Geomancer As NEW FFXIV Job: Concept and Lore



Could Geomancer be a new FF14 job? Quazii explores the concept, in reaction to the FFXIV community request.

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0:00 Intro
1:29 Geomancers Have Existed In Previous Final Fantasy Titles
3:20 FFXIV Already Has Geomancer Lore
7:25 How To Bridge Into Geomancer From Existing Lore
10:17 How Might Geomancers Play in Combat?
14:17 Keen to see more Job Concepts?

AWESOME COLLABORATORS:
Sharlayan Forum (Chris): https://www.youtube.com/channel/UCYAv8lmGlMqAKt78gECs7oQ
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34 thoughts on “Geomancer As NEW FFXIV Job: Concept and Lore”

  1. If you are keen to collaborate for future job concept videos, email me at iamquazii@gmail.com – we are looking for more folks who: (1) have a flair for creativing writing or making up new lore (2) love working on new concept art. As per this video, we will credit all collaborators – Also, let me know what other jobs you are keen to see more job concept videos of (:

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  2. Hot take: Geomancer Melee DPS using a giant bell/crozier as their weapon. Attack combo end in different paths similar to Dragoon with different effects and positional requirements to account for Cardinal Direction bonus. Attacks apply various buffs/debuffs to help the team; basically melee Dancer. LB3 is Ultima Blow.

    That idea has been in my head for a WHILE now based on my brother and I trying to come up with ideas for a class to take up a second slot on Scouting gear.

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  3. I think some of the information about Geomancers in Final Fantasy Tactics would have been great too. Sense I believe it was said Yoshi-P has a connection to that game as well.

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  4. I think it would be cooler if Geomancer ended up a tank with a big bell that can be used like a hammer. Combining different nature effects for different outcomes based on the sequence.

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  5. I'm still wanting a morpher like job. Morpher is a FFT job where the unit would shapeshift into different monster forms and attack enemies. Their weapon type would be orbs. lore could be the orb is allagan tech that holds the monsters genetic code within it.

    I can see them having the morpher be a dps. Even better if they treated different monster forms as glam where the skills do the same, but the forms have different animations for it. Basically the form could be determined by the weapon you have glammed.

    One of my favorite jobs in WoW was the druid because I could shapeshift into a cool beast form. I'd like something like that in FF14 which doesn't really exist.. I think the closest thing to that is reaper, but that is only partial transformation, you still retain your humanoid form.

    Imagine being able to turn into a tonberry, a chocobo, or even a something crazy like a behemoth. Ideally with the form having permeance where you stay in the form for as long as you want until you toggle it off or switch jobs.

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  6. Isn't it insane that FFXIV gets two jobs per expansion? It didn't hit me while I was starting my journey, but Imagining SAM, DNC, MCH, DRK, SGE, RPR, GNB, AST, RDM were all announced post-launch; its crazy.

    There is always a new reason to love the game every patch, and I could really use 6.25 right now. Give me more casual-midcore battle content!

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  7. What made Geo extremely unique was the luopan, which was like a pet spell field you would drop. It would provide buff/debuff to anything inside of it, and it had hp. I could see that working like leylines…but could be extremely annoying for mechanics. The best way to see if a job can be added imo is if the weapon exists already in the game or not. In the case of Geo, one of their weapons is a bell…so yup no job has a bell weapon yet

    Prior to dancer coming out some people thought they would maybe use fans or whips as their weapons. Hilariously enough the fans are at least part of the attack animations 😆

    I would love to see Rune Fencer in FF14, but have no idea how it could be worked in. Its main weapon was a greatsword..so that's a nope. It was the magic tank of ff11…which is basically DRK of ff14. So its possible it could be a melee dps…but what would the weapon be instead?

    Most of the "mages" have been added, except for Green Mage…which is a very niche job from the FFT series. There's a couple weapons remaining that I can think of, like a mace.

    Another huge question I think that's very important in all of this is what will happen when the cap is lifted to 99? In prior ff games this was the limit, except for FF11 which had its own progression system beyond the level cap.

    They could follow WoW and take use to like lvl 100 and beyond. Or they could do a squish back to lvl 50. This truly pertains to 7.0, and might be worth covering 😛

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  8. On AST quest, Geomancer is more like healer class as they were mostly mentioning how to fix the barrier and repel the evil spirit.
    But the concept of job rotation is quite interesting. Actually, expanding the concept of what you mentioned, we can have the very first Support-DPS class.
    Just like many elemental boss frequently put an elemental debuff on us, we can give them the same poison by an utility DPS with debuff oGCD making boss take damage from certain element higher with GCD are the element spell.
    So we can have the DPS that uses debuff rotation matching with their own elemental spell GCD and support party like
    Fire debuff: Fire = Red = DPS burst more damage while Geomancer will use fire spell attack.
    Earth debuff: Earth = Green = Healer burst more damage while Geomancer will use earth spell attack.
    Water debuff: Water = Blue = Tank burst more damage while Geomancer will use water spell attack.
    That would be an interesting concept.

