Geomancer
job · GEO
The Geomancer surrounds the party with bubbles that haste, strengthen and refresh your friends and weaken the monster, and nukes with elemental magic on the side.
GEO · 14 job abilities · 22 trait ranks · 223 spells · 24 weapon skills
What the job does:
A Geomancer fights with geomancy, a separate magic school that creates auras. There are two kinds:
- Indi spells (Indi-Haste, Indi-Fury, Indi-Refresh) put an aura on you. Everyone in your party within 6 yalms of you, trusts included, gets the effect. The aura moves with you and lasts 3 minutes.
- Geo spells (Geo-Frailty, Geo-Haste, Geo-Acumen) raise a Luopan, a small floating pet, where you cast them. The Luopan makes the same kind of aura around itself, in one place, and slowly loses HP until it fades. You can have only one Luopan.
Every effect comes in two parts: the buff version helps allies, and the debuff version (Frailty, Wilt, Malaise, Slip) hurts monsters inside the aura. You also have a full set of elemental nukes up to Tier IV, and Drain and Aspir.
What it is good at:
- Support that doesn't need a button press per person. Walk into a bubble and you are buffed.
- Up to three auras at once: an Indi on you, a Geo bubble from your Luopan, and a third by Entrusting an Indi to a friend.
- Haste and Refresh (Indi-Haste at level 93, Geo-Haste at 97, Indi-Refresh at 30).
- Weakening monsters with Frailty (defence), Wilt (attack), Malaise and Fade (magic), Slip and Vex (accuracy), Torpor and Languor (evasion), Slow, Paralysis and Gravity.
What it is bad at: healing, holding hate, and damage compared with a Black Mage. Your MP goes into bubbles, not nukes.
From your seat a fight is placing: you set the Indi, set the Luopan where the party will stand, Entrust a second Indi on the person who needs it, and nuke or burst between refreshes.
Role in a party:
Support, with a spare nuker role. The party expects you to keep a good Indi on yourself and a Geo bubble running for the party, and to put a debuff on the monster. You bring things nothing else does:
- Auras that cover your whole group at once, with no per-person casting.
- Entrust, which gives a friend a second Indi that follows them.
- Mending Halation and Radial Arcana, a heal and an MP restore from the Luopan's aura.
- A magic burst booster, Cardinal Chant, and a debuff, Geo-Malaise, that makes your whole party's nukes hit harder.
A Geomancer needs the party to stay close. The aura is only 6 yalms wide, so a spread-out party gets little from you.
Subjobs:
Subjob levels are half your main level (49 at level 99), and every subjob is open from the start. A Geomancer subjob can cast Indi spells, but Geo spells need Geomancer as your main job.
Subjob | When to use it | What it gives you |
RDM | The default for most Geomancers | Refresh (41), Haste (48), Phalanx (33), Convert (40), Composure (50), Dispel, Fast Cast (15, II at 35). |
SCH | Nuking and support | Stratagems, Sublimation (35), Alacrity and Celerity (25), Regen (18), the helix nukes. |
WHM | Parties with no healer | Cure up to Cure IV, Haste (40), Regen, Erase, Raise, Auto Regen. |
BLM | Nuking | Manafont, Elemental Seal (15), Magic Atk. Bonus (10, 30, 50), Magic Burst Bonus (45), Elemental Celerity (50). |
NIN | Soloing | Utsusemi shadows, Dual Wield. |
RUN | Tanking-adjacent play | Ward, Effusion, runes (5), Vallation (10), Valiance (50). |
Start with /RDM, and switch to /BLM or /SCH when you spend most fights nuking.
