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Geomancer TP HybridFollow

#1 Oct 30 2010 at 11:58 AM Rating: Default
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I have read alot of Geomancer topics over the years have seen some pretty good ones and bad ones. This is neither , Just a quick Idea before i go and patrol again. (Afghanistan)

Job role: TP Hybrid

The Idea of what the Geomancer could look like due to its history i was kind of thinking something like this.
http://images2.wikia.nocookie.net/__cb20100627182717/finalfantasy/images/thumb/5/54/ElemenArt.png/113px-ElemenArt.png



Brief History:Geomancer's are from the west a very primitive part of Vana D'iel and that their magic was also as primitive . Some Geomancers went east to explore the world and came across mages who found there magic art profound and harnessed only some of that power. Thus this is why the SCH can uses just the weather effects and not the terrain.

Idea
: The Geomancer is like a combat dancer with the ability of Terrain Magic . He/she will learn spells from an area (Map), Depending on how high his skill "Geomancy" is. Now once his/her skill level is at the right level they can learn the spell and use it when ever they want later(TP Permitting). It will limit the need of the old random spells ideas, so when wanting to use a certain spell for Buffs/Debuffs/Healing or attacking.
example:
Swamp spell:
LV 24:
Swamp Hive: A swarm of mosquitoes attack the enemy with dark attack also causing the enemy to go berserk with rage. May also cause confusion. Damage vary on TP%.

Field Spell:
LV 27:
Swift Wind: Nature gives a gust of wind boosting allies attack speed in battle. Causing haste on ally targets.

*New: Spells Now anyone and everyone who has heard of the Geomancer knows that his/her magic has no single purpose. Some attack with a debuff at the end or heal with a buff or attack with a heal. Shortly I will add a basic spell list for each type of terrain up their 3 tier spell.

Alright this is what me and a few guys have come up with for a few low level spells. Now mind again this is not perfect by anymeans and can be changed.
Fields
AirBlades: Wind that moves so quick that it cuts the enemy. Wind Damage (DMG vary on TP)
Swift Wind: Nature gives a gust of wind boosting allies attack speed in battle. Causing haste on ally targets.
PitFall: A small area of earth opens up and drops the enemy. Earth DMG may cause Immobilize.
Remedy Rain: Warm gentle rain cures the party of Poison, Blind and Mute.
Locus Hurricane: Wind Becomes still and suddenly a wall of locus swarm the enemy causing wind DMG, Also cause Blind and Slow.

Forests
Branch arrows: Branches shoot from the trees and ground making super fast projectiles. Earth DMG also causing poison.
Ancient Moss: Moss begins to grown on the enemy very quickly and sucking the life from them give it to the caster. HP drain
Dry Storm: A silent , rainless storm smashes the target with lightning. Lightning DMG also causing Paralyze.
Forest Shadows: The forest helps concel the party from attackers . Casts Multi-image on allies.

Mountains
Soil Evidence
With a soft entreaty, the Geomancer convinces the mountain spirits to give protection to the party. Cast Stone Skin on allies.
Target: Party

Collapse
A wickedly sharp stalagmite erupts from the ground underneath one opponent, dealing Earth damage as well as having a M. Evasion chance to Petrify.
Target: Single

Local Quake
The power of the Geomancer causes the earth to shake violently, dealing Earth damage to all opponents as well as having a M. Evasion chance to Confuse.
Target: Group

Sonic Boom
A tremendous thunderclap echoes across the battlefield, distracting and disorienting all enemies. There is a M. Evasion chance that all opponents will be paralyzed, as well as being Silenced.
Target: Group

Landslide
This exertion of power causes stones, dirt, and debris of all kinds to be sent cascading across the battlefield. The wave of matter deals Earth damage to all opponents, as well as having a M. Evasion chance to reduce the victim's SPD by 50%.
Target: Group

Desert
Vacuum Blade
A small but fierce Scorching hot gust of sharp wind and stinging hot sand sweeps towards one enemy, inflicting fire damage.
Target: Single

Quicksand
The dune beneath one enemy's feet turns to liquid goo, which tries to pin the opponent in place and slowly smother him. The effect has a M. Evasion to cause both Immobilize and HP Drain.
Target: Single

Sand Storm
A larger firery wind picks up and sweeps across the battlefield, tearing loose both sand and small rocks to strike all opponents. The attack deals fire damage and has a M. Evasion to Blind.
Target: Group

Antlion
A monstrous antlion burrows into place beneath one opponent and tries to pull them down and consume them. The enemy has a M. Evasion of suffering both Petrify
Target: Single

Desert Storm
Blazing winds and sand are called into existence and strike at all opponents, dealing Fire damage and having a M. Evasion chance to Slow.
Target: Group

