I'm sure most of you have seen the interviews that say new jobs are coming. I realize that any thoughts on what those jobs will be is pure speculation, but it's fun to do and kills time. So heres how I think Geomancer could be implemented.
Edit: Editted to include suggestions from other posters
A Geomancer is somewhere in between a damage dealing class and a support class. This is because it can have both attacking and healing spells like a RDM but its magic is subjective to the terrain the Geomancer is standing on.
Geomancer Overview:
-Light armor, similar to that of a BRD
-Slightly proficient with some weapons
-Can cast both healing and attacking spells but spell list changes by location
-Has the potential to do lots of damage or healing
Now Geomancers have been in every class/job Final Fantasy except 11. They were in 3, 5, Tactics, and Tactics Advance. Between the 4 games they varied slightly. In 3 and 5 they simply had a geo skill and did not use mp while in the tactics games they were given spell lists and required mp. I propose a sort of blending of the two. I don't think Geomancers should use mp. Since they are basically coaxing the land into casting the spell for them. Now Geomancer spells would need to be different from black and white and on slightly longer Cooldown timers. This would also require a new magic skill, Geomancy.
Now some people have said that a problem with Geomancers only casting spells based on what terrain they have would limit their functionality. Well in addition to terrain we can also include weather into the Geomancer's spell potential. I also think there could be stackable items you keep in your inventory that correspond to certain elements (ex. Lump of clay (Earth)). If you cast a spell using this element while not actually being in that terrain it would consume the item. Also the items could be tiered so that you have to purchase different items to be able to cast the higher spells. Finally, certain weapons, Bells (which will be discussed later) could be imbued with certain elements that a Geomancer could draw upon to cast his magic.
Which brings me to the spell base. Since Geomancing is dependant upon terrain, weather, or elemental items the class itself would not need to purchases scrolls to learn specific spells, but rather purchase scrolls to unlock tiered elemental levels. Example: at level 1, a Geomancer can get a scroll accessing tier 1 stone spells. He is then able to cast spells like Earth Ball (stone) as long as he is standing on a earth based terrain. Also, traditionally, Geomancy spells have done debuffs in addition to damage. So Earth Ball might blind a target as well as do damage (but not as much damage as a BLM's Stone).
Now while Geomancing is primarily attack magic, it does have healing spells giving the class a slight support power while being mostly a support damage dealer.
------------COMPLETE CLASS DEFINITION-----------------
Combat Skills
Geomancy: A
Bell: A
Sword: C
Axe: B
Dagger: B
Club: C
Staff: B
Parrying: C
Evasion: C
Geo Types
Earth - Caves, Grass, Stone, Rock, Sand, Dirt, Earth weather effect
Fire - Fire weather effect, Desert
Ice, Water - Lakes, Oceans, Boats, Rain, Snow, Ice weather effect
Air, Thunder - Windy, Thunder weather effect, Mountains
Spell Progression (by Level)
1. Earth Tier 1
3. Water Tier 1
5. Air Tier 1
9. Fire Tier 1
15. Earth Tier 2
17. Water Tier 2
22. Air Tier 2
25. Fire Tier 2
31. Earth Tier 3
33. Water Tier 3
35. Air Tier 3
41. Fire Tier 3
45. Earth Tier 4
47. Water Tier 4
51. Air Tier 4
55. Fire Tier 4
63. Earth Tier 5
65. Water Tier 5
69. Air Tier 5
73. Fire Tier 5
Job Abilities
Lv1: Gaea's Blessing
Effect: Allows the Geomancer to cast his ultimate Geomancy spells. (Geomancer still has to have access to the right element to cast it. Also, the spells are AoE)
------Earth - Landslide; a crushing wave of boulders tumbles across the enemies
------Fire - Eruption; the ground explodes as waves of fire and lava gush to the surface
------Wind - Maelstrom; the winds gather together with the strenght of a hurricane
------Water - Tsunami; a giant wall of water rushes towards the enemies
------Ice - Arctic Freeze; the temperature drops to sub zero temperatures freezing everything in the area
------Thunder - Thunderstorm; massive amounts of lightning strikes to the area.
Duration: 30 seconds
Recast: 2 hours.
Lv25: Gaea's Seal
Effect: Makes the next Geomancy spell double in power.
Duration: 1 spell cast. Lasts 30 seconds after cast.
Recast: 15 minutes.
Job Traits
Lv10: Geomancing Attack Up
Effect: Slightly increases the power of geomancy attacks.
Lvl15: Geomancing Heal Up
Effect: Slightly increases the power of geomancy healing spells.
Lv30: Elemental Defense Up
Effect: Slightly increases elemental defense.
Lv45: Geomancing Attack Up II
Effect: Further increases the power of geomancy attacks.
Lvl50: Geomancing Heal Up II
Effect: Further increases the power of geomancy healing spells.
Lv60: Elemental Defense Up II
Effect: Farther increases elemental defense.
New Weapon: Bells
Usable for Classes: Geomancer & Bard
Bells would be one handed weapons with a damage output similar to a dagger. Nothing really powerful. The main reason for equiping bells is that certain bells will have an element attached to it. Geomancers will be able to use spells from that element regardless of terrain. Most bells will be non-elemental tied and those that are will be very difficult to get.
