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  1. #1
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    Geomancer: Findings and Mechanics *Needs More Handbells!*

    Geomancers
    http://forum.square-enix.com/ffxi/at...369542&thumb=1

    Geomancy
    "Geomancy" refers to magic that manipulates the lifestream.
    Geomancy spells cost MP in the same manner as other spells.

    * Offensive geomancy spells only affect targets for which the geomancer has enmity.
    * Geomancy spell effects stack with those provided by spells, songs, and phantom rolls.

     

    Two Types of Geomancy Spells
    Geomancy spells are divided into two categories, each of which has their own area of effect.
    Indicolure spells
    The Indi- family of spells creates fields of energy known as a "colure" centered on the caster. These fields provide a variety of effects.
    http://forum.square-enix.com/ffxi/at...369565&thumb=1
    Geocolure spells
    The Geo- family of spells creates a mystic conduit known as a "luopan" in a target area. The luopan emanates a colure centered on itself, providing a variety of effects.
    http://forum.square-enix.com/ffxi/at...369576&thumb=1
    *Geocolure spells may only be used if a player's main job is set to Geomancer.
    * Indicolure and geocolure spells causing the same effect do not stack.
    * Just as with sphere and tube spells, the effect is lost if a target leaves the area.

    Luopans
    Luopans possess their own pool of HP, which depletes over time.
    Luopans will disappear once their HP reaches 0.
    Luopans cannot be damaged by direct attacks, but area of effect abilities will still harm them.
    Luopans may not be moved after they have been placed.
    Luopans may not be healed or granted other abilities outside of a limited range of geomancer-specific abilities.

    Handbells
    Handbells may only be used by geomancers and are equipped in the ammo slot.
    If a geomancy spell is cast with a handbell equipped, the caster's handbell skill will increase in addition to his geomancy skill.

    The handbell is a critical weapon in a geomancer's arsenal, as the numerical effect of geomancy spells and the HP of the luopan are derived based on a total of the geomancer's geomancy and handbell skills.

    Geomancer Job Abilities
    * The Icon Type 2 scheme will display geomancer job ability icons in a future version update.

    Ability Level Acquired Effect
    Bolster 1 Enhances the effects of your geomancy spells.
    Full Circle 5 Causes your luopan to vanish.
    Lasting Emanation 25 Reduces the amount of HP your luopan consumes.
    Ecliptic Attrition 25 Enhances the effects of your luopan. Increases the rate at which your luopan consumes its HP.
    Collimated Fervor 40 Enhances the influence of your next Cardinal Chant cast.
    Life Cycle 50 Distributes one fourth of your HP to your luopan.
    Blaze of Glory 60 Increases the effects of your next applicable geomancy spell. Consumes half of that luopan's HP.
    Dematerialize 70 Prevents your luopan from receiving damage.
    Theurgic Focus 80 Increases the power of your next applicable elemental magic spell. Casting range and area of effect are reduced by half.
    Concentric Pulse 90 Causes your luopan to vanish and deals damage to enemies within area of effect.

      Geomancer Job Traits
    The levels listed below are the ones at which each trait is learned. These traits will become incrementally more potent depending on the player's level.

    Trait Level Acquired Effect
    Conserve MP Lv10 Occasionally reduces spells' MP cost.
    Cardinal Chant Lv25 Enhances the effect of your elemental magic spells. Effect differs depending on direction.*
    Elemental Celerity Lv55 Quickens elemental magic spellcasting.
    * The direction is determined by where the target is located relative to the caster and when the elemental magic spell actually lands on the target.

     

