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Geomancer
Table of Contents Intro Subjobs Merits Gearsets Five Six

Bubble Trouble: A Geomancer Guide
Hello and welcome to my Geomancer guide!
Hello!
I'm currently working to completely update and redo this guide from scratch in my spare time. Hoping to have it finished sometime soon! The original guide will still be down below until I completely finish.
-Brixy March 19th, 2019


Geomancer

These arcane spellcasters harness the power of geomancy to strengthen allies, enervate enemies, and provide much-needed support to their parties. They assume many of the same support specialist roles corsairs and bards do, and while they may not pack as much offensive firepower as black mages, they can employ elemental magic with ease.

What does Geomancer have to offer?

Our main job is to increase the damage output of our group. We have a few different ways of doing this. The obvious ones are increasing attack and lowering defenses. Sometimes though accuracy may be a problem. Sure, Bard can give a party madrigals and they are very potent, but what if you are in an alliance? Do you want to swap 2 bards constantly? This is where the main boon of geomancer comes to play! Geomancer can boost the entire alliance without having to be in a specific party to begin with. By reducing an enemies evasion, you are increasing the entire alliances accuracy. By reducing an enemies defense, you are increasing the alliances damage output. Pretty simple right? Keep in mind that all of Geomancer's buffs and debuffs stack with other forms of the same spell.


Unlock Geomancer Spell Locations


Artifact Equipment & Upgrades
Geomancy Attire


Relic Equipment & Upgrades
Bagua Attire


Empyrean Equipment & Upgrades
Azimuth Attire


Bubble cores
Learning the bubble basics
* Geomancer spells are percentage based so debuffing an enemy will usually yield a much stronger effect than buffing a player.
• 900 skill= capped + merits + all equipment
• 778 skill= capped + merits
• 746 skill= capped Geomancy and Handbell.
Physical Composition

Haste - Enhances attack speed
Frailty - Reduces defense
Fury - Enhances attack
Torpor - Reduces evasion

Magical Composition

Acumen - Enhances magic attack
Malaise - Reduces magic defense
Focus - Enhances magic accuracy
Languor - Reduces magic evasion

Survival Composition

Attunement - Enhances magic evasion
Vex - Reduces magic accuracy
Fend - Enhances magic defense
Wilt - Reduces attack


BuffPotency With 746 Skill900 Skill
Indi-RegenCaps at 30/tic regen.30/tic40/tic50/tic
Indi-RefreshCaps at 5/tic refresh.6/tic11/tic16/tic
Indi-HasteCaps at an unknown % Haste.29.9%35.4%40.9%
Indi-FuryCaps at 13% attack and ranged attack.34.7%48.2%61.7%
Indi-BarrierCaps at 17% defense.38.9%62.8%84.9%
Indi-PrecisionCaps at 40 accuracy and ranged accuracy.5075100
Indi-VoidanceCaps at 54 evasion.6595125
Indi-AcumenCaps at 10 Magic Attack Bonus.14.8%29.8%44.8%
Indi-FendCaps at 14 Magic Defense Bonus.19.9%39.9%59.9%
Indi-FocusCaps at 40 Magic Accuracy.5075100
Indi-AttunementCaps at an unknown % Magic Evasion.6595125
Indi-STR/DEX/VIT
/AGI/MND/INT/CHR
Caps at +20 each.+25+35+45
DebuffPotency With 746 Skill900 Skill
Indi-WiltCaps at -18% Attack Down.-25%-48%-71%
Indi-FrailtyCaps at -13% Defense Down.-15%-29%-42%
Indi-SlipCaps at -54 Accuracy Down.-65-95-125
Indi-TorporCaps at -40 Evasion Down.-50-75-100
Indi-FadeCaps at -17 Magic Attack Down.-20-40-60
Indi-MalaiseCaps at -12 Magic Defense Bonus.-15-30-45
Indi-VexCaps at an unknown % Magic Accuracy Down.-65-95-125
Indi-LanguorCaps at an unknown % Magic Evasion Down.-50-75-100
Indi-PoisonCaps at 30/tic.30/tic40/tic60/tic
Indi-SlowCaps at 10% Slow.14.9%17.4%29.9%
Indi-ParalyzeCaps at 10% Paralyze.15%20%30%
Indi-GravityCaps at an unknown % weight effect.-19.9%-24.4%-30.9%




