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Old 10-17-2017, 03:43 PM   #1
Caith

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Please provide any feedback or bugs for level 11 to 15 Geomancer abilities here. Please be as descriptive as possible when describing bugs with functionality, including NPC target if reporting an issue with a hostile ability, and targets name/class if reporting an issue with beneficial abilities.
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Old 10-18-2017, 09:00 PM   #2
Chillispike

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Earthen Phalanx level 14 spell
  • Increases the caster's crit bonus overcap by 1.8 for every 1 point of the casters Fervor overcap
I think that should be "Crit Bonus Overcap"
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Old 10-19-2017, 10:20 AM   #3
Earar

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bastion of iron and earthen phalanx are group abilities .. couldn't it have a purple background ???
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Old 10-23-2017, 08:32 AM   #4
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Bastion of Iron and Earthen Phalanx are almost identical ....
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Old 10-24-2017, 08:44 PM   #5
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I just don't understand where you want to go with the geomancer class.

First it felt like the CC ascension class .. less damage but CC that works on epics.

now it's nice we get a blue AoE, good addition to our arsenal. but the buffs look all a bit similar. stone soul (lvl 11), bastion of iron and earthen phalanx ... are way too identical and limit too much geomancers to scout/fighters. and those group temps would be only really usefull if in a group with other scouts/fighters .. way too restrictive
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Old 11-07-2017, 09:05 AM   #6
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sad there are no more feedback on the geomancer class.
seems nobody really plays the class.

plus the new spells will really make this class even less desirable. 2 group buffs that are exactly the same and only usefull if u have enough melees in group. otherwise it's wasted.

And the self crit bonus buff depending on fervor overcap is really strange. Does it work only when u are activelly above 200 (with celestial gate) or all the fervor overcap u have passivelly ?

sorry .. but really feels like you had no imagination for this class when doing the new spells. Should have kept the line as the CC class. Give the blue AoE a knock up, like rift or group buff that makes allies KB on each melee attack or chances to KB

stuff fun and usefull and mostly working on heroic mobs.

now, only the lvl 15 spell is worth upgrading.


why did I even choose this class ?? :/
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Old 11-07-2017, 10:32 AM   #7
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Geomancer does feel pretty much abandoned now by a lot of people, outside of specifc encounters requiring all classes as part of the script. There are a couple of classes Geomancer is a potential option for but as a a class with with 0 profession based combat art skills the new combat art buffing abilities mean starting over with a new ascension class now.
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Old 11-07-2017, 10:59 AM   #8
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since less people play it .. less feedback .. and even more let behind
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Old 11-07-2017, 02:54 PM   #9
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Geo will also end up losing the only real decent damage it has going for it when you end up having to take off the epic piece that gives Mudslide the additional hit. The CC aspect of the class just doesn't outweigh the fact that geos have generally longer cast times and lower damage than the other classes, yes they have MORE spells that do damage than any other asc class but the damage/cast times don't make things equal at the end of the fight.

If the cast times were like normal eq2 cast times and 0.25-1 sec, maybe the CC would come into play more, but it's not worth the effort to try to time a 3.35 second cast daze to prevent a mob from killing you. It's basically a damage spell with fluff text, but that fluff text is costing you a 40-60% damage decrease compared to the other asc classes. The numbers below are from a month or two ago (max dmg pulled from eq2u), I mentioned Stone Hammer not being affected by the Geo ear in discord awhile ago, and am not able to get in game atm so I'm not sure if that still doesn't work.

[IMG]

For tank geomancers we never actually got the chance to even wear the epic belt that gave Granite Protector a decent damage boost (if you had the fervor belt from Roost, and now with the ethereal belt), so GP is pretty close to not being worth the cast time.

