Have they clarified how many of each category you can have going at the same time?
I believe they said 1 for each but I can't remember. It's highly possible that they'll get an item that can increase this though, much like the empyrean harp.
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.
A quick look at the adversaries shows a lizard beast tribe (Ice weakness), a vermin type of monster (many weak to ice and wind), a new aquan type (many weak to ice and lightning), and then some all-new types that could be weak to anything. Don't get discouraged too soon :)
The para and grav require the GEO to be 'close' to the mob. Doubt they will cut into rdm at all for anything that matters unless the potency is high enough to offset one more person to curebomb.
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.
Arguably more practical for a melee, since they are aura effects that necessitate being close to the target.
At any rate the job looks dull and impractical at this point. Maybe a potentially decent job for mules.
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."
Also appears their AF weapon could be a club (or mythic weapon):
A handbell:
Some ability pictures:
Indi-Regen x2, Geo-Poison, a Luopan ability and Cardinal Chant x2 (appears to be a GEO's SP ability...)
They're supposed to be fixing Emnity, so hopefully PLD will make a come back.
RDM however...................... R.I.P.
if PLD comes back RDM will be back also, who will keep the PLD Refresh II'd? I know the point of Refresh is moot...but even if you can get 100 a tick refresh from other sources it doesnt hurt to have 106 (Specifically speaking for PLD,but it applies to other jobs that need MP as well [well...not BLU...because Battery Charge is just to awesome).
As for enfeebling stuff...Sabo Slow II will always beat just any SCH or WHM casting slow....and vice versa for any enfeeble (Except when you have addle from Nocturne) So this whole "LOLRDM" campaign is only a short lived thing at best from the proc based events.
the fun thing is going to be when you need a SCH AND a RDM for animus augeo/minuo + the other stuff.
i kinda had hope for geo... HAD. i'm a bit disappointed. same buffs/debuffs we already have. just "re-skined" which is what this expansion pack had going for it. was the fact its not a bunch of re-skins oh well. suppose the servers will be flooded with nothing but rune fencers and all of 0 GEOs >.>
Abyssea has been around for almost two an half years, Gravity II has no use or at least no use where it would be useful. Addle was given to WHM already, Temper while a very good spell no one cares if you have 20% double attack on a job you aren't hitting anything that matters on anyway, Saboteur Slow II is incredible and when paired with elegy is silly, Paralyze II and Dia III are both useful also, but sadly mostly unneeded on current content. I don't see taking a RDM to any thing but maybe salvage/salvage2 or solo duo older content(75-80). I can't see a niche RDM really fills in a party right now other than a decent filler if given no other option. If you need refresh that badly take a BRD.
I have and still play RDM albeit mostly solo/duo or for fun. The only real reason to take a RDM is for Dia III to most things and could be filled by other jobs at no real penalty.
Abyssea has been around for almost two an half years, Gravity II has no use or at least no use where it would be useful. Addle was given to WHM already, Temper while a very good spell no one cares if you have 20% double attack on a job you aren't hitting anything that matters on anyway, Saboteur Slow II is incredible and when paired with elegy is silly, Paralyze II and Dia III are both useful also, but sadly mostly unneeded on current content. I don't see taking a RDM to any thing but maybe salvage/salvage2 or solo duo older content(75-80). I can't see a niche RDM really fills in a party right now other than a decent filler if given no other option. If you need refresh that badly take a BRD.
I have and still play RDM albeit mostly solo/duo or for fun. The only real reason to take a RDM is for Dia III to most things and could be filled by other jobs at no real penalty.
we dont know this in new content though, like you said Carnage Elegy + Sabo Slow II(Assuming 5/5'd?) and then maybe if geomancer gets a slow aura that would be an awesome reason to bring a RDM. And like i said, even if you are getting ungodly amounts of refresh from other sources it still helps to add Refresh II to the mix for even more. As a blood tank who gets their hate from cures it doesnt hurt to have more HP if/when PLDtank comes back. if you are using Addle from WHM only then you are losing a beneficial debuff on casting mobs. If you dont need the Sabo Slow II, Sabo Addle is equally as punishing to a caster mob combined with just normal Paralyze II.
Im also not saying that in the current age of "need ALL the procs" RDM is the best of the best but when the game turns to more of just kill the mob/make sure it doesnt get off a move and further away from procs and terror stun spam resolution it'll be worth a whole lot more than most people give it credit for.
That's probably just a -ra spell..the pic itself just shows the geomancer in a different spot in regards to the mobs while attacking them which is the point of the trait.
That's probably just a -ra spell..the pic itself just shows the geomancer in a different spot in regards to the mobs while attacking them which is the point of the trait.
Job Trait definitely has its own effect going on. Thundara's don't have that semi-circle effect on monsters or create an effect on the caster.
Harnessing the elemental energies that course through Vana'diel's veins in ways that no sorcerer can, geomancers both aid their comrades-in-arms and teach their foes how deadly the forces of nature can be.
Click image to enlarge
Geomancer Overview
Strengths
Weaknesses
Acquisition
Unrevealed
Requires Seekers of Adoulin expansion pack.