For physical party setups in most cases you will be using Indi-Haste and Geo-frailty along with entrusting Indi-Fury if accuracy is not an issue, or Indi-Torpor if it is. This is assuming you're the main buffer in the party. If there are multiple buffers, for example a 4 song bard, then Indi-haste may not be needed and can be changed accordingly.

Buffing for magic parties is pretty simple. Indi-Acumen and Geo-Malaise allows for the highest damage output if magic accuracy is not an issue. If your party is having trouble with resists then you can swap either Indi-Acumen for Indi-Focus or Geo-Malaise for Geo-Languor. Entrust can also be used for Indi-Acumen, Indi-Focus, or Indi-Refresh.

Although Geomancers are generally used for boosting the amount of damage the group can do they can also drastically reduce the amount of damage taken. Indi-Attunement and Geo-Vex makes it so magical damage that would normally be very dangerous, such as chainspell meteor for example, much less of a threat to your party.



Indicolure Spells:
Indi spells create an aura around the caster that lasts for 3 minutes and cannot be dispelled by any means. Indicolure effects are weaker compared to their geocolure forms since all of Geomancer's abilities only boost their geo spells. However, it has the advantage of being able to move around with the caster. Since Indi spells have a lower potency your strongest effects such as Frailty and Malaise should always be used as a geo spell. Geomancer can only have 1 Indi effect and 1 Geo effect active at a time with the exception of Entrust.
Enhanced By



Bolster

Entrust 10 Minute Recast 1 Minute Duration BG
Allows you to cast an indi spell on a party member. This job ability allows Geomancer to have a 3rd Colure effect but the spell will not benefit from Bolster or "Geomancy +" equipment. If Entrust is reset by Wild Card/Random Deal you CAN have a 4th Colure effect as long as there is a player in your party to cast it on. Players can only have 1 Indi spell on them at any time. If Entrust is used on a player that already has an Indi spell it will overwrite the effect.


Geocolure Spells:
Geo spells create Luopans, which are pets that grant auras like their Indi equivalent. Once they are set they cannot be moved and slowly start to lose hp. The effects of Luopans can be augmented with many of Geomancer's abilities making their overall potency higher compared to Indi spells. Although Luopans cannot be targeted directly by spells or attacks, they will still receive damage from AoE attacks. The duration of Luopans can be extended with pet -damage taken and pet regen equipment.
Enhanced By
Bolster, Lasting Emanation, Ecliptic Attrition, Life Cycle, Blaze of Glory, Dematerialize, Mending Halation, Radial Arcana, Concentric Pulse
Important!!!
Geomancer needs to have some form of emnity on the enemy for it to be effected by Geocolure spells. This means if you place a Geo spell before hand (have 0 enmity on an enemy) it WILL NOT be effected by your Geocolure spell until you perform an action to be put on the enmity list.
Luopan Perpetuation
24hp/tick Normal
17hp/tick Lasting Emanation
30/tick Ecliptic Attrition
23/tick Lasting+Ecliptic


Life Cycle 10 Minute Recast Instant BG
Distributes one fourth of your HP to your luopan. Life cycle is one of your merit options. Each merit reduces recast by 20 seconds.
Dematerialize 10 Minute Recast 1 Minute Duration BG
Prevents your luopan from receiving damage. One of your merit options. Reduces recast by 20 seconds per merit level.