How the abilities work together:
Potency. A bubble's strength depends on your Geomancy skill plus your Handbell skill, capped at 900 together (600 for Regen and Poison). That means you should hold a handbell in the ranged slot: Dunna (+18), Filiae Bell (+15), Nepote Bell, Eminent Bell. The effect rises evenly from its smallest value at zero skill to its largest at 900:
Bubble | Indi / Geo level | Effect | Smallest to largest |
Haste | 93 / 97 | Magic haste | 2.4% to 29.9% |
Refresh | 30 / 34 | MP per tick | 1 to 6 |
Regen | 15 / 19 | HP per tick | 1 to 30 |
Fury | 34 / 38 | Attack | 4.6% to 34.7% |
Barrier | 28 / 32 | Defence | 9.7% to 39.8% |
Acumen | 46 / 50 | Magic attack | 3 to 15 |
Fend | 40 / 44 | Magic defence | 5 to 20 |
Precision | 10 / 14 | Accuracy | 1 to 50 |
Voidance | 4 / 8 | Evasion | 1 to 65 |
Focus | 22 / 26 | Magic accuracy | 1 to 50 |
Attunement | 16 / 20 | Magic evasion | 1 to 65 |
STR, DEX, VIT, AGI, INT, MND, CHR | 48, 45, 42, 39, 36, 33, 30 / 52, 49, 46, 43, 40, 37, 34 | The stat | 1 to 25 |
Frailty | 76 / 80 | Enemy defence down | 2.7% to 14.8% |
Wilt | 82 / 86 | Enemy attack down | 4.6% to 25% |
Malaise | 88 / 92 | Enemy magic defence down | 3 to 15 |
Fade | 94 / 98 | Enemy magic attack down | 5 to 20 |
Slip | 58 / 62 | Enemy accuracy down | 1 to 65 |
Torpor | 52 / 56 | Enemy evasion down | 1 to 50 |
Vex | 70 / 74 | Enemy magic accuracy down | 1 to 65 |
Languor | 64 / 68 | Enemy magic evasion down | 1 to 50 |
Slow | 48 / 52 | Enemy slowed | 0.9% to 14.9% |
Paralysis | 68 / 72 | Enemy paralysed | 1% to 15% |
Gravity | 88 / 92 | Enemy weighed down | 3.9% to 19.9% |
Poison | 1 / 5 | Enemy poisoned | 1 to 30 HP per tick |
A Geomancy +N item adds to every bubble on top of this; only the single highest one counts, not the total of several. An Indi spell you Entrust to someone else does not get your Geomancy gear bonus.
Indi versus Geo.
- Indi: 2 second cast, 12 second recast, lasts 3 minutes (Indi duration gear, Nantosuelta's Cape and Job Points add to it). Costs half the MP of its Geo twin: Indi-Haste 100 MP, Indi-Fury 70, Indi-Acumen 91.
- Geo: 2 second cast, 24 second recast (12 for Geo-Regen, Geo-Refresh and Geo-Haste), costs double: Geo-Haste 200 MP, Geo-Fury 140, Geo-Acumen 182. The Luopan stays until its HP runs out, you dismiss it, or something kills it. It takes half damage from everything.
- An effect of the same kind from an Indi and a Geo bubble does not add together. Choose different effects, or put them on different people.
- Both reach party members w [cut off]
Working with other jobs:
Which bubbles for which party:
Party | Indi on you | Entrusted Indi | Geo bubble |
Melee and trusts | Indi-Fury (34), Indi-Haste (93) | Indi-Precision on the main attacker | Geo-Frailty on the monster |
Mages and nukers | Indi-Acumen (46) or Indi-Focus (22) | Indi-Refresh (30) on the healer | Geo-Malaise on the monster |
Tank | Indi-Barrier (28) | Indi-Voidance (4) or Indi-Fend (40) on the tank | Geo-Wilt or Geo-Slip to cut what it hits for |
Mixed | Indi-Haste, once you have it | Indi-Fury on the best melee | Geo-Frailty, or Geo-Haste (97) near the group |
Ranged group | Indi-Precision | Indi-Fury | Geo-Frailty |
Levelling | Indi-Refresh if you cast; Indi-Fury if you melee | none | none |
Haste. Indi-Haste, Geo-Haste, Bard Marches, Haste spells and a Haste II from Koru-Moru all share the same 43.75% cap on magic haste. With a strong Indi-Haste, one March or a Haste spell tops you up to the cap; have your Bard spend the other slots on Minuet and Madrigal.
With a Bard. Marches and Haste, Minuet and Fury, Madrigal and Precision are different effects and stack. A Bard's Mage's Ballad and your Indi-Refresh both give MP back.
