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Thread: LOL puppetmaster nerf     submit to reddit submit to twitter

  1. #21
    >The Implying
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    Quote Originally Posted by Ayaz
    how would geomancers work really? like in the dunes you only have one terrain type.... fucking sand.... as far as the eye can see. since geomancers utilize the land to fight that would really gimp em a lot unless they could like... manipulate the weather sort of (like pull all the moisture out of the sand and freeze it to use an ice based attack). sounds like a pain in the ass but might be really fun.
    The Dunes also has fire and earth weather, in addition to cave/tunnel areas, small grassy patches, and beaches.

    Add in spells specific to the current moon phase, or even the time of day (like drawing magic from sunlight), and you could have a surprising fun class to play.

  2. #22
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    yey for a pup change starting a whole hypothetical discussion about a job they will never implement! yeyyyyy!!!

    we had to make this thread worthwhile. noone gives a flying shit about pup... not even SE. why anyone would want to play a job that is sub-par at everything and can be outparsed by even a mediocre person playing loldrg is beyond me.

    needs more geomancer.

  3. #23
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    Quote Originally Posted by Jeryhn
    Add in spells specific to the current moon phase, or even the time of day (like drawing magic from sunlight), and you could have a surprising fun class to play.
    Actually, spells based on whether it was day or night, would be pretty damn cool.

  4. #24
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    Quote Originally Posted by Ayaz
    yey for a pup change starting a whole hypothetical discussion about a job they will never implement! yeyyyyy!!!

    we had to make this thread worthwhile. noone gives a flying shit about pup... not even SE. why anyone would want to play a job that is sub-par at everything and can be outparsed by even a mediocre person playing loldrg is beyond me.

    needs more geomancer.
    Don't go overboard retard.

  5. #25
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    The Dunes also has fire and earth weather, in addition to cave/tunnel areas, small grassy patches, and beaches.

    Add in spells specific to the current moon phase, or even the time of day (like drawing magic from sunlight), and you could have a surprising fun class to play.
    who lvls in tunnel areas or on grassy patches though? i can think of maybe one time i hung out at the oasis while exping. other than that i cant think of any other time.

    the day/moon/sun thing does sound pretty interesting though.

  6. #26
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    Quote Originally Posted by Ayaz
    who lvls in tunnel areas or on grassy patches though? i can think of maybe one time i hung out at the oasis while exping. other than that i cant think of any other time.
    Of course your spell availability could be limited in different areas. But perhaps, you know, just maybe, there are other places to level than the basic "level x-y, go to this place at <pos> and compete with every fucker there".

  7. #27
    Ridill
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    They'd need to add damage floors, and the spell Float, too. Then give geomancer the ability to walk over damage floors unharmed, and see invisible pitfalls (like in Eldieme or Giddeus, where the holes are hidden).

    But I'd have to think that a geomancer would be rather limited, being only able to use special attacks of the element they are currently surrounded by.

    Things they could do to improve it would be:

    Make it a sort of melee mage like BLU, where the elemental attacks are only supplemental to melee DD.

    Give it buffs/debuffs in addition to attacks.

    Allow it to learn and retain various elemental abilities, similar to Mog's dances in FFVI.

  8. #28
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    Quote Originally Posted by Kaziel
    Here's to hoping they add Geomancers in the next Expansion pack...
    They only have enough development resources to add new jobs every other x-pack, lawl.

  9. #29
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    Of course your spell availability could be limited in different areas. But perhaps, you know, just maybe, there are other places to level than the basic "level x-y, go to this place at <pos> and compete with every fucker there".


    nice wish. ive tried to convince a party to move somewhere else. all you get are virtual blank stares and people saying "no its too far away". imagine all the frustrated geomancers.

    geo: hey guys lets go exp somewhere else so i can use better spells.
    party: no thanks competing for chain one here in the jungles and letting you leech is good enough cause we're lazy.

    ok maybe a little overdramatic but that is totally what would happen

  10. #30
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    Quote Originally Posted by Jeryhn
    PERHAPS SIMILARLY TO THE REASONS WHY SMN WAS NEVER MEANT TO BE A MELEE JOB.
    zomg stfu if smn wasn't meant to melee why do they give it a relic staff!

  11. #31
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    Quote Originally Posted by Khamsin
    But I'd have to think that a geomancer would be rather limited, being only able to use special attacks of the element they are currently surrounded by.
    There could be spell selection for clear weather, as well as spell selection for being outdoors vs. being in a dungeon, in addition to spell selection matching the current Vana'diel day.

    Quote Originally Posted by Khamsin
    Things they could do to improve it would be:

    Make it a sort of melee mage like BLU, where the elemental attacks are only supplemental to melee DD.
    That's where the axe comes in. Hi there Rampage. A Geomancer could be a fully fledged physical DD with cool little spells (what NIN was intended to be, rather than a blinktank... but implemented better of course).

    The only problem would be, a Geomancer is a cloth-armor job. That means no Haubergeon, and no Hauberk/Adaberk. They'd probably fall within Doublet/Harness class of equipment (kinda like Thieves).

    Quote Originally Posted by Khamsin
    Give it buffs/debuffs in addition to attacks.
    Traditionally, Geomancer spells were weak elementally, but usually inflicted an associated status effect based on the spell cast.

    Quote Originally Posted by Khamsin
    Allow it to learn and retain various elemental abilities, similar to Mog's dances in FFVI.
    It could also be possible to give a Geomancer a set of independent spell selection not nescessarily based on the current influences to their magic, but of course, magic obtained by the current influences would probably be the best to use in certain situations.

  12. #32
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    Okay my edition of Geomancer would be as follows.