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  9. I want this. I WANT THIS!!!!

    Also, I can imagine Gosetsu as a representative for Geomancer. An old boastful former Samurai controlling the powers of the Star's elements to his will. Striking down those who would hurt the weak and downtroden with relentless waves of water, destructive gusts of whirlwinds and seismic crushing earth!

    Gosestu did say he had gotten in touch with his spiritual side while on his pilgrimage around Othard, so he would be the perfect character to try and develop this job around. :3

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  10. The debuff mechanic sounds interesting but has a very large flaw when it comes to multiple targets or adds. Buffs would work better but that would be even more similar to Bard.

    If there's no real benefit or unique aspect of each element you could make it random. There could be a Terrain ability that sets an element for you at random so the gameplay is more about actually reacting to elements than following a standard rotation like BRD or SMN.

    That I think is too simple so to flesh out the mechanic with rng in mind: There could be benefits to using the "wrong" element in certain situations, combining elements for different effects which could work both ways (using a water spell while earth is active and vice versa).

    If using the "correct" spells in relation to the active element grants bonus damage then adding a resource to that would be redundant. Instead you could generate a different resource for each elemental spell cast and with elemental combinations being a thing you won't be held back by rng.

    For using the resources there could be a couple options. One, a toggle that adds a resource cost to spells of the same element to buff their dmg (primarily to prevent overxcapping). Two, a big cooldown that requires all three resources every couple minutes (gives you something to plan for). Three, special abilities that can only be used by spending these resources; these spells could morph based on the active element or there could be multiple.

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  11. Would love to see Mystic Knight be a Tank Job in FFXIV. It would use a Shamshir/scimitar as it's main weapon and a Jitte or parrying dagger as it's "Shield".

    The main "gimmick" with the Job would be cycling the elements. Starting with your main hand weapon, then offhand, then storing that element within the Mystic Knight itself to be later used once all 6 elements have been stored for a super attack.

    The elements would be divided into Earth, Wind, Fire, Water, Wood, Thunder, Light and Dark and each element would carry both an offensive and defensive boon to the Mystic Knight depending on which weapon was imbued with which element.

    Earth Wep Imbue: Increases Damage Dealt
    Earth OH Imbue: Physical Damage Reduction

    Air Main Imbue: Each Weaponskill and Auto now "swings" twice, second swing dealing 50% of the damage
    Air OH Imbue: Potency Shield

    Fire Wep Imue: DoT
    Fire OH Imbue: Magic Damage Reduction

    Water Wep Imbue: Skill Speed Increase
    Water OH Imbue: Potency Regen

    Light Wep Imbue: Flat Crit Increase
    Light OH Imbue: % Tenacity Increase

    Dark Wep Imbue: Flat DH Increase
    Dark OH Imbue : % Flat HP Increase

    Or something along these line, really just spit balling here. The concept is that there will be at least 2, maybe 3 abilities (Both defensive and offensive) that can allow the "Imbue" buff to happen and after that it's all about managing Imbues. Using multiple Imbues in a row shouldn't be detrimental as well, so it'd most likely just refresh duration or maybe extend like RPR DoT, idk.

    But I love the Job Fantasy of the Mystic Knight Dual Wielding Weapons and imbue each one with a separate element and I thought Tank would fit better, as the role would be allowed access to more utility and buffs w/o it being too egregious.

    An idea for LB3 would be akin to Aang in Avatar: The Last Airbender creating the sphere of elements around him, however in this case the Mystic Knight would create a sphere of elements around the party to protect them and their party from the incoming attack.

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  12. Additional comment
    As for the new job idea
    It was related to what Yoshi-P said that it might not be the job that was available in FF universe. And what I was thinking about is the new caster in eastern style called "Onmyouji or Miko"
    The caster that will use the power of Kami (basically will related to Stormblood side quests and Japanese 4 deities Genbu of the North, Byakko of the West, Suzaku of the South, and Seiryu of the East.)
    Each deity will related to the GCD spells and elements (Single, DoT, AoE and such) that will fill the orbs.
    Once all 4 orbs are filled, then they can cast the ultimate high potency spell then reset the rotation.
    The weapon can be the scroll or sigil and such. The looks and feels will be like half SMN and half BLM

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  13. When Thinking about Geomancer I always thought of the ground they step on.