    Geomancer Spells
    * Type-two patterned icons will be implemented in a following version update.
    Indicolure Spells
    Spell Level Acquired Effect
    Indi-Poison Lv1 Poisons enemies near the caster and gradually reduces their HP.
    Indi-Voidance Lv4 Enhances evasion for party members near the caster.
    Indi-Precision Lv10 Enhances accuracy for party members near the caster.
    Indi-Regen Lv15 Gradually restores HP for party members near the caster.
    Indi-Attunement Lv16 Enhances magic evasion for party members near the caster.
    Indi-Focus Lv22 Enhances magic accuracy for party members near the caster.
    Indi-Barrier Lv28 Enhances defense for party members near the caster.
    Indi-Refresh Lv30 Gradually restores MP for party members near the caster.
    Indi-CHR Lv30 Enhances Charisma for party members near the caster.
    Indi-MND Lv33 Enhances Mind for party members near the caster.
    Indi-Fury Lv34 Enhances attack for party members near the caster.
    Indi-INT Lv34 Enhances Intelligence for party members near the caster.
    Indi-AGI Lv39 Enhances Agility for party members near the caster.
    Indi-Fend Lv40 Enhances magic defense for party members near the caster.
    Indi-VIT Lv42 Enhances Vitality for party members near the caster.
    Indi-DEX Lv45 Enhances Dexterity for party members near the caster.
    Indi-Acumen Lv46 Enhances magic attack for party members near the caster.
    Indi-STR Lv48 Enhances Strength for party members near the caster.
    Indi-Slow Lv48 Reduces attack speed for enemies near the caster.
    Indi-Torpor Lv52 Reduces evasion for enemies near the caster.
    Indi-Slip Lv58 Reduces accuracy for enemies near the caster.
    Indi-Languor Lv64 Reduces magic evasion for enemies near the caster.
    Indi-Paralysis Lv68 Paralyzes enemies near the caster.
    Indi-Vex Lv70 Reduces magic accuracy for enemies near the caster.
    Indi-Frailty Lv76 Reduces defense for enemies near the caster.
    Indi-Wilt Lv82 Reduces attack for enemies near the caster.
    Indi-Malaise Lv88 Reduces magic defense for enemies near the caster.
    Indi-Gravity Lv88 Weighs down enemies near the caster and lowers their movement speed.
    Indi-Fade Lv94 Reduces magic attack for enemies near the caster.
     
    Geocolure Spells
    Spell Level Acquired Effect
    Geo-Poison Lv5 Poisons enemies within area of effect and gradually reduces their HP.
    Geo-Voidance Lv8 Enhances evasion for party members within area of effect.
    Geo-Precision Lv14 Enhances accuracy for party members within area of effect.
    Geo-Regen Lv19 Gradually restores HP for party members within area of effect.
    Geo-Attunement Lv20 Enhances magic evasion for party members within area of effect.
    Geo-Focus Lv26 Enhances magic accuracy for party members within area of effect.
    Geo-Barrier Lv32 Enhances defense for party members within area of effect.
    Geo-Refresh Lv34 Gradually restores MP for party members within area of effect.
    Geo-CHR Lv34 Enhances Charisma for party members within area of effect.
    Geo-MND Lv37 Enhances Mind for party members within area of effect.
    Geo-Fury Lv38 Enhances attack for party members within area of effect.
    Geo-INT Lv40 Enhances Intelligence for party members within area of effect.
    Geo-AGI Lv43 Enhances Agility for party members within area of effect.
    Geo-Fend Lv44 Enhances magic defense for party members within area of effect.
    Geo-VIT Lv46 Enhances Vitality for party members within area of effect.
    Geo-DEX Lv49 Enhances Dexterity for party members within area of effect.
    Geo-Acumen Lv50 Enhances magic attack for party members within area of effect.
    Geo-STR Lv52 Enhances Strength for party members within area of effect.
    Geo-Slow Lv52 Reduces attack speed for enemies within area of effect.
    Geo-Torpor Lv56 Reduces evasion for enemies within area of effect.
    Geo-Slip Lv62 Reduces accuracy for enemies within area of effect.
    Geo-Languor Lv68 Reduces magic evasion for enemies within area of effect.
    Geo-Paralysis Lv72 Paralyzes enemies within area of effect.
    Geo-Vex Lv74 Reduces magic accuracy for enemies within area of effect.
    Geo-Frailty Lv80 Reduces defense for enemies within area of effect.
    Geo-Wilt Lv86 Reduces attack for enemies within area of effect.
    Geo-Malaise Lv92 Reduces magic defense for enemies within area of effect.
    Geo-Gravity Lv92 Weighs down enemies within area of effect and lowers their movement speed.
    Geo-Fade Lv98 Reduces magic attack for enemies within area of effect.
     
    –ra Spells
    -ra elemental spells have an area of effect centered on the caster, much like white magic spells such as "Barfira."
    Spell Level Acquired Effect
    Stonera Lv25 Deals earth damage to enemies within area of effect.
    Watera Lv30 Deals water damage to enemies within area of effect.
    Aerora Lv35 Deals wind damage to enemies within area of effect.
    Fira Lv40 Deals fire damage to enemies within area of effect.
    Blizzara Lv45 Deals ice damage to enemies within area of effect.
    Thundara Lv50 Deals lightning damage to enemies within area of effect.
    Stonera II Lv70 Deals earth damage to enemies within area of effect.
    Watera II Lv75 Deals water damage to enemies within area of effect.
    Aerora II Lv80 Deals wind damage to enemies within area of effect.
    Fira II Lv85 Deals fire damage to enemies within area of effect.
    Blizzara II Lv90 Deals ice damage to enemies within area of effect.
    Thundara II Lv95 Deals lightning damage to enemies within area of effect

