Final Fantasy XI: Geomancer Guide

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey everyone ruler here I mentioned during my room venture guy that I'd hoped that that guide was the first of a few and I've decided to go ahead with that consideration so I'm back with another job guide this time for the geomancer of what the jobs people on the Azzurri server know me for besides my rune fencer my geomancer is probably right up there so it made sense to me to pass on what I know about the job to new playing Auto players little to take up the job for the first time this guide is also somewhat necessary goods ring that there's again knots not to date video guide on YouTube for this job coupled it with a site that geomancer is deemed necessary for end game content I like to think that this guide encourages new players to take it up so what does the geomancer and what role does it sell if you're a serious veteran you'll probably recognize the geomancer as a semi series staple as it is featured in and out of theatres the games in the series its iteration of our 2011 however largely differed to me two other instances the geomancer is a support Lord job that just happens to be able to deal some minor to moderate damage much like a corset it uses its mastery of GMHC spells to both support its party and enter its opponents by wielding elemental magic not close and from afar is key attributes are mostly HP and MP but more dedicated players will eventually invest in int and MeV sets for magic damage it uses clubs as its primary weapon but it's not uncommon to see using States so what are the pros and cons of this job well let's address the biggest Pro first geomancer's are damn near mandatory for any serious and game content Neely's ranges mages of summoners you name it and you're going to see at least one it's not too geomancer's in the center this is because the enfeebling effects of geomancy can be extremely powerful and more importantly they can't be resisted unless your target has an outright immunity to the ailment GMS also have access to a few schools of magic they can use fundamental and enfeebling magic it was a small pool of dark magic this makes them a debt casters and they come with some utility built-in with that job finally Tiamat says if I could be the best ultimate weapon in the cane from the form of the Idris it's not too much of a stretch to say that the address is the best ultimate weapon in the game but it's not number one then it's absolutely in the top three still no job is perfect GM ounces like any way of dealing with large crowds because it can't sleep target like a dart and it lacks the raw AoE stopping power of a blue mage it can use Ross valve but not only do they pale in comparison to the latter especially that they also consume a lot of MP and constant useful drainage Emacs is MP very quickly on that mode geomancer's occasionally suffer from MPD issues given the very high end because of the high level spells there are ways to alleviate this which are going to later but newcomers especially will struggle to maintain their precious MP reserves pretty often now the problem gmat has had that they are somewhat limited by number effects that they can add active geomancer's can only power up the geo closure spells which means that in declare spell to reduce versions or what they could be and the intrusted spell could not only not be kept at full time but it also has a substantially reduced effect also while the address is very powerful it also takes a very long time to get is starting and scratch coalition temperatures were untouched by rats leads of a deal so from start to finish you're looking at roughly seven months before you can even begin the quest for it finally and this is something I hope this guide will blunt a bit its reputation as being in demand as I've fortunately drawn a lot of poor players to the job as many see it as a free ticket into endgame activities expect to see a number of poor players on this job merits for geomancer's are actually very straightforward the first thing you should cap out are the geomancy and handbells guild categories gmat you spell strength is calculated by the combined skill of these two categories much in the same way at bad functions for the singing skill working in tandem with its wind or it's trained instrument skills so cap these two out we do anything else the job exclusive merits the group one I recommend capping out ecliptic attrition and blazer glory these are abilities which power up your geo cloture spells and since you won't always have the means to reset their time on hand is best to reduce their reuse timers group - I recommend capping out mending halation and radial Arcana as both abilities will really add to your utility and you're not really going to need the other options before I go any further the best explain how geomancy works in more detail like I just said in the previous rambling on merits geomancy mirrors bard songs then it combines two skill categories to calculate its base effect in this case geomancy and handbell when you're just starting out especially when you're looking to begin CPM you want aim for at least 850 combined skill but ideally aim for 900 skill as your final target so you obviously need a hand baling arrange spot when you're casting geomancy as if you don't your spell is kinda pathetically weak the donor should be your go-to because again in mirroring bard mechanics is geomat z+ v effect affects all your spell's and quite profoundly as well geomancy is divided into two sub categories the first category are inter closures