Swamp
Poison Mist
A small cloud of vile-smelling mist drifts towards one opponent and engulfs it. The attack deals Dark damage and has a M. Evasion chance to Poison.
Target: Single

Spectre
An eerie mystical haze rises to envelop the battlefield, Giving the ability to suck life. The Geomancer and all allies gain HP Drain Strike.
Target: Party

Heavy Dust
Solid ground turns to liquid and open water congeals all across the battlefield, threatening to overwhelm and consume all opponents. The initial shock of the transition deals Water damage, and the effect also has a M. Evasion to Bio.
Target: Group

Will O'Wisp
A ghostly, ominous shape slowly materializes and approaches the combat. Its strike has a M. Evasion chance to Poison and Accuracy Down.
Target: Single

Vine Hell
With a shudder and a scream, the swamp itself seems to come alive! Tree branches, crawling vines, unidentifiable scaly things, and the ground itself all seek to lash out, dealing Dark damage and having a M. Evasion chance to inflict Imobilize.
Target: Group

Tundra
Ice Rabbit
A small floppy-eared snow bunny appears, rubs noses with a single character, and then vanishes. The touch provides Healing.
Target: Single

Icicle
Blades of extreme cold sweep upwards from underfoot, dealing Ice damage to all opponents.
Target: Group

Freezeblink
Snow, ice, and stinging cold envelop all opponents, dealing Ice damage and also having a M. Evasion chance to Silence.
Target: Group

Surge
Snow, ice, rocks, and a few other unidentifiable substances pile onto a single opponent from above, and have a M. Evasion chance to inflict the Frozen.
Target: Single

Ice Soul
Midnight-blue contempt takes visible form and strikes a single opponent, dealing Ice damage and also having a M. Evasion chance to cause an elemental weakness to Ice.
Target: Single

Job Ability "Gaia"
How Gaia works is when trying to learn the spell for the type of area say mountain. Gaia does two things. 1.it will cast a random spell for the area.2.It will also teach the spell you dont have it. If you dont have one yet for the area then it will cast the 1st level spell. Now this will not cost any TP to cast as it is a job ability. Once the 1st level spell has been cast it is added to your terrain for area spell list. If you want to cast a spell outside of said area....say a ocean spell then you would have to use one from your spell list costing TP. Here i have an example of a scenario of a Geomancer trying to learn his last forest spell.

Scenario: Ok so your a level 82 Geo and your in Zi'tah trying to learn your last Forest Spell. You use the JA Gaia to try and learn it , So you get into battles use Gaia and cast random forest spells you already had learned many levels ago. Your Geomancy is not at cap yet. You still have two more levels left before cap. As you keep using Gaia you continue to rack up points for Geomancy. You gain your two levels needed for the skill and you use Gaia one more time and BAM!!. you just learned The Last Forest spell "Zi'tah's Rage" Which is a lightning spell that also causes Paralize and Blind (Damage will vary on TP%). Now the spell is added to the list and when using the JA Gaia you now can use that level spell also.

Traits[b]:
Lv15. Attack Bonus
Lv20. Magic Attack Bonus
Lv20. Subtle Blow 1
Lv25. Store TP 1
Lv30. Storm Surge
Lv40. Resist Blind
Lv45. Attack Bonus 2
Lv46. Magic Attack Bonus 2
Lv46. Subtle Blow 2
Lv55. Store TP 2
Lv60. Storm Surge 2
Lv65. Resist Blind 2
Lv70. Attack Bonus 3
Lv75. Magic Attack Bonus 3
Lv80. Subtle Blow 3
Lv80. Store TP 3
Lv85. Occult Acumen

[b]AREA TYPES
:Now here is the amount of Terrain/ Areas I could come up with from the game. Also some elements that could go to these areas.
Desert- Fire , Air , Earth
Fields- Earth , Air
Forests- Earth , Air , Lightning
Arctic- Ice , Water , Light
Caves- Earth , Water , Fire , Dark
Swamp- Water , Dark , Air , Lightning
Sky- Air , Lighting
Ocean- Water , Ice , Air , Lightning
Jungle (same as forest but with a cha-cha)- Water , Earth , Fire , Air
Mountains- Earth , Ice , Fire , Air

Now if you have say 6 to 7 spells in each type that is alot of spells to carry to lv 85.
thats 54 to 63 spells total.