    Community Findings
    Chichicha
    Geo-Spell locations:
    lvl 05 Geo-Poison, East Ronfaure I-7, along River, after a drop.
    lvl 08 Geo-Voidance, Tahrongi Canyon, I-7 inside the hill, for exact location.
    lvl 14 Geo-Precision, Konschtat Highlands, F-6, Bottom Right Corner, 3 Boulders surrounding it.
    lvl 19 Geo-Regen, La Theine Plateau K-5, need to run thru OCave to get there.
    lvl 20 Geo-Attunement, Qufim (I-9) next to Spine, use to have a Dancing Weapon wondering around.
    lvl 26 Geo-Focus, Gusgen Mines, G-8 left after first X junction, left hand side, 2 Fly Agaric (Mushroom) guarding.
    lvl 32 Geo-Barrier, Batallia Downs D-7, top of hill.
    lvl 34 Geo-Refresh, La Theine Plateau, H-10, H-8, use waypoint warp if possible, otherwise run through Ordelle's and exit in the crevasse.
    lvl 34 Geo-CHR, Lower Delkfutt's Tower, E-8, Second Floor, u need to turn left once you zone in, and get up with the stair ahead.
    lvl 37 Geo-MND, Rolanberry Fields, J-10, next to pond
    lvl 38 Geo-Fury, Sauromugue Champaign K-6, Deadly Dodo spawn area, in a hole
    lvl 40 Geo-INT, Beaucedine Glacier H-9, OP Warp, next to the lake
    lvl 43 Geo-AGI, TBC
    lvl 44 Geo-Fend, TBC
    lvl 46 Geo-VIT, Garlaige Citadel, H-9, Basement right behind a flesh.
    lvl 49 Geo-Dex, Behemoth's DOminio, E-8, pick the lower path going out to Behemoth camp, it's hiding behind the Column, when you come out. (Right Hand side)
    lvl 50 Geo-Acumen, Beaucedine Glacier, J-8, next to lake in the corner, toward Fei Yin
    lvl 52 Geo-STR, Crawler's Nest F-6, (VW warp works best) NW-most room past Demonic Tiphia hallway
    lvl 52 Geo-Slow, Beadeaux (K-8), it is on top not in the pathways that lead underground
    lvl 56 Geo-Torpor, Xarcabard, F-7, right above Uleguerand Range Entrance on Cliff.
    lvl 62 Geo-Slip, TBC
    lvl 68 Geo-Languor, Bostauniex Oubliette, I-11.
    lvl 72 Geo-Paralysis, TBC
    lvl 74 Geo-Vex, TBC
    lvl 80 Geo-Frailty, TBC
    lvl 86 Geo-Vilt, TBC
    lvl 92 Geo-Malaise, TBC
    lvl 92 Geo-Gravity, TBC
    lvl 98 Geo-Fade, TBC

    Spell TBC @ Location:
    "Floret de Hennetiel" at I-7
    Morimar Basalt Fields at J-6.
    southernmost beach on the east side of Yahse Hunting Grounds.
    Beadeaux (K-8)
    F-8 in Ceizak Battlegrounds
    Castle Oztroja
    Davoi
    Beaucedine Glacier (having two - I think that's what he meant)
    Fei'Yin
    Garlaige Citadel
    Rolanberry
    Upper Delkfutt's

    Spell Range:
    1. Maximum could be 6.3' but to be safe 6' from Caster for Indi, or from Luopan.
    2. Buff effect - If Indi and Luopan existing in same range, you will get both buffs, providing they are different buffs.

    JA recast:
    Lasting Emanation & Ecliptic Attrition - Shared same timer, 5mins recast
    Full Circle - 10 sec recast, effect immediately remove existing Luopan.
    Life Circle - 10 mins recast.
    Collimated Fervor - 5mins recast.

    Ecliptic Attrition (Only works on Luopan)
    Tested (uncapped skilled, 125+ on both) Geo-CHR gives +7, after JA used, boosted to +8. (A bit dissapointed...)


    Notes:
    1. You need to learn the relevant Indi-Spell, and reached the correct level, before you can obtain the "free" spell from Reservoir. (already done testing)
    2. Unknown Bugged, even you passed the level and learn the relevant Indi-Spells, capped skill, you may not be able to learn it.

  2. #2
    Ridill
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    Ugh, can't wait for the great prices spells will have at first -.-;

  3. #3
    Yoshi P
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    This job looks pretty fun.. might have to try it.

  4. #4
    Ridill
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    Quote Originally Posted by Gokulo View Post
    Ugh, can't wait for the great prices spells will have at first -.-;
    I'm pretty sure these are all from vendors. If anyone is paying high prices it's his/her own fault.

