This could work, but I just think giving Geomancers all their spells all the time would be a serious change from previous incantations.
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An In-Depth Look at Making Geomancer a job in FFXI
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maybe a good idea is to restric the spells the geo can cast depending of the element of the area
elemental chart is:
Fire > Ice > Wind > Earth > Thunder > Water > Fire
Light <-> Dark
for example, lets say hes in altepa in a lvl 30 PT, concidering altepa could be earth and fire elements. In this area and cause of his current lvl lets say the highest spells he can cast is lvl 3 spells like earth III and Wind III etc,
cause hes in this Earth/Fire area i think he should be able to cast Earth III and Fire III , now, for those spells that are weak against the element of the area he is in right now, like thunder and ice he should be able to cast the lvl 1 spell (i.e. Ice I), and for the rest of the spells the lvl 2 version. Same rule for enfeebles and such, like some kind of paralyze, since its ice based shouldn't land often or a very weak paralyze against that mob in altepa.
the bell should help to land the spells that are weak to the element of the zone, again, in altepa PT lets say ur casting paralyze and mob is resiting it very often, but the ice bell u can get a better chance to land that spell, same for attack spells like "Ice I" w/o the bell should be not worth casting cause u gonna get resisted a lot, but with it equiped u can have a better chance to do damage, what i im trying to say is that bells only help the mobs not to resist spell, not to cast a higher version of em, so this way its not like having the 2Hr active all the time, which allows u to cast all the spells up to ur lvl, like "Ice III" in altepa at lvl 30.
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Originally posted by Kalledon
This could work, but I just think giving Geomancers all their spells all the time would be a serious change from previous incantations.
However, it is very limiting so the spells would have to be extremely powerful. After all, imagine if your BLM could only cast Stone variety spellsAll spells obtained!
Homam Gear: 2/5
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Well for the game to determine what ground type it's on, that's pretty obvious it already knows to some degree. You can hear evidence of this in the sound the footsteps make in each terrain. Just the thing is how much does the game really identify of terrain types. At the lowest possible of identifying element currently it's quite evident that it identifies element by day, weather effect, and Skillchains.
If a Geomancer were to be made I would see it basis following among these factors (Think this more also since there are 8 element belts that were released a few updates ago, that grant full day and weather effect of a specific element).
As it stands right now regular spells are incapable of creating a Disstortion, Fragmentation, Induration, Fusion, or other Skillchain effects. I could see the Geomancer being a class of sorts to open more of these potentials which then holding true to the support mage type, were they can possibly open a Disstortion effect for a mage to Magic Burst on or a melee to skillchain against.
EDIT:
Possibly even an ability to hold open a skillchain so the next person to hit the right attack to skillchain on can further expand the damage potential delt.
It is apparent that the more skillchain effects you create in a single skillchain the more damage that is delt with the skillchain increasing in numbers of correct combinations following it. If a Geomancer is able to hold open this effect then the skillchain and resulting damage can grow exponentially, this also adds for making the players knowledge of the skillchains and resulting effects more extensive.
Keeping how Skillchains work in tacks then this ability would mean a player being mage or melee would have to have some real skill to hit huge skillchain numbers and damage.
For example a player starts out with a WS for Impaction, then it's followed with Liquifaction, at this point the Geomancer "Holds" the skillchain and the next players once they have the TP follows with a Scission, then a Reverberation, again Geomancer "Holds", then followed with a Induration the Compression, again "Holds", followed after with Transfixion and then hitting something like Distortion to finish the Skillchain.
So the results would be:
(Skillchain activated)
Impaction-> (Liquifaction)-> (Scission)-> (Reverberation)-> (Impaction)-> (Compression)-> (Transfixion)-> ((Distortion))
In the end creating a Distortion with strength potential reaching into 6x more damaging. Of course this wouldn't solely rely on the Geomancer to do this but the players in the party to use their WSs right to cause this effect. It would mean expanding the usual Skillchain design to go higher then it currently does for the 1 or 2 skillchains.
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Okay .. You guys have done it ><
2 years ago I tried to do a writ eup for Geomancer but couldnt get it to work.
I now have a great Idea and it wont steal any elements of feenicks or Kalledon's posts.
grr you guys....
/em marches off to research and write .....grrs loudly waving fist :mad: :mad: (not mad just looks good on the web hehe)
Im also gonna do a time mage rewrite also
lol I'll have write up ready sunday w.It's Official Promathia Hates me....
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Originally posted by tazirai
Im also gonna do a time mage rewrite also
lol I'll have write up ready sunday w. [/B]"Argue not with dragons, for thou art crunchy and go well with ketchup."
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Re: An In-Depth Look at Making Geomancer a job in FFXI
Editted the description to include suggestions from other posters. Also removed Light and Dark spells stuff since they aren't technically elemental and don't really have anything to do with Geomancy."Argue not with dragons, for thou art crunchy and go well with ketchup."
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