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[dev1150] Job Adjustments: Geomancer
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-31 19:38:22
COR kept potent regain because it can only put up two buffs with unreliableish potency so Regain is competing with more powerful effects. Aside from Wild Card, Random Deal, and the enfeebling enhancement of Quick Draw COR's party support ends there. SCH heals, buffs, debuffs, turns the tide in pivotal fights and renders many enemies completely vulnerable for extended periods on top of being a capable nuker.
There is no tradeoff for using Adloquium, hence its neutered effects.
By Quetzacoatl 2013-05-31 20:02:13
COR kept potent regain because it can only put up two buffs with unreliableish potency so Regain is competing with more powerful effects. Aside from Wild Card, Random Deal, and the enfeebling enhancement of Quick Draw COR's party support ends there. SCH heals, buffs, debuffs, turns the tide in pivotal fights and renders many enemies completely vulnerable for extended periods on top of being a capable nuker.
There is no tradeoff for using Adloquium, hence its neutered effects. In terms of sch, yeah, that's what I hope SE isn't seeing about geo now, with adding enfeebling skill to the repetoire. Thankfully geo's enhancing/healing magic are not much to talk about, so I'm putting my bets on geo's Regain being at least on par with cor's.
サーバ: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-31 20:16:33
Geo does nt get Regain, nor did they say it would.
SE screwed over sch's and gave us nothing since nerf. Yet they can buff puppet.
All sch needs for regin spell enhancement is an ammo, earring, or back piece armor that adds +1 regain a tic when used. But Se won't ever do it.
Lakshmi.Eyrhika
サーバ: Lakshmi
Game: FFXI
Posts: 764
By Lakshmi.Eyrhika 2013-05-31 20:25:31
OK guy you need to settle down. PUP needed a boost, big time, and SCH doesn't. AOE Phal/Regen/Enspells plus embrava is still really nice, just for shorter fights. PUP had practically nothing before alternator.
By Quetzacoatl 2013-05-31 20:25:32
Ragnarok.Presidentobama said: »Geo does nt get Regain, nor did they say it would.
did you seriously just skip the huge picture I posted on the first page
SE usually never announces new spells until the day of the update, with certain exceptions
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サーバ: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-31 20:49:47
Ragnarok.Presidentobama said: »Geo does nt get Regain, nor did they say it would.
did you seriously just skip the huge picture I posted on the first page
SE usually never announces new spells until the day of the update, with certain exceptions
Actually I saw it after I posted.
By Quetzacoatl 2013-05-31 21:04:01
Ragnarok.Presidentobama said: »Ragnarok.Presidentobama said: »Geo does nt get Regain, nor did they say it would.
did you seriously just skip the huge picture I posted on the first page
SE usually never announces new spells until the day of the update, with certain exceptions
Actually I saw it after I posted. And you still think they didn't say geo gets regain from that evidence alone? Explain >.>
By Latifah 2013-05-31 23:28:16
GEO is getting very powerful from time to time, just like sch, that started with only tier3 nukes and very little white magic spells.
It will be a very requested job i guess.
By Enuyasha 2013-05-31 23:51:48
OK guy you need to settle down. PUP needed a boost, big time, and SCH doesn't. AOE Phal/Regen/Enspells plus embrava is still really nice, just for shorter fights. PUP had practically nothing before alternator. One should be Casting Embrava at least 2 times before tab wears. Along with 1 Kaustra :< Cause Kaustra is still *** broken holy god ***spawned from the mating of Pandemonium Warden and Absolute Virtue and then bred with the blood of Provenance Watcher and a segment of Botulus Rex's inner thigh cankle!
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Ragnarok.Tarusofo
サーバ: Ragnarok
Game: FFXI
Posts: 67
By Ragnarok.Tarusofo 2013-06-01 05:02:22
These are such exciting news! Might make me want to finally cap out those skills! (already have 30 merits saved, looking forward to GEO merits as well)
By Chyula 2013-06-01 05:24:20
I would love to have an indi-sleep or geo-sleep.
Cerberus.Maxiel
サーバ: Cerberus
Game: FFXI
Posts: 80
By Cerberus.Maxiel 2013-06-01 13:04:36
I feel like Geomancers should really have Magic Defense Bonus and auto refresh trait.
