Compendium of Colure: The Art of Geomancy

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Roles

"The ancient geomancers realized that the answer wasn't to control the land ... but rather let themselves be swept up by its current and borrow some of its strength."
~ Sylvie

A Geomancer is able to fill the role of support, magic damage dealer, enfeebler, and a secondary healer. In the primary role of support, a Geomancer aids the party with the use of Indicolure and Geocolure spells casting varying buffs and debuffs which can compliment each other and what the content the party is tackling. Indicolure spells are acquired by the use of a plate, similar to a spells scroll, and are either purchased from a vendor, the Auction House, or as a drop from a battlefield. With an indicolure spell geomancers are able to focus themselves as the conduit to emanate a spells effect. As a geomancer develops its own skill their luopan will resonate with the world, and when attuned to its calling, will learn the respective geocolure spell. When the geomancer uses a debuffing colure spell they must be on the enemy's enmity list in order for the spell to take effect. They can achieve this by casting a fast enfeebling spell such as Dia or Diaga on the enemy or by healing the tank which is on the enmity list. Failure to do so will result in a debuffing colure spell not to effect the enemy.

Geomancers secondary role is to serve as an magical damage dealer with their elemental magic and their own -ra variant spells which like an indicolure spell, emanates from the geomancer to hit all enemies within range. Through the use of the Cardinal Chant trait, a geomancer's elemental magic gains a boost based on the geomancer's direction in relation to the target. While their own variants of elemental-ra spells have an increased boost compared to other elemental spells, a geomancer would benefit from using this trait to gain benefits such as increased Magical Critical Rate or a Magical Attack Bonus.

A geomancer has the same enfeebling magic skill as a Black Mage and the Geomancy Attire Set has a significant amount of Magic Accuracy. While they do not have the same amount or caliber of enfeebling spells as a Red Mage, only having access to Sleep and Sleep II natively, they are able to benefit from using the lower tier spells they gain from having a Black Mage or Red Mage as a sub job. Spells such as Gravity or Bind still have a use in all content in the means of crowd control, and the increased Magic Accuracy ensures that a Geomancer can aid in landing these spells.

While only having a handful of dark spells, the geomancer has a high skill allowing it to benefit from using Drain and Aspir to quickly regain lost health and mana in order to continue their volley of spell casting. Through the use of having Black Mage as a subjob, Geomancer gains access to Stun allowing for an additional means to block powerful but slow casting spells and TP moves from enemies.

Lastly, while they have no native healing magic skill, a geomancer with either Red Mage, White Mage, or Scholar as a subjob gains access to various cure spells. A well geared geomancer can aid in battle by using the additional MP they have to heal other front line jobs allowing dedicated healers to either focus on the tank or on removing status aliments form the party.

Indicolure


"Indicolures are self targeted spells which emanate from the Geomancer"
~ Ruaumoko, Final Fantasy XI: Geomancer Guide, 2017

A Geomancer's indicolure spells originate around the caster, or if used with Entrust, around the party member, adding buffs to party members or debuffs to enemies within the indicolure's radius. Indicolure spells are not effected by any abilities except for Bolster and those used with Entrust are not granted any Geomancy Potency effects from equipment such as the Nepote Bell or Dunna. An indicolure spell could provide an enemy with a debuff such as slow, paralysis, or decrease their attack, but only takes effect if the Geomancer is on the enemy's enmity list. The use of elemental or enfeebling Magic to end up on the enmity list is common practice, or by healing the tank after it establish hate on an enemy. Any party member that is entrusted with an indicolure spell must also be on the enemy's enmity list in order for the indicolure to effect the enemy.

Beginner  
Mid-Tier  
Max Duration  

Initially you can gain up to 42 seconds on top of the 180 second base duration of any Indicolure spell.

With an increase of 50 seconds, the duration bonus from the Lifestream Cape is multiplicative, meaning that you will gain 10% duration from the 230 seconds your Indicolure spells are boosted to, resulting in a 253 seconds (4:13) duration.

Once you unlock the Idris, you would only use a Solstice or Gada when using Entrust. Pellucid Stones and Taupe Stones have a maximum augment of +10% duration while Fern Stones have a maximum augment of +11% duration. Even with a 8% duration increase, coupled with the 20% duration increase (maximum augment) on the Lifestream Cape, you can see an Indicolure spell duration of 346 seconds (5:46), assuming you have fully invested in the Indicolure Spell Effect Duration job points.

Geocolure


All geocolure spells summon a Luopan which the geocolure effect emanates from. It is important to remember that you will need 900 combined skill for maximum potency, and any additional Geomancy Potency, from pieces such as a Dunna or Idris, are static values regardless of combined skill. When building sets as a new Geomancer, you will have two sets, one casting the geocolure spell, the other when the Luopan summoned. Luopans have a native -50% Damage Taken, so look to maximize the damage taken pieces followed by regen so you Luopan will remains active, achieving the 10 minute time limit.

A Geomancer's abilities effect the Luopan, but Bolster does not stack with Ecliptic Attrition or Blaze of Glory.

Beginner  
Mid-Tier  
High Tier  
With a base perpetuation cost of 24 HP/tic, your Luopan will last approximately 210 seconds at level 99. Increasing the amount of regen to offset the perpetuation cost will allow the Luopan to remain out before finally despawning after 10 minutes. The Luopan has a base -50% Damage Taken trait like all other pets, and can be increased to the cap of -87.5% Damage Taken. As you slowly work your way through gear progression, the Geomancy Mitaines will remain a staple in your kit until you complete an Idris. These pieces alone, if augmented correctly can give a Luopan an additional -25% Damage Taken and 16 HP/tic Regen. While the Bagua Charm is not necessary as it's Geomancy +5 Effect does not stack with the Dunna's effect, the +6% Absorb Damage chance could be beneficial to some players. With the Idris and Geomancy Mitaines +3, your Luopan will be at the -87.5% Damage Taken cap allowing you to put more pieces with Pet: Regen on, offsetting and possibly negating the perpetuation cost of the Luopan even with Ecliptic Attrition in effect.
Augments
  • Solstice: Path D (Magic Accuracy+20, Pet: Damage Taken-4%, "Fast Cast"+5)
  • Dunna: MP +20, Magic Accuracy +10, Fast Cast +3%
  • Nantosuelta's Cape: Pet: -Damage Taken, Pet: Regen
Augments
  • Dunna: MP +20, Magic Accuracy +10, Fast Cast +3%
  • Nantosuelta's Cape: Pet: Regen