With a Corsair. Chaos Roll and Fury, Hunter's Roll and Precision, Wizard's Roll and Acumen all add to each other. Naturalist's Roll gets a bonus when a Geomancer is in the party. Allies' Roll raises skillchain damage.
With trusts. Bubbles reach every trust within range. Sylvie is a Geomancer who picks her Indi by your job, and from level 93 casts an Entrusted one on you; she leaves Haste to Koru-Moru when he is out. If you are a Geomancer, a Sylvie bubble of the same kind as yours does not add up, so pick different ones.
Magic burst. You nuke the skillchain's element inside its window. Burst table:
Chain | Burst with |
Light | Light, Fire, Wind, Thunder |
Darkness | Dark, Earth, Water, Ice |
Fusion | Light, Fire |
Fragmentation | Wind, Thunder |
Gravitation | Dark, Earth |
Distortion | Water, Ice |
Your burst gets extra from Cardinal Chant, which adds on top of the 40% gear cap, and from Job Points. Geo-Malaise on the monster also helps, and Concentric Pulse deals damage by itself. Your nukes run from Stone, Water, Aero, Fire, Blizzard and Thunder up to Tier IV, and the "-ra" spells (Stonera, Fira II) hit a group.
Skillchains. You have club and staff weapon skills. The ones that matter:
Weapon skill | Attributes |
Exudation (club, quest "Geomancerrific") | Darkness, Fragmentation |
Realmrazer (club) | Fusion, Impaction |
Hexa Str [cut off]
Levelling it:
- 1-19: Bolster (1), Indi-Poison (1), Stone (4), Indi-Voidance (4), Full Circle (5), Geo-Poison (5), Indi-Precision (10), Water (9), Aero (14), Indi-Regen (15), Drain (15), Indi-Attunement (16), Fire (19). Nuke with the single tier I spells and use trusts as your tank.
- 20-49: Indi-Focus (22), Blizzard (24), Ecliptic Attrition and Lasting Emanation (25), Stonera (25), Indi-Barrier (28), Indi-Refresh (30), Aspir (30), Indi-Fury (34), Sleep (35), Cardinal Chant (25), Collimated Fervor (40), Indi-Fend (40), Indi-Acumen (46).
- 50-74: Life Cycle (50), Elemental Celerity (55), Stone III to Thunder III (58 to 73), Blaze of Glory (60), Dematerialize (70), Indi-Vex (70), Sleep II (70).
- 75-99: Entrust, Mending Halation and Radial Arcana (75), Stone IV (76), Theurgic Focus (80), Indi-Frailty (76), Indi-Wilt (82), Fire IV (85), Blizzard IV (88), Indi-Malaise (88), Concentric Pulse (90), Aspir II (90), Thunder IV (91), Indi-Haste (93), Widened Compass (96), Geo-Haste (97), Geo-Fade (98). Clear Mind V and Conserve MP VII come at 99.
The level cap starts at 70. For Geomancer the limit break fight is "Elementary, My Dear Sylvie"; the cap is per character, so if another job of yours has already opened 99, your Geomancer has it too. Geomancer is open from level 1 on a new character.
A Geomancer levels well with trusts: Indi-Fury on yourself for the melee trusts, a Geo-Frailty bubble on the monster, and your own nukes. Sylvie shares the work. Fields of Valor tabs pay at 20x. In Classic mode your level is held at 75 until you finish the Classic lists, so you have every bubble up to Geo-Vex there, Entrust and Mending Halation, but not Indi-Haste.
At 99 and endgame:
Merits. Full Circle effect, and the recasts of Ecliptic Attrition, Life Cycle, Blaze of Glory and Dematerialize, plus the upper merits Mending Halation, Radial Arcana, Curative Recantation (Full Circle also heals you) and Primeval Zeal. Put points in Full Circle first for the MP back.
Job Points. Per rank: Indicolure Spell Effect Duration +2 seconds on Indi spells, Dematerialize Duration +1 second, Blaze of Glory Effect +1% Luopan HP, Life Cycle Effect +1% Luopan HP, Bolster Effect slower Luopan drain, Widened Compass Effect, Theurgic Focus Effect, Concentric Pulse Effect, Magic Atk. Bonus and Magic Accuracy Bonus.