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-06-01 13:06:10
So they'll get fencer. /SElogic
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サーバ: Asura
Game: FFXI
Posts: 2507
By Asura.Calatilla 2013-06-01 13:07:43
BRD got fencer so I can totally see them giving it to GEO.
By Latifah 2013-06-01 13:44:40
they might get dispel,bind as well since they are making it similar to blm
By Quetzacoatl 2013-06-01 15:11:28
they might get dispel,bind as well since they are making it similar to blm with /RDM and /SCH being popular subs for GEO, it'll get dispel from both subs but not bind. I was hoping for Bind too honestly, but like I said, I'm happy with what we're getting as is.
By lugado 2013-06-01 15:19:01
indi and geo sleep are not likely going to happen as it would constantly be sleeping a mob meaning you could I don't know say dot it, engage it keep hitting it and pretty much tank inside the circle and watch it stay perma-stunned in a matter of speaking
By Quetzacoatl 2013-06-01 15:20:37
indi and geo sleep are not likely going to happen as it would constantly be sleeping a mob meaning you could I don't know say dot it, engage it keep hitting it and pretty much tank inside the circle and watch it stay perma-stunned in a matter of speaking I just thought it wouldn't make sense, but looking at it in that perspective, yeeaaaah that would call for a nerf
Cerberus.Zyph
サーバ: Cerberus
Game: FFXI
Posts: 65
By Cerberus.Zyph 2013-06-02 04:57:53
Quote: Addition of the spells “Sleep” and “Sleep II”
*To go along with the addition of Sleep and Sleep II enfeebling skill will also be added.
YES!
サーバ: Odin
Game: FFXI
Posts: 1925
By Odin.Sawtelle 2013-06-02 05:00:13
This is not good enough. I demand Indi-MightyStrikes and Geo-Resolution.
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Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-06-02 05:03:35
Indi-Terror and Geo-Pchan
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サーバ: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-06-02 06:19:51
Geo-pchan causes all jobs apart from mnk to deal 0 damage give no other benefits.
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By Chyula 2013-06-02 08:31:51
Indi-rage: cause all jobs within circle to rage and increase all stats to its max value.
By Puppetmaster 2013-06-02 18:19:01
They should give GEO Sleepga and Sleepga II to go along with the AoE nature of the job... I don't see why those spells absolutely must be tied to BLM onry forever. They'd go well with GEO's -ra spells. I mean like, if a GEO is trying to hit multiple targets, which happen to be in a circle around him due to how -ra nukes work, what then? Sleep one of them, and wait to die? /SCH manifestation doesn't really cut it. Natively getting sleepga would make sense and it's not like it would be broken or anything
Ragnarok.Zohnax
サーバ: Ragnarok
Game: FFXI
Posts: 545
By Ragnarok.Zohnax 2013-06-02 18:21:05
They should give GEO Sleepga and Sleepga II to go along with the AoE nature of the job... I don't see why those spells absolutely must be tied to BLM onry forever. They'd go well with GEO's -ra spells. I mean like, if a GEO is trying to hit multiple targets, which happen to be in a circle around him due to how -ra nukes work, what then? Sleep one of them, and wait to die? /SCH manifestation doesn't really cut it. Natively getting sleepga would make sense and it's not like it would be broken or anything /BLM, go.
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-06-02 18:22:20
Stunra would have been cuter than the sleepra everyone wants imo!
By Puppetmaster 2013-06-02 21:00:03
They should give GEO Sleepga and Sleepga II to go along with the AoE nature of the job... I don't see why those spells absolutely must be tied to BLM onry forever. They'd go well with GEO's -ra spells. I mean like, if a GEO is trying to hit multiple targets, which happen to be in a circle around him due to how -ra nukes work, what then? Sleep one of them, and wait to die? /SCH manifestation doesn't really cut it. Natively getting sleepga would make sense and it's not like it would be broken or anything /BLM, go.
Yeah, /BLM go and enjoy your 0 survivability without aquaveil/stoneskin/cure/etc.
