Character build of the Week-ish 2: Geomancer
Week #2: Geomancer
http://www.eyesonff.com/fft/images/class-geomancer.gif
Rules:
- Only submit builds for the class of the week (duh)
- Builds should include all 5 abilities equipped, and all 5 items equipped
- Only items you can buy in stores are allowed
- Only use abilities learned by generics
- No Math Skill, you know why
Optional Rules: (which you may or may not observe to keep the game more interesting):
- No Blade Grasp (NBG), that is just a cop out of a counter ability that works with any class/build
- No Dark Knight abilities (NDK). If you haven't played War of the Lions or are just used to the PSX version.
- No Move+3/Teleport (NMA). Move+3 and Teleport make other move abilities obselete in most circumstances, so you may chose to place them off limit to allow yourself to be more creative with the move ability slot.
And remember, this is a competitive environment. Don't just post your build, write up a paragraph or two to justify it. I don't want this to be a thread were everyone posts their builds and leaves it at that. Lets see some discussion and pick each other's builds apart. (Of course be civil, we are all friends here)
*will be updated roughly once a week or whenever the old thread dies, whichever is longer.
wow this is hard. I hate geomancer.
Rune Blade
Rune Blade
Thief's cap
Black Garb
Germinas Boots or an angel ring
Reasons : Well I never really liked the geomancer as other classes are far better. A mixture of a Mystic and a black mage can do pretty much everything on the list. Maybe I'm missing something?
Anyways the two rune blades are there for a good attack since this class can still use swords. It beats the slasher axe anyday. The black Garb was just thrown on there but the Germinas boots gave my character a 5 move and 4 jump. Awesome. The other one I use a lot when fighting hard battles is the angel ring. IF your character gets KO'ed and you can'tr make it in time, then you get a second chance as they will be revived just long enough to cast re-raise back on them from another character. or long enough to get your healers over there and get him back in the battle.
Geomancy
Summon
Critical: Recover HP
Duel Wield
Treasure hunter / levitate
Reason : Well I put summon on the list cause I can't use the dark knight spells which I would have. Summons offer a range of spells like angels cure and bahamuts mega flare. I've been playing around and found that Critical: recover HP is really handy. When your character gets low on HP this ability refills it all.
So we got summons and geomancy for long range but if your caught near an enemy and think you can beat him real quick, I put Dual Wield on there cause like said before the coolest thing about Geo's is they can use swords. Its a good defeat. Next was treasure hunter for good item pick ups if you know where to go. The next up on the list was levitate which helps my jump a little and my character looks cool floating around killing things.