    With FONT, I can imagine abilities the GEO tapping their feet and a medium sized area around their feet would becomes an area buff corresponding to their currently attuned element.
    ATTUNED STEPPE i call it.
    Earth = Damage resistance
    Water = Regen
    Wind = Damage Buff

    And this steppe stays on the GEO..
    The Geo can then use ATTUNED GEYSER to designate an area where the buff zone could be moved to… at the sacrifice of a little duration.

    A ring of a bell and a tap of the foot added with SHIVA STEP sound would be awesome~

    Moving together with the party. The party regrouping around the Geo or the Geyser… I would love that.

    Support DPS

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  14. FFXI veteran here so i thought i should point out a minor correction. The handbell design you showed @8:12 is actually a club (specifically the Idris, you can think of it as a relic-tier weapon) which GEOs can equip in their main hand. The handbell in FFXI is equipped in the ranged weapon slot, and all of them look like regular bells. (you can see this video for reference of its animation in casting https://youtu.be/QhTERY8NOjs )

    with FFXI, the GEOs job gimmick was primarily buffs/debuffs through the use of ground AOEs and auras (ie. persistent AoE centered around the caster that moves along with them) as well as spells with additional bonus effects based on the player's own positionals. i would expect that XIV might design GEO to be a caster with stronger support utility kinda like BRD and DNC. a caster with some kind of positionals would also be pretty unique playstyle.

    edit: for my own job idea, i think it would be cool if they gave us beastmaster as a limited job – firstly to give us more of a reason to explore/revisit/experiment in the open world areas rather than always be in instanced areas, and secondly as a means for us to finally obtain some sort of bestiary in this game. theres still a fair bit of untapped lore (or lore thats only in the encyclopedia) in relation to various creatures you find in different areas. bestiary would also be a cute collect-em-all kind of additional activity. it'd also be a fitting counterpart to the Undending Codex which they just recently added.

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  15. Geomancer's spells mostly have been taken by Conjurers. It mainly utilizes on water and earth elements, and I think it is more towards healers than DPS. Judging by prev expac, it will most likely be tank / RDPS or phys RPDS / caster additional classes. If anything, my money is on time mage, seeing 6.2's ending is like that (I guess I spoiled a little?).

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  16. In every expansion, one of the main protagonists has had a job/class change to a new one that was introduced, generally as a canonical way to incorporate the new job. There's astrologian for Urianger, red mage for Alisaie, gunbreaker for Thancred, and sage for Alphinaud. It makes me wonder who it's going to be and how well geomancer could fit for them. Krile is a good option because we're going to be getting a lot more of her in 7.0 either way. However, I do wonder about Y'shtola. Some might say, "She gained black mage spells in Shadowbringers." However, this could have been a manifestation of powers due to staying in the Lifestream. Her official designation is "sorcerer." We also know that black mages are extremely rare, so I feel like we would have heard something about her discovering that heightened form of thaumaturgy. I think that maybe the changes she went through were just a stepping stone to her changing jobs in the next expansion.

    Now onto the theory of this video. I think geomancer would be an excellent fit beyond just the reasons I listed. When she came out of the Lifestream, she gained the ability to see aether. This came at the cost of a shortened lifespan. However, if someone were more connected with the aether of the planet, that may work as a tool of mitigation. We haven't heard any mention of the effect on her wellbeing since Heavensward, so it makes sense that it would come up now after closing the chapter on the Ancients. I think she'll get "sick" and the new job will be a means of preventing further degradation of her health.

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  17. not gonna happen jobs are always tied to new zones with the exception of SHB and we arent going back to indo china. i mean maybe if thery could take the concept and apply it with a new world flair like the shaman boss in wanderers palace hard

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  18. the geomancer job for ff14 sounds relaly interesting! never played ff11, but my good friend had (for years), and i'm pretty sure she would enjoy the geomancer job in ff14 as well. looking forward to it!

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  19. I always thought of Geomancer as a healer, but this concept of Geomancer as a dps is surprisingly very appealing. Plus we aren’t gonna have a new healer for 3 years at the very least, so I would really welcome this iteration.

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  20. Jobs I would love to have in the game is Gambler
    It doesn't need to be heavily RNG based like Setzer, they can make the Gambler job based off of Ace from FF-Type 0

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  21. this is why ff14 so bad now geo is a dps from ff3 final fantasy tactics its has always been dps till ff11 and its wasn't tht good in 11 when geo came to 11 i was.like thy rush this job into 11 also rune fencer

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