Gifts. Geomancy skill (+5 at 45, +8 at 320, +10 at 845, +13 at 1,620), Handbell skill (+5 at 60 and onwards), Elemental and Dark Magic skill, Magic Damage Bonus (+3 at 150, 500 and 1,125, +4 at 2,000), Magic Attack and Accuracy. At 2,100 JP the job is mastered, Bolster and Widened Compass recharge 15 minutes sooner, and Master Levels open.
Where it shines. Long fights with a standing party: Omen, Odyssey, Ambuscade, Dynamis, Limbus and Voidwatch all allow trusts. Sortie, Einherjar and Nyzul Isle do not allow trusts; there a Geomancer's Haste, Refresh and Frailty make a real party.
Gear to aim for:
Weapons. Clubs: Idris (Geomancy +10, takes Luopan damage down 25%, Exudation), Solstice (Indi duration +15, Handbell +5), Kaja Rod, Bagua Wand, Tishtrya (Realmrazer, Aeonic). Staff: Khatvanga (Shattersoul, Aeonic), Hvergelmir. Handbells for the ranged slot: Dunna (Handbell +18, Geomancy +5, Luopan damage -5%), Filiae Bell, Nepote Bell, Eminent Bell.
Level 99 bubbles set. Azimuth Hood +3 (Geomancy skill +25, Full Circle, Luopan Regen), Azimuth Gaiters +3 (Indi spell duration +30), Bagua Pants +3 (Indi spell duration +21), Bagua Sandals +3 (Luopan Regen +5), Bagua Galero +3 (Luopan HP +600, Concentric Pulse), Bagua Tunic +3 (Geomancy skill +16), Geomancy Tunic +3 (Life Cycle). Nantosuelta's Cape (Indi duration +20, Life Cycle). Bagua Charm +2 (Geomancy +7) and Azimuth Earring +2 (Geomancy skill +12). The Azimuth pieces also cast geomancy spells for free now and then.
Level 99 nuking set. Azimuth Coat +3 (Elemental magic skill, burst damage), Azimuth Tights +3 (Dark magic skill, burst damage), Bagua Mitaines +3 (burst damage, casting time -14%), Geomancy Pants +3 (Fast Cast, fewer interrupts). Hecate's Earring, Stikini Ring +1 and Mujin Band for bursts.
Accessories. Etiolation Earring, Odnowa Earring +1, Defending Ring, Gelatinous Ring +1 for staying alive; Flume Belt +1 for damage taken.
Vanagear will swap bubble, nuke, burst and idle sets for you.
Common mistakes:
- No handbell. Your bubbles are scaled by Geomancy skill plus Handbell skill, up to 900 together. Without a handbell in the ranged slot you give up the Handbell share of it.
- Standing too far from the party. The aura is 6 yalms. Stay together, or use Widened Compass.
- Doubling up. Two bubbles with the same effect, from you, Sylvie or a second Geomancer, do not add.
- Mixing Bolster with Blaze of Glory or Ecliptic Attrition. Bolster overrides Blaze of Glory's bonus, and Ecliptic Attrition adds no strength while Bolster is up. Pick Bolster alone, or Blaze plus Ecliptic.
- Wasting the Luopan. When the fight is over, use Full Circle and get the MP back.
- Casting a Geo spell with another pet out. You can have one pet only.
- Entrusting and forgetting. Entrust lasts about a minute and covers the next Indi only; Entrust a friend straight away.
- Using Bolster on the first pack. Once an hour; keep it for the hard one.
- Nuking on empty. Your MP goes to bubbles first; use Drain, Aspir and Radial Arcana to keep it topped up.
