Rwolf replied

602 weeks ago

The following is the expectations and responsibilities of Geomancer in Delve.

Primary responsibility
To keep Geomancy, both Indi- and Geo-, on their respective targets at all times on both NMs and fodder (regular mobs). If the party moves the mob out of the sphere. Full Circle it and reapply. This is your primary responsibility, meaning nothing else except threat to your own survival or the win is as important.

Part of your primary responsibility is being skilled up. It is extremely important for Geomancy and Handbell to be capped. Because the effects of Geomancy are unresistable, they are set low and increase at low incriments. Capping these skills are vital.

Secondary responsibilities
Treat yourself like a red mage. Secondary responsibilities should be helping stabilize the alliance where you can. Healing anyone who looks down on HP. Sleeping adds or NMs until the melee can get to them. Nuking NMs wherever magic damage is permitted, nuking adds when melee are fighting to increase kill speed.

Sphere range
For both Indi- and Geo- spells as long as the mob or your party members were inside the sphere at one point they can wander outside the perimeter by 5 yalms. For anyone without distance, It's roughly the distance of your character standing beside each other 8 times. 4 if you're Galka, 10 if you're Tarutaru. For posterity, the mobs should always be in the sphere. Full Circle and move it back on top of them.

Job Abilities and when to use them
Bolster
(3 minute duration; 1 hour recast): Doubles the potency of all Geomancy spells.
Think of it as the "Soul Voice" equivalent of your Geomancy spells.
**Because of this, you'll save it only for the Mega Bosses in combination with Lasting Emanation which will slow down the natural HP decay of the luopan. Unfortunately you can't stack Bolster's 50% the effects of Blaze of Glory or Ecliptic Attrition.

Full Circle
(10 second recast): Works like Dismiss for the luopan, and gives MP back based on the remaining HP of the luopan. MP restored effect can be increased with merits.

MP Restored = .5*(MP Cost)*(HP% Remaining)

**Because you get MP back based on how much HP the luopan has left, you want to use Full Circle as soon as you no longer need the luopan or if the target(s) are not inside it. Combined with the likely hood of Conserve MP. This will keep you from spending too much MP recasting Geo- spells. You always, always, want to Full Circle your luopans that aren't buffed up with other Job Abilities. Any MP returned is better than none.

Lasting Emanation
(5 minute recast): Reduces the amount of HP the luopan loses per tick. Recast can be reduced to 4 minutes, 10 seconds with merits. Shares a recast timer with Ecliptic Attrition.
**Because it shares recast timer with Ecliptic Attrition. The only time you will use this is in combination with Bolster. You cannot stack any of your other boosting abilities with it.

Ecliptic Attrition
(5 minute recast): Increase the amount of HP the luopan loses per tick in return for a 25% potency increase. Recast can be reduced to 4 minutes, 10 seconds with merits. Shares a recast timer with Lasting Emanation.
**This should be used whenever available. The 25% potency boost for more HP/tick off is well worth it being down sooner. You just recast at normal potency.

Collimated Fervor
(5 minute recast): Adds 50% to the Cardinal Chant bonus.
**Will go over Cardinal Chant but the likelihood of using this in Delve is not going to be worth it.

Life Cycle
(10 minute recast): Takes 25% of the user's health and gives it to the luopan.
**Because it's such a high recast. Only use this in combination with your more potent buffs to make them last longer, such as Blaze of Glory and Bolster. Delve is only 45 mins long so you'll have 3-4 times to use this which is why you'll only use for those 2 abilities.

Blaze of Glory
(10 minute recast): Gives a 50% potency increase to the luopan, but the luopan starts with 50% health.
**Because it's on a 10 min recast, you will want to use this in combination with Life Cycle and Ecliptic Attrition.

Dematerialize
(1 minute duration; 10 minute recast): Prevents the luopan from receiving damage of any type.
**You will want to use this to protect your boosted luopans. Because it's on 10 minute recast, only use on your Blaze of Glory'd Luopans since it already loses half it's HP upon cast. Also save for use with Bolster against Mega Bosses.

