would try to keep MAB and Magic acc as close to 30+ and just try to roll as much INT as you can, and Mburst up to 6 if you intend to get ea+1.
Ea+1 head, body, legs, amalric+1 hands/feet, mb10 neck caps with MB6 on your grio, freeing up a ring slot for a minor damage bump over locus ring.
Right now afterglow idris/shield is +18MAB, +28magic acc, +27 magic acc skill, -16INT over your current grio/enki
non afterglow idris/shield should be close to what you have(not sure how much the lower magic damage hurts it) damage wise, club/shield should still be higher magic acc. but getting more INT/Mburst (if you need it) would prob favor the grio.
Went back a few pages to find the answer but could someone fully detail how absorb DT works on the charm?
Does it give health for 10% of the damage you would have taken?
E.g You would have taken 100 dmg without the neck but with the neck you see:
The luopon takes 90 points of damage.
The luopon absorbs 10 points of damage.
Or does it absorb all the damage you would have taken and adds 10% but only happens occasionally even though the item doesn’t say “occasionally” like the other DT absorb pieces with the hidden effect percentages?
E.g You would have taken 100 dmg without the neck but with the neck you occasionally (what %?) see:
The listed percentage is the proc rate. It fully absorbs and restores HP for the damage you would have taken.
It's worth noting that if this works anything like other absorb gear effects it likely absorbs the damage you would have taken Before PDT/DT is applied. I haven't specifically tested this about the geo neck though.
It's worth noting that if this works anything like other absorb gear effects it likely absorbs the damage you would have taken Before PDT/DT is applied. I haven't specifically tested this about the geo neck though.
Martel's right, this is the case. Most endgame content, a proc equals a full HP luopon.
Does the Perp cost down on the charm have an effect when equipped at precast for Ecliptic Attrition as well?
IIRC, The perp cost- is applied upon the luopan cast. you can actually take it off afterwards and still have the reduction. It's just that the absorb is so useful.. you idle in it too.
So since the perp cost is already determined, I suspect equipping the neck during ecliptic activation wouldn't change anything. That said, I don't recall if I've specifically tested that point, and since I idle in it with luopan out, it's probably on when I ecliptic... I may have to go retest. That or look at my notes, where ever the hell I put them....
Just wanted to drop in and say that I'm completely redoing the guide from the ground up. Here is a little chunk that I have done so far (trying not to take up a ton of space with this post). There is more done on the front page and I'll be working on it more in my free time. The coding takes a lot of time so if anyone wants to post some up to date gearsets when I get to that point so I can add them that would be great. I honestly have not played geo in years lol
Bubble Trouble: A Geomancer Guide Hello and welcome to my Geomancer guide!
Hello!
I'm currently working to completely update and redo this guide from scratch in my spare time. Hoping to have it finished sometime soon! The original guide will still be down below until I completely finish.
-Brixy March 19th, 2019
Geomancer
These arcane spellcasters harness the power of geomancy to strengthen allies, enervate enemies, and provide much-needed support to their parties. They assume many of the same support specialist roles corsairs and bards do, and while they may not pack as much offensive firepower as black mages, they can employ elemental magic with ease.
What does Geomancer have to offer? Our main job is to increase the damage output of our group. We have a few different ways of doing this. The obvious ones are increasing attack and lowering defenses. Sometimes though accuracy may be a problem. Sure, Bard can give a party madrigals and they are very potent, but what if you are in an alliance? Do you want to swap 2 bards constantly? This is where the main boon of geomancer comes to play! Geomancer can boost the entire alliance without having to be in a specific party to begin with. By reducing an enemies evasion, you are increasing the entire alliances accuracy. By reducing an enemies defense, you are increasing the alliances damage output. Pretty simple right? Keep in mind that all of Geomancer's buffs and debuffs stack with other forms of the same spell.
The coding takes a lot of time so if anyone wants to post some up to date gearsets when I get to that point so I can add them that would be great. I honestly have not played geo in years lol
*cape: mEva, PDT, & Pet: regen.
*artsieq: path C for pdt-5
*telchine: pet: regen+3 dt-4
Likely will get the most milage out of sets 3 & 4.
However I wish I had the pdt set complete earlier tonight when I was pulling & cleaving in delve... or kept up wilt instead of swapping to vex before ads were dead at wopket.
*cape: mAcc & FC
*Merlinic: Fast Cast & if possible mAcc
*Grioavolr: MND mAcc & Enfeebling skill
*Vanya: path B
Sets 2 & 4 require the Green Wyvern Cheer (or area specific buffs) to cap haste.
These are my guesses for BiS (high mAcc focus), and generally what I am looking at creating for my future equipsets. I am very interested in potential improvements.