Job abilities: Bolster (Lv 1, recast 1h): Enhances the effects of your geomancy spells. | Full Circle (Lv 5, recast 10s): Causes your luopan to vanish. | Ecliptic Attrition (Lv 25, recast 5 min): Enhances the effects of your luopan. Increases the rate at which your luopan consumes its HP. | Lasting Emanation (Lv 25, recast 5 min): Reduces the amount of HP your luopan consumes. | Collimated Fervor (Lv 40, recast 5 min): Enhances the influence of Cardinal Chant on your next spell cast. | Life Cycle (Lv 50, recast 10 min): Distributes one fourth of your HP to your luopan. | Blaze of Glory (Lv 60, recast 10 min): Increases the effects of your next applicable geomancy spell. Consumes half of that luopan's HP. | Dematerialize (Lv 70, recast 10 min): Prevents your luopan from receiving damage. | Entrust (Lv 75, recast 10 min): Causes the next indicolure spell cast to be able to target a party member. | Mending Halation (Lv 75, recast 5 min): Causes your luopan to vanish and restores HP of party members within area of effect. | Radial Arcana (Lv 75, recast 5 min): Causes your luopan to vanish and restores MP of party members within area of effect. | Theurgic Focus (Lv 80, recast 5 min): Increases the power of your next applicable elemental magic spell. Casting range and area of effect are reduced by half. | Concentric Pulse (Lv 90, recast 5 min): Causes your luopan to vanish and deals damage to enemies within area of effect. | Widened Compass (Lv 96, recast 1h): Increases the area of effect of geomancy spells.
Traits: Conserve MP (Lv 10), Clear Mind (Lv 20), Cardinal Chant (Lv 25), Conserve MP II (Lv 25), Max MP Boost (Lv 30), Clear Mind II (Lv 40), Conserve MP III (Lv 40), Cardinal Chant II (Lv 45), Conserve MP IV (Lv 55), Elemental Celerity (Lv 55), Clear Mind III (Lv 60), Max MP Boost II (Lv 60), Conserve MP V (Lv 70), Curative Recantation (Lv 75), Primeval Zeal (Lv 75), Clear Mind IV (Lv 80), Elemental Celerity II (Lv 80), Cardinal Chant III (Lv 85), Conserve MP VI (Lv 85), Max MP Boost III (Lv 90), Clear Mind V (Lv 99), Conserve MP VII (Lv 99)
Spells by level: Indi-Poison 1, Shantotto 1, Naji 1, Kupipi 1, Excenmille 1, Ayame 1, Nanaa Mihgo 1, Curilla 1, Volker 1, Ajido-Marujido 1, Trion 1, Zeid 1, Lion 1, Tenzen 1, Mihli Aliapoh 1, Valaineral 1, Joachim 1, Naja Salaheem 1, Prishe 1, Ulmia 1, Shikaree Z 1, Cherukiki 1, Iron Eater 1, Gessho 1, Gadalar 1, Rainemard 1, Ingrid 1, Lehko Habhoka 1, Nashmeira 1, Zazarg 1, Ovjang 1, Mnejing 1, Sakura 1, Luzaf 1, Najelith 1, Aldo 1, Moogle 1, Fablinix 1, Maat 1, D. Shantotto 1, Star Sibyl 1, Karaha-Baruha 1, Cid 1, Gilgamesh 1, Areuhat 1, Semih Lafihna 1, Elivira 1, Noillurie 1, Lhu Mhakaracca 1, Ferreous Coffin 1, Lilisette 1, Mumor 1, Uka Totlihn 1, Klara 1, Romaa Mihgo 1, Kuyin Hathdenna 1, Rahal 1, Koru-Moru 1, Pieuje (UC) 1, I. Shield (UC) 1, Apururu (UC) 1, Jakoh (UC) 1, Flaviria (UC) 1, Babban 1, Abenzio 1, Rughadjeen 1, Kukki-Chebukki 1, Margret 1, Chacharoon 1, Lhe Lhangavo 1, Arciela 1, Mayakov 1, Qultada 