Edit: Editted to include suggestions from other posters
A Geomancer is somewhere in between a damage dealing class and a support class. This is because it can have both attacking and healing spells like a RDM but its magic is subjective to the terrain the Geomancer is standing on.
Geomancer Overview:
-Light armor, similar to that of a BRD
-Slightly proficient with some weapons
-Can cast both healing and attacking spells but spell list changes by location
-Has the potential to do lots of damage or healing
Now Geomancers have been in every class/job Final Fantasy except 11. They were in 3, 5, Tactics, and Tactics Advance. Between the 4 games they varied slightly. In 3 and 5 they simply had a geo skill and did not use mp while in the tactics games they were given spell lists and required mp. I propose a sort of blending of the two. I don't think Geomancers should use mp. Since they are basically coaxing the land into casting the spell for them. Now Geomancer spells would need to be different from black and white and on slightly longer Cooldown timers. This would also require a new magic skill, Geomancy.
Now some people have said that a problem with Geomancers only casting spells based on what terrain they have would limit their functionality. Well in addition to terrain we can also include weather into the Geomancer's spell potential. I also think there could be stackable items you keep in your inventory that correspond to certain elements (ex. Lump of clay (Earth)). If you cast a spell using this element while not actually being in that terrain it would consume the item. Also the items could be tiered so that you have to purchase different items to be able to cast the higher spells. Finally, certain weapons, Bells (which will be discussed later) could be imbued with certain elements that a Geomancer could draw upon to cast his magic.
Which brings me to the spell base. Since Geomancing is dependant upon terrain, weather, or elemental items the class itself would not need to purchases scrolls to learn specific spells, but rather purchase scrolls to unlock tiered elemental levels. Example: at level 1, a Geomancer can get a scroll accessing tier 1 stone spells. He is then able to cast spells like Earth Ball (stone) as long as he is standing on a earth based terrain. Also, traditionally, Geomancy spells have done debuffs in addition to damage. So Earth Ball might blind a target as well as do damage (but not as much damage as a BLM's Stone).
Now while Geomancing is primarily attack magic, it does have healing spells giving the class a slight support power while being mostly a support damage dealer.
------------COMPLETE CLASS DEFINITION-----------------
Combat Skills
Geomancy: A
Bell: A
Sword: C
Axe: B
Dagger: B
Club: C
Staff: B
Parrying: C
Evasion: C
Geo Types
Earth - Caves, Grass, Stone, Rock, Sand, Dirt, Earth weather effect
Fire - Fire weather effect, Desert
Ice, Water - Lakes, Oceans, Boats, Rain, Snow, Ice weather effect
Air, Thunder - Windy, Thunder weather effect, Mountains
Spell Progression (by Level)
1. Earth Tier 1
3. Water Tier 1
5. Air Tier 1
9. Fire Tier 1
15. Earth Tier 2
17. Water Tier 2
22. Air Tier 2
25. Fire Tier 2
31. Earth Tier 3
33. Water Tier 3
35. Air Tier 3
41. Fire Tier 3
45. Earth Tier 4
47. Water Tier 4
51. Air Tier 4
55. Fire Tier 4
63. Earth Tier 5
65. Water Tier 5
69. Air Tier 5
73. Fire Tier 5
Job Abilities
Lv1: Gaea's Blessing
Effect: Allows the Geomancer to cast his ultimate Geomancy spells. (Geomancer still has to have access to the right element to cast it. Also, the spells are AoE)
------Earth - Landslide; a crushing wave of boulders tumbles across the enemies
------Fire - Eruption; the ground explodes as waves of fire and lava gush to the surface
------Wind - Maelstrom; the winds gather together with the strenght of a hurricane
------Water - Tsunami; a giant wall of water rushes towards the enemies
------Ice - Arctic Freeze; the temperature drops to sub zero temperatures freezing everything in the area
------Thunder - Thunderstorm; massive amounts of lightning strikes to the area.
Duration: 30 seconds
Recast: 2 hours.
Lv25: Gaea's Seal
Effect: Makes the next Geomancy spell double in power.
Duration: 1 spell cast. Lasts 30 seconds after cast.
Recast: 15 minutes.
Job Traits
Lv10: Geomancing Attack Up
Effect: Slightly increases the power of geomancy attacks.
Lvl15: Geomancing Heal Up
Effect: Slightly increases the power of geomancy healing spells.
Lv30: Elemental Defense Up
Effect: Slightly increases elemental defense.
Lv45: Geomancing Attack Up II
Effect: Further increases the power of geomancy attacks.
Lvl50: Geomancing Heal Up II
Effect: Further increases the power of geomancy healing spells.
Lv60: Elemental Defense Up II
Effect: Farther increases elemental defense.
New Weapon: Bells
Usable for Classes: Geomancer & Bard
Bells would be one handed weapons with a damage output similar to a dagger. Nothing really powerful. The main reason for equiping bells is that certain bells will have an element attached to it. Geomancers will be able to use spells from that element regardless of terrain. Most bells will be non-elemental tied and those that are will be very difficult to get.
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