Theurgic Focus
(5 minute recast): Cuts the range and area of effect in half for elemental magic in return for MAB+50.
Good for increasing magical damage on the NMs you can use it on or even burning fodder down faster. Either way, you're speeding up things for your alliance.

Concentric Pulse
(5 minute recast): Causes the luopan to explode, doing damage proportional to the luopan's remaining HP.
**Save this for use on NMs and fodder when you don't have to worry about recovering the MP back from Full Circle. If you use it on a group of fodder. You'll deal AoE damage to any of them in the sphere. Also use it on NMs if you're about to full circle a dying luopan and don't need the MP.

Mend Halation
(Group 2 Merits, 5 minute recast): Causes your luopan to vanish and restores HP of party members within area of effect.
**This is a handy ability to at least put 1 merit into. It will recover a sizeable amount of MP between a Curaga III-Curaga IV depending on merits and how much HP left in the luopan. Even if you put up a dummy spell just to immediately detonate it. This is perfect for assisting your party after an aoe.

Radial Arcana
(Group 2 Merits, 5 minute recast): Causes your luopan to vanish and restores MP of party members within area of effect.
**You absolutely need this for Delve. Geomancer is always in the mage party and almost all your people have MP to recharge. Radial Arcana is the equivalent of Refreshga II. Put up a dummy Geo spell and immediately detonate it. Your party in a short range will recover 300-500+ MP. Make sure they gather together.

Gear to own

Refresh Set:
Main: Owleyes
Head: Wivre Hairpin (Refresh+1) [Abyssea-Konschtat, Gold Pyxis] Auspex Coif or Spurrina Coif
Neck: Chrys. Torque
Ear 2: Moonshade Earring
Body: Geomancy Tunic or Hagondes Coat
Hands: Serpentes Cuffs
Ring 1:
Legs: Nares Trews
Feet: Serpentes Sabots

Indi- and Geo- casting set: Geomancy Skill + Conserve MP + Refresh
**The Conserve MP is a bonus given that GEO already has Conserve MP VII trait. But the Geomancy pieces are vital.
Main: Owleyes
Sub: Genbu's Shield
Range: Filiae Bell
Head: Laurel Wreath - Wivre Hairpin (Refresh +1) - Auspex Coif or Spurrina Coif
Ear 1: Gifted Earring
Ear 2: Moonshade Earring
Body: Hedera Cotehardie
Hands:Geomancy Mitanes
Back: Lifestream Cape

Cure Set: Sorted from highest potency to lowest in slot.
Main: Tamaxchi > Arka IV > Tefnut Wand > Chatoyant/url]/Iridial Staff (Iridescence is +10%) > Apollo's Staff
Sub: Genbu's Shield (if club) - Dominie's Grip or Pax Grip (personally both have their equal uses. cast time or enmity down)
Ammo: Oriead's Tathlum > Mana Ampulla > Aqua Sachet or Quartz Tathlum
Head: Fast Cast or MND pieces
Neck : Colossus's Torque (since you'll likely have more than enough Cure Potency) > Fylgja Torque/+1
Body: Heka's Kalasiris > Nefer Kalasiris/+1 > Chelona Blazer/+1
Hands: Bokwus Gloves > Weatherspoon Cuffs > Serpentes Cuffs
Back: Tempered Cape > Oretania's Cape
Waist: Witful Belt > Cascade Belt
Legs: Nares Trews > Praeco Slacks > Magavan Slops
Feet: Serpentes Sabots

Roles during Morimar Basalt Fields NMs
Volatile Matamata
If there are 2 GEO's, you are nuking and counting WS. You would be looking for moves with text and the red lines charging up. Matamata does have a regular AoE attack that spins around which is misinterpreted often as a TP move. For the actual battle after 7 TP moves, you would put up Geo-Frailty and get in close for Indi-Torpor. The goal is to kill it before the next TP move in 45 seconds. So, you are completely danger free here and should be adding accuracy. Faster it dies, faster we can move on.