Weather Effects:How Storm Surge Would work with the Geomancer.
Example:
Game Description: Storm-type spells grant a bonus to attributes associated with their element.
* Job Traits are always active.
* Each subsequent upgrade increases bonus value by 1.
* Initial bonus value for all storm-spell except Voidstorm is +3.
* For Voidstorm, all values are halved. Initial bonus for Voidstorm is 1.5 (rounded down) instead of 3 and each additional merit adds 0.5 points instead of 1.
o At level 1 Stormsurge, attribute bonus is 1 (1.5 rounded down), at level 2 it is (1.5+0.5)= 2 points. The effect caps at 3.5 attribute points at level 5 Stormsurge or 3 points bonus rounded down. A player not seeking to cap Stormsurge can stop at level 4 Stormsurge for +6 individual attribute bonuses and +3 Voidstorm bonus. At level 5, Voidstorm attribute bonus will still remain at 3 points, though the individual attribute bonus will now be +7.
* Firestorm = STR
* Rainstorm = MND
* Windstorm = AGI
* Hailstorm = INT
* Thunderstorm = DEX
* Sandstorm = VIT
* Aurorastorm = CHR
* Voidstorm = All Attributes receive +1 (max 3)

Now equipment and weapons can help with TP so I was thinking since FF3DS and Tactics were the best examples for the Geomancer why not make his weapons like this.

Geomancy A+
Clubs A-
Axes B+
Swords B-
Staff C+
Evasion D

Now Conisdering that the Main weapon is the Club . The AF weapon would undoubted be the Bell. Now I was undecided on how to approach this to o came up with 2 options for the AF Bell. You be the judge.
EG:
Primus Bell
Lv 58
Delay : 235
Damage: 29
Note: Dex +3 , Mnd + 3 Additional effects: Ice Spells + 20 , Lightning spells + 20


Now I know that Scholar does do a lot of different styles of magic, why not make Geomancer the basis for the Scholars weather effects.


Possible quest idea:

In search for the spirits:
Quest start: Mhaura
Contact: Zu Breaker (Geomancer)
Zu Breaker is getting old and feels he cannot protect the land anymore but the ways of the Geomancer are almost dead and none practices the old traditions. To prove themselves they must talk to the great spirits of each type of area in Vana D'iel. If done he will reward with the secrets of the Geomancers ways.

Task: Go to areas and make contact with the spirits of nature.
Fields- Rolanberry Fields
Caves- Korroloka Tunnel
Forest- The Sanctuary of Zi'Tah
Mountains- Meriphataud Mountains
Jungle- Yhoator Jungle
Artic- Beaucedine Glacier
Ocean- Ship to Selbina (Cut scene)
Air- Airship ride "Any" (Also Cutscene)





Conclusion :
I just came up with this on the fly after my last patrol, I just wanted to get it out there before I head out again. I love this game and I love the Geomancer I really know this could work without changing a whole lot. Later I have to go, Enemy doesn't attack themselves you know.


Edited, Nov 2nd 2010 1:26am by Ultimoore

Edited, Nov 3rd 2010 2:08pm by Ultimoore

Edited, Jun 26th 2012 12:02pm by Vlorsutes Lock Thread:
#2 Oct 30 2010 at 11:59 AM Rating: Decent
One flew over the cuckoo's nest
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It's that time again, eh?


edit:
Quote:
Note: Dex +3 , Mnd + 3 Additional effects: Tundra Power + 10 , Forest Spells + 10
...what game are you playing?

Edited, Oct 30th 2010 2:00pm by ThePsychoticOne
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#3 Oct 30 2010 at 12:03 PM Rating: Decent
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I had put the Forest and Tundra down if say there were sub skills for the different types of Areas. Also I had the other option of just Thunder and Ice.
#4 Oct 30 2010 at 8:32 PM Rating: Good
Princess ThePsychoticOne wrote:
It's that time again, eh?


It's been awhile since one of these popped up.

I just like to note their mister op. They tried geomancer, they ended up with scholar.
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#5 Oct 30 2010 at 10:31 PM Rating: Decent
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Now the one thing about the Scholar is that its weather based magic is a fraction of what the geomancer. If the Scholar is compared to anything it would be the job called Sage (Masters of all Magic). The weather effects is just a fraction of the rest of the geomancer. Now this is not based on where you stand but the map you are in . As I have pointed out that this is not perfect by any means. This is a basis to build upon.

If the job is over powered let me know where so I can adjust it, Ill be happy to fix it.
#6 Oct 30 2010 at 11:33 PM Rating: Good
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Question: Would this job get access to Hexastrike? Be nice to have another job make use of clubs.

