Does GEO's gravity aura/luopan also give the evasion down that normal Gravity gives?
Does GEO's gravity aura/luopan also give the evasion down that normal Gravity gives?
I am hopeing SE is throwing a bone at GEO in the next update, being reduced down to Geo/Indi-Frailty + Torpor is kind of sad... The job needs some serious help in the buffing department to compete against swaping brd cors. Makeing all Indi spells (even the debuff ones) castable on PT members would go A LONG way in utility together with being able to make your GEO-Luopan spells follow the mob/PT members. Besides its nukeing power is basicly non existent (not that you would have much MP left to nuke anyway when you are gettin frailty and torpor up constantly lol)
GEO is extremely useful in the right circumstances and that's only going to get better assuming AF boosts certain spells/abilities. It's far more useable than some other jobs anyway.
I know it has its uses with the debuff spells. But thats only a tiny fraciton of the job, bringing everything on par with other buffers would be helpfull instead of being reduced to some debuffs you use. Dont get me wrong, i am constantly on GEO when doing delve, it just feels disheartening to see potential buffs and debuffs not being used because they are ass. Not to mention its sometimes a bit hard to apply 2 debuffs on a NM when it can smash your face into the wall in a few seconds (not that this applies to all Nms but to some it does), I feel like haveing not enough interaction with the Job because it is so limited either via too high MP costs, lackign spells (crowd control etc) or other things. If I have to reaply constantly GEO debuffs on a mob because they die fast I cant do anything else because my MP doesnt allow much for anything else then for casting 1 geo-debuff on the mob and 1 indi-debuff on myself and keepign myself alive.
I just would like it to have more flexibility/power when going lowman (aka non-ally events)
Is there a point to nuking on GEO? Perhaps it's just my gear being a random mix of SCH & RDM left-overs (Nares/VW/AllJobs stuff), but I'm never hitting the kind of numbers my SCH hits easily, with cardinal positioning for MAB in mind. With the MP Cost of Geo- spells I doubt I'd be nuking anyways in group content, but am curious.
At any rate, what's a decent PDT/MDT setup for hanging near mobs to make the most of your Indi-spells? I'm currently idling around in a set similar to http://www.ffxiah.com/item-sets/294347 but an earth staff inplace of Owleyes/Genbu, and Heka/Nefer for refresh, since I can't find any decent DT equips for head/body/hands/legs/feet.
Spoiler: show
With my current pair of dark rings netting me 9PDT/10MDT, I'm 4% from capping MDT w/ vanilla Shell5, and 16% for PDT in my set.
I also need to get off my lazy ass and finish capping my Geo/Bell skill, 45 levels to go on both. Lvl'd a good chunk of the 200-300 section in Abyssea on an unlvl'd Uleg worm camp w/ skillup food & earring, but from 300 onwards it's been real slow. Would do Gustav worms, but no RDM mule/friend handy for silence/refresh2ing me.
i am useing dark ring, d. ring, twilight torque & cape & earth staff.
46 PDT and 20 MDT. planing on geting a belt for another 4PDT and mermain earrings to cap both
Do you know of a spot to cast mindlessly on the worms where the wandering elemental in the area won't't aggro from? The two times I grinded out skill was near martello, and near flux, and it'd eventually start smacking me. Would be annoying in the case of maintaining an active target so it won't respawn at a lower-lvl on me.
That fucking elemental, lol. I could have sworn sometimes that it specifically was coming for me, like it knew I was there and the game's AI sent him over to aggro and kill me. I never found a spot where it never came near, but if you can get a worm to pop as far south as possible (nearest the flux), I think it's safe. Like, really far south, just outside where the narrow path opens up into the larger area. The one time I did it over there from max casting range, the elemental came near, but didn't come near enough to aggro. Two or three other places I tried the elemental always got close enough sooner or later.
Yeah, fuck it. Dark Ele made me lose my DC worm. Shit would be much easier if La Theine worms could hit DC so I can just steal one to myself. Might end up watching a season of 24 instead while mashing my Indi-rotation macro every 20 seconds.
Update needs to land already so we can get our stupid umbrella hats.
I've been using the VT worms in Gustav to cap out my magic skills. Nothing aggroes or links at the top of the stairs, just keep em slept and it's easy.
SCH, RDM, BLM, and GEO can all wear pretty much identical gear (Nares, Meeble Equip, Delve, etc) for maximum damage output from spells ignoring macc issues. The main difference should come from MAB traits, self buffs, and spell tiers. From SJ, Geo and SCH can get the same MAB trait, but Geo has a slight advantage in that regard by making use of casting direction. However, since SCH has Tier Vs, weather, and Strategems, Geo will have a hard time being comparable nuke for nuke even while also making use of MAB up/MDB down geomancy.
That being said, with the proposed magic changes incoming, it might become a bit better if they're able to use T2/T3 more effectively.
Those changes were proposed before Adoulin-tier melee. Assuming they've chosen forego proper scaling in light of the new weapons, elemental damage will be as useless as ever
Yeah I always waited for a worm right by the opening to the worm valley and spammed away. It took some time but went faster as I came close to the cap.