Lasting Emanation 5 Minute Recast Instant BG
Reduces the amount of HP your luopan consumes. Operates on a shared recast timer with Ecliptic Attrition. Base HP drain rate is 24 HP/tic. With Lasting Emenation it is 17HP/tic.
Ecliptic Attrition 5 Minute Recast Instant BG
Enhances the effects of your luopan by 25%. Increases the rate at which your luopan consumes its HP. Operates on a shared recast timer with Lasting Emanation. Base HP drain rate is 24HP/tic. With Ecliptic attrition it is 30HP/tic.


Blaze of Glory 10 Minute Recast 1 Minute Duration BG
Increases the effects of your next applicable geomancy spell by 50%. Consumes half of that luopan's HP. Blaze of Glory has to be active first before using any Geocolure spell. One of your merit options. Reduces recast by 20 seconds per merit level.
Concentric Pulse 5 Minute Recast Instant BG
Causes your luopan to vanish and deals damage to enemies within area of effect. Deals damage equal to the luopan's current HP. Damage does not scale with number of targets. Deals damage equal to luopan's max HP when Bagua Galero +2 or Bagua Galero +3 is equipped.



Mending Halation 5 Minute Recast Instant BG

Causes your luopan to vanish and restores HP of party members within area of effect. HP Healed = (7*Luopan Level×(1+0.05×(Merit Level-1)) + 1)×Relic Pants Bonus
Radial Arcana 5 Minute Recast Instant BG

Causes your luopan to vanish and restores MP of party members within area of effect. MP Healed = (3*Luopan Level×[1+(0.03×(Merit Level-1))] + 1)×1.X

Guiding Compass
Wait, which way is North again?
Cardinal Chant:
Cardinal Chant has 4 tiers based on your current level and grants a bonus to magic depending on the direction the enemy is compared to the Geomancer. The direction the Geomancer is facing doesn't matter, only the direction of the target compared to the Geomancer's position. Northeast, Southeast, Southwest, and Northwest will give 50% of effects from both the directions.
Cardinal Chant Tiers
LV.25 Cardinal Chant I
LV.45 Cardinal Chant II
LV.65 Cardinal Chant III
LV.85 Cardinal Chant IV

Tier North East South West
Magic Crit rate Magic Atk. Bonus Magic Accuracy Magic Burst
Non-Ra -Ra Non-Ra -Ra Non-Ra -Ra Non-Ra -Ra
I +5 +8 +5 +8 +5 +8 +10 +15
II +7 +9 +7 +9 +7 +9 +14 +19
III +10 +14 +10 +14 +10 +14 +18 +24
IV +13 +17 +13 +17 +13 +17 +22 +28
Enhanced By


Each tier of Cardinal Chant is equal to a 25% boost. Up to 100% with Galero +3

Collimated Fervor, Theurgic Focus


-Ra Spells:
Geomancers have a spell line similar to Black Mage that deals AoE damage. These spells are known as -ra spells and they function a little different compared to their -aga counterparts. The AoE of a -ra spell is based around the Geomancer instead of the target they are cast on. -Ra spells also receive a stronger bonus from Cardinal Chant than other spells do.

Stonera
AoE Earth damage.

• Stonera (lv.25)
MP cost: 54

• Stonera II (lv.70)
MP cost: 143

• Stonera III (lv.99)
MP cost: 276
Watera
AoE Water damage.

• Watera (lv.30)
MP cost: 66

• Watera II (lv.75)
MP cost: 163

• Watera III (lv.99)
MP cost: 312
Aera
AoE Wind damage.

• Aera (lv.35)
MP cost: 79

• Aera II (lv.80)
MP cost: 184

• Aera III (lv.99)
MP cost: 350
Fira
AoE Fire damage.

• Fira (lv.40)
MP cost: 93

• Fira II (lv.85)
MP cost: 206

• Fira III (lv.99)
MP cost: 390
Blizzara
AoE Ice damage.

• Blizzara (lv.45)
MP cost: 108

• Blizzara II (lv.90)
MP cost: 229

• Blizzara III (lv.99)
MP cost: 432
Thundara
AoE Thunder damage.