  5. #5
    Ridill
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    Quote Originally Posted by Alkar View Post
    I'm pretty sure these are all from vendors. If anyone is paying high prices it's his/her own fault.
    Hope that's it.

  6. #6

    All COR spells were originally on vendors in aht urghan, so it's a reasonable bet, for the reason you say.

  7. #7
    Ridill
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    Another reason is that Adoulin areas are all made for lvl 99s. Having low level scrolls only available from drops in the area would be quite stupid.

  8. #8
    Campaign
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    Will GEO's Indicolure spells work like "Aura:" stats we've been seeing on Voidwatch bodies?
    If it does then they won't affect the GEO himself but only people around him.
    Sounds like SE's betatested that with the Aura stat for the past year

  9. #9
    Fake Numbers
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    SE do that with everything, besieged beta of campaign. Avatar's Favor > Sphere > Geomancer.

  10. #10
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    i wonder if the effects from multiple GEO stack...

    having an absurd vision of a mob helplessly taking damage from a field of geo-poisons (provided its potent at lv99)

  11. #11
    Ridill
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    Quote Originally Posted by Spira View Post
    i wonder if the effects from multiple GEO stack...

    having an absurd vision of a mob helplessly taking damage from a field of geo-poisons (provided its potent at lv99)
    For some reason I think they won't. Geo- spells are likely quite powerful at 99 with capped skills and through some JA usage.

  12. #12
    A. Body
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    Quote Originally Posted by Spira View Post
    i wonder if the effects from multiple GEO stack...
    Notes say that same effects don't stack.

  13. #13
    The Once and Future Wamoura
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    Fellowship system beta of Puppetmaster. Abyssea mob system beta of Colonization (gating/phasing)!

  14. #14
    Black Belt
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    I'm curious how powerful the Refresh etc. of GEO will be. It's interesting none of the spells outside of thunder etc. get tiers, making all of them useful - similar to COR.

    Looks like geo-spells will be cast near melees whereas Indi-spells will be used for mages.

  15. #15
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    Quote Originally Posted by Uzor View Post
    I'm curious how powerful the Refresh etc. of GEO will be. It's interesting none of the spells outside of thunder etc. get tiers, making all of them useful - similar to COR.

    Looks like geo-spells will be cast near melees whereas Indi-spells will be used for mages.
    They'll probably scale with Geomancy skill or level, or both, or something like that.

    I was expecting some more unique/original effect. Atm it's just AoE auras of effects already present in some other form, but stackable with them. Not bad, mind me, but I was expecting something more "unique" or hardly available from other sources.


    Did I miss something or are the GEO and RUN AFs missing from the new gear? I was expecting at least AF1 to be there since they showed it to us, but I guess it wasn't "ready".

  16. #16
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    Quote Originally Posted by Sechs View Post
    They'll probably scale with Geomancy skill or level, or both, or something like that.

    I was expecting some more unique/original effect. Atm it's just AoE auras of effects already present in some other form, but stackable with them. Not bad, mind me, but I was expecting something more "unique" or hardly available from other sources.


    Did I miss something or are the GEO and RUN AFs missing from the new gear? I was expecting at least AF1 to be there since they showed it to us, but I guess it wasn't "ready".
    These were most likely the quests they weren't able to translate in time. Hopefully, they will be out relatively quickly.

  17. #17
    Ridill
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    "Concentric Pulse 90 Causes your luopan to vanish and deals damage to enemies within area of effect." So first thing I thought when I saw this was running around dropping bombs like a Qiqirn lol

  18. #18
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    Quote Originally Posted by Sechs View Post
    They'll probably scale with Geomancy skill or level, or both, or something like that.

    I was expecting some more unique/original effect. Atm it's just AoE auras of effects already present in some other form, but stackable with them. Not bad, mind me, but I was expecting something more "unique" or hardly available from other sources.


    Did I miss something or are the GEO and RUN AFs missing from the new gear? I was expecting at least AF1 to be there since they showed it to us, but I guess it wasn't "ready".
    Which is why I'm curious how potent they'll be at max lvl. Naturally they'll scale with geomancy skill and handbell skill (like BRD magic skills), hence why I'm wondering. Since all of them exists in one form or another, they'd have to be at least as potent as that from BRD or COR, or else it feels like GEO will be a pretty useless job.

  19. #19
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    I wonder what the skill level will be?

    Handbell and Geomancy A+ or A-? Plus other skills they might get. They confirmed Elemental.. what about Enfeebling or Dark? Also Their club level and it was mentioned they can use shields?

  20. #20
    Ridill
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    Wonder if they might not make alot of them have potency based on skill like alot of stuff

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