By kenshynofshiva 2013-06-03 08:15:51
That escalated quickly still I just want my more than 1 mfing a tic regain!!!!!
By Puppetmaster 2013-06-05 11:14:06
I don't understand what the deal with adding Max MP Boost is. They did that with, SCH, too. I mean it's like... "Oh, you're having MP problems? Here, have 10 extra MP!" Like, I don't get it. If they think GEO's base MP rank isn't high enough, why not change their base MP rank? What is their rank currently, tied with WHM? (SCH is tied with RDM) Why not just give them BLM's MP rank? Or hell, even SMN's MP rank since they pretty much "summon" luopons which need to be reapplied constantly and whatnot. I don't see how adding 10 MP even makes sense. And it's negated anyway when subbing SCH, as SCH gets it at level 30.
05-30-2013 01:13 PM | Camate | Community Rep | |
| | Geomancer Adjustments
Greetings geomancers!
To get a little more specific and build on what Okipuit mentioned previously, in the next version update we will be performing the below adjustments to geomancer in addition to adding a merit point category.
Shortening of the casting time for geomancy spells (indi and geo)
Addition of the job trait “Clear Mind”
Addition of the job trait “Max MP Boost”
Adjustment to the level in which the “Conserve MP” job trait is learned
Addition of the spells “Sleep” and “Sleep II”
*To go along with the addition of Sleep and Sleep II enfeebling skill will also be added.
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05-31-2013 01:21 PM | Okipuit | Community Rep | |
| | Hey Geomancers!
Just as another tiny bit of information related to the upcoming geomancer adjustments; the enfeebling magic skill that will be added to geomancer will be the same rank as that of a black mage.
Also, the recast timer reductions for abilities that affect luopons will be located in the group 1 merit point category. | |
Also, a side note from a previous thread from today:
05-31-2013 04:34 AM | Gildrein | Community Rep | |
| | [dev1148] Geomancy Special Effects Adjustments
Test Server Only
The effect changes will only be implemented for the following geomancy spells:
Indi-VIT / Indi-DEX / Indi-STR | |
Other Updates Today:
Yesterday:
06-07-2013 04:28 AM | Gildrein | Community Rep | |
| | [dev1150] Job Adjustments: Geomancer
Geocolure Spells
- Casting time will be reduced from 8 seconds to 2 seconds.
- Recast time will be reduced from 24 seconds to 12 seconds.
Traits
- The levels at which “Conserve MP” is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
- The below job traits will be learnable by geomancers:
The level displayed in the “Level Learned” column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait |
Level Learned |
Clear Mind |
20 |
Max MP Boost |
30 |
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06-07-2013 04:28 AM | Gildrein | Community Rep | |
| | [dev1150] Job Adjustments: Geomancer
Geocolure Spells
- Casting time will be reduced from 8 seconds to 2 seconds.
- Recast time will be reduced from 24 seconds to 12 seconds.
Traits
- The levels at which “Conserve MP” is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
- The below job traits will be learnable by geomancers:
The level displayed in the “Level Learned” column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait |
Level Learned |
Clear Mind |
20 |
Max MP Boost |
30 |
|
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06-17-2013 02:00 PM | Slycer | BG Translator | |
| | Mocchi: GEO Merit Follow-ups
The Life Cycle recast is 10 minutes and the merits were stated to only reduce recast by 10 seconds. Is there any reason this isn't consistent with other merits which reduce recast time?
In the test server update on June 14, the values you stated were those that were initially implemented, but this will be changed to the correct value of 20 seconds reduction per merit.Is there any reason that the reuse time on Life Cycle is so long? Compared to other pet HP recovery abilities:
BST: 90 seconds
DRG: 90 seconds
PUP: 180 seconds
There's been precedent with these other abilities for 90~180 seconds recast time. It would be much better if the recast timer was reduced to this range and the merit was changed to recover additional HP with each merit.
[[Other suggestions about improving Ecliptic Attrition/Lasting Emanation and Blaze of Glory.]]
Thanks for your feedback.
For the effects of Blaze of Glory and Ecliptic Attrition, you may find that you want to use them more frequently. However, similar to the effect of Marcato for Bard, these cannot be maintained at all times, and this is intentional by design, so there is no plan to adjust this at the moment. The merits will allow to use them to obtain the effects a bit more often.
