2009-04-16, 05:28 PM (This post was last modified: 2009-04-16, 05:50 PM by NoWaizMatt.)
So, Geomancers is a common class in many RPGs, right? But what exactly IS a geomancer? Well, Geomancers use magic to make attacks out of the environament, per se. So, now I present to you, my conception of a Geomancer. Although it is under the mage branch, they have no relations to other mages whatsoever.
A geomancer uses a Bell to attack with. The Bells have no stats, not even magic attack, because Geomancer attacks are not based on their stats. Therefore, you can be a lukless Geomancer and be weaker than a full luk one. Bells require no stats, either, so Lukless is generally what you'd see. Though, most attacks require mastery. Int also boosts damage and stabilizes it. Without Int, you'd not get much above ones when doing attacks.
Second Job: Geomancer
Geomance
Desc: A complex form of magic, by using your surroundings and MP, create an attack based on the Elements around you.
Level 1: MP -12; Basic attack 13, mastery 15%
Level 10: MP -12; Basic attack 40, mastery 30%
Level 20: MP -24; Basic attack 70, mastery 45%
Level 30: MP -24; Basic attack 100, mastery 60%
Note: Elements work based on the area in which you use this skill. In Aqua you get a water elemental attack, Leafre you get Poison and Ice, El Nath you get Ice, etc.
Dematerialize
Desc: Break down your molecules and reappear a certain distance away. If a monster is in the position you rematerialize in, you can deal massive damage. Similar to Teleport.
Level 1: MP -60; Teleport, with 130 in distance, Basic attack 45, Mastery 35%, elemental damage based on area used in.
Level 10: MP -33; Teleport, with 130 in distance, Basic Attack 85, Mastery 60%, elemental damages based on area used in.
Level 20: MP -13; Teleport, with 150 in distance, Basic Attack 125, mastery 85%, elemental damage based on area used in.
Enlighten
Desc: Temporarily increase elemental damage of whole party. Type of element based on area in which the skill is used.
Desc: Fuse yourself with the environment around you to attack several foes.
Level 1: MP -20; Basic attack 2, mastery 15%, attack up to 2.
Level 10: MP -20; Basic attack 20, mastery 30%, attack up to 3.
Level 20: MP -40; Basic attack 40, mastery 45%, attack up to 4.
Level 30: MP -40; Basic attack 60, mastery 60%, attack up to 4.
Micropower
Desc: Enlarge the environment around you, causing their elemental attributes to be increased. Lasts for two minutes.
Level 1: MP -140, Elemental Attributes increased by 2%
Level 10: MP -240, Elemental Attributes increased by 6%
Level 20: MP -340, Elemental Attributes increased by 10%.
Third Job: Necromancer
Summon: Spirit
Desc: Summon a spirit based on the elements around you. Consumes one summoning rock.
Level 1: MP -32; Summon a Spirit with basic attack 64 for 10 seconds
Level 10: MP -50; Summon a Spirit with basic attack 100 for 55 seconds
Level 20: MP -70; Summon a Spirit with basic attack 130 for 100 seconds
Level 30: MP -80; Summon a Spirit with basic attack 150 for 140 seconds
Skill Circle
Desc: Make markings on the ground to use specific, nature-related skills based on the elements around you.
Level 1: MP -40, 130 base attack, 45% mastery.
Level 10: MP -60, 140 base attack, 50% mastery
Level 20: MP -80, 150 base attack, 55% mastery.
Level 30: MP -100, 160 base attack, 60% mastery.
Necromance
Desc: Summon a spirit from nature to attack several foes at once.
Level 1: MP -45, base attack 60, mastery 60%, attack up to 3.
Level 10: MP -70, base attack 95, mastery 70%, attack up to 4
Level 20: MP -95, base attack 130, mastery 80%, attack up to 5
Level 30: MP -120, base attack 165, mastery 90%, attack up to 6.
Quake
Desc: Summon a weak earthquake to rattle foes. May stun. Dark elemental.
Level 1: MP -50, base attack 100, mastery 60%, attack up to 6, 25% chance of stun.
Level 10: MP -50, base attack 100, mastery 60%, attack up to 6, 50% chance of stun.
Level 20: MP -50, base attack 100, mastery 60%, attack up to 6, 50% chance of stun.
Burn
Desc: Summon a weak ball of fire to rattle a single foe. May inflict burn status. Fire elemental.
Level 1: MP -40, Base attack 125, mastery 60%, 10% chance to burn.
Level 10: MP -40, Base attack 125, mastery 60%, 20% chance to burn.
Level 20: MP -40, base attack 125, mastery 60%, 30% chance to burn.
Minipower
Desc: An upgrade to micropower. Adds more elemental attributes. Lasts for 2 minutes.
Level 1: MP -140, Elemental Attributes increased by 12%
Level 10: MP -240, Elemental Attributes increased by 15%
Level 20: MP -340, Elemental Attributes increased by 17%.
Level 30: MP -440, Elemental Attributes increased by 20%.
Fourth Job: Gastromancer (Meaning "from the stomach."
Ventriloquism
Desc: Take control of a monster and temporarily control it. Monster takes damage, character doesn't.
Level 1: MP -150, 10% success rate, use any of monster's skills with 350 base attack.
Level 10: MP -300, 20% success rate, use any of monster's skills with 360 base attack.
Level 20: MP -450, 30% success rate, use any of monster's skills with 370 base attack.
Level 30: MP -600, 40% success rate, use any of monster's skills with 380 base attack.
Acid
Desc: Spill out acid all over the map, causing monsters to take damage.
Dematerialize: Since it has the same benefits as teleport and does damage, i suggest there either be a delay between uses (like recoil shot has), or that the MP cost increase at least triple at all levels.
Micro/mini/max power: 80 SP for a total of +30% damage? wtp? The increments for each individual skill in question is retarded too. How are you going to cover +4% increase in power between level 1 and 10 of micro power?
Acid: Isn't this generally assumed to be a poison skill, in which case mastery is useless isn't it?
The Micro/Min/Max power abilities sound like Elemental Amplification done right. What mage wouldn't want a buff that increases damage by a significant amount without all that 200% MP bullock? Forget the fact it only lasts for 2 minutes. That's going to be a heck lot of MP saved by not increasing MP costs by 100%.