GEO Skills |
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GEO Skills
Well after working a bit on caping Handbell and Geomancry I can say that GEO is at a C in these skills ( Could be + or - but betting they followed BRD) Then GEO also has a C in Dark Magic and a B in Elemental Magic (Again not sure if it's + or -). Hoping this info will help out GEOs who are looking to level the job at what kind of skill levels their magic will be.
Others are saying that Geomancy/Handbell skill is around B Rank. Elemental Magic is B- (/SCH Dark Arts bumps to B+).
I doubt they have a B in either Geomancry or Handbells since those two work the same as BRD's Singing and Wind/String Skill pretty sure SE wouldn't completely screw them over by giveing GEO a B in both. Not to mention the skill caped at the same level as my Dark Magic which is a C on GEO.
BRD being screwed over? lol
what's your GEO level at right now? Ding 99! And I can tell you Dark is C and Elemental is B+. I'm capped at 373 and 404 respectively without any merits in either. Dagger is capped at 384 with 8/8 merits, and club and staff are both uncapped at 390 and 369. Eva is capped at 342 with 4/4 merits.
Can give a screenshot if you guys need it. Edit: Here is a picture of the weapon skills geo gets. Note that I have 8/8 club merits so these leave staff at c+, club at b+, and dagger at c-. Edit edit: /sch was chosen to avoid anything geo might get w/ a certain subjob, like /rdm and dagger weapon skills. lvl that throwing you gimp :P but besides that grats on 99 hoss!
Oh ***.. Idk if this is a "slow poke" moment, as I've only seen speculation on it, but ***, geo gets HEXASTRIKE!? Woooo
Magic skills: I have 8/8 Enhancing, Enfeebling, and Blue Magic. This means that Elemental is B+ and Dark is C. Geo skills edited for gimpness.
Cerberus.Natsuhiko said: » Magic skills: I have 8/8 Enhancing, Enfeebling, and Blue Magic. This means that Elemental is B+ and Dark is C. Geo skills edited for gimpness. lol why hidding handbell/geomancy?... aren't even lvl 10? lol I'm 91 and so far handbell 191 and geomancy 194... or something like that -_- Show ur GEO skills gimpness loud and proud!
Nah that was a joke for Gimp, since he liked my Throwing skill so much... I'm a little above 200 in each of them.
Gimp => Gimpness; He got the joke. Cerberus.Natsuhiko said: » Nah that was a joke for Gimp, since he liked my Throwing skill so much. I'm a little above 200 in each of them. dang, i was hoping for single digits :( near 30sh hrs in total to cap it after hitting 200... now to "retire" it till SE decides to release AF/Relic/Empy gear... Bahamut.Keinn
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At 201 skill, 65GEO was getting 20/tic Regen, 3/tic Refresh, 23 Attack Fury, and 11 STR on the indi spells. How are these spells at 99 with cap skill?
At cap:
Regen: 30/tick (approx +1 per 20 total skill) Poison: 30/tick Refresh: 5/tick (+1 per 180 total skill) Barrier: 17% (43/256) Defense (+1 per 23.5 total skill; starts at 15/256 at est. 65 skill; should increase to 44/256 with another +1 skill) Frailty: -12.5% defense Fury: +12.5% attack Precision: +51 acc Malaise: -12 MDB Accumen: +32 MAB Slow: 10% Stats: +20 Is it too soon to speculate how 8/8 in geomancy skill and handbell will make a difference to these caps?
Fenrir.Motenten said: » At cap: Regen: 30/tick (approx +1 per 20 total skill) Poison: 30/tick Refresh: 5/tick (+1 per 180 total skill) Barrier: 17% (43/256) Defense (+1 per 23.5 total skill; starts at 15/256 at est. 65 skill; should increase to 44/256 with another +1 skill) Frailty: -12.5% defense Fury: +12.5% attack Precision: +51 acc Malaise: -12 MDB Accumen: +32 MAB Slow: 10% Stats: +20 Pretty good ***, all things considered. I like that poison, seeing is how it's irresistible. I haven't bought Fade yet... it's 700k and I doubt I'd be reducing peoples MAB over reducing the mobs DEF very much.
Fury calculates it from the floor, no other buffs are taken into consideration. Sylph.Organic said: » Is it too soon to speculate how 8/8 in geomancy skill and handbell will make a difference to these caps? ATM the skill is like BRD. You don't really need the merits unless you're perma BRD.
The more important merits will be the T1 and T2 job spec ones as they have more of an influence on potency etc. Asura.Gavvy said: » ATM the skill is like BRD. You don't really need the merits unless you're perma BRD. The more important merits will be the T1 and T2 job spec ones as they have more of an influence on potency etc. But I hope they add some way to let geo use 2 luapans otherwise it will be worst than a cor... Or let the geo spells affect all the alliance If you don't play any other mages jobs then having other magic merits is kinda redundant.
They wont allow GEO to have 2 Luopans. The pet system wouldn't work, nor would the control/release of them. If anything it might allow 2 indi-spells~ I foresee them adding something to boost the range of the spheres if anything. I would hope the range of geo/indi is increased for certain. Something similar to how luzaf's ring affects COR rolls. I really don't think they'll allow for multiple indi spells, mostly because there isn't a status for what indicolure you're emanating. It just shows the spell effect. Multiple luopons might be more likely, but I think overall neither would be changed.
I'm hoping for increased range (not on a per-cast basis through a JA, more like a passive trait or equipment), and for geocolure spells cast on a party member to move with them (or to cast indicolure on a party member). Asura.Aikchan said: » Asura.Gavvy said: » ATM the skill is like BRD. You don't really need the merits unless you're perma BRD. The more important merits will be the T1 and T2 job spec ones as they have more of an influence on potency etc. But I hope they add some way to let geo use 2 luapans otherwise it will be worst than a cor... Or let the geo spells affect all the alliance I wouldn't say worse than a cor. They are DIFFERENT. Different =/= worse. Why do so many people relate these two? Like DD's. Yeah DPS is the name of the game in the DD world, but that doesn't mean you can't kill ***with other jobs... |
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