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new advanced job: GeomancerFollow

#1 Jan 26 2004 at 7:35 PM Rating: Decent
I cought a post on the net on the IGN boards. Here is what was stated:


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Once again, I have a lot of time on my hands at work, although I worked on this for several days. Another advanced mage class, that has some solo potential and some melee abilities. Please read the notes to understand how this class works. If something is not clear enough, I will endeavor to clarify and explain more.

Quest starts from a NPC in Re'lude Gardens in Jueno, from a female Elvaan, Liera, who came from living deep in a forest to find the sense of unease she is feeling. Only, she is having trouble adapting to big city life and it is hampering her nature-like sense, and can only find some peace in the gardens. She beseeches you to seek out her friend, and presuade the friend to come help.

The friend, located in a remote section of the world (haven't decided where, probably Li'Telor), at first says no, but then decides to go, "only if an adventerer can learn the meaning of nature." He gives you a necklace, and you have to wear it while you journey to different locations and then sit there for awhile (use /sit command and wait awhile for an effect). After the last location, he asks for your help, because he senses something disturbing the natural balance of his forest. You go kill an NM, then return, but instead of deciding to go, he says for you to take the necklace to Liera. Return to Jueno and trade the necklace, and get a cut scene where the friend does show up and he and Liera converse. Then you get Geomancer.

Geomancer

Weapons Skills:
1h Sword B-
1h axe B-
Club C+
Staff C+

Shield D
Parry C+
Evasion C

Magic Skills:
Elemental B+
Enfeeble B
Enhancement B
Healing B-
Summoning B- (can only learn spirits, NOT Avatars)

Statwise, similar to RDM. A bit more hp, but less CHA and VIT.


Abilities:
Elemental Barrage Lv1 R:2hrs D:Instant - All your offensive geomancy(that you currently know) is used, one after another, regardless of weather and terrain. Order is lowest level geomancy to highest.

Geospread Lv15 R:10mins D:Instant - The next geomancy is area effect instead of single target (no loss of effectiveness).

Geo Pull Lv20 R:10mins D:Instant - May do a single geomancy of your choice, regardless of current terrain, weather, or spirit.

Geo Bond Lv25 R:10mins D:2mins - Elemental spirit drains no mp while it's out.


Job Passive Traits:
Lv10 Attack Up

Lv15 Defense up

Lv20 Auto-Regen

Lv30 Nature's Breath - Geomancy power increased

Lv40 Geotap - Can use geomancy effects of area around you (don't have to stand right on it)

Lv45 Nature's Breath II

Lv50 Ether Tap - Reduces Spirit mp drain

Lv55 Nature's Breath III

Lv60 Nature Spirit - Spirits use magic more often

Geomancy notes: All Geomancy is single target, and on a 5 second recharge timer. Cast time is only 1-2 seconds. Uses no mp, but less damage than mp-consuming spells, and enfeeble chance is not that high (due both to geomancy and lower enfeeble skill). Type of geomancy cast is dependant upon where the Geomancer is standing, what the weather is, and what elemental spirit the geomancer has out. If a Geomancer has a water spirit out during water weater, water geomancy is considerably enhanced. If a Fire spirit is out during earth weather, fire geomancy can be used, but not as powerful. Geomancy buffs have a very short duration (30 seconds).

Geomancy list(would be a new category, next to the white spells, black spells, summoning, bard songs, etc.):
Lv1 Mudball - path/trail terrain - Damage and chance for knockback effect

Lv3 Soothing Warmth - Pleasant weather - Heals a player by a small amount
Lv4 Entangle - Grass terrain - Earth damage and have a chance to Slow
Lv5 Soothing Lullaby - Pleasant weather - Chance to sleep enemy.

Lv7 Wind Cutter - Windy weather - Wind damage and chance to silence
Lv8 Pelt - Rocky Terrain - Enemy hit by rocks and lowers defense
Lv9 Swift - Windy weather - Increase attack speed.