    B+/A- Axe Skill
    B-/B Staff Skill
    B/B+ Archey Skill
    A- Geomancery Skill
    Poor Shield and Parry Skill
    Decent Evasion

    Equips mostly mage armor(cloth and doublet models mostly), however can equip leather and some light battle armor.

    Access to most BST axes, including Relic. Access to all Shortbow types and most longbows. Access to all staves MNK have access to.

    Their AF would be The (FFT) male's head, pants, and boots and the females body and hands.

    Geomancery would work like this: Each spell needs an elemental source. A Geomancer can do this by standing in matching terrain(sand-earth, beach-water, snow-ice, grass-wind?, empty-darkness, ect) or matching weather. Also, they can store elemental power in crafted... dolls? totems? something that is crafted with woodworking, bonecrafting, and/or leatherworking. Using these items in the situation above will changed them into "Thunder Totem" or something, and they can be used for spells when you don't meet the requirements above.

    They get three-four spells for each element. 1 would be the meat of the job, the self-defense spells... mainly Stoneskin, Blink, Ice Spikes, ect allowing them to tank. Two would be direct damage spells, two tiers, the second tier hitting a decent amount of damage. Another would be group elemental resistance buffs with a secondary buff, like Thunder Resistance giving a very tiny amount of haste(+2-3%).

    Oh yeah, Moon would play a roll in the strength of their spells. Full Moon-Potency(MAB), New Moon-Accuracy(Magic Accuracy), and all in between.

    Well that was fun.

    EDIT: also, on a "lore" point of view, Geomancers can be maybe found in the Far West(where things seem to be like "the new world"... maybe Galka based?) or the Far East, Wu'something type of mages would probably be similar.

  13. #33
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    sounds awesome. why cant SE hire people like us who have good ideas instead of retarded monkeys

  14. #34
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    Quote Originally Posted by Jeryhn
    Quote Originally Posted by Jeryhn
    a cloth-armor-wearing, axe-weilding, elemental mage.
    I'm sorry, did "axe-weilding" confuse you with BST clones?

    brb, breaking the bad news to the Warrior job class.
    Warriors can rest easy for now...

    http://members.arstechnica.com/x/spungy/meleesmn.jpg

  15. #35
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    Quote Originally Posted by BRP
    ...or the Far East, Wu'something type of mages would probably be similar.
    Wu'jen or Wu Jen.

    As a personal feeling, standing on certain terrian sounds like a hard game mechanic to play around, so I can't say I like it, but the rest sounds pretty damn cool. Good job. ^^b

  16. #36
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    Quote Originally Posted by Kaziel
    As a personal feeling, standing on certain terrian sounds like a hard game mechanic to play around, so I can't say I like it, but the rest sounds pretty damn cool. Good job. ^^b
    Considering different options can appear on your menu (Dig, Fish, etc.) just for walking around certain areas in a zone, I don't think it'll be that hard to implement.

  17. #37
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    Quote Originally Posted by Jeryhn
    Quote Originally Posted by Kaziel
    As a personal feeling, standing on certain terrian sounds like a hard game mechanic to play around, so I can't say I like it, but the rest sounds pretty damn cool. Good job. ^^b
    Considering different options can appear on your menu (Dig, Fish, etc.) just for walking around certain areas in a zone, I don't think it'll be that hard to implement.
    I meant that it would be a pain in the ass for players to have to deal with moving around for one spell they need... (of course that would probably mean the devs would do it... >.>a)

  18. #38
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    biggest Alla thread this week. keep up the good work guys.

  19. #39
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    Quote Originally Posted by Jeryhn
    Traditionally, Geomancer spells were weak elementally, but usually inflicted an associated status effect based on the spell cast.
    I typically use FFV as the cited source for "traditional" FF, because there is the most similarities between the job mechanics of FFXI and FFV than between any other game in the series. Not to mention, FFV was the first game in the series to have such a comprehensive job system allowing you to level multiple jobs and mix and match some abilities between them, sorta like the subjob system. Technically, FFIII was first to have a job system, but the jobs weren't very well defined. FFV built upon it and fleshed out all the jobs out into how we see them today. e.g. RNG in FF5 had X-Fight, RNG in FF11 have Barrage. RDM in FF5 had X-Magic, and RDM in FF11 have Fast Cast and Chainspell. THF in FF5 had Flee, and THF in FF11 have... Flee, and so forth.

    In FFV, Geomancers had the damage floor/pitfall protection, and used elemental attacks based on the terrain (with no additional status effects). They also fought with bells. I'm assuming that maybe Tactics Geomancers give status effects? I've never really been too involved in the Tactics series, just the main FF series. I don't think FF11 borrows much from the Tactics line, anyway.

  20. #40
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    Quote Originally Posted by Khamsin
    I typically use FFV as the cited source for "traditional" FF, because there is the most similarities between the job mechanics of FFXI and FFV than between any other game in the series.
    In the case of the Geomancer, I typically refer to Tactics as the "traditional" rendition of the job, mostly because it was released in NA before FF5 was. If I recall correctly, the job found in FF5 was originally called an "Elementalist" or something like that, and was more akin to the Dancer job that Mog played in FF6. Geomancer was a name they tacked on to the job to make more sense after FFT was released when they were coming out with Final Fantasy Anthology.

    Quote Originally Posted by Khamsin
    In FFV, Geomancers had the damage floor/pitfall protection, and used elemental attacks based on the terrain (with no additional status effects). They also fought with bells. I'm assuming that maybe Tactics Geomancers give status effects? I've never really been too involved in the Tactics series, just the main FF series. I don't think FF11 borrows much from the Tactics line, anyway.
    Yes, Tactics Geomancers had status effects on top of their elemental abilities. Things like being in a forest setting allowed the Geomancer to conjure vines to ensare the enemy, which would do a bit of damage, but more importantly, render them immobile (Bind), in a game where line of sight and positioning was very important.

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