Being a Geo with 3 GM and 2 Experts of the damage spells that are worth casting (excluding GP) and GM lvl 10 potency buff, it feels bad to spend all the time upgrading that stuff, then realize when you switch to Thaum for Trak that you parse comparably with all apprentice thaum spells and don't even want to switch back when doing other content.
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Old 11-07-2017, 02:59 PM   #10
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they are putting the epic items effects into orange adorns.

the issue right now is more that those addorns only fit armor and not jewelry .. though most of those effects were first placed into jewelry
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Old 11-10-2017, 10:51 PM   #11
knine

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Okay, I'll talk a little about them since I went GEO and have upgrade most the first tier levels of spells and won't change and put in more time or money (never put in money though)

-Stone Soul- Increases the Fervor of all profession combat arts by 14.4. 4 sec cast/ 5 min 40 sec recast
-Bastion of Iron- Increases the Fervor of all profession abilities that naturally deal crushing/piercing or slashing by 11.7. 3.6 sec cast with a 3 min 40 sec recast (group buff)
-Earthen Plalanx- Increases the fervor of all profession combat arts by 6.3 (group buff) 4 sec cast / 4 min 15 sec recast
-One with the Stone- Increases the casters CB overcap by 1.8 for every 1 point of the casters fervor overcap
-Domain of Earth- inflicts 18520852 (probably based off my pot/cb/etc.) crushing damage in Area of Effect.

3 fervor buffs and CB overcap buff and 1 AOE

Don't think we need 3 fervor buffs (especially 2 for the group of to which it will only affect those that melee or have combat arts, so you're limiting to how we set groups really then at this point.

CB overcap based off fervor overcap??? Is this based off the items that we already have that puts us over the initial hardcap or is it actually when we're over the cap that this would kick in? I would have to do some more investigating to see if I'm even over the cap to begin with. If the cap is 200 I think I sit at 230, with overcap, so that would mean that I get 54 CB overcap with this active and really does me no good unless you're at the cap already, to which I am, but that doesn't mean everyone is.

AOE-solid so far, although I don't think it should have a max target, because well I can only cast it every 2 mins and 35 secs.

Maybe give us an ability to reset erosion or telluric rending. No something crazy like mudslide/stone hammer/ or GP as these would most likely be overpowered but reset on the rending or erosion would be good. combat mit debuff up more quickly or the increased damage to target more quickly. This would then help the whole group as well.

Maybe we you guys could tweak a few of these or even change at least one of the fervor buff ones.
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Old 11-10-2017, 11:35 PM   #12
Earar

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geomancer and not even one stone skin
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Old 11-11-2017, 12:23 AM   #13
knine

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could replace one of the fervor buffs with this.. Group stone skin Smile
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Old 11-18-2017, 06:06 AM   #14
knine

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Nothing??? not even a we'll look at it??
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Old 11-18-2017, 10:29 AM   #15
Earar

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nothing has changed in the spells.
At least we'll have a blue AoE at lvl 15 !

the other spells are not really worth it increasing unless u really have no more researches to do Wink
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Old 11-18-2017, 11:27 AM   #16
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A lot of tanks went down the geomancer line thinking, stone, defensive, crushing ok this must be the tank spec. Its so disappointing, it offers very little.

The ferver line of spells, i pressed them once, but they took so long to cast it was distruptive to tanking and actually a huge negative to do. The Blue AE is a great addition, as the geomancer was the only class without one. It requires you to target a mob and have it not die before the AE lands, I can live with that but Etherflash etherealists doesnt require a target, i think i prefer that, especially because when you use it on multiple adds, they are usually low health and die quickly.

I am currently switching classes to etherealist on my pally. Literally no one starting this game at this point would chose a geomancer based on the level 1-10 spells. The 11-15 spells are even worse. Can the devs take a serious look at the geomancer class please? Just think, is this attractive to anyone, anyone at all? I don't think its actually in the top 2 choices for any of the 24? classes.
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Old 11-18-2017, 11:35 AM   #17
Earar

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implosion is like that too. whithering also
but the cast time of the lvl 15 spell seems to be fast enough

well .. geomancer s the CC class. .. at least was .. and from lvl 11 to 15 ..is the combat art class
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Old 11-18-2017, 11:45 AM   #18
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Ferver increases specifically to combat arts or spells is not a good idea imo. My ferver is a stat i see on my character sheet, these spells should increase a stat I can actually see in game for all things which use ferver.

Some people have combat arts, some people use more spells. Some use both. Most people dont know if what they cast is a combat art or a spell, i dont really want it to matter, they should all come under the same umbrella anyway.

