GEO Observations |
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GEO observations
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Any thoughts to the best combination of buffs and debuffs to help in delve farming? My thoughts have been eva down + def down or eva down and acc or dex up. Basically helping with heals and support of melee dmg pretty much. Anything that stands out as a must use?
Phoenix.Amandarius
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YouTube Video Placeholder kenshynofshiva said: » Any thoughts to the best combination of buffs and debuffs to help in delve farming? My thoughts have been eva down + def down or eva down and acc or dex up. Basically helping with heals and support of melee dmg pretty much. Anything that stands out as a must use? Offline
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Enuyasha said: » kenshynofshiva said: » Any thoughts to the best combination of buffs and debuffs to help in delve farming? My thoughts have been eva down + def down or eva down and acc or dex up. Basically helping with heals and support of melee dmg pretty much. Anything that stands out as a must use? Yeah part of me was thinking eva dwn and acc up and use double marches on my bard just not sure how much do we get out of the geo buffs now. It was a percentage but didn't seem that great. With our party full of mnks dex up could be a big boon combined with boost dex over acc up. Sylph.Dasanuffadat
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Do the debuffs work if anyone in your party/ally has hate and you just /heal for a second for resting enmity? And with that in mind will they work if you cure a DD who has hate?
Does the Geo and Indi spells stack with eachother on effects or you better off doing Indi one spell and Geo another spell?
Sylph.Dasanuffadat said: » Do the debuffs work if anyone in your party/ally has hate and you just /heal for a second for resting enmity? And with that in mind will they work if you cure a DD who has hate? You have to take some action yourself. Both of the things you suggested would work. Also, though this seems obvious, casting the geo-debuff on the target gets you hate as well. Phoenix.Tsuekasa said: » Does the Geo and Indi spells stack with each other on effects or you better off doing Indi one spell and Geo another spell? The same buff of geo- and indi- dont stack with each other (ie: geo-acc+ combined with indi-acc+ does not stack). However, separate buffs (ie: geo-atk+ & indi-acc+) do stack. I imagine separate debuffs would stack similarly. Ah ok, almost had a good feeling it was that way. Just wanted to make sure.
Ragnarok.Presidentobama
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So casting def down on top of a drg or war ammo could give you 40% down on a NM?
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Ragnarok.Presidentobama said: » So casting def down on top of a drg or war ammo could give you 40% down on a NM? Pretty much most GEO's I see are using def down and eva down a nice combo. Well, I picked up GEO a few days ago and currently level 28 and I'm really enjoying this job. It's been doing pretty decently solo-wise. That's probably because a lot of my skills are capped at level 28 thanks to my level 99 jobs. It feels like a cross between a BRD (support/buffing/debuffing) and a BLM (debuffing/nuking). It exceeds at neither roles but fits between them like a glove.
I have noticed a few things on this job:
I'm going to actually try to see how far I can take it solo instead of trying to rush to level 99 through Abyssea like all the "youngin's nowadays". I'm too old-fashioned, I'd rather learn more about the job and keep my skills close to cap as I level-- like the old days. I was thinking that the merits that the job might get would probably be along the lines of:
I would hope GEO have the possible updates, adjustments and/or additions:
I would really like to see some of the later Indi- spells drop off monsters level 60 and higher. As I see it, I'm going to need at least 4 million Gil to get the level 70+ Indi- spells. That's not including the Tier II -ra spells. Ugh... And, I'm sitting at 450,000 Gil as we speak. Edit: Added Genesi's suggestion. Touching on the merit ideas, Geomancy spells don't need magic accuracy as all of the spells can't be resisted. I do like the other ideas you have for merits though. One other merit category that I catch myself uttering under my breath the most every time I take GEO to delve would be to increase the radius of the your luopan by x amount. Being in delve, melees won't ever take the mob to the luopan. If the luopans were bigger it would help alleviate this problem a little. I mostly find that GEO is a job for fighting NMs and not a job for roam killing. The thing about adding an extra luopan is that it would require too much coding to fix the JAs that are luopan specific unless they just allow the JAs to buff both luopans at the same time, then again, that could lead to undesirable outcomes and I don't see SE doing that. Me, personally, I think it's needed.