So, LS was attempting Schah last night in SMN zerg. I was on GEO. I idle in Bolelabunga and have midcast and pet idle in Idris.
Group was claiming that damage was low (~half) compared to previous attempts with other GEO. So, i gs disabled main and just had idris on full time and damage was higher.
Has anyone experienced issues similar to this? Casting Indi / Geo immediately after pop causing GS to not swap to idris in midcast? I know there are issues with SMN Bloodpacts with GS where latency can create problems but i can't find anyone mentioning possible issues regarding Geo / Indi spells.
I don't use any quickcast but have capped fastcast, but from what i've read, that shouldn't matter. I should also note that the fastcast was definitely firing but can't confirm if midcast was swapped to in time.
I am unable to recreate issue where indi spells / geo spells but if this is due to a latency issue immediately after spawning specific mobs / group, it's going to be difficult to isolate this exact issue.
Edit: Testing with and without idling with idris with refresh (Geo and Indi):
jima (+6 refresh vorseals):
22/tic with idris
17/tic without
ceizak:
16/tic with idris
11/tic without
This was done outside the scenario i was describing regarding casting immediately after NM popping. This was just to confirm that my basic GS plumbing is correct and working.
After the last update... mine wasn't working properly either. I don't know what the issue was(is).
But unlike everyone else... I verify my ***works every couple days, and it was absolutely not working properly since the previous update. (on all accounts, on all pcs) I have no idea what changed or why though.
Wasn't just idris either, dunna wasn't working too. It wasn't making the swap from sapience properly and kept casting in idle set.
Was getting the regular 6 tick refresh, can't figure out why.
Was wondering, are the sets in the main guide up to date? Been trying to build a geo from scratch as a returning player, it kinda helps when guides have progression sets.
I decided to ask since I saw a few posts back some updated sets making me believe the original sets are not updated?
Has anyone tested using Maxentius/Amurappi Shield combo for higher MACC? I keep seeing people say how good grio/ambu strap is but the max/amm combo has considerably more MACC.
Has anyone tested using Maxentius/Amurappi Shield combo for higher MACC? I keep seeing people say how good grio/ambu strap is but the max/amm combo has considerably more MACC.
Definitely better than grio/khonsu.
Guess I'll change the posted set to Idris/Amurappi since r15 of that has the greatest mAcc possible.
Tempered cape +1 is definitely better; will change.
Bishop is better in most all situations; will change.
Raetic is nice if that more potent cure is being fully utilized.
to me, not worth buying when I have a perfectly good gada sitting in inventory for other reasons already.
I'll edit the post later with cure #s.
I don't have a Raetic and not the slighest intention of buying one either, but I'm not sure I get your point. Sounds like an excuse to avoid wasting gil on it D:
The "not sure if it would be fully utilized" logic could be applied to virtually anything in this game, if you put it that way.
Or did I misunderstand you?
I don't have a Raetic and not the slighest intention of buying one either, but I'm not sure I get your point. Sounds like an excuse to avoid wasting gil on it D:
The "not sure if it would be fully utilized" logic could be applied to virtually anything in this game, if you put it that way.
Or did I misunderstand you?
Yeah I am with Sechs in just because you dont want to spend gil on it doesnt mean its not the best. However with raetic+1 I feel like it does deserve an * because it does chew MP more than Gada, so its fair to mention, if your alliance/party is in trouble and you are out of MP raetic+1 may not be as desirable, but I have found a GEO dropping Cure4 for 1k+ really is a nice thing to have
Had an epiphany, I don't need bishop's sash for anything. I have a MND+10 belt already.
Don't need beatific...unless I'm willing to waste an inventory space for something like 0.2% cursna success rate. I can just use regal earring.
Don't need Sirona; stikini+1 is just as good for single target cures, better for curagas and I use it anyway for a bunch of other stuff.
what I am looking at creating for my future equipsets. I am very interested in potential improvements.
Guess Raetic Club +1 isn't something I'd be interested in for my own equipsets; although, it is an improvement. The Raetic+1 cure set was already posted several pages ago; I wanted to make mine an alternative set.
*looked back, it was the last post on page 49.
Didn't see a solution from last page, so I tested whether Cardinal Chant's MBD is MBDI or MBDII.
Locked in a set with MBDI+41 MBDII+11 which utilized Static earring so there no other stat changes. Naked SCH made fusion on Blanched Mandragoras, and bursted fire 5.
Mob position/dmg:
Pure south:47170
Pure west: 54045
Pure west and removed Static earring: 52793
My Node section is messed up because of too much data usage and I am locked out of editing this guide. If you would like to reach out to Rooks to fix that problem like he said he would years ago when I asked him to fix it, feel free to do so. Until then, enjoy the half fixed guide I guess?