
08-07-2003, 08:20 PM
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Once and future lurker.
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Join Date: Dec 2001
Location: SoCal
Posts: 492
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Quote:
Originally posted by Amnesia Vertigo
Elemental will do roughly 400 damage if MA and PA are maximized.
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That is quite good, I've never been able to raise the damage done past 100 or so. Roughly how high are we speaking in terms of PA and MA, and is that with Magic Attack Up?
And valid points regarding the Geomancer with Draw Out and Ninja vs. Geo, it's been a while since I've had access to Chirijiraden and I suppose using the Ninja is just a difference in playing style. Though you could do well with a Ninja using Attack Up or Concentrate, it all depends on how much defense/evade you're willing to sacrifice for pure damage. (Equipping an Aegis Shield is probably better overall anyway)
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08-07-2003, 08:35 PM
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Druid of the Claw
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Join Date: Oct 2002
Location: Canada
Posts: 243
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Geomancers were one of my favourite jobs; as mentioned before I'm one of those people who stick them with two swords, and tries to raise their MA. I most commonly only use maybe five of the listed elementals, but they've come in very handy as I use elementals as a 2nd action ability
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08-08-2003, 05:04 AM
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Lang Zi Says:Read my Post
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Join Date: Dec 2001
Location: CA
Posts: 12,542
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Attack Up is easily geomancer's best ability. Yes the geomancer sounds good when you just talk about him, but if you compare him to oh let's say, a Calculator, his strength and usefulness just doesn't match. What I mean is yes he can be really strong, but so can other jobs, I just dont see anything in him that is a huge advantage. I think it's a good job to start out as (other than Squire) because AttackUp will be VERY useful while leveling up other jobs.
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08-08-2003, 12:14 PM
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hip hop what what
Administrator
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Join Date: May 2002
Location: Colorado Springs
Posts: 6,973
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Geomancers are a strong class because they make an excellent support class. Keep him/her by your mages or summoners, and you have an excellent barrier against advancing enemies. In that situation, the Geomancer can also be used to soften up enemies before the mages cast their spells. The Geomancer can be the anchor of a party if you let it.
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08-08-2003, 04:33 PM
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The Aluminum Monster
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Join Date: Dec 2001
Location: Southern California
Posts: 1,565
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Quote:
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Roughly how high are we speaking in terms of PA and MA, and is that with Magic Attack Up?
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This is with Magic Attack Up... which is pretty darn essential if you're building a Magic based Geo. MA and PA increasing goods help too; I usually stick mine with a Rune Blade, Aegis Shield (virtually made for Geomancers), Robe of Lords, Flash Hat, and Genji Gauntlet. It also depends on if your Geomancer is a male or female... males have more PA naturally, but females have more MA. Mine was a male.
Quote:
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I'm one of those people who stick them with two swords, and tries to raise their MA.
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I did that too.
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Yes the geomancer sounds good when you just talk about him, but if you compare him to oh let's say, a Calculator, his strength and usefulness just doesn't match.
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Bare bones, class versus class, I think the Geomancer would be more useful simply because of the agonizing slow turn rate of the Calculator and god-awful MA those little brainy mathematicians have.
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The Geomancer can be the anchor of a party if you let it.
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I agree, they are incredibly flexible.
Last edited by Amnesia Vertigo; 08-08-2003 at 04:38 PM.
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08-09-2003, 07:31 AM
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With Teeth
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Join Date: May 2002
Location: PA, USA
Posts: 7,719
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Well I guess I should throw my say in while we're still on this topic. I love Geomancers. Basically, I consider them the Squires of the middle portion of the game. What a lot of people fail to realize when gauging how useful a class is is how soon you're able to get them. Geomancers are supremely useful because you're able to get them relatively early and take advantage of their abilities throughout the game. Even at the end of the game I still find Geomancers to be one of the better classes, simply because they have NO weaknesses stat-wise or equip-wise, something very few classes can claim. I've always loved the Geomancer abilities because they are simply the best attacks you can ask for. They don't cost anything, have no charge time, effect multiple targets, have incredible range, are all elemental(which means you can absorb them if you know what you're doing), all have status ailments associated with them, are not affected by Brave or Faith, and with the proper abilities(Magic Attack UP, MA Save/A Save - both work because of the odd algorithm used to determine damage) and equipment(like stated, Rune Blade, Aegis Shield, Flash Hat, Robe of Lords, and Genji Gloves are the best equips for a Geomancer, they give the best stat and HP boost combo) are as powerful as any other non-spell long range attack you can do. I always have someone who is optimized for Geomancy in my final roster.
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08-09-2003, 10:19 AM
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i find the ability of Elemental can be put to good use in combination with Orlandu whilst T.G Cid is slaying opponents left right and centre Elemental can be used to slow the few he cannot get to straight away
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08-09-2003, 09:45 PM
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Know your place!
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Join Date: Dec 2001
Location: Campbell River, B.C.
Posts: 1,724
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Free Spirit made some good points that I forgot to mention. They simply have the best choice of equipment in the game, they have a useful long range ability that costs nothing, and you can get them relatively early. That is why I think they're so good.
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08-10-2003, 12:34 PM
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Once and future lurker.
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Join Date: Dec 2001
Location: SoCal
Posts: 492
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Yesterday I tried actually making a Female Geomancer with Draw Out, boosted MA and Magic Attack Up, and given the positive results I'm beginning to appreciate the Geomancer quite a bit more .
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08-10-2003, 12:52 PM
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Announcing: Chemist.
Geomancer discussion will continue until the Chemist report is posted.
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08-10-2003, 10:58 PM
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saw the post
Will post 8 to 9 hours later as i dont have the file now
orc.
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08-10-2003, 11:11 PM
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Drunk Posting~
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Join Date: Oct 2002
Location: down by da beach
Posts: 943
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oh dear 
well that shall be soon enough
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08-11-2003, 08:45 PM
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Sorry guys. i think i need about another 18 hours.
Sorry for the inconvenience caused.
orc
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08-11-2003, 10:19 PM
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もえましょう~
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Join Date: Dec 2002
Location: Texas
Posts: 7,704
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*Shrug* I'll go...or someone else earlier in the line up if orc needs time.
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08-11-2003, 11:11 PM
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Druid of the Claw
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Join Date: Oct 2002
Location: Canada
Posts: 243
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Meh, up to Call and orc fo the decision
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