Lv10 Sear - Fire weather - Fire damage and enemy's attack is lowered.
Lv12 Lodestone - Stone/brick/wood terrain - Earth Damage and chance of gravity effect
Lv13 Fire weather - Increase attack

Lv14 Acid Rain - Water weather(Rain) - Water damage and lowers attack
Lv15 Splash - Water Terrain - Water damage and chance of posion
Lv16 Healing Rain - Heals one player and adds regen effect

Lv18 Sandblaster - Earth weather - Earth damage
Lv19 Quicksand - Sand Terrain - Earth damage and a chance to Bind
LV20 Enhance Aim - Earth Weather - Raises Accuracy

Lv22 Bolt - Lightning weather - Lightning damage and a chance to paralyze
Lv23 Suction - Marsh Terrain - Water Damage and chance to lower agility
Lv24 Electrify - Lightning weather - Enthunder effect

Lv26 Freezing Rain - Ice weather - Ice Damage and lowers Mnd
Lv27 Snowball - Snow Terrain - Ice damage and lowers Int
Lv28 Ice Armor- Ice weather - Ice Spikes effect

Lv30 Blinding Light - Light weather - Damages Undead only and chance to dispel a single

magic effect
Lv31 Sap - Dark Weather - Dark damage and chance to drain HP


Spell List:
Earth Spirit
Wind Spirit
Fire Spirit
Ice Spirit
Water Spirit
Thunder Spirit
Light Spirit
Dark Spirit

Notes:
A more solo-friendly class. Tactics usually consist of summoning a spirit and getting the mobs attention with it, while you stand back and cast geomancy. Then move in to melee, or cast a new spirit when the old dies. Or, standing back and changing spirits to cast different geomancy, buffing yourself and debuffing the mob, since spirits are quick to cast. In a group, you function much as a rdm, doing some melee, but mostly changing spirits to cast geomancy.

WHM and BLM are good subs, for a more caster oriented GEO (Taru's may go this route). Or, subbing a melee type class would be good for Elvaan, Mithra, or Galka for a more melee powerful class, as low mp isn't as much as a concern for the smart spirit-user. Humes can go either way. THF sub may be fun, as you can sneak and/or trick off your own elemental spirit.

Since spirits are equal to your GEO job level, subbing Geomancer wouldn't be real good, as you'd get weakened spirits.
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You can read more about it at:
http://vnboards.ign.com/FFXI_Developer_Forum/b22413/62702095/?3
#2 Jan 26 2004 at 8:29 PM Rating: Decent
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509 posts
Would be exteremely lame. I would take a bard over this anyday.
____________________________
Cactuszach Rathebringer- [EQ]85 Human Pally Karana
-retired

Cactuszach- [FFXI] 75 Galka Monk Hades server
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Cactuszach- [LOTRO] 50 Dwarf Guardian Vilya server
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#3 Jan 26 2004 at 8:34 PM Rating: Decent
i think it might be quite cool as a caster subclass. Since most of the advanced jobs are more toward melee classes.

Personally, i would definately like to try this one out. There are other suggestions too on the developer's website. Personally, a swordgun fighter (like in FF8) would seem AWESOME to me :)
#4 Jan 26 2004 at 10:57 PM Rating: Decent



Edited, Mon Jan 26 23:05:31 2004 by Abyssus
#5 Jan 27 2004 at 12:52 AM Rating: Decent
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208 posts
ill belive it when i see it on the actual site
#6 Jan 27 2004 at 1:07 AM Rating: Decent
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164 posts
It really seems like a replication of RDM. don't see the need for it though.
#7 Jan 27 2004 at 2:33 AM Rating: Decent
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247 posts
Hmmm...decent idea, but the class itself seems pretty useless...I was thinkin of other classes they could add...like a necro or sumthin...necros would be really kool i think...and maybe a shapeshifting class, thatd be awesome...curious if anyone else has thought of any kool classes this game could have
#8 Jan 27 2004 at 3:17 AM Rating: Decent
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804 posts
There needs to be something more along the lines of a true caster Adv job in this game. Sure there is Summoner, but the inability to level it up until you're well into your 60's keeps you from using it as an effective subjob while you level up to 60+. I want something worthwhile as well, seeing the melees getting classes like Pal, Sam and Drk, there's nothing similar that you can use for a mage. :(
#9 Jan 27 2004 at 4:09 AM Rating: Decent
Indeed mageling. The comment by kashius about a Shapeshifter would be extremely nice too! And i would figure it would be a very good subjob for a caster. In my RPG experience, shapeshifting usually means changing into some animal and therefore you don't need any weapons or armor, since your hand are the weapons. Usually this comes with strengt and Vitality modifiers.

That would finally create a WHM who would be able to solo some mobs in a decent way.
#10 Jan 27 2004 at 4:18 AM Rating: Decent
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324 posts
I still think we need a blue mage! learn E.Skills, that would be awsome.
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