Nothing like having a tentacle monster in the comfort of your own mog house
Nothing like having a tentacle monster in the comfort of your own mog house
I'm sure Rule 34 for Yovra exists somewhere
light the gulkeeva signal?
http://imageboard.neko-sentai.com/_i...d2683c5f7d.jpg
Closest thing I could find on nekoboro.
One post today on the JP side doesn't look much different from what Okipuit posted last friday for GEO adjustments.
Quite a bit more detail than Friday's post actually. Yay @ getting Sleep/Sleep II/native enfeebling skill.
http://www.bluegartr.com/threads/112...=1#post5738830
Good stuff. I would have liked a Sleepra line to go along with the theme of -ra spells but this will help with some crowd control sub SCH. This should also lessen some of the serious MP issues with the job.
GEO should totally get the Cura line of heals. It compliments its frontline, AOE nature and WHM isn't using it nearly as much as GEO could be.
Or they could give them Curaja or something.
I still like my idea of having an ability that blows up the geo spell and cures everyone in health as opposed to damaging everything in range.
Man, SE is just intent on running RDM out of town. Depending on how high GEO's new native enfeebling skill is, they'll be a decent debuffer being able to cast just about any significant enfeebling spell that an unmerited RDM can by just subbing RDM. Combine that with an unresistable geomancy debuff... like pairing Paralyze with Geo-Paralysis.
Now all GEO needs is Temper and Phalanx geomancy spells in Indi and Geo forms and RDM can be written off permanently.
Stepping on BLU and the Temper-enhanced destroyer of worlds that is RDM if you do that.
Don't forget the en-kill:
http://neogearzx.blogspot.com/2008/0...-130-more.html
How does GEO fare with capped Bokwus gear going m.att and m.acc route? I know it won't perform as well as SCH and BLM, but would it at least put out decent numbers?
That being said, would m.acc or m.att route be best on it for GEO? I've never tried nuking outside on Abyssea on GEO, so I don't know what the acc is like on it...
Sleep is good (Sleepra with a short cast timer would've been better so you could -ra nuke without dying), but I would much rather have had Geo-Gravity made into Geo-Bind (maybe with a spell specific supercharged HP consumption rate).
I really don't think the right way to buff up Geo is to increase its ability to stay up close, or even put Indi on a teammate. Think the Luopan is what we need to focus on. An ability/trait that lets you put a second or even third buff, at the cost of 2x/3x hp consumption, on your Luopan would be perfect. You'd still have your indi and single buff luopans for mobile events like Delve farming, and you'd be able to put up a good amount of buffs on stationary targets for big fights where you don't want to be in AoE range.
Also been wanting a JA that transfers your damage to your Luopan so you can use it like a fake Manawall. Maybe be able to heal it by nuking mobs (like a Luopan HP version of Occult Acumen).
If anything I think either the Mythic/Adoulinian legendery weapon OR bell will most likely:
allow them to cast indi spells on PT members
or allow them to put up 2 geo spells + 1 indi spell
or allow them to have 2 indi spells and 1 geo spells.
I guess the last one, because 2 geo spells would mean 2 pets and that never happend in FFXI (due to codeing problems or wtf ever problems with abilitys like Life cycle).
I think it's more likely to be like Gjallar and enhance them. 2 Auras up at the same time would probably be problematic for them.