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Geomancer (The beating of the dead horse.)
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Server: Asura
Game: FFXI
Posts: 29746
By Asura.Dameshi 2010-10-14 09:27:44
Ramuh.Haseyo said: Geomancer would have to be MP dependent. Geomancers were still mages, so they wouldn't melee (of course you could build a broken one, lawl). As a matter of fact, they had the longest range of magic. It could work, but weather and terrain would be such a big factor that they would be situational as hell. I feel if they were MP dependant, they'd really be barely any different from BLM or SCH though :(
By Ultimoore 2010-10-14 09:30:07
then it would have to be lowered to A-. also they always were the adept type job cross between melee but yes still mage none the less. But did not work in the confines of all mages like the Blue mage.
Ramuh.Haseyo
Server: Ramuh
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By Ramuh.Haseyo 2010-10-14 09:31:19
Asura.Dameshi said: Ramuh.Haseyo said: Geomancer would have to be MP dependent. Geomancers were still mages, so they wouldn't melee (of course you could build a broken one, lawl). As a matter of fact, they had the longest range of magic. It could work, but weather and terrain would be such a big factor that they would be situational as hell. I feel if they were MP dependant, they'd really be barely any different from BLM or SCH though :(
Also Geomancers weren't that strong, so they would just be gimp versions of Blm and Sch, hell, even worse than Rdm. Their spells would tickle with extra status effects. As fun as Geomancer would be, I don't see it being useful in XI unless they buff the *** hell out of it.
Server: Shiva
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By Shiva.Flionheart 2010-10-14 09:32:28
If they add a Viable Mystic knight job in the game, I'm back.
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By Ultimoore 2010-10-14 10:03:59
Well the way i see it a good 90% of the creative staff from XI are moving onto XIV , So there will have to be a hand over for the staff why not mass petition during this time now and list all the jobs people want and with a little prayer to the god "etheismo". Yes they may be some what gimped but so were alot of jobs when they were released. I say as soon as the foundation is put in place it could be done.
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By Ultimoore 2010-10-14 14:59:22
Sorry for bumping this but I just needed to say before I got out on patrol again, It really is up to the players how this game is going to die or survive. Now I have shown how this could work (God knows its not perfect, but what idea is?) There is alot that could be built on this foundation, Yet there is so much that can be done with this. With the ability to learn differant levels of terrain spells giving them an almost tier status. A job like the blue mage but is TP based like the Dancer now think how fun would that be...It can work and it will work. This is an amazing game with an outstanding story why not add an outstanding job to go with it.
thanks
P.S Mystic Knight rocks too.
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Gilgamesh.Hatfield
Server: Gilgamesh
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By Gilgamesh.Hatfield 2010-10-14 15:37:38
I doubt well see any more jobs, but ive always thought SCH could be pushed towards time mage. time magic could be the new helix style SCH only stuff and id be more than content, doubt itll happen though since we never did get haste naturally >.>
Cerberus.Irohuro
Server: Cerberus
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By Cerberus.Irohuro 2010-10-14 15:44:11
Onion Knight.
also, this was written up i think before even ToAU was out, though im not sure.
not the one i was thinking of, but this is another example here
found it! here is the one i was looking for, chemist is under viking.
Bismarck.Kyaaadaa
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By Bismarck.Kyaaadaa 2010-10-14 19:26:07
Cerberus.Irohuro said: Onion Knight. I've been waiting for this one for a while. People having more jobs at level cap = a more powerful Onion Knight, it worked in FFT fairly well, I could see it working just as well here. The only thing that I would see as being the problem would be SE thinking it would be too powerful considering they would have to make a fully maxed out player's melee more powerful than a maxed out DRK, their defense more powerful than a maxed out PLD, their evasion more evasive than a maxed out THF, etc.
By Ultimoore 2010-10-15 08:35:42
Plus I was thinking the Geos Af armor could look like this:
OR:
Either looks cool but I like the first
Phoenix.Kojo
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By Phoenix.Kojo 2010-10-15 08:41:42
Some of the jobs have been used to make up other jobs, Like RDM is a Red Mage and a Mystic Knight, with En-spells. And SCH is like a Sage and a Geomancer, with it's ability to use Black and White magic and the Helix and Storm magics.
I'd like to see an Onion Knight, once all jobs are 99, Onion Knight could be unlocked, basically it'd have all job abilities, but could only set so many at a time, kinda like BLU's lores (as I call them). It's 2hr would be 'Limit Break' which could be set to have the same effect as any of the other 2-hours. And it's skills would all be A+ or they'd have to be set or optimized to whatever style you play by.