Imagine all those people who dont have any combat arts and suddently it says, increases combat arts only. Well, unlucky!
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Old 11-18-2017, 01:07 PM   #19
Earar

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I agree.

And the asc buff that increases abilities that naturally use slash/pierce or crush ... don't improves the damage of CA that use melee damage (based on your weapon).
so it's not clear, what it really increases.

As a group buff, it should be straightforward, and it's not. U don't know which spells to prioritize with which buff. and those 2 fervor buffs are too similar but at the same time different.
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Old 11-21-2017, 12:03 AM   #20
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If the changes to Bulwark of Rime hold true, is it possible to make amendments to the Geomancer abilities to make them Viable options for Raids and Group encounters.

Strongly urged suggestion regarding Geomancer Ascension pre-11 , the abilities more specifically-

Stone Hammer / Mudslide / Terrestrial Coffin Please remove the component that Dazes target , Stuns target and Roots target. This makes these spells significantly less useful for tanking encounters. As positioning the mob is critical, so having these as components of damage oriented spells for us to maintain aggro along with threat makes this difficult.

Second point to make is , an ideal setup is not including a geomancer for a raid encounter. The ascension class is considered weak and useless , one person normally takes one for the team to be Geomancer in encounters where the ascension is needed. It is used only, to satisfy a script that is pretty much it. It would be really nice to make geomancers viable ascension classes in raiding without forcing it to happen.

Level 15 ability Domain of Earth , an AE in the ascension with no stun / daze or root is great thinking. Helpful, and appreciated. The fervor profession buffs are neato , I don't get to use any of this considering elementalists have profession boons to elemental based damage. Ironically I have to be elementalist for tanking a raid force otherwise its not a successful endeavor.
Level 14 One with Stone - interesting spell, but for true merit to it I would suggest a longer duration for the crit bonus overcap effect. It isn't going to be as great without an increase in duration I think personally.

Just to recap one last time, Control effects on the damage spells of geomancers , make tanks using geomancers not possible in all situations, and highly risky. If the ascension class could output more damage from its initiating abilites it would more than likely be a viable tank option.
I started Kunark Ascending as a Geomancer thinking this was the ascension for me, until I saw what bulwark / elementalists could do with Scorched Earth / Wildfire / Bulwark / Frozen heavens and at that point I realized I wasted alot of time and effort on something that should Naturally be a great choice for a tank.


I really hope that some merit for this ascension in balancing and tweaking comes of any of this. Whatever happens , I'll probably wind up going etherealist , or better yet. .. Etherealist Conjuror.
Thanks for your time
Tells
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Old 11-21-2017, 05:51 AM   #21
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The 11-15 do need revamped as I stated above. They don't need to remove the control effects off them though. Those of us who take one for the team just need to learn to not open up with crowd control stuff while pulling and moving lol. If an encounter needs to have the mob moved to x, y, z, then simply don't use until you get to those points. It's really not that complicated. They need to fix the 11-15. Giving us essentially 3 fervor buffs that are genuinely useless is what really needs to be looked at.
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Old 11-21-2017, 07:44 AM   #22
Earar

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daze don't root the mob though

still ... the added effect isn't worth the loss of damage. Especially on epic encounter where the mob gets immune to CC effect after one is applied to him. (and effect is shorter too)
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Old 11-26-2017, 09:04 AM   #23
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Just switched from Geomancer to Etherealist on my Paladin. Journeyman Etherealist beats GM Geomancer I can see the dps increase straight away. I wouldn't use the 11-14 Geomancer spells so I felt pushed to go down another path. Which is sad really, the game would be better with four viable ascension classes.

Also can I just highlight, the reason why there is only a few people complaining is because very few people have chosen to stick with geomancer.
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Old 11-26-2017, 08:06 PM   #24
knine

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Still nothing changed for 11-15, so guessing we're stuck with lame duck abilities and wasted time on spells we upgraded when we decided to stay with this class............took one for the team lol, on the bright side I guess I won't need anymore hot bars space, since these would be a waste of space. OH well.
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