Geomancy Effects and Mathematics


Geomancy Effects
Effect Parameter Standard Ecliptic Attrition (+25%) Blaze of Glory (+50%) BoG & EA (+75%) Bolster
900 Skill +5 +6 +7 +10 +5 +6 +7 +10 +5 +6 +7 +10 +5 +6 +7 +10 +5 +6 +7 +10
Stats Attributes 25 35 37 39 45 44 46 49 56 53 56 59 68 61 65 68 71 70 74 78 90
Regen HP 30 40 42 44 50 50 53 55 63 60 63 66 75 70 74 77 88 80 84 88 100
Refresh MP 6 11 12 13 16 14 15 16 20 17 18 20 24 19 21 23 28 22 24 26 32
Fury Atk 34.70% 48.20% 50.90% 53.60% 61.70% 60.25% 63.63% 67.00% 77.13% 72.30% 76.35% 80.40% 92.55% 84.35% 89.08% 93.80% 107.98% 96.40% 101.80% 107.20% 123.40%
Barrier Def 39.80% 62.80% 50.90% 53.60% 61.70% 78.50% 84.25% 90.00% 107.25% 94.20% 101.10% 108.00% 128.70% 109.90% 117.95% 126.00% 150.15% 125.60% 134.80% 144.00% 171.60%
Precision Acc 50 75 80 85 100 94 100 106 125 113 120 128 150 131 140 149 175 150 160 170 200
Voidance Eva 65 95 101 107 125 119 126 134 156 143 152 161 188 166 177 187 219 190 202 214 250
Acumen M.Atk 15 30 33 36 45 38 41 45 56 45 50 54 68 53 58 63 79 60 66 72 90
Fend M.Def 19.90% 39.90% 43.90% 47.90% 59.90% 49.88% 54.88% 59.88% 74.88% 59.85% 65.85% 71.85% 89.85% 69.83% 76.83% 83.83% 104.83% 79.80% 87.80% 95.80% 119.80%
Focus M.Acc 50 75 80 85 100 94 100 106 125 113 120 128 150 131 140 149 175 150 160 170 200
Attunement M.Eva 65 95 101 107 125 119 126 134 156 143 152 161 188 166 177 187 219 190 202 214 250
Haste Delay 29.90% 35.40% 36.50% 37.60% 40.90% 44.25% 45.63% 47.00% 51.13% 60 63 66 75 70 74 77 88 80 84 88 100
Poison HP 30 45 48 51 60 56 60 64 75 68 72 77 90 79 84 89 105 90 96 102 120
Slow Delay 14.90% 17.40% 17.90% 18.40% 19.90% 21.75% 22.38% 23.00% 24.88% 26.10% 26.85% 27.60% 29.85% 30.45% 31.33% 32.20% 34.83% 34.80% 35.80% 36.80% 39.80%
Paralyze 15.00% 20.00% 21.00% 22.00% 25.00% 25.00% 26.25% 27.50% 31.25% 30.00% 31.50% 33.00% 37.50% 35.00% 36.75% 38.50% 43.75% 40.00% 42.00% 44.00% 50.00%
Gravity Movement 19.90% 25.40% 26.50% 27.60% 30.90% 31.75% 33.13% 34.50% 38.63% 38.10% 39.75% 41.40% 46.35% 44.45% 46.38% 48.30% 54.08% 50.80% 53.00% 55.20% 61.80%
Wilt Atk- -25.00% -48.00% -52.60% -57.20% -71.00% -60.00% -66.75% -71.50% -88.75% -72.00% -78.90% -85.80% -106.500% -84.00% -92.05% -100.10% -124.25% -96.00% -105.20% -114.40% -142.00%
Frailty Def- -14.80% -28.30% -31.00% -33.70% -41.80% -35.38% -38.75% -42.13% -52.25% -42.45% -46.50% -50.55% -62.70% -49.53% -54.25% -58.98% -73.15% -56.60% -62.00% -67.40% -83.60%
Slip Acc- -65 -95 -101 -107 -125 -119 -126 -134 -156 -143 -152 -161 -188 -166 -177 -187 -219 -190 -202 -214 -250
Torpor Eva- -50 -75 -80 -85 -100 -94 -100 -106 -125 -113 -120 -128 -150 -131 -140 -149 -175 -150 -160 -170 -200
Fade M.Atk- -20 -40 -44 -48 -60 -50 -55 -60 -75 -60 -66 -72 -90 -70 -77 -84 -105 -80 -88 -96 -120
Malaise M.Def- -15 -30 -33 -36 -45 -38 -41 -45 -56 -45 -50 -54 -68 -53 -58 -63 -79 -60 -66 -72 -90
Vex M.Acc- -65 -95 -101 -107 -125 -119 -126 -134 -156 -143 -152 -161 -188 -166 -177 -187 -219 -190 -202 -214 -250
Languor M.Eva- -50 -75 -80 -85 -100 -94 -100 -106 -125 -113 -120 -128 -150 -131 -140 -149 -175 -150 -160 -170 -200
NOTE: The above +5, +6, +7, and +10 values are the TOTAL value of the item plus the maximum skill value, not the boost from the item alone.

Indicolure and Geocolure Locations


Geomancy Spell Locations
Indicolure Plate Locations Geomantic Reservoir Locations
Plate Level Acquisition Location Price (gil) Spell Level Area Position
Indi-Poison 1 Ishvad Western Adoulin (I-5)
Adoulin Waterfront Waypoint
100 Geo-Poison 5 East Ronfaure (I-7)
Indi-Voidance 4 372 Geo-Voidance 8 Tahrongi Canyon (H/I-7)
Indi-Precision 10 1,400 Geo-Precision 14 Konschtat Highlands (F/G-6)
Indi-Regen 15 2,335 Geo-Regen 19 La Theine Plateau (J/K-5)
Indi-Attunement 16 2,425 Geo-Attunement 20 Qufim (I-9)
Indi-Focus 22 6,692 Geo-Focus 26 Gusgen Mines (G-8)
Indi-Barrier 28 10,926 Geo-Barrier 32 Batallia Downs (D-7)
Indi-Refresh 30 21,000 Geo-Refresh 34 La Theine Plateau (H-10)
Indi-CHR 30 21,000 Geo-CHR 34 Lower Delkfutt's Tower (E-8)
Indi-MND 33 23,940 Geo-MND 37 Rolanberry Fields (J-10)
Indi-Fury 34 25,270 Geo-Fury 38 Sauromugue Champaign (K-6)
Indi-INT 36 30,912 Geo-INT 40 Beaucedine Glacier (H-9)
Indi-AGI 39 32,640 Geo-AGI 43 Castle Oztroja (H-8) Map 6
Indi-Fend 40 34,000 Geo-Fend 44 Davoi (J-11)
Indi-VIT 42 43,740 Geo-VIT 46 Garlaige Citadel (H-9)
Indi-DEX 45 46,440 Geo-DEX 49 Behemoth's Dominion (E-8)
Indi-Acumen 46 Eukalline Western Adoulin (I-5)
Adoulin Waterfront Waypoint
52,080 Geo-Acumen 50 Beaucedine Glacier (J-6)
Indi-STR 48 53,460 Geo-STR 52 Crawlers' Nest (F-6)
Indi-Slow 48 53,460 Geo-Slow 52 Beadeaux (K-8)
Indi-Torpor 52 61,875 Geo-Torpor 56 Xarcabard (F-7)
Indi-Slip 58 83,160 Geo-Slip 62 The Eldieme Necropolis (J-11)
Indi-Languor 64 94,185 Geo-Languor 68 Bostaunieux Oubliette (I-11)
Indi-Paralysis 68 103,040 Geo-Paralysis 72 Fei'Yin (H-5)
Indi-Vex 3 5 70 Eukalline
Macrocosmic Orb
Western Adoulin (I-5)
Adoulin Waterfront Waypoint
504,000 Geo-Vex 74 Upper Delkfutt's Tower (G-7)
Indi-Frailty 1 4 5 6 7 76 537,030 Geo-Frailty 80 Ceizak Battlegrounds (F-8)
Indi-Wilt 5 82 576,300 Geo-Wilt 86 Yahse Hunting Grounds (K-7)
Indi-Gravity 4 7 88 617,100 Geo-Gravity 92 Foret de Hennetiel (I-7)
Indi-Malaise 1 2 88 617,100 Geo-Malaise 92 Morimar Basalt Fields (J-6)
Indi-Haste 8 93 709,716 Geo-Haste 97 Marjami Ravine (J-6)
Indi-Fade 2 5 94 703,800 Geo-Fade 98 Morimar Basalt Fields (G-8)

