They are mostly useless except for killing lots of trash mobs and as such I won’t discuss them too much (I’m sure someone uses them more but I don’t care). For this, the Telchine stuff, which is easy enough to get from Alluvion Skirmish, is incredibly useful. Geomancers have three unique types of spells which are Indicolure (indi-), Geocolure(Geo-), and –ra . Enables the player to equip items marked as Superior 2 (Su2). The –ra line are just AOE spells but are always centered on the Geomancer and not another target. did anyone test how much of a difference weatherspoons "light elemental magick attack bonus +11" does on flash nova? Geomancer can enfeebled, nuke, mb, and support cure. First priority sets, and these are equally important, are your skill set and your idle set. Yes Pet gear works. This will give you capped luopan damage taken, roughly 22 in luopan/pet regen, and gives the GEO 29 Physical DT and 18 Magical DT. Oh so the gear potency value is added later in the formula. In the end you should just become a master GEO so you will have everything but if you absolutely want to know which to go after first here is what I would focus on. It still usually lasts 10 min if taking no dmg. Debuffing if no RDM, assisted curing if whm is lacking, DDing if reasonable, na'ing if heavily needed, stunning if required, Bursting if able (without gimping a blm), throwin hastes/refreshes, GEO main healing happens too. Most spells in the game are learned through Scrolls which can be bought from vendors or the AH. A Geomancer is a Mage that draws its powers from the elements and is able to enhance its allies while delivering debilitating effects upon its foes. You will almost always pair up spells to make the effect even more pronounced. Next, Geocolure spells are learned by finding various Geomantic Reservoirs located around Vana'diel. Grants the designation "Master Naturalist.". Stikini +1 x 2 would be +32 as each skill would get +16. Time for some personal thoughts. Boots from SR give 5 handbell or something. I think you also have to be around 5 levels higher than level of the indi version before you are able to learn the geo version. Reduces the amount of HP your luopan consumes. I am a strong believer in keeping abilities up for as long as possible so whichever helps you in that regard, be it ability timer or damage taken, that's the path I would recommend. We have access to every weaponskill for both club and staff, including hexa strike which was WHM exclusive for a very long time. I tell people leveling GEO to just stick with beating on things with a club, tossing out a few nukes, and more or less treating yourself like a semi gimp DD. Moving to something resembling the moderate set is what you really should be focusing on. These levels are not the best times for GEO since you are hampered by not being able to really use GEO-xxx spells since you roam around so much you basically are just using Indi-spells to enhance you and your trust army. While technically it is the best idle piece as it heals your bubble, in reality there are maybe 3 fights in the entire game that this is useful since as I already mentioned keeping the bubble up for its 10 minute duration isn't hard. Increases acquired capacity points by 33%. GEO/DNC works well with clubs and dual wield, but if you like smacking things with a staff Geomancer … might want a other head for non bog but the extra perp cost docent mater that much. Adds an HP recovery effect to Full Circle. I would for sure club it up and /nin if fights are so short and there not enough aoe that is gonna destroy my BoG/eclip bubble with no pet damage taken equip, the support and healing is there that i wont be needed for that and buffs are gonna be so good that i can help contribute while doing my 2 geo bubbles. Lasting Emanation reduces the native DoT on your luopan by -7 HP per tick. The nuke sets place a decent priority on Magic accuracy and our Relic +3 stuff really adds a lot here which is why i went with it over any augmented Reisenjima gear or Ea gear in the standard nuke set. Now there are several awesome abilities that a GEO has and you should become very familiar with them. Combined handbell plus geomancy skill, active job abilities, and equipment that says “Geomancy +” of which Dunna and Idris was shown as well as the Bagua Charm +1/+2 in the chart above. There are several ways to get there but a few suggestions are Dunna, Geomancy Mitaines, Handler's Earring, Handler's Earring +1, Thurandaut Ring, and Psycloth Lappas. The last two won’t get a ton of use but any good GEO will want to have those tools at the ready. 50% Potency to your Next Geo-xxxx spell. All of these are easy to get and so you don’t have much excuse not to have them. Most the time As a geo, I make sure mages keep mama with radial arcana, refresh and Indi refresh when really low. Geomancer has respectable capabilities as a DD mage. unfortunately GEOs are limited to 2,5 bubbles while RDM can stack their full arsenal. Enables the player to equip items marked as Superior 4 (Su4). FANTASY is a registered trademark of Square Enix Co., Ltd. https://www.bg-wiki.com/bg/Category:Enfeebling_Magic#Formulas. Increases acquired capacity points by 17%. Like blaze, bolster must be used before a Geo spell is cast but it will immediately increase any active Indi spell you have on yourself. We are limited to 2 effects at any given time. Additional merits reduce casting time by 10%. Final Fantasy XI Summary : Squaresoft's legendary RPG series embarks on a new adventure where players from around the world join forces in a persistent online quest. Ecliptic Attrition increases the potency of Geo-spells (not indi spells) by 25% but also increases the native DoT of the luopan by 6 HP per tic. Increases the amount of HP recovered by the luopan when Life Cycle is activated. Then just finish out wherever probably starting with Bolster. Shares recast timer with Ecliptic Attrition. There are several other items that will offer skill increases which I won’t begin to list out but your goal is to get to 900 ASAP. These levels are not the best times for GEO since you are hampered by not being able to really use GEO-xxx spells since you roam around so much you basically are just using Indi-spells to enhance you and your trust army. Pet DT caps at -87.5% and the luopan has a native -50% meaning you just need 37.5% more to cap. Shares a recast timer with Lasting Emanation. Now that you have your top priority sets, you should begin to collect a good Nuking set, healing set, Enhancing set, and enfeebling set. As a geomancer you have to be able to change with the tide of battle and understand your Geomancy spells and the effects your party will need. The Idris will also allow you to better take care of the GEO’s defenses making standing in range much easier if you want to swap some of the pet regen for GEO defense stats on hard hitting AOE fights where the regen may not be helping as much.