Fenrir.Genesi said: » Touching on the merit ideas, Geomancy spells don't need magic accuracy as all of the spells can't be resisted. I do like the other ideas you have for merits though. One other merit category that I catch myself uttering under my breath the most every time I take GEO to delve would be to increase the radius of the your luopan by x amount. Being in delve, melees won't ever take the mob to the luopan. If the luopans were bigger it would help alleviate this problem a little. I mostly find that GEO is a job for fighting NMs and not a job for roam killing. The thing about adding an extra luopan is that it would require too much coding to fix the JAs that are luopan specific unless they just allow the JAs to buff both luopans at the same time, then again, that could lead to undesirable outcomes and I don't see SE doing that. Me, personally, I think it's needed. Definitely increased radius for the Luopan and most likely the buffing Geomancy spells. It'd be like the issue with CORs and melees not in range of the Rolls. There's Luzaf's ring but Geomancer doesn't have that option. BRDs have stringed instruments and that range is pretty damn long and wide. It'd be nice if GEOs got a merit like "Increased Luopan range of influence", each merit adds 1 or 2 extra yalms to the radius. I agree, this job is definitely not for roaming but for NMs that stand still for long durations during the fight. Once I get to level 60, I'm going to try it in a BCNM or KSNM with a few friends and see how it does. This job may even come in handy with some of the Delve/Reive NMs. (I'm sure it wouldn't work for Tax'et or other boss NMs that become pissy or annoying, or change when they're debuffed. That's unless Geomancy debuffs aren't considered enfeebling spells.) Offline
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Just give me my damn regain already and it better be more than 1 tick and not cost all of my mp >.>....
Bismarck.Aselin said: » Fenrir.Genesi said: » Touching on the merit ideas, Geomancy spells don't need magic accuracy as all of the spells can't be resisted. I do like the other ideas you have for merits though. One other merit category that I catch myself uttering under my breath the most every time I take GEO to delve would be to increase the radius of the your luopan by x amount. Being in delve, melees won't ever take the mob to the luopan. If the luopans were bigger it would help alleviate this problem a little. I mostly find that GEO is a job for fighting NMs and not a job for roam killing. The thing about adding an extra luopan is that it would require too much coding to fix the JAs that are luopan specific unless they just allow the JAs to buff both luopans at the same time, then again, that could lead to undesirable outcomes and I don't see SE doing that. Me, personally, I think it's needed. Definitely increased radius for the Luopan and most likely the buffing Geomancy spells. It'd be like the issue with CORs and melees not in range of the Rolls. There's Luzaf's ring but Geomancer doesn't have that option. BRDs have stringed instruments and that range is pretty damn long and wide. It'd be nice if GEOs got a merit like "Increased Luopan range of influence", each merit adds 1 or 2 extra yalms to the radius. I agree, this job is definitely not for roaming but for NMs that stand still for long durations during the fight. Once I get to level 60, I'm going to try it in a BCNM or KSNM with a few friends and see how it does. This job may even come in handy with some of the Delve/Reive NMs. (I'm sure it wouldn't work for Tax'et or other boss NMs that become pissy or annoying, or change when they're debuffed. That's unless Geomancy debuffs aren't considered enfeebling spells.) That's another thing that makes GEO a really valuable job for NM fights. GEO spells can't be resisted, and GEO spells can't be removed due to JAs/spells. I actually took GEO to Tax'et and it worked wonders. Exuviation can't remove the GEO's debuff, so Exuviation doesn't get used, unless of course, somebody else threw some debuffs on him. After the 20 Exuviations, GEO was the only job that could beneficially debuff Tax'et. When it came time to zerg him, I just popped Def Down (Geo) and Eva Down (Indi) on him and that was game. Also, Ecliptic Attrition and Blaze of Glory does enhance Geo-Regen/Refresh. I don't have the numbers on me, but, Regen caps at 30hp/tic and Refresh caps at 5mp/tic before using those JAs. After using them, I think regen jumped up to 42 and refresh jumped to 6 or 7. I will test this when I get home later and post my findings on here. Bismarck.Aselin said: » I have noticed a few things on this job:
Geo does get Conserve MP, but some of the MP costs are a bit high. Bismarck.Aselin said: » I would really like to see some of the later Indi- spells drop off monsters level 60 and higher. As I see it, I'm going to need at least 4 million Gil to get the level 70+ Indi- spells. That's not including the Tier II -ra spells. Ugh... And, I'm sitting at 450,000 Gil as we speak. Watch the Auction House like a hawk. With the spells dropping from newer content I was able to pick up stonera II for 10k, and quite a few of the higher lvl spells for 50-100k. A word of caution though if you plan on buying spells lower than lvl 70 this way, make sure you know what the npc sells the spell for. Foil is going for 100k at the AH here while the npc sells it somewhere in the 80-90k range. As for the merit ideas, I like pretty much all of those said so far. I would like to see geo adjusted a bit in order to get a few more spells natively ala giving sch stoneskin natively, to give them some more crowd control and sub job flexibility. Edit: Is it too early for a geo guide? I've been a bit bored lately so I started a draft but I'm nowhere near happy with it. Fenrir.Genesi said: » That's another thing that makes GEO a really valuable job for NM fights. GEO spells can't be resisted, and GEO spells can't be removed due to JAs/spells. I actually took GEO to Tax'et and it worked wonders. Exuviation can't remove the GEO's debuff, so Exuviation doesn't get used, unless of course, somebody else threw some debuffs on him. After the 20 Exuviations, GEO was the only job that could beneficially debuff Tax'et. When it came time to zerg him, I just popped Def Down (Geo) and Eva Down (Indi) on him and that was game. Nice! Thanks for the info. It's good to know that GEO's debuffs won't screw up that fight. Other than Geomancy, is there any other stats or skills that affect Geo- or Indi- spell potency and damage? And, what does Handbell affect? Magic accuracy? Spell potency is determined through the cumulative skill level of Geomancy and Handbell which is then placed in a formula depending on the spell to determine potency for that spell. If you cast a spell without a handbell equipped you are looking at about a 50% reduction in the spell potency. With GEO as a subjob, this puts spell potency at roughly 25% of what a GEO main with a handbell equiped can do.
does pet PDT affect luopans? I remember reading people mention it, but don't recall the conclusions
Does Indi/Geo-Precision affect ranged acc? Can't find any testing on it, but its mentioned as a potential strat on the delve thread on BG.
last bump before I go do annoying ranged attack sample size tests :/ Odin.Sawtelle said: » Does Indi/Geo-Precision affect ranged acc? Can't find any testing on it, but its mentioned as a potential strat on the delve thread on BG. anyone else able to testify about rnged acc on precision?
Okipuit;438623 said: Quetzacoatl said: Implementation of Clear Mind as a Job Trait should also be added to GEO. We will be implementing this! Alhanelem said: Honestly my main issue right now is just the long cast time and high MP cost of geocolure spells (luopans). I would not be bothered that much having to dispel them and summon them again if the party moves, but the fact that it takes so long and takes a huge amount of MP for the debuffs makes usage of the job very difficult in events where parties move around a lot. Geo-spell casting times are currently being looked into. While it won't be through a fast cast job trait, spell casting time will be reduced further through abilities, gear, or other methods. Since Geo-spells consume a lot of MP, we will be easing up on the HP loss for luopons, and making it possible for the user to give it HP. We'll also be making it possible to reduce the cool downs on Life Cycle and Lasting Emanation via merit points. Also, we're enhancing the conserve MP trait to increase the frequency it activates. That's some good stuff to see. I'm still curious as to how they'll flesh out its buffing capabilities though. Offline
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Quote: Greetings geomancers! To get a little more specific and build on what Okipuit mentioned previously, in the next version update we will be performing the below adjustments to geomancer in addition to adding a merit point category. Shortening of the casting time for geomancy spells (indi and geo) Addition of the job trait “Clear Mind” Addition of the job trait “Max MP Boost” Adjustment to the level in which the “Conserve MP” job trait is learned Addition of the spells “Sleep” and “Sleep II” *To go along with the addition of Sleep and Sleep II enfeebling skill will also be added. http://forum.square-enix.com/ffxi/threads/33579-Suggestions-for-improvements-to-Geomancer?p=439962&viewfull=1#post439962 It's a start nice especially sleep... oh dear god, casting time- yes!!
I hope the AF/Relic/Empyrean gear gives a nice boost to potency after all that :< Quote: Addition of the spells “Sleep” and “Sleep II” *To go along with the addition of Sleep and Sleep II enfeebling skill will also be added. http://forum.square-enix.com/ffxi/threads/33579-Suggestions-for-improvements-to-Geomancer?p=439962&viewfull=1#post439962 Seriously, I don't know how SE thought excluding them from Enfeebling was a good idea. I think I'm reconsidering 8/8 Enfeebling again now that this was announced, and holy ***the enfeebling options it can get now Offline
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Not sure if it was mentioned but there is a way to see how often your debuff procs for GEO. I found out when I had a loupan on a mob and there was a dancer in party and everytime the debuff proced I got the haste samba effect. The procs were rly nice and constant.. at least on the Gnat NM. If it's old news just ignore :)
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