1 - Factory Rejects II
2 - Demolition Squad II
3 - Brother D'Aurphe II
4 - Legion XI Comitatensis II
5 - Dismemberment Brigade II
6 - Amphibian Assault II
7 - Kindred Spirits II
8 - High-Tier Mission Battlefields

Abilities, Traits, Merits, and Job Points

Abilities and Traits


Job Traits
Lvl. Name
10 Conserve MP
20 Clear Mind
25 Cardinal Chant
25 Conserve MP II
30 Max MP Boost I
40 Clear Mind II
40 Conserve MP III
55 Elemental Celerity
55 Conserve MP IV
60 Clear Mind III
60 Max MP Boost II
70 Conserve MP V
75 Merit Points Curative Recantation
75 Merit Points Primordial Zeal
80 Clear Mind IV
85 Conserve MP VI
90 Max MP Boost III
99 Clear Mind V
99 Conserve MP VII
Job Ability
Lvl. Name Noteworthy Equipment
1 Bolster Bagua Tunic
5 Full Circle Azimuth Hood
25 Lasting Emanation
25 Ecliptic Attrition
40 Collimated Fervor
50 Life Cycle Geomancy Tunic | Nantosuelta's Cape
60 Blaze of Glory
70 Dematerialize
75 Entrust
75 Merit Points Mending Halation Bagua Pants
75 Merit Points Radial Arcana Bagua Sandals
80 Theurgic Focus
90 Concentric Pulse Bagua Galero +2
96 Widened Compass

Merits


Merits
Group 1
Name Description Suggested Level Notes
Full Circle Effect Restores up to 5% additional MP per merit. 0~5/5 This group will benefit you until you are better able to manage MP either through spells, abilities, and gear.
Ecliptic Attrition Recast Recast is reduced by 10 seconds per merit.
Also reduces the recast time of Lasting Emanation.
0~5/5 Reducing the recast to 4:10 from 5:00 not only affects Ecliptic Attrition, but Lasting Emanation, and with a good Luopan Regen set you can maintain this effect indefinitely under the right circumstances.
Life Cycle Recast Recast is reduced by 20 seconds per merit. 0/5 When starting as a Geomancer this may help due to the lack of Pet: Regen gear you have, but as you get better gear, this will be less useful over other choices.
Blaze of Glory Recast Recast is reduced by 20 seconds per merit. 5/5 Gaining the +50% Luopan Potency every 8:20 is noticeable, especially when rotated with Ecliptic Attrition. With a good Luopan Regen set you to keep this effect up indefinitely under the right circumstances.
Dematerialize Recast Recast is reduced by 20 seconds per merit. 0/5 Just like Life Cycle merits, the lack of Pet: Damage Taken reduction gear you have will make this choice beneficial, but as your gear gets better it becomes less of a visible choice compared to others.
Group 2
Name Description Suggested Level Notes
Curative Recantation Adds an HP recovery effect to Full Circle. Additional merits restore up to 5% additional HP. 0~5/5 Usually for soloing purposes, though you are healed when you use Full Circle which could help changing Geocolure spells midfight. Mending Halation does benefit the party much more.
Primordial Zeal Enhances Collimated Fervor with an elemental magic casting time reduction effect. Additional merits reduce casting time by 10%. 0/5 With a good Fast Cast set you will not need the elemental magic casting time reduction. A 1% casting time reduction is the same as having 1% Fast Cast, but only for the magic type being cast oppose to all magic types.
Mending Halation The Luopan will vanish and restore HP to party members within the area of effect. Recast Time: 5 minutes. Additional merits increase HP recovery by 5% per merit. 0~5/5 For the occasion when things those in your party have ran low on HP, this can restore a significant amount of HP to members in range. You will use this less than Radial Arcana.
Radial Arcana The Luopan will vanish and restore MP to party members within the area of effect. Recast Time: 5 minutes. Additional merits increase MP recovery by 3% per merit. 5/5 For the occasion when things those in your party have ran low on MP, this can restore a significant amount of MP to members in range.