• Thundara (lv.50)
MP cost: 123

• Thundara II (lv.95)
MP cost: 253

• Thundara III (lv.99)
MP cost: 476

-ra III spells become available when a Geomancer reaches 1200 Job Points.


Collimated Fervor 5 Minute Recast 1 Minute Duration BG
Adds a 50% bonus to the effect granted by Cardinal Chant from a particular direction.
Theurgic Focus 5 Minute Recast 1 Minute Duration BG
Increases the power of your next applicable elemental magic spell. Casting range and area of effect are reduced by half. MAB+50

Table of Contents Intro Subjobs Merits Gearsets Five Six
Picking A Subjob
(Spoiler alert... it's Red Mage)


General Use:
Red Mage
This will be your most common subjob for many events. Red Mage offers a great mix of supportive, healing, and enfeebling effects as the jack of all trades should. You gain a lot of utility from this subjob such as 15% fastcast from job traits, Convert to help with MP management due to the large cost of your Indi/Geo spells, as well as useful spells like Cure IV and Haste to assist your party.

Magic: Cure IV, Haste, Stoneskin, Blink, Aquaveil, Phalanx, Refresh, Regen, Barspells, Raise, Protect III, Shell II, Sneak, Invisible, Deodorize, Slow, Paralyze, Gravity, Bind, Blind, Silence, Dia II, Diaga, Bio II, Poison II, Blaze Spikes, Ice spikes.
Job Ability: Convert
Job Trait: Resist Petrify II, Fastcast II(15%), Magic Attack Bonus II, Magic Defense Bonus II, Tranquil heart I, Clear Mind I.
White Mage
White Mage is a useful when -na/Erase support is heavily needed and that's generally the main reason it's used as a subjob. Curaga is useful for waking up your party when fighting things that are sleep happy and Repose gives you access to both dark and light based sleep effects. Teleports can also be a handy form of travel without having to carry around teleport rings.

Magic: Cure IV, Curaga II, Cura I, Haste, Stoneskin, Blink, Aquaveil, Regen II, Barspells(AoE), -Na spells, Raise, Reraise, Protect III, Protectra III, Shell II, Shellra II, Erase, Sneak, Invisible, Deodorize, Repose, Slow, Paralyze, Silence, Flash, Dia II, Diaga, Teleports.
Job Ability: Divine Seal
Job Trait: Tranquil Heart, Clear Mind II, Auto Regen, Magic Defense Bonus II.


Melee:
You have a weapon so you may as well use it!

Dancer
Dancer will be one of your DD subs of choice when you want to hexa strike things. Having multiple ways to heal in the forms of Waltz, Drain, and Curative Recantation can make Geomancer a hard job to take down. This setup can see some use in group play to support your party with haste samba and box step while keeping them healed up with waltz. Finally, Violent flourish is a nice supportive option to stun TP moves or dangerous spells.

Magic: ---
Job Ability: Haste Samba, Drain Samba I/II, Aspir Samba, Curing Waltz I/II/III, Healing Waltz, Quickstep, Box Step, Violent Flourish, Desperate Flourish, Animated Flourish, Reverse Flourish, Spectral Jig.
Job Trait: Dual wield II(15%), Evasion Bonus II, Subtle Blow II, Skillchain Bonus, Accuracy Bonus, Resist Slow.
Ninja
Ninja is your other DD subjob when you want to get up close and personal. Although it loses a lot of supportive options compared to dancer, it gains an extra tier of dual wield and access to Utsusemi to boost your survivability. Ninja's "elemental wheel" spells lower the resistance rate of targets and can be used to aid your elemental magic. Although, it will require you to carry around multiple ninja tools to do so.

Magic: Utsusemi: Ichi/Ni, Elemental Wheel: Ichi/Ni, Hojo: Ichi/Ni, Kurayami: Ichi/Ni, Dokumori: Ichi, Jubaku: Ichi, Monomi: Ichi, Tonko: Ichi/Ni.
Job Ability: ---
Job Trait: dual wield III(25%), Resist Blind II, Subtle Blow III, Resist Bind II, Stealth.




