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Geomancer: Difference between revisions
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*MP cost of its strongest [[Geomancy]] can be very high. |
*MP cost of its strongest [[Geomancy]] can be very high. |
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*The abilities it uses to enhance its [[Geomancy]] spells such as [[Blaze of Glory]] and [[Bolster]] are tied to long duration cooldowns. |
*The abilities it uses to enhance its [[Geomancy]] spells such as [[Blaze of Glory]] and [[Bolster]] are tied to long duration cooldowns. |
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*[[Geomancy]] [[Luopan]] are easily destroyed by high level targets. This, coupled with the high MP cost and ability cooldowns, can make the job extremely frustrating to play |
*[[Geomancy]] [[Luopan]] are easily destroyed by high level targets. This, coupled with the high MP cost and ability cooldowns, can make the job extremely frustrating to play. |
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*Loses a great deal of its utility if in content where the group is constantly on the move, such as [[Skirmish]]. |
*Loses a great deal of its utility if in content where the group is constantly on the move, such as [[Skirmish]]. |
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*Highly reliant on [[Geomancy]] and [[Handbell]] skill equipment and/or [[Job Points]] to reach its maximum potential. |
*Highly reliant on [[Geomancy]] and [[Handbell]] skill equipment and/or [[Job Points]] to reach its maximum potential. |
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**This is because multiple [[Magic Burst]] in the same [[Skillchain]] severely cripple the amount of damage each successive spell does. Therefore having a [[Geomancer]] doing [[Fire V]] (for example) at the start of a [[Skillchain]] will reduce the overall output of the group during that window. |
**This is because multiple [[Magic Burst]] in the same [[Skillchain]] severely cripple the amount of damage each successive spell does. Therefore having a [[Geomancer]] doing [[Fire V]] (for example) at the start of a [[Skillchain]] will reduce the overall output of the group during that window. |
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*Physical damage output is extremely poor. |
*Physical damage output is extremely poor. |
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*Many strategies require it to be in range of high level targets. As such, a player without a strong [[Damage Taken]] set will find themselves on the floor before they know it. |
*Many strategies require it to be in range of high level targets. As such, a player without a strong [[Damage Taken]] set will find themselves on the floor before they know it. |
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== Abilities and Traits == |
== Abilities and Traits == |
Revision as of 04:00, 1 March 2016
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Strengths and Weaknesses
- Geomancy spells cannot be resisted by the target unless the target has an outright immunity to the effect.
- Geomancy spells, especially those that enfeeble a target, become extremely strong at high skill and with proper equipment.
- This becomes screamingly obvious with Idris.
- Bolster is arguably the strongest SP Ability in the game.
- One of the few jobs capable of reducing a target's magic accuracy, magic attack power and magic evasion. It is also the most effective at doing so.
- Considered by-and-large by the player base to be mandatory for all endgame content.
- Respectable skill in Dark Magic and possesses all three levels of the Aspir line of spells.
- Respectable skill in Elemental Magic.
- Since it functions completely differently to a Bard or a Corsair it can be difficult to learn for an entry-level player.
- MP cost of its strongest Geomancy can be very high.
- The abilities it uses to enhance its Geomancy spells such as Blaze of Glory and Bolster are tied to long duration cooldowns.
- Geomancy Luopan are easily destroyed by high level targets. This, coupled with the high MP cost and ability cooldowns, can make the job extremely frustrating to play.
- Loses a great deal of its utility if in content where the group is constantly on the move, such as Skirmish.
- Highly reliant on Geomancy and Handbell skill equipment and/or Job Points to reach its maximum potential.
- Idris is extremely expensive and thus highly coveted, if not considered an unrealistic benchmark for most.
- Elemental Magic is completely outdone by a Black Mage or Scholar. As such it is counter-productive to their spells in endgame content.
- This is because multiple Magic Burst in the same Skillchain severely cripple the amount of damage each successive spell does. Therefore having a Geomancer doing Fire V (for example) at the start of a Skillchain will reduce the overall output of the group during that window.
- Physical damage output is extremely poor.
- Many strategies require it to be in range of high level targets. As such, a player without a strong Damage Taken set will find themselves on the floor before they know it.
Abilities and Traits
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Magic
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See Also: Level-by-level Skill Cap Chart |
Merits
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Special Armor
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