Job Points


Job Points
Category Description Effect
Bolster Effect Increases the maximum HP of the deployed luopan and reduces its perpetuation cost while under the effects of Bolster. Increase maximum HP by 3 percent and reduces perpetuation cost by 1.
Widened Compass Effect Reduces the casting time of geomancy spells while under the effects of Widened Compass. Reduce casting time by 3 percent.
Life Cycle Effect Increases the amount of HP recovered by the luopan when Life Cycle is activated. Increase amount of HP recovered by 1 percent.
Blaze of Glory Effect Increases the initial HP value of luopans while under the effects of Blaze of Glory. Increase initial HP by 1 percent.
Magic Atk. Bonus Enhances Magic Atk. Bonus. Enhance Magic Atk. Bonus by 1.
Magic Accuracy Bonus Increases magic accuracy. Increase magic accuracy by 1.
Dematerialize Duration Increases the effect duration of Dematerialize. Increase effect duration by 1 second.
Theurgic Focus Effect Increases the magic damage of specific spells while under the effects of Theurgic Focus. Increase magic damage by 3.
Concentric Pulse Effect Increases damage when using Concentric Pulse. Increase damage by 1 percent.
Indicolure Spell Effect Dur. Increases the effect duration of Indicolure spells. Increase spell effect duration by 2 seconds.
Job Gifts
Gift Description Cost
Magic Defense Bonus Increases magic defense by 4. 5
Capacity Point Bonus Increases acquired capacity points by 5%. 5
Magic Attack Bonus Increases magic attack by 6. 10
Magic Evasion Bonus Increases magic evasion by 7. 20
Capacity Point Bonus Increases acquired capacity points by 7%. 25
Magic Accuracy Bonus Increases magic accuracy by 7. 30
Geomancy Skill Bonus Increases geomancy skill by 5. 45
Superior 1 Enables the player to equip items marked as Superior 1 (Su1). 50
Capacity Point Bonus Increases acquired capacity points by 9%. 55
Handbell Skill Bonus Increases handbell skill by 5. 60
Elemental Magic Skill Bonus Increases elemental magic skill by 5. 80
Capacity Point Bonus Increases acquired capacity points by 11%. 95
Superior 2 Enables the player to equip items marked as Superior 2 (Su2). 100
New Spells Grants six new magic spells.
Fire V, Blizzard V, Aero V, Stone V, Thunder V, Water V
Deals corresponding elemental damage to an enemy.
100
Dark Magic Skill Bonus Increases dark magic skill by 5. 125
Capacity Point Bonus Increases acquired capacity points by 13%. 145
Magic Damage Bonus Increases magic damage by 3. 150
Magic Defense Bonus Increases magic defense by 6. 180
Capacity Point Bonus Increases acquired capacity points by 15%. 205
Magic Attack Bonus Increases magic attack by 9. 210
Magic Evasion Bonus Increases magic evasion by 11. 245
Capacity Point Bonus Increases acquired capacity points by 17%. 275
Magic Accuracy Bonus Increases magic accuracy by 11. 280
Geomancy Skill Bonus Increases geomancy skill by 8. 320
Capacity Point Bonus Increases acquired capacity points by 19%. 355
Handbell Skill Bonus Increases handbell skill by 8. 360
Elemental Magic Skill Bonus Increases elemental magic skill by 8. 405
Capacity Point Bonus Increases acquired capacity points by 21%. 445
Dark Magic Skill Bonus Increases dark magic skill by 8. 450
Superior 3 Enables the player to equip items marked as Superior 3 (Su3). 500
Magic Damage Bonus Increases magic damage by 3. 500
Capacity Point Bonus Increases acquired capacity points by 23%. 545
New Spell Grants a new magic spell.
Aspir III
Steals an enemy's MP. Ineffective against undead.
550
Magic Defense Bonus Increases magic defense by 8. 605
Capacity Point Bonus Increases acquired capacity points by 25%. 655
Magic Attack Bonus Increases magic attack by 12. 660
Magic Evasion Bonus Increases magic evasion by 14. 720
Capacity Point Bonus Increases acquired capacity points by 27%. 775
Magic Accuracy Bonus Increases magic accuracy by 14. 780
Geomancy Skill Bonus Increases geomancy skill by 10. 845
Capacity Point Bonus Increases acquired capacity points by 29%. 905
Handbell Skill Bonus Increases handbell skill by 10. 910
Elemental Magic Skill Bonus Increases elemental magic skill by 10. 980
Capacity Point Bonus Increases acquired capacity points by 31%. 1045
Dark Magic Skill Bonus Increases dark magic skill by 10. 1050
Magic Damage Bonus Increases magic damage by 3. 1125
Capacity Point Bonus Increases acquired capacity points by 33%. 1195
Superior 4 Enables the player to equip items marked as Superior 4 (Su4). 1200
New Spells Grants six new spells.
Fira III, Blizzara III, Aera III, Stonera III, Thundara III, Watera III
Deals corresponding elemental damage to enemies within area of effect.
1200
Magic Defense Bonus Increases magic defense by 10. 1280
Capacity Point Bonus Increases acquired capacity points by 35%. 1355
Magic Attack Bonus Increases magic attack by 15. 1360
Magic Evasion Bonus Increases magic evasion by 18. 1445
Magic Accuracy Bonus Increases magic accuracy by 18. 1530
Geomancy Skill Bonus Increases geomancy skill by 13. 1620
Handbell Skill Bonus Increases handbell skill by 13. 1710
Elemental Skill Bonus Increases elemental skill by 13. 1805
Dark Magic Skill Bonus Increases dark magic skill by 13. 1900
Magic Damage Bonus Increases magic damage by 4. 2000
Superior 5 Enables the player to equip items marked as Superior 5 (Su5). 2100
★Master! Grants the designation "Master Naturalist."
Decreases the recast time of one-hour abilities by 15 minutes.
2100


Job Gift Total Bonuses
Capacity Point Bonus +320%
New Spells Fire V, Blizzard V, Aero V, Stone V, Thunder V, Water V
Aspir III
Fira III, Blizzara III, Aera III, Stonera III, Thundara III, Watera III
Magic Damage Bonus 13
Magic Attack Bonus +42 Geomancy Skill +36
Magic Accuracy Bonus +50 Handbell Skill +36
Magic Defense Bonus +56 Elemental Magic Skill +36
Magic Evasion Bonus +36 Dark Magic Skill +36

Subjob Selection

Red Mage
Red Mage serves as the most common subjob for a geomancer due to the amount of utility it provides. Especially starting off, the ability to Convert allows for a geomancer to regain MP and being able to rapidly cure themselves to with minimal loss to the regained MP. Debuffs such as Silence and Dispel do not have tiers and will benefit from a geomancer's enfeebling skill. While they have a low enhancing skill, Haste and Refresh are both a set potency largely affected by Enhancing Duration Gear and while not as good as the higher tier spells Red Mages acquire at later levels, these can serve largely to aid when a Red Mage is not in the party/alliance.
  • Abilities: Convert
  • Traits: Fast Cast II, Magic Attack Bonus II, Magic Defense Bonus II
    • Fast Cast III (ML30)
  • Enhancing Magic: Haste, Flurry, Refresh, Phalanx
  • Enfeebling Magic: Slow, Paralyze, Silence, Dispel

Note: See Enhancing Duration Gearset below for more information

Black Mage
While using Black Mage as a subjob offers very little from Red Mage for traits, it offers more for in terms of crowd control. Though the high recast time for Stun will not allow for a Geomancer to act as a stun-lock such as Red Mage subbing Black Mage or Dark Knight, it still offers the ability to stop a hard hitting TP Move or spell. Sleepga is always useful for crowd control in content such as Dynamis Divergence and Omen, where large groups of enemies can easily wreck havoc on an inexperience or overly confident group.
  • Abilities: Elemental Seal
  • Traits: Magic Attack Bonus II, Magic Burst Bonus
  • Enfeebling Magic: Stun, Sleepga
    • Sleepga II (ML35)
Scholar
While not a standard subjob, Scholar offers a large amount of utility though it is locked behind the either Light or Dark Arts. Scholar will give Geomancer access to all status removal magic that using White Mage does but Stona. The use of Manifestation allows for Sleep and Sleep II to become Area of Effect debuffs to aid in crowd control and allows Dispel to act as a Dispelga prior to acquiring a Daybreak. While it has lost the use of Refresh, Phalanx, and Haste, it has gained the use of Storm spells giving weather bonus to both Geomancer's native elemental magic and Scholar's healing magic.
  • Abilities: Light Arts, Dark Arts, Sublimation
    • Light Arts Stratagems: Penury, Addendum: White, Celery, Accession
      • Rapture (ML10)
    • Dark Arts Stratagems: Parsimony, Alacrity, Addendum: Black, Manifestation
      • Ebullience (ML10)
  • Traits: Resist Silence II, Max MP Boost
  • Enhancing Magic: Storm Spells
  • Enfeebling Magic: Dispel
  • Healing Magic: Reraise, Blindna, Cursna, Paralyna, Poisona, Silena, Viruna
    • Stona (ML5)
White Mage
A geomancer which is doing very little to contribute to a party is doing a great disservice to the party and then themselves. A Geomancer sits on a large amount of MP when not in dire need of recasting their colure spells and should be using this to aid the party. Using White Mage as a subjob gives Geomancer access to remove a majority of debuffs effecting the party to include Doom which can bring down any party, especially if a White Mage is not in the party to remove it themselves.
  • Abilities: Divine Seal
  • Traits: Auto-Regen, Magic Defense Bonus II
    • Divine Veil (ML5), Divine Benison (ML5)
  • Healing Magic: Reraise, Blindna, Cursna, Paralyna, Poisona, Silena, Stona, Viruna
    • Raise II (ML35), Reraise II (ML35)

