Geomancer, Earth's Wrath (caster Dps)

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First and foremost, disclaimer, it is hinted that GEO could be a potential healer, however, regardless of how GEO is introduced, Healer or DPS, I want it in the game! Anyways, think this will be my last GEO concept, I've got too many throughout the forums already. Thanks community, see you all in-game.

[The Google Doc]

https://docs.google.com/document/d/1...it?usp=sharing
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Starting Quest: [So, you don't want to be a Conjurer?]
Location: Girdania, near Conjurer's Guild

Lore:
Before Eorzea was consumed by the calamity, there were conjurers known as Geomancers, and this Geomancy, though ancient, has resurfaced, and its teachings have been brought back from a mysterious person yet to reveal themselves.

Geomancers and White Mages, two sides of the same coin—one manipulates the ether to heal, while the other utilizes those same forces to inflict detrimental damage to its foes. The White Mages, known as the Conjurer’s, saw how powerful and uncontrollable the force was, due to its nature in manipulating terrain, conjuring powerful storms—so it was abandoned. But seeing the stakes, and the Gerlemald empire at a rise, the Conjurer’s had to seek for this power once again, in hopes to help turn the tide.

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[Geomancer Continuation]
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The Geomancer will be a powerhouse like the Black Mage, but it will be using the elements of Earth, Water, and Wind. The gimmick for Geomancer, however, terrain/weather manipulation, so in order to get those BIG numbers, the Geomancer must chain their spells accordingly, and acquire those precious Astral / Umbral Elements to access more powerful spells.
[Below are the Geomancer’s Spells / Skills / in order of acquisition. Further breakdowns are below, where it breaks it down by category: Abilities / Spells]

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Lastly, thank you for reading this. If you do, please give feedback. I enjoy making concepts, it’s just a fun hobby of mine.
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[In light of 6.0, this is going by the assumption the job begins at level 60 and capping at 90.]

[The Job Gauge]

The gauge is designed like a triangle and almost looks like the Tri-Force from Legend of Zelda. The Triangle has all three elements, and inside each element, there's a circle. When the GEO Bolsters an Element, they add it to their Triangle. Another way of doing so is by causing Terrain Manipulation. But that's later in the 50s when the job begins to evolve.

Water > Rainstorms, Floods, Rushing Waters

Earth > Sandstorms, Earthquakes, Mudslides

Air > Windstorms, Tornadoes, Hurricanes
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Spells / Abilities
(Full Description in doc.)


[Elemental Spells / Unaspected Spells w/ minimal description + Level Learned]

En(Spell) for Entangling Elements

Enwater: (1) Deals water damage with a potency of 175
  • Additional Effect: Grants Umbral Water
  • Combo Bonus Enstone or Enaero

Enstone: (2) Deals earth damage with a potency of 175
  • Additional Effect: Grants Umbral Earth
  • Combo Bonus Enwater or Enaero

Enaero: (4) Deals wind damage with a potency of 175
  • Additional Effect: Grants Astral Wind
  • Combo Bonus Enwater or Enstone

Poison (10) Deals water damage with a potency of 30.
  • Poison damage over time 20
  • Duration 18s

Rainstorm (12) Deals water damage with a potency of 50 to target and all enemies nearby it.

Sandstorm (15) Deals earth damage with a potency of 60 to target and all enemies nearby it.

Windstorm (18) Deals wind damage with a potency of 70 to target and all enemies nearby it.

Poison II (26) Deals water damage with a potency of 55 to target and all enemies nearby it.
  • Deals Poison damage over time with a potency of 35

Enwater II (35) Deals water damage with a potency of 225

Flood (38) Deals water damage with a potency of 100 to target and all enemies nearby it.

Quake (45) Deals earth damage to target and all enemies nearby it with a potency of 300 for the first, and 40% less for all remaining enemies.

Tornado (50) Deals wind damage to target and all enemies nearby it with a potency of 450the first enemy, and 30% less for all remaining enemies.

Enstone II (52) Deals earth damage with a potency of 225.

Enaero II (58) Deals wind damage with a potency of 225.

Kaustra (60) Deals unaspected damage with a potency of 750

Poison III (68) Deals water damage with a potency of 125
  • Deals Poison damage over time with a potency of 70

Whirlpool (74) Deals water damage with a potency of 450

Tremor (76) Deals earth damage with a potency of 500.

Wind Slash (78) Deals wind damage with a potency of 550

Black Hole (80) Deals unaspected damage to target and all enemies nearby it with a potency of 650 for the first, and 25% less for all remaining enemies.

Earth’s Embrace (84) Revives down ally.

Embrava (90) Deals unaspected damage with a potency of 800.


Geomancer Abilities

Bolster (6) Consumes Astral or Umbral Element to increase the potency of the next corresponding elemental attack depending on the tier held. While under the effect of Bolster, Astral and Umbral enhancements are bolstered by an additional 2%.
  • I: 15%
  • II: 20%
  • III: 25%
  • IV: 50%

Earthen Barrier (30) Creates a barrier of stone that nullifies damage totaling up to 25% of maximum HP. If Umbral Earth is held, the damage nullified is increased to 40%.

Manawell (30) Restores 20% of maximum MP. If Astral Wind is held, it gradually restores MP over time with a potency of 30.

Turbulence (54) Next Weather Effect(s) can be combined to create greater terrain effects. Two weather effects can be combined, creating unique patterns to enhance party member(s) within range and inflict damage to foes. Turbulence allows the casting of any Weather Pattern without the use of Astral or Umbral elements at the expense of reducing the potency of the weather effects by 50%.

Elemental Seal (64) Increases magic damage dealt by 15% and increases Spell Speed by 25%. During the effects of Elemental Seal all spells are accessible without the use of Astral or Umbral Elements. Elemental Seal access new spells and a new rotation. Elemental Seal allows further disruption of Terrain Effects.

Chainspell (70) Instantly casts spells until all MP is consumed.

Nature’s Wrath (82) Allows an additional weather pattern to cause even more terrain manipulation.

Close-In (86) Rushes to and forth away from target enemy or party member.

Cardinal Chant (88) Intensifies weather patterns to increase terrain effects.


Like all concepts, there's quite a lot to dissect here. It's like any other job, you have to visually see it in gameplay to understand it.

Thanks for reading! Pat out.

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