Niche and/or Particular:
Subjobs used only for very specific reasons.

Black Mage
Stun is one of the main reasons you would /BLM as it can be a game changing spell to have around. Sleepga is also a very nice crowd control option. Warp is a convenient form of travel and Elemental Seal has it's uses as well.

Magic: Bind, Blind, Bio II, Poison II, Blaze Spikes, Ice spikes, Shock Spikes, Elemental dots, Warp I/II, -ga up to Aeroga II, Tractor, Escape, Sleepga, Stun.
Job Ability: Elemental Seal
Job Trait: Magic Attack Bonus II, Magic Burst Bonus, Clear Mind III, Conserve MP.

Table of Contents Intro Subjob Merits Gearsets Five Six
Merit Points
So many bad choices to choose from!

Good Decent No!


Merit Group 1:Description
Full Circle Effect:Restores up to 5% additional MP per merit.
Ecliptic Attrition Recast:Recast is reduced by 10 seconds per merit. Also reduces the recast time of Lasting Emanation.
Life Cycle Recast:Recast is reduced by 20 seconds per merit.
Blaze of Glory Recast:Recast is reduced by 20 seconds per merit.
Dematerialize Recast:Recast is reduced by 20 seconds per merit.

Full Circle 5/5 The rest are personal preference. Geomancer's recasts are all incredibly long even with merits unfortunately. I use 5/5 Blaze of Glory.



Merit Group 2:Description
Curative Recantation:Adds an HP recovery effect to Full Circle. Additional merits restore up to 5% additional HP.
Primordial Zeal:Enhances Collimated Fervor with an elemental magic casting time reduction effect. Additional merits reduce casting time by 10%.
Mending Halation:The Luopan will vanish and restore HP to party members within the area of effect. Recast Time: 5 minutes. Additional merits increase HP recovery by 5% per merit.
Radial Arcana:The Luopan will vanish and restore MP to party members within the area of effect. Recast Time: 5 minutes. Additional merits increase MP recovery by 3% per merit.




With Curative Recantation you Luopans literally turn into a "cure bomb"!
Every time you need a heal you can blow up your Luopan to recover hp and some of the mp cost also. This paired
with Indi-Regens 30+/tic regen gives Geomancer crazy Survivability. 5/5 this bad boy!



Radial Arcana is a nice option when you are on mage support. Giving everyone in range MP when they need is very useful.
Stick at least 1 merit into it. I use 5/5 on this one also.



Mending Halation is pretty much a 5 min curaga that you have to sacrifice your Luopan to use. While it could rarely be useful to wake people up from sleepga, I don't consider it worth a merit.

Primordial Zeal is not worth a merit. We can easily cap fastcast on Geomancer without it.

Job Points
The long & boring road to master...

Full list of job gift bonuses provided by BGWiki

Category Description Effect
Bolster Effect

Increases the maximum HP of the deployed luopan and reduces its perpetuation cost while under the effects of Bolster.

Increase maximum HP by 3 percent and reduces perpetuation cost by 1.


Widened Compass Effect

Reduces the casting time of geomancy spells while under the effects of Widened Compass.

Reduce casting time by 3 percent.


Life Cycle Effect

Increases the amount of HP recovered by the luopan when Life Cycle is activated.

Increase amount of HP recovered by 1 percent.

Blaze of Glory Effect

Increases the initial HP value of luopans while under the effects of Blaze of Glory.

Increase initial HP by 1 percent.


Magic Atk. Bonus

Enhances Magic Atk. Bonus.

Enhance Magic Atk. Bonus by 1.

Magic Accuracy Bonus

Increases magic accuracy.

Increase magic accuracy by 1.

Dematerialize Duration

Increases the effect duration of Dematerialize.

Increase effect duration by 1 second.

Theurgic Focus Effect Increases the magic damage of specific spells while under the effects of Theurgic Focus. Increase magic damage by 3.

Concentric Pulse Effect
Increases damage when using Concentric Pulse.