Perdurable Raptor
Do not cause magic damage. Use Geo-Frailty and again stand close with Indi-Torpor. There is not that much AoE attacks so very little danger. Heal yourself if attacked. Stay from in front of the raptor to avoid… Whirling Inferno. Which once it hits 50%, it can cause zombie/super curse. So be prepared that if you are trying to help cure and it goes for 0. Let the WHMs know too if you see it. You aren't doing anything but standing there and healing people.

Shimmering Tarichuk
Geo-Frailty and Indi-Focus or Indi-Refresh if your mages have considerable MP loss. Do not stand near the eft. It has an aoe poison + water damage move. It also gains 100 hp/tick aura. Help heal the damage and nuke lightly while keeping your luopan up.

Tutewehiwehi
Geo-Frailty and Indi-Focus definitely. RDM will need the enhanced magic accuracy to ensure all debuffs, especially Blind are sticking. Help with healing and nuke to help DD if everything is good. Use good judgment on your MP and the scenario. As always your luopans, top priority.

Kurma
If /RDM, help Dispel Harden Shell with RDM. Geo-Frailty (noticing a trend here) and Indi-Focus. Very important on the Indi-Focus here because the magic accuracy helps counter Kurma's intense magic evasion. Help heal and nuke when applicable.

Tojil
The big boss himself. Bolster at the start and use Geo-Frailty + Lasting Emanation. Indi-Focus and make sure that both SCH's and the RDM stay with you. Very important. You're like a BRD, demand they position themselves appropriately. If you see Blistering Roar or Batholithic Shell, dispel! It gains a ton of buffs, RDM will need all the help it can removing them. Keep your Bolstered luopan up as long as possible. This is a time to use Dematerialize and Life Cycle. Recast luopan with Blaze of Glory. Once it dies, recast it again and use Ecliptic Attrition. Always boost your luopan whenever possible.

Between keeping your luopan alive, if the leader of the event wants the aura down then nuke according to this.
100% HP Wind / Thunder damage (Fragmentation)
<75% HP Dark / Earth damage (Gravitation)
<50% HP Light / Fire damage (Fusion)
<25% HP Water / Ice damage (Distortion)
Stop assisting with healing and nuking and just dispel once your MP drops below 50%. The luopans are your top priority to maintain. Switch to idle gear and resume when high again. Don't forget about radial arcana. It is ok for 5 seconds to instead of immediately recast geo-frailty, to cast a Geo- on yourself and Radial Arcana MP to you and your party.


last edited 601 weeks ago by Rwolf

Princyvixie replied

602 weeks ago

HOLY CRAP!!! This is much easier then trying to get it all caught up in chat! Thanks for the post! This will be very helpful in making sure I am geared and capped correctly.

Question, how can I build these sets on a xbox platform. I am not on PC (still have to install parallels and bootcamp on my mac) and it will be sometime before I am. I don't have access to the fun and fancy programs for PC :( feel free to message me to help resolve it :)

Thanks again Wolf!!!

Rwolf replied

602 weeks ago

For right now, Geomancer is still in it's infancy so there's not a lot of Job Ability enhancing gear to swap in and out. Given that situation, I would optimally focus on having sets that at least including Geomancy pieces and any conserve mp you can. Cure set with the biggest pieces you can find. Same with elemental magic and refresh/idle set.

Most of this honestly with Adoulin gear you can get away with 5-6 swap pieces. I'd leave Bell static in the Range/Ammo slot simply because it's the only slot you'd suffer the least amount in.

Swapping out hands, back, and 3 conserve mp pieces shouldn't be that bad.
Wearing AF body during Full Circle.
Idle set usually consists of 4-6 pieces and doesn't need an action.
Cure staff/grip or club/shield + 3 pieces of cure potency is good enough. Aim for the bigger potency pieces like bokwus gloves and nares/praeco legs. Close to 50% right there.
Elemental magic should be static in spots you aren't swapping gear around.

Not optimal but far from inadequate.

Edited: Because mind sounds like I speaking of MND.
Please log in to post a reply.