inter closures of self targeted spells which emanate from the GL answer and therefore travel with them any party member within the radius will receive the effect if it is a buffing spell alternatively any monster inside the effect that you have energy on or receive the enfeebling effect if it isn't a feeling spell you can't the buff your own party though so don't propel that they cost much less MP than their counterparts but outside one ability they can't be powered up as a trade-off you learn in de closure spells bye-bye expel plates and NPCs or off the auction house Jean closures differ in that they summon lure puns on the targeted player a monster every into closure spell has a geo closure equivalent this includes both buffing and D buffing GNC so you can really experiment quite a bit with this geo closures differ from the counterparts in that they can be powered up with various abilities the trade-off for this though is that when summoned the loop on will begin to lose HP at a steady rate regardless of whether it is taking damage from other sources or not lower pants are completely immobile and when cast can be moved so if a player or if the monster leaves the area of effect the effect itself will wear off moving back into the loop and radius will once again register the effect low pants can be damaged and can be destroyed by AV attacks so you have to keep an eye on its HP you can't aspire to your closure spells though you'd go globe-trotting to find them to learn a geo closure spell you first need to have the matching inter closure spell learned and you need to know where in the world the right geomantic reservoir is you can find a full list of these on the BG wiki but still I'll link it below when you find the right place simply examine it and a short scene will take place where you learn the geo closures though make sure that you track them all down as you never know when you're going to need them please don't be that guy who shows up to a group and when after you the certainty of closure spell can't because you couldn't be bothered to get it I've come across more people like this and I'd pick out so please don't add yourself to the pile please the first ability we'll get is a geomancer is your SP bolster bolster is very similar to sole voice and that it doubles the power of all GM LT stands for its duration three minutes and thirty seconds at best it also has three other neat attacks though firstly it puts you into closest build at maximum power so it gets around the aforementioned problem of being able to power them up secondly it grants a large HP boost to your lure plans and effectively negates the perpetuation cost thirdly and finally since both fills you're using will be at maximum power you can use the geo closure spell that would have cost the most MP as the inter closure scale to save NP you can do some absolutely insane things in bolster but remember it is your SP so you won't always have it around save it for real emergencies or in clutch situations and battles full circle is really simple full circle recalls a summon loop and so you can summon another one you will get some MP return from full circle proportional to the MP the loop and cost and its remaining HP there are three main abilities that affect lower pounds the first is ecliptic attrition once used on a summon loop and the power of the loop is increased by 25% but it starts losing HP at a slightly faster rate as a price to pay you can get ecliptic three use timer down to just over four minutes for the merit allocated which is why I recommend doing so as powering up bluer pans is a big part of this job lasting emanation does the opposite of ecliptic attrition emanation does not increase the power of the lower part but instead reduces the rate in which the low pan loses its HP ecliptic and emanation both share the same reuse timer so you can't use both at the same time also note that both have no effect on bolstered lower pounds so if you were to use bolster then attempt to use ecliptic elimination they would have no effect blaze of glory increases the power of a lower pan by 50% but some of it at half HP blaze needs to be used before use some of the lower pan otherwise it will have no effect so make sure it's up if you're planning on using otherwise you could face a bit of an MP cough sorry some in the lower part bleh stacks with either ecliptic attrition or lasting emanation so you either have a little enhanced by 50% one enhance plus 35% which goes away quicker or one enhanced by 50% which stays around longer consider your situation and decide accordingly job points caused the blaze luopan to be summit at 70% set of 50% but the best way to restore its HP to maximum is to use life cycle shake the fourth of urine HP and gives it to our lower pump stacking these three abilities is very common and also very effective you could wait for a little pan to lose a little bit more HP before use life cycle but if the blaze low point is destroyed before it stopped ugh you've wasted your abilities again assess your situation and make a judgment accordingly dematerialize applies a complete physical and magical shield to your little plan for a minute during this time the lower plan will take back slightly no damage from outside sources but it will still lose its own HP through its perpetuation costs dematerialize is also typically used with a blaze lure pump during a particularly rough part the site safe mighty strikes or chain spell go off the material eyes has a rather lengthy we use time of 10 minutes so again use it wisely and Trust is a very useful