1, Adelheid 1, Amchuchu 1, Brygid 1, Mildaurion 1, Halver 1, Rongelouts 1, Leonoyne 1, Maximilian 1, Kayeel-Payeel 1, Robel-Akbel 1, Kupofried 1, Selh'teus 1, Yoran-Oran (UC) 1, Sylvie (UC) 1, Abquhbah 1, Balamor 1, August 1, Rosulatia 1, Teodor 1, Ullegore 1, Makki-Chebukki 1, King of Hearts 1, Morimar 1, Darrcuiln 1, AAHM 1, AAEV 1, AAMR 1, AATT 1, AAGK 1, Iroha 1, Ygnas 1, Monberaux 1, Cornelia 1, Matsui-P 1, Excenmille [S] 1, Ayame (UC) 1, Maat (UC) 1, Aldo (UC) 1, Naja (UC) 1, Lion II 1, Zeid II 1, Prishe II 1, Nashmeira II 1, Lilisette II 1, Tenzen II 1, Mumor II 1, Ingrid II 1, Arciela II 1, Iroha II 1, Shantotto II 1, Stone 4, Indi-Voidance 4, Geo-Poison 5, Geo-Voidance 8, Water 9, Indi-Precision 10, Aero 14, Geo-Precision 14, Drain 15, Indi-Regen 15, Indi-Attunement 16, Fire 19, Geo-Regen 19, Geo-Attunement 20, Indi-Focus 22, Blizzard 24, Stonera 25, Geo-Focus 26, Indi-Barrier 28, Thunder 29, Aspir 30, Indi-Refresh 30, Indi-CHR 30, Watera 30, Geo-Barrier 32, Indi-MND 33, Stone II 34, Indi-Fury 34, Geo-Refresh 34, Geo-CHR 34, Sleep 35, Aera 35, Indi-INT 36, Geo-MND 37, Water II 38, Geo-Fury 38, Indi-AGI 39, Indi-Fend 40, Geo-INT 40, Fira 40, Aero II 42, Indi-VIT 42, Geo-AGI 43, Geo-Fend 44, Indi-DEX 45, Blizzara 45, Fire II 46, Indi-Acumen 46, Geo-VIT 46, Indi-STR 48, Indi-Slow 48, Geo-DEX 49, Blizzard II 50, Geo-Acumen 50, Thundara 50, Indi-Torpor 52, Geo-STR 52, Geo-Slow 52, Thunder II 54, Geo-Torpor 56, Stone III 58, Indi-Slip 58, Water III 61, Geo-Slip 62, Aero III 64, Indi-Languor 64, Fire III 67, Indi-Paralysis 68, Geo-Languor 68, Blizzard III 70, Sleep II 70, Indi-Vex 70, Stonera II 70, Geo-Paralysis 72, Thunder III 73, Geo-Vex 74, Watera II 75, Stone IV 76, Indi-Frailty 76, Water IV 79, Geo-Frailty 80, Aera II 80, Aero IV 82, Indi-Wilt 82, Fire IV 85, Fira II 85, Geo-Wilt 86, Blizzard IV 88, Indi-Malaise 88, Indi-Gravity 88, Aspir II 90, Blizzara II 90, Thunder IV 91, Geo-Malaise 92, Geo-Gravity 92, Indi-Haste 93, Indi-Fade 94, Thundara II 95, Geo-Haste 97, Geo-Fade 98
Weapon skills: Shining Strike (Club 5; Impaction), Seraph Strike (Club 40; Impaction), Brainshaker (Club 70; Reverberation), Starlight (Club 100; ), Moonlight (Club 125; ), Skullbreaker (Club 150; Induration/Reverberation), True Strike (Club 175; Impaction/Detonation), Judgment (Club 200; Impaction), Hexa Strike (Club 220; Fusion), Black Halo (Club 230; Fragmentation/Compression), Flash Nova (Club 290; Induration/Reverberation), Realmrazer (Club 357; Fusion/Impaction), Exudation (Club; Darkness/Fragmentation), Heavy Swing (Staff 5; Impaction), Rock Crusher (Staff 40; Impaction), Earth Crusher (Staff 70; Detonation/Impaction), Starburst (Staff 100; Compression/Reverberation), Sunburst (Staff 150; Compression/Reverberation), Shell Crusher (Staff 175; Detonation), Full Swing (Staff 200; Liquefaction/Impaction), Spirit Taker (Staff 215; ), Retribution (Staff 230; Gravitation/Reverberation), Cataclysm (Staff 290; Compression/Reverberation), Shattersoul (Staff 357; Gravitation/Induration)