Increase damage by 1 percent.

Indicolure Spell Effect Dur. Increases the effect duration of Indicolure spells. Increase spell effect duration by 2 seconds.

Notable point tiers:
100: Access to tier V spells. Stone V, Water V, Aero V, Fire V, Blizzard V and Thunder V
550: Access to Aspir III.
1200: Access to tier III -ra spells. Stonera III, Watera III, Aerora III, Fira III, Blizzara III and Thundara III



Table of Contents Intro Subjobs Merits Gearsets Five Six
Gearsets
(Placeholder WIP)


Core Sets:

Idle Refresh & Regen
ItemSet 371134
Entry level GEO

ItemSet 371132
Pockets 'o plenty

Substitutes / Augments:
Daybreak / Bolelabunga / Contemplator +1
Solstice - Path C: INT+15, Mab+10, Refresh+1
• Merlinic Attire [Head, Body, Hands, Legs, Feet] - Refresh +1~2 [Dark Matter]
• Volte Attire [Head, [Body, Hands, Legs, Feet]
Nantosueltas Cape - Regen+5 & Pet: Regen+10
Woltaris Ring / Woltaris Ring +1
Renaye Ring / Renaye Ring +1
Serpentes Cuffs + Serpentes Sabots [Pre iLV]

Utility: Movement Speed
Geomancy Sandals / +1 / +2 / +3
Shneddick Ring / Shneddick Ring +1








Old guide: I'll get to it all eventually I'm sure...

Idle and Misc. Sets:
|Top|Basics|Intro|Merits|Subjob|AF|AF+1|AF2|AF2+1|AF3|AF3+1|▼ Misc Sets |WHM Sets|BLM Sets|Melee/WS Sets|


Set 1Idle:Set 2
ItemSet 316321
ItemSet 316539
This is the set you will spend most of your time in. Anytime you are not casting or in a -dt set, this is your best friend. Prioritize Regen and Refresh.

Optional idle rings if you chose any of them for your reward.
Augmented with Regen +3 and Occ. attacks twice.
The Merlinic set can all be augmented with +2 refresh via dark matters. May the odds be ever in your favor...

Set 1Set 2Geomancy Skill:
ItemSet 346417
ItemSet 341832
Increases potency of your buffs/debuffs. Very important to cast all of your Indi/Geo buffs in this set since it adds higher tiers to all of Geomancer's spells. Aim for 900 combined skill and fill the rest with Conserve MP.


Augmented: 7+ Geomancy, 20 Indi Duration
Can be augmented with additional Conserve MP.


-Damage Taken:Set 1Set 2Set 3
This set will cap both pdt and mdt with shell V and provide a large amount of MDB and Magic evasion. When you are in range for debuff indi spells this set will prove invaluable. First set assumes Hagondes have at least -3% pdt, and Dark rings have -5% pdt and mdt. The first set is overall weaker than the hybrid set but easier to make.

Alternate option to dark rings if you chose this for your Adoulin reward.
ItemSet 316322
ItemSet 319868
ItemSet 333672


White Magic Sets:
|Top|Intro|Merits|Subjob|AF|AF+1|AF2|AF2+1|AF3|AF3+1|Misc Sets|▼ WHM Sets |BLM Sets|Melee/WS Sets|


SetFastcast:
ItemSet 316497
Precast gear. Switch out some occ. quickens spellcast gear in this set for spells that rely on potency gear. (Gearswap users will not encounter a problem with this.)
Merlinic gear can be augented with up to 7% fast cast.


Stoneskin precast.
Great item for precast nukes

Cure Potency:Set 1Set 2
Geomancer lacks native Healing Skill, so after achieving 50% Cure Potency in the set, it's best to go for a lot of Healing Magic Skill. Your next best bet will be MND+ gear, and the weather set is there incase you ever get light weather from sch for whatever reason.