ability and Trust lets you cast an X into closure spell you cast onto a party member now you need to be very careful when you're using it rather you'd be very careful with your macros when you're using it you don't want to use n trust I need to use a macro which self targets an inter closure you'll have wasted the ability then instead you want a series of ST PG macros on another macro bar alongside n trust itself so you're not only cast a spell quickly but also show that the spell being cast is being cast on the right person the downside to enter office is at the end of closure spell you use it worth will not receive the GMAC plus bonus in the dinner or the Idris so with an intro spell active because essentially maintain three geomancy spells one with a very low power one with normal power and one with high power interest have the reuse timer of ten minutes so this cannot be kept up full-time mending halation and radial I cannot put your little pun to another use mending collation causes your little pan to vanish and restore a fair amount of HP the party members within its range while radial Arcana does the same thing but for mp4 a moderate amount both of it these are typically used either in emergencies or when a little plan is about to vanish anyway just don't use it with a blaze little panic I HP that's really dumb and I've seen quite a few people - that concentric pulse causes your lupan to detonate and deal a small amount of damage to all targets within range this is an ability you'll almost never use but it can be used for ability objectives an omen I'm now going to address elemental magic or rather one trait into abilities geomancers get and support the same cardinal chant it's a trait which effective elemental magic spells depending on your position against your target if your target is to the north of you the spells gain a magic credit buff if they are to the south of you it's a magic accuracy buff if it's to the east of you it's a magic attack buff and if it's to the west of you it's a magic burst bonus which goes beyond the gear cap the unique line of elemental magic spells GM ounces get the Royal line of spells are boosted more so than other spells by cardinal chant rascals are centred on the GM answer so you have to be at close range to use them use the in-game compass to determine your polarity to your target and adapters need to be rascals are also better affected by the collimated server as the urging folks abilities collimated server increases the effect granted by Cardinal Chan by 50% for the next spell cast whereas the edge EXO goes reduces the radius of Enix spell in exchange for more damage stacking these two and being in the right position can yield some rather nice numbers now that I've explained the abilities and the stars of the geomancer I can move on to tips tricks and tactics section some of this is more general housekeeping and common sense and anything else but if you need a job especially chances are you're going to get something out of it the first tip is the most crucial when you're using geomancy which you obviously should do not use your AF Bell or even worse the Bell you started the job with please I cannot tell you how many GM ounces I've seen show up to groups using the mock treble or the fillet Bell either out of ignorance or idleness you need to be using a hand builder as GM @ c plus 5 on it not doing so is the equivalent of having a bard using an instrument with no plus song effect on it the dinner should never leave your range slot and you should not be swapping to a mid cast ammo piece of fast cast on it either not only does a donor have fast cash built into it but if you take it out for another piece in the ammo slot you seriously run the risk of a donor not swapping back in in time for your geomancy spell so not only do you not have the geomancy plus effect but you've also cast a spell without it calculating your handle skill because your handle isn't there please just can't do it I've seen some decent players make this mistake the animations are casting geomancy without a hand bail is very distinct so any veteran player is going to notice it and call you out on it do not think that you can get away with it just because you're an in demand job I'm early letting this for my linkshell or this is only my friends character are not excuses other people are investing their time in you show courtesy in response to their safe and avoid stupid mistakes like this one well it doesn't even have to be the donor if you don't have the prerequisites for the donor unlocked then there's a very cheap alternative nearby then the post a bail can be bought off the auction house a dirt cheap while it doesn't have the handbells skill class cast a little panned DT that the donor has it still has GM NC plus 5 on it instantly making it far superior to the fillet Bell I actually carry in a potay belt with me at all times in case I get yet another GM answer who shows I'm using the fillet Bell seriously I've seen it so often I carry one with me you're also going to want to get an Idol set which focuses on PD T M DT and DT more often than not you'll be called upon to maintain 2d buffing geomancy spells which means they'll have to be in the thick of it upfront while you have decent HP for a mage job is still a main job and thus not a sturdiest some others put together a set so you don't get flattened and thus endanger the group when your geomancy effects are they vanish because you've hit the floor making the set is a very difficult and to be honest it shouldn't cost you a great deal geomancers can actually