Note: Theory-crafting estimates a properly geared Geomancer is able to remove Doom 30% of the time with Cursna. More testing needs to be used to verify the base removal rate and geared removal rate. Information Needed

The following two subjobs are niche in the implementation. While they are strong options for soloing, allowing the Geomancer to get into the fray, many groups may look down upon them being used without either a strong argument to support their use or an agreement between the Geomancer and the party. The idea is that to provide a Geomancer with the Attack and Accuracy needed to perform well under the circumstance, there is a trade off on the longevity of the Luopan and the Geomancer themself.
Ninja
While boosting an impressive amount of skills to add to your kit when soloing, using Ninja for a subjob does not provide the geomancer with a means to heal themselves. There is a time when you may find a purpose to this, such as an occasional Ambuscade fight or when in CP Parties and you have down time to get into the fray, but those times are few and far in between. The lack of skill in Ninjutsu Magic means that most of your damage would be coming from the amount of Magic Attack Bonus from gear or traits, but not enough to use effectively in most endgame content.
  • Traits: Dual Wield III, Subtle Blow III, Max HP Boost II
  • Buffing Ninjutsu: Tonko: Ichi/Ni, Utsusemi: Ichi/Ni,
  • Enfeebling Ninjutsu: Kurayami: Ichi/Ni, Hojo: Ichi/Ni, Dokumori: Ichi, Jubaku: Ichi
  • Elemental Ninjutsu: Katon: Ichi/Ni, Suiton: Ichi/Ni, Raiton: Ichi/Ni, Doton: Ichi/Ni, Huton: Ichi/Ni, Hyoton: Ichi/Ni
Dancer
Agreed to be a fun combination, using Dancer as a subjob compared to Ninja has it's trade offs. The higher delay on clubs coupled with the lower Dual Wield trait means a higher focus on dual wield gear costing valuable slots for your accuracy and attack accessories. Using Haste Samba would enable the party to benefit from the 5% Job Ability Haste but depending on your party setup may be unnecessary. The only true benefit this gains over using Ninja is access to Curing Waltz and Healing Waltz allowing for curing potential and status aliment removal. Steps add an additional tool but their use may be a concern if a geomancer does not have the accuracy to successfully land them.
  • Traits: Dual Wield II, Subtle Blow II, Evasion Bonus II, Accuracy Bonus
  • Sambas: Drain Samba I/II, Aspir Samba, Haste Samba
  • Waltzes: Curing Waltz I/II/III, Divine Waltz, Healing Waltz
  • Steps: Quickstep, Box Step, Stutter Step
  • Flourishes: Animated Flourish, Desperate Flourish, Violent Flourish, Reverse Flourish

Food Selection

Pear Crepe
An easily acquired Magic Accuracy food.
Your basic magic accuracy food sold by the Curio Vendors when you acquired the Rhapsody in Fuchsia key item (RoV 3-3). The additional 45 Magic Accuracy will aid in landing enfeebles and elemental magic.
  • Duration: 30 mins
  • INT +2
  • Magic Accuracy +20% (Cap: 45)
  • Magic Defense Bonus +1
  • MP Recovered While Healing +2
Tropical Crepe
A better Magic Accuracy food sold on the Auction House.
  • Duration: 30 mins
  • INT+2
  • MND+2
  • Magic Accuracy +20% (Max. 90)
  • "Magic Def. Bonus" +1
Black Curry Bun
The best defense food you can get when on the front lines soaking in the damage.
  • Duration: 30 mins
  • DEX +2
  • VIT +4
  • INT +1
  • HP Recovered While Healing +2
  • MP Recovered While Healing +1
  • Accuracy +5
  • Ranged Accuracy +5
  • Evasion +5
  • Defense +15% (Cap: 180)
  • Resist Sleep +3-4
Miso Ramen
Standard Tank food which gives you some Defense and Magic Evasion.
The standard tank food due to its Defense and Magic Evasion, this food is helpful when there is a priority of defense over magic accuracy. This is especially useful in HTBF such as A Stygian Pact II.
  • Duration: 30 mins
  • HP +100
  • STR +5
  • VIT +5
  • Defense +10% (Cap: 170)
  • "Magic Def. Bonus"+5
  • Magic Evasion +10% (Cap: 50)
  • "Resist Slow" +10

JSE Armor

Geomancy Attire Set


Mandatory +3: Geomancy Tunic +3, Geomancy Mitaines +3
Optional +3:
Note: All upgrade items assume maximum upgrade amounts needed.
Item Base Item Upgrade Materials Result

Quest: Wescolina Commission

Atramenterrane
Urunday Lumber
Akaso Thread
Sekishitsu

Geomancy Galero

Geomancy Galero

Rem's Tale Ch.6 x8
Raxa
Maliyakaleya Orb

Geomancy Galero +1

Geomancy Galero +1

Paragon Geomancer Card x8
Khoma Thread
Arthro's Shell

Geomancy Galero +2

Geomancy Galero +2

Paragon Geomancer Card x40
Kyou's Scale
Khoma Cloth
S. Faulpie Leather
Cyan Orb x2

Geomancy Galero +3
NOTE:

Quest: Wescolina Commission

Lavarion
Silk Cloth
Akaso Cloth
Akaso Thread

Geomancy Tunic

Geomancy Tunic

Rem's Tale Ch.7 x8
Raxa
Hepatizon Ingot

Geomancy Tunic +1

Geomancy Tunic +1

Paragon Geomancer Card x10
Khoma Thread
Joyous's Moss

Geomancy Tunic +2

Geomancy Tunic +2

Paragon Geomancer Card x50
Kyou's Scale
Niobium Ingot
Cypress Lumber
Cyan Orb x3

Geomancy Tunic +3
NOTE:

Quest: The Bloodline of Zacariah

Geomancy Mitaines

Geomancy Mitaines

Rem's Tale Ch.8 x8
Raxa
Beryllium Ingot

Geomancy Mitaines +1

Geomancy Mitaines +1

Paragon Geomancer Card x7
Khoma Thread
Imperator's Wing

Geomancy Mitaines +2

Geomancy Mitaines +2

Paragon Geomancer Card x35
Kyou's Scale
Faulpie Leather x3
Cypress Log
Cyan Orb

Geomancy Mitaines +3
NOTE:

Quest: The Communion

Geomancy Pants

Geomancy Pants

Rem's Tale Ch.9 x8
Raxa
Exalted Lumber

Geomancy Pants +1

Geomancy Pants +1

Paragon Geomancer Card x9
Khoma Thread
Warblade Beak's Hide

Geomancy Pants +2

Geomancy Pants +2

Paragon Geomancer Card x45
Kyou's Scale
Ruthenium Ingot
Cypress Lumber
Cyan Orb x2

Geomancy Pants +3
NOTE:

Quest: Wescolina Commission

Cyclone Cotton
Sheep Leather
Gold Ingot
Akaso Thread

Geomancy Sandals

Geomancy Sandals

Rem's Tale Ch.10 x8
Raxa
Sif's Macrame

Geomancy Sandals +1

Geomancy Sandals +1

Paragon Geomancer Card x7
Khoma Thread
Abyssdiver's Feather

Geomancy Sandals +2

Geomancy Sandals +2

Paragon Geomancer Card x30
Kyou's Scale
Azure Cermet x3
Khoma Thread
Cyan Orb

Geomancy Sandals +3
NOTE:

Bagua Attire Set


Mandatory +3: Bagua Pants +3, Bagua Sandals +3
Optional +3:
Note: All upgrade items assume maximum upgrade amounts needed.
Item Base Item Upgrade Materials Result

Quest: Wescolina Commission

Griffon Leather
Sekishitsu
Raaz Leather

- or -

Griffon Leather
Frontier Soda
97,000 Bayld

Bagua Galero

Bagua Galero

Rem's Tale Ch.6 x8
Akvan's Pennon
Gabbrath Horn

Bagua Galero +1

Bagua Galero +1

Headshard: GEO x2
Khoma Thread
Gabbrath Horn x3

Bagua Galero +2

Bagua Galero +2

Headshard: GEO x3
Voidhead: GEO x3
Defiant Scarf x3

Bagua Galero +3
NOTE:

Quest: Wescolina Commission

Griffon Leather
Ether Leather
Akaso Cloth

- or -

Griffon Leather
Chocolate Crepe
97,000 Bayld

Bagua Tunic

Bagua Tunic

Rem's Tale Ch.7 x8
Akvan's Pennon
Yggdreant Bole

Bagua Tunic +1

Bagua Tunic +1

Torsoshard: GEO x2
Khoma Thread
Yggdreant Bole x3

Bagua Tunic +2

Bagua Tunic +2

Torsoshard: GEO x3
Voidtorso: GEO x3
Hades' Claw x3

Bagua Tunic +3
NOTE: By the time you get around to making the Bagua Tunic +2 with it's requirements you will other pieces of gear which will give you plenty of Geomancy Magic skill. It falls further from favor as a nuking piece if you already have an Amalric Robe +1 or high augments on your Merlinic Jubbah. It does not gain any benefit to it's augment to Bolster, as all four versions of this piece increase Bolster's effects by 30 seconds.

Quest: Wescolina Commission

Griffon Leather
Bismuth Sheet
Akaso Thread

- or -

Griffon Leather
Campfire Chocolate
97,000 Bayld

Bagua Mitaines

Bagua Mitaines

Rem's Tale Ch.8 x8
Akvan's Pennon
Bztavian Stinger

Bagua Mitaines +1

Bagua Mitaines +1

Handshard: GEO x2
Khoma Thread
Bztavian Stinger x3

Bagua Mitaines +2

Bagua Mitaines +2

Handshard: GEO x3
Voidhand: GEO x3
Macuil Plating x3

Bagua Mitaines +3
NOTE:

Quest: Wescolina Commission

Griffon Leather
Ether Cotton
Akaso Cloth

- or -

Griffon Leather
Cascade Candy
97,000 Bayld

Bagua Pants

Bagua Pants

Rem's Tale Ch.9 x8
Akvan's Pennon
Waktza Rostrum

Bagua Pants +1

Bagua Pants +1

Legshard: GEO x2
Khoma Thread
Waktza Rostrum x3

Bagua Pants +2

Bagua Pants +2

Legshard: GEO x3
Voidleg: GEO x3
Tartarian Soul x3

Bagua Pants +3
NOTE:

Quest: Wescolina Commission

Griffon Leather
Ether Cotton
Sparkstrand

- or -

Griffon Leather
Trail Cookie
97,000 Bayld

Bagua Sandals

Bagua Sandals

Rem's Tale Ch.10 x8
Akvan's Pennon
Rockfin Tooth

Bagua Sandals +1

Bagua Sandals +1

Footshard: GEO x2
Khoma Thread
Rockfin Tooth x3

Bagua Sandals +2

Bagua Sandals +2

Footshard: GEO x3
Voidfoot: GEO x3
Plovid Flesh x3

Bagua Sandals +3
NOTE:

Azimuth Attire Set


Mandatory +3: Azimuth Hood +3, Azimuth Gaiters +3
Optional +3: Azimuth Coat +3, Azimuth Gloves +3, Azimuth Tights +3
Note: All upgrade items assume maximum upgrade amounts needed.
Item Base Item Upgrade Materials Result

Helina Commission

Dragua's Scale
Siren's Hair
Khroma Ore

- or -

High-Purity Bayld x20

Azimuth Hood

Azimuth Hood

Rem's Tale Ch.6 x8
Etched Memory x15
Defiant Sweat

Azimuth Hood +1

Azimuth Hood +1

Ra'Kaznar Sapphire
Gallimaufry x10,000

Azimuth Hood +2

Azimuth Hood +2

Ra'Kaznar Starstone
Gallimaufry x70,000

Azimuth Hood +3

NOTE: With Luopan: Regen +5 and Damage Taken -12%, this piece, and its +2 variant, will make this an excellent idle piece unless you need refresh.

