Bubble Trouble: A Geomancer Guide

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フォーラム » FFXI » Jobs » Geomancer » Bubble Trouble: A Geomancer Guide
Bubble Trouble: A Geomancer Guide
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 Asura.Melliny
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By Asura.Melliny 2026-08-02 13:06:45  
The correct answer is to entrust strength on your dds. If your mages are running out of MP when you get a full MP refresh every time you go up to a new floor I don't know what to tell you. Most groups only bring geo and red mage, and neither of us should be running out of mana in there.
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By Shichishito 2026-08-02 14:23:32  
Floor warp MP refresh is a good point, but while refresh bubble isn't the best example for limbus climb I'm sure there are the occasional beginner groups that pick to high of a floor lvl than what they can manage and if he has to ask he might fit that description.

If you brought SAM and the mobs aren't much of a challange then STR bubble is a good choice.
If you brought a Rudra spamming THF then DEX bubble might be the better choice.

What I was trying to point out is it's better to be aware of the situation you're in than following a blank statement that possibly doesn't fit the individual circumstances.
 Lakshmi.Buukki
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By Lakshmi.Buukki 2026-08-02 15:39:56  
Asura.Melliny said: »
Most groups only bring geo and red mage, and neither of us should be running out of mana in there.

The only time I run out of MP on GEO is when I spam Curaga3's carelessly as GEO with Raetic Rod +1, and idle in Raetic Bangles +1. I steal hate from idle mobs when they wake up, they smack me a half dozen times, and the bangles drains my MP (kind of funny, but a non-issue). If GEO runs out of MP, Radial your bubble or Aspir it back (most mobs in Limbus have MP).
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By spicychai 2026-09-15 08:48:24  
I play with my buddy (who's a WAR / DRK / BLU) to duo lots of stuff, I go RDM to cover haste / debuffs / heals / damage / magic.

Some bosses are kinda tough, specifically V1Ns for 2 people and it's mostly a matter of taking strong damage that trusts can't cover or also die to.

I was considering going WHM or SCH as a solid healing option for my friend. But then I was wondering if GEO would be a good option too as a healer, what do you think?


Cons:
  • Doesn't have native healing skills.

  • Most gear will focus on healing skill, reaching cure cap, but some sacrifices might be made e.g. DT I think? or Cure of DT.

  • No healing JAs.



Pros:
  • It can stack GEO and INDI spells to increase player def and reduce enemy attack, supporting survival, which WHM and SCH can't do as well?



Anyway yeah, just wondering about which job to try next. thanks!
 Asura.Eiryl
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By Asura.Eiryl 2026-09-15 08:55:49  
In almost every scenario involving two players(or two characters), DD+GEO is the answer. (the "DD" can be a RDM/PLD/RUN it's not exclusively DD persay)

Geos healing is sufficient even with no skill, gear more than makes up for it. Barrier/wilt/fend/slow/para beat all the other things. Fury/frailty are unmatched when you don't need survival. Indi-Haste + haste 1 covers haste cap.
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By spicychai 2026-09-15 09:00:14  
That's got me very enthusiastic about GEO, ty! I shall continue my journey of building it
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By spicychai 2026-09-15 09:42:50  
Oh also forgot to ask, unless specific na spells are needed and I need to be on /WHM, any generic / default subjob worth going for as a support or back-end healer?

I've been going RDM thanks to the BGWiki (and this) guide for the light buffs and debuffs, but I also heard SCH is pretty good for reducing the need for some gearing thanks to light arts, and of course the FC in there.
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By Dodik 2026-09-15 10:14:41  
/rdm is the standard sub, or /whm. Need something with haste which /sch doesn't get.

/rdm also gives you refresh which will likely want. /whm for curagas and -nas.
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By Sylph.Timepassesbye 2026-09-15 12:15:33  
couple things from your first post, mending halation is a healing JA, so it does have that as a backup option, though it's on a 5 min CD. the SJ you choose is heavily dependent on the content you're doing and if you have access to trusts. /sch does lose the haste, but you can offset that with an indi haste.we utilize /sch for sortie because it gives additional strats, sublimation, and the arts fast cast bonus. /rdm gives 15%, /sch gives 10%. /rdm does go up to 20% when you're ml 30 and higher, so that's worth knowing. as for direct cures, rdm has cure 4 right out of the gate, where sch needs to be sj 55, so again, ml 30.

if you want a side by side spell co9mparison

rdm- gravity, haste, refresh, cure 4, distract, frazzle, raise, pro3/shell2(3 at ml 35),dispel

sch cure 3 (4 at ml 30), sublimation, pro 2 (3 at ml 5), shell 2, reraise and raise, helixes, weather, dispel, regen 2, (3 at ml 50)

the biggest difference really comes down to the haste and whether you like refresh or sublimation for yourself. frazzle and distract may be helpful too, and the offset is weather/helixes and klimaform and regen(though fairly weak)
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By Maliketh 2026-09-15 15:54:34  
What is commonly paired for survival or a typical scenario you might need it as far as buffs go? thank you
 Asura.Eiryl
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By Asura.Eiryl 2026-09-15 16:07:10  
Whatever is kicking your ***, lower it.

Mob physically hits too hard, wilt it.
Nukes too hard, fade it.
Pain in the *** with debuffs, vex it.
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