have going at the same time?
Asura.Zizek said: » awesome if true! |
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