ItemSet 345193
ItemSet 316505

Set 1Enfeeble:Set 2
ItemSet 316507
Geomancer can enfeeble rather well, thanks to their natural C+ rank in enfeebling magic. Your set should vary slightly depending on if your enfeeble is White magic (MND) or Dark magic (INT). Both sets are very similar due to all the gear having both INT and MND on it.



Augmented with MND or INT +8.
ItemSet 319965
[

Set 1Set 2Enhancing Magic Skill:
ItemSet 316526
ItemSet 354153
Increases the potency of your enhancing magic spells. The first set is mainly for Phalanx, Stoneskin, and Barspells. Use the duration set for spells like Haste/Flurry since their effect is not based on enhancing magic.



Augmented: Enhancing magic duration +6% [F]
All of the Telchine set can be augmented with enhancing magic duration +10%


Black Magic Sets:
|Top|Basics|Intro|Merits|Subjob|AF|AF+1|AF2|AF2+1|AF3|AF3+1|Misc Sets|WHM Sets|▼ BLM Sets |Melee/WS Sets|


Nukes:Set 1Set 2Set 3
Although Geomancer is usually playing a support role, they can pull some nice numbers with nukes. Set depends on your current subjob. If you are /SCH and using weathers then use the weather nuking set, otherwise stick to the first one. The last set is for solo play when you are GEO/DNC.
Recommended body for nuking over long periods of time without having to worry about MP.
3% boost when nuke matches day.
ItemSet 354154
ItemSet 316509
ItemSet 321055

High Tier Nuke:Set 1Set 2Set 3
In these sets it is important to utilize as much magic accuracy with your magic attack bonus as possible so that your nukes aren't resisted. These sets would be used when involved with ilvl 119+ content.



If you are recieving weather, or the nuke matches the day, use this waist for the large damage boost!
ItemSet 354155
ItemSet 334607
ItemSet 334603

SetDark Magic:
ItemSet 343476
Drain/Aspir set. Very handy set to have around. Aspir helps Geomancer deal with the large mp cost of their Indi/Geo spells. Drains can recover nice chunks of health using this set.





Merlinic set can be augmented with Drain and Aspir potency +11%

SetStun:
ItemSet 320100
Stun sets for /BLM. In most situations these days, geos will operate as the stunners, since they are often doing the least and can afford the attention. This set gives you 80% fastcast and 26% haste if you have 7% fc augments on Merlinic.







  • Impact is a nice option to help your party. If you plan on using it though /SCH and
    parsimony will ease the mp cost. Not 100% needed for Geomancer but your party
    will appreciate you having it. /BLM and Elemental seal will guarantee the -stats will
    last the full duration. SCH/BLM will generally handle impacts for endgame events.


Melee and weaponskill Sets:
|Top|Basics|Intro|Merits|Subjob|AF|AF+1|AF2|AF2+1|AF3|AF3+1|Misc Sets|WHM Sets|BLM Sets|▼ Melee/WS Sets |


Set 1Melee:Set 2
ItemSet 295307
Geomancer has respectable capabilities as a DD mage. We have access to every weaponskill for both club and staff, including hexa strike which was WHM exclusive for a very long time. GEO/DNC works well with clubs and dual wield, but if you like smacking things with a staff Geomancer can do that also.



Augmented with 3% haste and double attack +2%
ItemSet 345378

Set 1Hybrid:Set 2
ItemSet 346412
A few hybrid sets. -DT set caps haste and -MDT with shell, and -45% PDT with max augments (caps at night with umbra). Phalanx + Indi-Regen with this set will keep you up nicely. Accuracy set is for things you probably shouldn't be swinging at on Geomancer.





ItemSet 319971

30% STR 30% MND MND (Varies)50% INT 50% MNDINT (Varies)30% STR 30% INT
ItemSet 346415
ItemSet 345767
ItemSet 346410
ItemSet 346409
ItemSet 345379

Author: Brixy
Collaborators: Nocki
Date Created: 2013-12-03 08:42:05
Date Last Modified: 2022-09-10 14:02:57
Updates: 2133
Bytes: 100039