Just an idea. >.>
By Ultimoore 2010-10-19 00:54:53
Phoenix.Kojo said: Some of the jobs have been used to make up other jobs, Like RDM is a Red Mage and a Mystic Knight, with En-spells. And SCH is like a Sage and a Geomancer, with it's ability to use Black and White magic and the Helix and Storm magics.
Just an idea. >.>
It is very true that the SCH is like a sage class. Since the SCH is almost every mage except summoner rolled into one. Why not Make the Geomancer one of the many base jobs that the SCH has dirived from.
EG: Geomancer's are from the west a very primitive part of Vana D'iel and that their magic was also as primitive . Some Geomancers went east to explore the world and came across mages who found there magic art profound and harnessed only some of that power. Thus this is why the SCH can uses just the weather effects and not the terrain.
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By Leviathan.Quetzacoatl 2010-10-19 01:08:57
Ultimoore said: Phoenix.Kojo said: Some of the jobs have been used to make up other jobs, Like RDM is a Red Mage and a Mystic Knight, with En-spells. And SCH is like a Sage and a Geomancer, with it's ability to use Black and White magic and the Helix and Storm magics.
Just an idea. >.>
It is very true that the SCH is like a sage class. Since the SCH is almost every mage except summoner rolled into one. Why not Make the Geomancer one of the many base jobs that the SCH has dirived from.
EG: Geomancer's are from the west a very primitive part of Vana D'iel and that their magic was also as primitive . Some Geomancers went east to explore the world and came across mages who found there magic art profound and harnessed only some of that power. Thus this is why the SCH can uses just the weather effects and not the terrain.
Ultimoore said: Plus I was thinking the Geos Af armor could look like this:

I approve.
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By Ultimoore 2010-10-20 08:18:37
Thanks. With the spells I think the Enspells for weapons might overpower him/her, I could be wrong I am human. But I could see more party boosting buffs and enemy debuffs more than enspells.
Eg:
Swamp spell:
LV 24:
Swamp Hive: A swarm of mosquitoes attack the enemy with dark attack also causing the enemy to go beserk with rage. May also cause onfussion. Damage vary on TP%.
Field Spell:
LV 27:
Swift Wind: Nature gives a gust of wind boosting allies attack speed in battle. Causing haste on ally targets.
Now this is a basic idea of my idea what kind of spells a Geo can learn.
By Ultimoore 2010-10-22 13:05:26
For the weather effects you could have it like this.
EG:
Fire weather: Causes Haste on geomancer.
Earth waether: Causes Stoneskin on geomancer.
Air weather: Causes multi-image on geomancer.
Water weather: Causes Regen on geomancer.
Lightning weather: Causes increase of running speed by 3%.
Now this could be attributed to a trait they learn at say lv 25 or even 30. It can be called "Weather sensitive".
Now for weapons again seeing that bells would be there main weapon of choice why not make it so that the bells would give a boost to either elemental attributes or just increase power of certain terrains.
EG:
Primus Bell
Lv 58
Delay : 235
Damage: 29
Note: Dex +3 , Mnd + 3 Additional effects: Ice Spells + 20 , Lightning spells + 20
or like this:
Primus Bell
Lv 58
Delay : 235
Damage: 29
Note: Dex +3 , Mnd + 3 Additional effects: Tundra Power + 10 , Forest Spells + 10
Personally I think the first option would be easier to add in. Also the weapons skill list for the weapons styles would be like this.
EG:
Weapon Rating cap at 42 cap at 85
Bells A- 129 324
Swords B 123 305
Axes B- 123 295
Well thats all I could get for another 10 mins of time. Off to work again.
Server: Leviathan
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By Leviathan.Gotterdammerung 2010-10-29 21:09:23
I sent in ideas like this to SE suggestion box about 2 years ago. I honestly dont think they will make a new job but i sent in write ups for chemist geomancer mime and mystic knight.
For chemist gave em guns
and insted of using current meds i suggested using Chemist tools in the same way a ninja has ninja tools So basically like 99x healing kit (covers healing potion type stuff)
99x cleansing kit (covers status removal stuff)
ect ect so basically then over there advancement chemist would get certain abilities unlocked that mimic'd medicine effects but used tool kits to fuel the ability.