Also, I'd suggest switching skill profficiencies for Swords and Axes. Mostly thematic, since geomancers are known more for axes, specially in FF tactics.
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#7 Oct 31 2010 at 1:06 AM Rating: Decent
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I don't see why not , Since the club is their main weapon. I have no problem switching them.
#8 Oct 31 2010 at 5:05 AM Rating: Good
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Geomancers obviously use bells. Why would they use clubs?
#9 Oct 31 2010 at 6:30 AM Rating: Decent
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That is a very good question. This question was brought up on another forum. The reason I went with the club was because this mitigates creating a new weapon and weapons skills, thus minimizing the amount of work SE would need to create the job. Besides if you read the post I had put down a example of a Bell for an AF weapon. Plus this job would make more use of the clubs.

I hope that answers your question.

Edited, Oct 31st 2010 2:34pm by Ultimoore
#10 Oct 31 2010 at 10:09 AM Rating: Good
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Geomancer is what??! Car mage?
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#11 Oct 31 2010 at 12:29 PM Rating: Default
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uhh, I dont think I understand your question.
#12 Oct 31 2010 at 12:39 PM Rating: Excellent
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#13 Oct 31 2010 at 3:37 PM Rating: Excellent
The really should make a sub board for "Make your own job suggestions and silliness." Some people come up with really well thought out jobs.(Some of the best can be found in that create a job contest they had for the wotg release) Others come up with just funny jobs(See bacon mage from the same contest.)


That actually make a fun annual contest.
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#14 Oct 31 2010 at 11:02 PM Rating: Default
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Thats very interesting. I think with how this job would be made it would work very well with Dancer. As a sub job or as a primary. This would also be good for when you use your Samurai and the Geo would make a great sub job for that also.
#15 Nov 01 2010 at 5:06 AM Rating: Decent
Personally I am always for new job idea's. That being said, I think fixing certain jobs already in game such as THF and NIN are of a bigger priority than releasing a new one.
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#16 Nov 01 2010 at 7:54 AM Rating: Default
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Very very true, I think with the fact that new content comes out there will always be something wrong. they will never get it right. But they still came out with new jobs. So why not make this the last job that could be released. If they ever decide to pull the plug.
#17 Nov 01 2010 at 9:54 AM Rating: Good
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Ultimoore wrote:
Besides if you read the post I had put down a example of a Bell for an AF weapon.

How... you spoilered the whole damn thing. Spoiler tags are for hiding existing storylines and such, not to sprinkle on a weak 'new' job design.

This idea is a hybrid BLU/SCH/Automaton with no defining qualities whatsoever.

Give SCH "Addendum: Blue" (grants access to magical BLU spells) and it does more then your Geomancer.
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#18 Nov 01 2010 at 12:02 PM Rating: Good
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Quote:

How... you spoilered the whole damn thing. Spoiler tags are for hiding existing storylines and such, not to sprinkle on a weak 'new' job design.

This idea is a hybrid BLU/SCH/Automaton with no defining qualities whatsoever.

Give SCH "Addendum: Blue" (grants access to magical BLU spells) and it does more then your Geomancer.


Sorry didn't mean to offend you with small things like spoilers. I dont really understand how this is a, what did you say? BLU/SCH/Automation with no defining qualities. I don't see any job in this game casting any spells from the map the person is in using tp. I thought both Blu and Sch used mp. I don't know I could be wrong.

Alot of people love this idea of this geomancer learning the spells from the maps while still using its random spell casting roots.How much more could you want? But Ill take out the spoilers since it bothers you so. Don't worry about it, I just thought you were going to add to this subject.


Right now on another forum FFXIclopedia we are trying to work out a somewhat different weather effects for the Geomancer still a work in progress as per. But I think it is coming along nicely.



Edited, Nov 1st 2010 3:31pm by Ultimoore
#19 Nov 04 2010 at 1:08 PM Rating: Decent
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Sorry for the double post, I have updated the spell list up to 5th tier spells for fields,forest,mountains,swamp and tundra. Now some of them i need to edit but that is the basic idea of how the spells would work. I know a few have confuse and i know thats not in the game but it made sense at the time. You could how ever put a attack down or defense down in there for a replacement.
#20Ultimoore, Posted: Jun 26 2012 at 9:28 AM, Rating: Sub-Default, (Expand Post) Well well well. Look what SE put in ffxi. Its going to finally happen.
#21 Jun 26 2012 at 9:33 AM Rating: Good
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Congratulations, I'm sure you're proud of it being absolutely nothing like you suggested.
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#22 Jun 26 2012 at 10:01 AM Rating: Excellent
There really wasn't any need to necrobump this just to brag that an idea you had awhile back is being implemented. I know it's nice to see that they're adding Geomancer, but you could have posted this in one of the posts in =10 rather than posting in a topic so old. I'm locking this.

Edited, Jun 26th 2012 12:08pm by Vlorsutes
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