Regarding the recast timer of Life Cycle, it will be updated to -20 seconds per merit so it can also be taken advantage of more often.For the group 2 job trait Curative Recantation, I think the HP recovery amount should be evaluated. If the recovery amount is determined based on the Luopan's remaining HP, it may be an ability best used for soloing. It's possible to convert the Luopan to 25% of the Luopan's HP recovered at 5 merits.
With the recast of Full Circle being 10 seconds, Geomancers can recover their own HP without relying on cure spells.
These effects are still being adjusted and may be changed. For Curative Recantation, it does recover HP based on the Luopan's maximum HP.
[[Quote 1:]] Instead of leaving Luopans in place until their HP runs out, they can be placed to match the enemy behavior. This may help alleviate some of the MP consumption issues.
[[Quote 2:]] Even with the merit point taken into account, the MP consumption by GEO spells is still very high.
There were different opinions on the benefits of the Full Circle effect enhancement from different people. Thank you for both of your opinions.
Deciding whether to maintain or sacrifice the Luopan can be a decision made based on the circumstance. For example, when you have a lot of MP, you could try to increase the effectiveness of the Luopan, and when your MP is lower, you may prefer to use abilities to maintain the Luopan. Please consider a variety of situations.
Translated by: Slycer | |
06-17-2013 02:02 PM | Camate | Community Rep | |
| | Greetings,
I have some responses for feedback we have been seeing thus far regarding geomancer merits.
Life Cycle Recast
We will be changing this so that each merit level reduces the recast time by 20 seconds.
Blaze of Glory / Ecliptic Attrition
We understand that many of you would like to be able to have these effects active for an even longer time. However, we do not have plans to make it so you can maintain these effects forever, similar to how it is not possible for bards to have Marcato on forever.
We'd like you to consider how to keep your luopan alive and when to ramp up the luopan's potency in order to achieve a longer effect.
Full Circle
We've been seeing a lot of mixed feedback about the effects of Full Circle, both stating that the boons from meriting this are large, while others state it is not that much.
We would like you all to decide to whether to maintain or get rid of your luopans based on the situation you find yourself in. For example, at the beginning of battles when you have a lot of MP, you can use abilities that increase the potency of luopans, and when you feel that your MP is getting low, you can use abilities that focus on keeping your luopan alive.
Also, starting with the artifact equipment that will be added in the next version update as well as other new equipment that will be added moving forward, these will have both geomancy and handbell skill enhancements which will push the potency of geomancy even higher. | |
06-17-2013 04:14 PM | Slycer | BG Translator | |
| | Mocchi: Follow-up Frenzy
Geomancer
[[Quoted post talking about Blaze of Glory and Ecliptic Attrition, and how it's easy to use both of them on one spell only to have the Luopan get destroyed immediately by an enemy attack.]]
It is not intended that you should be able to maintain the boosted state of the effect for a long time. That said, the effects will grow in power in the future. On artifact gear which will be added in the next update as well as more equipment in the future, there will be stats which increase geomancy and handbell skills.
[[Quoted post talking about how they've had Geo spell effects dispelled. Not sure if they're talking about the Indi-spell on themselves, or what.]]
Thanks for your report.
This sounds a little strange, and we will have the QA team investigate again. The effects of both Indi- and Geo- spells should be non-dispellable. Once we investigate, I'll inform you of the results.
It may already be too late, but I was really hoping for something in Group 2 merits for Geomancer which could improve the potency of Indi- spells.
As far as I know, Bolster is the only way to boost the effects of Indicolure spells, with nothing else like the abilities that enhance Geo- spells. I was wondering if you could add something like this (or maybe an AF effect?) that enhances Indi- spells.
There are no plans to strengthen the effect of Indi-spells through abilities or otherwise, as this was considered as part of the basic performance of the job.
There will be other elements, such as equipment, which increase the effect value and duration. For example, in the next update, the added artifact armor will increase geomancy and handbell skills (the magnitude of the effect of all geomancy magic is dependent on these skills).
Translated by: Slycer | |
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