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Geomancer-only club skill, Exudation
WS requires testing.
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The effects of indicolure geomancer spells are now determined by the state of the player at the end of casting. In other words, the effects of an indicolure spell will not change once cast, even if the player changes equipment.
* The effects of the geomancer ability “Bolster” will activate even while under the effects of an indicolure spell.
Amazing change - this means you can have double potency on 2 BUFFS/DEBUFFS!, although only shortly (with Bolster SP1). It also means you can cast your buffs/debuffs IN YOUR SKILL+ OR duration+ gear, and then swap out to assist in other ways, and not have your potency hindered. However, this probably does not include the GEO -DT%, so you will have to idle in that (requires further testing).
Also previously mentioned in the other thread, Dunna has been changed to have +5 Geomancy potency on it. Two other new bells have also been added, Nepote and Eminent Bell, each with +5 Geomacy and +3 Geomancy respectively. The + Geomancy appears to be a straight buff to all spells, as I was seen getting +10 refresh with Dunna/Nepote on, but was getting only +3 without a Handbell (Naked probably removes that skill entirely, meaning I was casting with only Geomancy skill being active, hence the 3 refresh).
I cannot confirm how effective the +5 buff on Dunna/Nepote is and how it relates to other spells and their numbers (for instance, Torpor and Refresh use whole numbers to determine the buff/debuff rate. But Frailty uses a % instead of a hard number (i believe). Testing needs to be done to determine if the + Geomancy buff is a hard number (like -5 defense on frailty, or a straight potency buff percentage of -5% defense in addition to the already existing cap of -13.5%). I already tested Refresh as being a hard number, so we know that's not a percent.
Testing should be done with Filiae bell or Matre instead of naked, as that confused my numbers entirely. I want to see if the buff on these bells are actually hard numbers or respective numbers based on the buff or debuff applied. Is it +5 or +/-5%, depending on the spell used?
Overall, Dunna still reigns supreme as the elite Bell of choice, but it at least gives other jobs an option to pick up a quick bell at a cheaper rate than Dunna.
These changes probably don't make Geomancer party-worthy (in other words, it won't replace a bard or a corsair usually, unless fighting a mob that constantly removes buffs or debuffs). However, it does provide even more potency to Geomancy spells, allows us a better use for Widened Compass (standing out of AOE range with Indi-spells up for additional debuffs on the mob), and give comparable buff/debuff support from other jobs of the same genre. If nothing else, GEO got significantly better and acts as an auxiliary buffer for content that requires more than 6 people (Delve comes to mind, or DM2).
Today was a good day.