Quest: Treasures of the Earth

Azimuth Coat

Azimuth Coat

Rem's Tale Ch.7 x8
Etched Memory x25
Dark Matter

Azimuth Coat +1

Azimuth Coat +1

Ra'Kaznar Sapphire
Gallimaufry x10,000

Azimuth Coat +2

Azimuth Coat +2

Ra'Kaznar Starstone
Gallimaufry x70,000

Azimuth Coat +3

NOTE:

Helina Commission

Dragua's Scale
Siren's Hair
Fiendish Skin

- or -

High-Purity Bayld x15

Azimuth Gloves

Azimuth Gloves

Rem's Tale Ch.8 x8
Etched Memory x15
Macuil Horn

Azimuth Gloves +1

Azimuth Gloves +1

Ra'Kaznar Sapphire
Gallimaufry x10,000

Azimuth Gloves +2

Azimuth Gloves +2

Ra'Kaznar Starstone
Gallimaufry x70,000

Azimuth Gloves +3

NOTE:

Helina Commission

Dragua's Scale
Siren's Hair
Arachne Thread

- or -

High-Purity Bayld x10

Azimuth Tights

Azimuth Tights

Rem's Tale Ch.9 x8
Etched Memory x20
Tartarian Chain

Azimuth Tights +1

Azimuth Tights +1

Ra'Kaznar Sapphire
Gallimaufry x10,000

Azimuth Tights +2

Azimuth Tights +2

Ra'Kaznar Starstone
Gallimaufry x70,000

Azimuth Tights +3

NOTE:

Helina Commission

Dragua's Scale
Fiendish Skin
Arachne Thread

- or -

High-Purity Bayld x25

Azimuth Gaiters

Azimuth Gaiters

Rem's Tale Ch.10 x8
Etched Memory x15
Plovid Effluvium

Azimuth Gaiters +1

Azimuth Gaiters +1

Ra'Kaznar Sapphire
Gallimaufry x10,000

Azimuth Gaiters +2

Azimuth Gaiters +2

Ra'Kaznar Starstone
Gallimaufry x70,000

Azimuth Gaiters +3

NOTE: The Indicolure Spell Duration +30 allow for longer lasting Indicolure spells, which is especially beneficial when coupled with the Bagua Pants and a Gada which has Indicolure Spell Duration + X%.

Nantosuelta's Capes


Augments Purpose/Uses Notes

+20 VIT
+20 Evasion, +20 Magic Evasion
+10 Evasion
+10 Pet: Regen
+5 Pet: Regen

  • Luopan

+20 VIT
+20 Evasion, +20 Magic Evasion
+10 Evasion
+10 Pet: Regen
-10% Physical Damage Taken

  • Idle

+20 INT
+20 Magic Accuracy, +20 Magic Damage
+10 INT
+10 Magic Attack Bonus
-10% Physical Damage Taken

  • Nuking
Go forward and Nuke and Burst young Geomancer!

+20 MND
+20 Magic Accuracy, +20 Magic Damage
+10 MND
+10% Fast Cast
-10% Physical Damage Taken

  • Enfeebling
  • Healing
  • Fast Cast
Depending on your subjob, a Geomancer can find itself aiding in enfeebling and Immunobreaks.
The following are situational and should be acquired last.

+20 DEX
+20 Accuracy, +20 Attack
+10 Accuracy
+10% Store TP
-10% Physical Damage Taken

  • Melee
Depending on the content and your subjob, a Geomancer may be asked to aid in the Damage to give a group that edge in the fight.

+20 MND
+20 Accuracy, +20 Attack
+10 MND
+10% Weapon Skill Damage
-10% Physical Damage Taken

+20 INT
+20 Magic Accuracy, +20 Magic Damage
+10 INT
+10% Weapon Skill Damage
-10% Physical Damage Taken

Gear Sets

While the sets below aren't considered to be the "Best in Slot", they are benchmarks to either build sets which fit your playstyle or group requirements. They all follow the chart below to allow progression through the sets, but equipment can be rearranged based on content you have access to and equipment you have for other jobs.

Equipment Tiers
Low Tier 0 JP Delve, Sinister Reign, Quest Rewards, Ambuscade, HTBF
Mid Tier 500 JP Omen, Dynamis [D] Entries, Sortie A-D, Odyssey V0 Fights
High Tier 1200 JP Omen Bosses, Dynamis [D] Wave 1 Clear, Odyssey V15 Fights
Top Tier 2100 JP Dynamis [D] Wave 3 Clear, Sortie E-H, Odyssey V20 Fights
Pinnacle ML 10 NOT Best in Slot! Makes things damn near stupid easy with the right skill.

Indicolure Sets


Low Tier  
  0 JP
858 Combined Skill
Mid Tier  
  500 JP
904 Combined Skill
Geomancy +5
High Tier  
  1200 JP
935 Combined Skill
Geomancy +5
High Tier  
  1200 JP
915 Combined Skill
Geomancy +7
The beginner set is real easy to acquire, being assembled from quested pieces, Domian Invasion, and Reives. The Stikini Rings are reasonably priced and easy to acquire as there is a constant need for them and will serve you for a long time. With Geomancy and Handbell skill are capped and merited, this set up will give you the required 900 combined skill as well at Geomancy +5 allowing you to participate in all content. Both setups use the minimum pieces to bring you to the required skill, including the 20 skill lost for using the Bagua Charm +2 over the Incanter's Torque. You gain -21% DT and +2% in casting Geomancy spells for 0 MP from the two pieces of Azimuth Attire being upgraded to it's +2 variants.
Alternates
  • Two Stikini Rings instead of the Incanter's Torque

Augments

  • Lifestream Cape: Geomancy Skill +10, Indi Effect Duration +20%
Alternates
  • Two Stikini Rings instead of the Incanter's Torque

Augments

  • Lifestream Cape: Geomancy Skill +10, Indi Effect Duration +20%
Top Tier  
  * Mastered *
908 Combined Skill
Geomancy +10
Pinnacle  
  ML9 Required
901 Combined Skill
Geomancy +10
While you do lose some time due to trading out the augmented Gada for an Idris, the gains you make for having Geomancy +10 is extremely beneficial and sought after by all groups. It is a time consuming task to build an Idris, but is rewarding once you complete it.
Augments
  • Lifestream Cape: Geomancy Skill +10, Indi Effect Duration +20%
Augments
  • Lifestream Cape: Geomancy Skill +10, Indi Effect Duration +20%
Example Casting Sets
Mid Tier  
  Geomancy +5
High Tier  
  Geomancy +7
Pinnacle  
  Geomancy +10

Geocolure Sets


The following gear sets are not intended to serve as the gear you use while casting a Geocolure spell, those sets closely follow the Indicolosure sets listed above. These sets are the idle sets after you finish casting and are not either casting elemental, enfeebling, or healing magic.

Example Idle Sets
Beginner  
Mid Tier  
  Geomancer: PDT -31%
Pet: DT -39%, Regen +28
High Tier  
  Geomancer: PDT -26%
Pet: DT -37%, Regen +25
Your basic Geocolure Idle set, this base set does not assume what gear was previously obtained but looks at what can be easily acquired by soloing with trusts. Any empty space should be filled with Pet Damage Taken or Pet Physical Damage Taken reductions, Pet Regen, then the Geomancer's Damage Taken and Physical Damage Taken. As a new Geomancer, you will not be expected to be in the fray as you are still developing your skills and building your gear. While it is possible to get Telchine Attire Set early compared to some other gear, getting the augments of Pet: -4% Damage Taken and Pet: +3 Regen may be hard to come by. Prioritizing the damage taken on the Nantosuelta's Cape until you can get the -4% Damage Taken for each Telchine Attire piece. If you are able to get those augments, then this set will max both Pet Damage Taken and Pet Regen, allowing for the Luopan to remain for the full 10 minutes unless the damage taken is too much for the Luopan to recover itself. The use of Ecliptic Attrition will burden this set without the use of either Dematerialize or Life Cycle.