Job traits auto potion - chance to automatically respond to melee dmg with a cure potion (5% chance and tier of potion scales as u lvl)
Throw potion- Allows u to use ur abilities at range as well as makes normal medicines targetable to other players.) Ex. u could use a silent oil on some one else
For Geomancer i Gave em Great axe A- axe B+ and Whip A+
Whip was a new weapon i sent in with the suggestion. And is basically similar to a dagger in dmg but with a higher delay but the range u can atk from is much larger than normal weapons and the WS's are focused on useful and creative debuffs that actually land and last for a decent duration.
For there Geomancer magic i basically went to the tool route again.
A tool for each terrain type and casting on matching terrain doesnt expend tools. So like u could cast quicksand in Valkurm all day without using any tools. As for wat the abilitys did i tried to keep it to an offensive and a defensive ability per terrain. I envisioned them as pullers. So stuff like Jungle: Hell's Ivy- Vines grow up from the ground and into your oppenent Siphoning away the targets health and giving it to you. DoT drain +bind
Jungle- Wooden Body- in excahnge for a vulnerability to fire; receve a temporary pdt bonus
I only sent in a few but u can be imaginative about what they would do or u can try to make the original 12 abilitys fit.
For Jtraits
Counter Flood- counter a melee atk with a random Geomancer spell (heavily influenced by current terrain)
Atk bonus traits (slower tier than drk but multi tiered)
Anyground- A trait that scaled with lvls. First tier ignore small terrain obstacles like tiny rocks. Second trait start ignoring up to 2 yalm ledges. so on and so forth until final tier being able to walk up and overand thru most reasonable terrain obstacles.(not like scaling cliffs or anything but still hopping over some nice sized hills and ledges or crossing some decently wide rivers)
Movement speed bonus
Gunna sum up mime as fast as i can.
Basically NOT a solo job. as u lvl up u get options to copy other people.
Here are some things u would always have.
Can wear any gear as long as at least 1 alliance/party member can also wear said gear.
Mime has one WS only
For now just call it Mime Weapon Skill
But anyway no matter wat weapon th emime is using the properties of Mime WS will copy the Last WS done to the monster.
Mime chooses to mimic 1 party/alliance members Skill maximums. the mime still uses his own Skill but mimics the caps (ex u could choose to mime a blms skill list but if u never leveld up ur elemental skill then u would still have low elemental skill)
So basically from there as u lvl up u will get something kind of like blu spell list.
Basically Job trait list and Job ability list
Starting out u would only be able to mime like 1 JT
Then later a JA
then 2 JTs
then 2 JAs
ect ect
(copied traits copy up to the current tier)
so heres how it works.
When u enter a party u can go to your List and all the JAs of ur party/alliance will be listed in one section and all the JTs in another, and depending on ur lvl of mime u would be able to set a certan number of each as ur current JA's and JT's
Later on u would get the ability to Mime spell
Similar to mime JA and JT u would only be able to cast spells a party/alliance member could cast
And u would set ur list chosen from those spells.
mime spell has the recast of the spell or 1 min wichever is longer.
But does not require MP.
Bahamut.Aeronis
Server: Bahamut
Game: FFXI
Posts: 1838
By Bahamut.Aeronis 2010-10-29 22:18:27
The mime concept sounds complex.
By Ultimoore 2010-11-01 00:20:23
That sounds way to complex to work for anything. What purpose would they serve in parties?
By Ultimoore 2010-11-01 00:23:46
Sorry for the double post again. I have the job more refined at this page below.
http://forums.ffxiclopedia.org/viewtopic.php?f=105&t=26007
Me and some others have been updating it and tweeking it to make it better.
Server: Leviathan
Game: FFXI
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By Leviathan.Gotterdammerung 2010-11-17 03:03:40
Complex compared to wat? Its as simple as sch or blu. I mean its not as simple to explain as thief or bard but its still within the realm of reason for FF jobs. as far as complexity goes.
Hello old time player long time soldier. I am a canadian soldier in Afghanistan, anyways me and a few buddies who used to play FFXI got to talking about Geomancer and the style of job that he is.
Now i see the game has tones of mages, DD's, etc... but one thing i noticed was that there were few TP based classes. So i thought why not the Geomancer be a TP based job. In which depending how high his skill "Geomancy" was and what terrain he stood on or map he was in, he could learn the spell. Now he/she could cast lava spells in icy areas. Also with thoes little touch of status effects. Plus all the spells would require tp instead of mp . The weapons obviously bringing back the classic bells as A+ followed but Sword at B+ and axes at B .
Now I know this pretty rough outline but i only have 10 mins of computer time before i head out on patrol.
Later Support the Troops
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