fully cap a person's magic haste through them know how although it's weakened from losing the GM NT plus effect through n crust in behaved potency is still just shy of 30% geomancy spells stacked with their enhancing magic in a feeling magic counterparts in this case the former so if you cast an interested in D haste onto a party member and then cast a haste bail from your subject onto them you've effectively kept them in d haste of the GMs e plus effect alone is not enough to cap so you'll have to use haste along with it anyway but doing this frees up your main indicator slot while your lure plane constantly loses HP through perpetuation post there are ways you can stop it from doing so or even give it a region effect to keep it up more or less indefinitely geomancer has access to numerous pieces of gear which has or can be augmented to have pet regen which applies to little ponds however here I like the showcase of a very nice bit of job synergy corsets have access to above cool companions off which caps out at 34 HP protect region for pets which again affects little pun this alone will cause your loop and recover HP rather than lose it either with ecliptic attrition active after there's a few more pieces of pet regime and you can keep a maximum power luopan out for a very long time imagine having a 75% powered up look are now almost indefinitely while you're buffing GMOs you spells are active while players are in range of them you need to register debuff geomancy on new targets there's no point having powered up under a table and unresisted d buffing effects if it actually not taking effect this is something I see catching new geomancer's out and catching them out often fortunately it's a problem that's got quite a simple solution what you need to do is get on each new target energy list for your spell to take effect this can be anything from casting deer casting a nuked or better yet just curing a party member who has emiti on the target or targets themselves remember and especially when facing crowds of moms you like decent crowd control like sleek girl breaker so it's more effective to just cast cure on someone sturdy than you who does have means like this this will save you from recasting expensive little pans over and over but more importantly will let you keep a powered-up loop and out for longer simply take your target you might notice that I didn't mention widen comfort and I was discussing geomancer's abilities this was intentional what encompasses an ability you'll rarely ever use I'm also get that it's even there wide encompass double the radius of all your geomancy spells the test into a 13-yard area of effect it doesn't last very long and honestly it's not very useful if you have Corsair leveled I suggest changing to it and using cutting cards on yourself to reduce bolsters we use primer if it's down in or do you wanna see is just a more effective use of the second SP ability my final piece of advice is about managing your MP MP is a geomancer's lifeblood and given how expensive high level lower plans are to summon like Gaea fade and gia frailty if you're not careful and especially in situations where you don't have a slew of temporary items available like an ash Gazeta ruin or race and jima this could become a problem and become a problem very quickly my first tip is that when you reach 900 combined skill aim to use the full item of step for casting Gaea closures the Chancellor set proc is low of aprox is still saves you MP again make sure you're at 900 skill before doing this though use pieces of conserve MP and other Slavs to complement urinate and serve MP trip harkening back to my previous comments on interest in the refreshed stacks with its enhancing magic equivalent as well as other forms of refreshed like bard songs and course no rules if you are between battles and need MP throughout in the refresh and caps refresh from your Red Mage sub which are highly recommend all the way and you'll begin recovering MP very quickly remember that you also have radial arpanet a hand so if you need to use it cast achieve g.o closure on yourself I recommend Endora gen personally and use it another card you have up your sleeve is a spear geomancer's learned all three tiers of the a spare line of spells and you have the equipment available to really make it effective if the mob you're fighting has MP to take cast however many aspect spells you need to talk yourself back up not everything can be a spit though to keep this in mind and have either of the aforementioned ready as for backs alternatively you could just carry an NQ in HQ vile elixir and use them in a real emergency I do that and I advise that you do the same this brings me to the end of this guide I aim to make this guide as informative as I could and I hope that you got something from it GM ants are being such an important job in today's endgame scene means that it's a job that people rely on to do its job properly and this was the fundamental reason for me making this you don't need the interest to be a good geomancer but if you serious about the job I strongly suggest looking towards it just do your best of what you may now know I couldn't follow you for that and I heard that no one else could leave any questions you have in the comment section below I'll do my best to answer them in due course so until next time good hunting
Info
Channel: Ruaumoko
Views: 54,998
Rating: undefined out of 5
Keywords:
Id: wk6jqEozWBQ
Channel Id: undefined
Length: 23min 54sec (1434 seconds)
Published: Thu Jun 15 2017
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.