While the Bagua Galero +2 has +500 Luopan HP, the Luopan only gains this HP if the Galero is being worn sacrificing the possible -4% Damage Taken and +3 Regen from the Telchine Cap.

While there is a slow shift between Pet Damage Taken to Pet Regen, the beginning focus to build additional Damage Taken reduction for the Geomancer themselves allowing them to stand in the heat of battle to provide their party with Indicolure buffs. The blend between the two offer a higher degree of survival for both the Geomancer and Luopan.
Alternatives

Augments

  • Telchine Attire Set: Pet: -1~4% Damage Taken, Pet: +1~3 Regen
  • Nantosuelta's Cape: Pet: Damage Taken, Pet: Regen
Alternatives
  • Shamash Robe for Geomancy Tunic +3: The Shamash has an additional -10% PDT
  • Nantosuelta's Cape: If you want the additional Regen, use the Abdhaljs Resin for Pet: Regen instead of Pet: Damage Taken

Augments

  • Telchine Attire Set: Pet: -4% Damage Taken, Pet: +3 Regen
  • Nantosuelta's Cape: Pet: -5% Damage Taken, Pet: +10 Regen
Pinnacle  
  Geomancer: PDT -45%
Pet: DT -38%, Regen +26
DT Idle Set  
  Geomancer: DT -50%
Pet: DT -38%, Regen +25
Having an Idris with the Geomancy Mitaines +3 caps the Luopan's Damage Taken reduction to -87.5% while the Geomancer receives -30% PDT. The Bagua Charm +2 offers 10% Damage Absorption by the Luopan aiding in its longevity through the course of a battle. Augment the cape with either Defense, Evasion, or Magic Evasion as you see fit after the Pet: +15 Regen.
Alternatives
  • Geomancy Tunic +3 or Azimuth Coat +2 for Shamash Robe: Exchanging the Shamash Robe will lose you the bonus of -10% PDT, but if taking damage is not a issue because you are on the backline, then Geomancy Tunic +3 or Azimuth Coat +2 also have Refresh +3 (+4 on the +3 Coat) on them.
  • Culminus for Genmei Shield: The trade off for -10% PDT for +10 SIRD is based on your needs.

Augments

  • Nantosuelta's Cape: Pet: +15 Regen
Alternatives
  • Agwu's Slops (R28) for Nyame Flanchard: This trade would allow you to use Stikini Ring +1 in both finger slots, trading out the Gelatinous Ring +1 if you desire to have 5 MP/tic in refresh oppose to 4 MP/tic. The raw stats online on the Nyame Flanchard make it hard to compete for another piece with DT on them.

Augments

  • Nantosuelta's Cape: Pet: +15 Regen

Nuking Sets


"GEO goes Boom!"
~ Akabrena, Fight against Kei, 2021

With a B+ rating in Elemental Magic and bonuses from the Cardinal Chant trait, Geomancers have the ability to put up some comparative damage numbers with nukes. Geomancer gains 62 Magic Attack Bonus, 42 from job gifts and from job points. While it has no native Magic Attack Bonus from traits such as Black Mage and Red Mage do, it gains an additional 15 Magic Attack Bonus from Indi-Acumen. Magic Damage is a factor of several to include Magic Attack Bonus and Intelligence, which Magic Accuracy influencing resist rates. Spells are also affected by the 95% hit rate just like physical attacks.

Low Tier  
Mid Tier  
High Tier I  
Most of the beginner nuking gear can be found between Ambuscade, Domain Invasion, or previously released content. If you are unable to find anything with Magic Attack Bonus or Magic Accuracy, equip pieces which gives you additional INT. The more INT you have compared to your target, the more damage your spells end up doing. All Merlinic Pieces should have +10 INT, +30 Magic Attack Bonus, and +30 Magic Accuracy on them. While Magic Damage seems beneficial to have, it may not offset the loss in Magic Attack Bonus on a piece. Compared to Amalric Attire +1, the Merlinic Attire Set has significantly less Magic Attack Bonus but a significant amount of Magic Accuracy and Intelligence which will effect a spell's hit and resist rate. The Amalric Doublet +1 and Amalric Gages +1 will add an additional 13 Magic Attack Bonus at the cost of 5 Magic Accuracy and 6 Intelligence. Overall a Geomancer will see better damage numbers with this combination compared to using all Bagua Attire +3. As for the accessories, a Geomancer will want to mix Magic Attack Bonus and Magic Accuracy in order to maximize between the damage dealt and a spell being resisted. There are several pieces that trade a few points of one for the other and can be traded out based on what your group needs.

Alternatives
  • The Weatherspoon Armor Set +1 sold by Vesca for 9,400 Bayld is a good choice until you can start doing some Ambuscade constantly. If you are soloing Domain Invasion, you can begin to purchase the Merlinic Attire pieces from Zurim for 800 points each. While each set may be costly to a new player, they are iLvl 119, oppose to the Artifact and Relic Armor which starts at iLvl 109.

Augments

  • Nibiru Cudgel: Path B (MP+50, INT+10, "Magic Attack Bonus"+15)
Alternatives

Augments

  • Solstice: Path D (Magic Accuracy+20, Pet: Damage Taken-4%, "Fast Cast"+5)
  • Merlinic Attire Set: +8~10 INT, +30~40 Magic Attack Bonus, +30~40 Magic Accuracy, +5~8 Magic Damage
  • Nantosuelta's Cape: INT +30, Magic Attack Bonus +10, Magic Accuracy +20, Magic Damage +20
Alternatives

Augments

  • Nantosuelta's Cape: INT +30, Magic Attack Bonus +10, Magic Accuracy +20, Magic Damage +20
High Tier II  
Top Tier I  
Top Tier II  
When it comes to using a Daybreak or an Idris, the choice if a Geomancer has both is left up to the Geomancer. The afterglow on an Idris can give up to an additional 50 Magic Attack Bonus, but unless fully augmented, will lose 15 Magic Attack Bonus compared to a Daybreak. Either weapon paired with an Ammurapi Shield has the best Magic Attack Bonus, Magic Damage, and Magic Accuracy for not only Geomancer, but several jobs.
Alternatives

Augments

  • Nantosuelta's Cape: INT +30, Magic Attack Bonus +10, Magic Accuracy +20, Magic Damage +20
Alternatives

Augments

  • Bunzi's Rod (Rank 10): DMG:+5, Mag. Atk. Bns. +10
  • Ghastly Tathlum +1 (Rank 15): Magic Damage +10, INT +5
  • Nantosuelta's Cape: INT +30, Magic Attack Bonus +10, Magic Accuracy +20, Magic Damage +20
Alternatives

Augments

  • Bunzi's Rod (Rank 20): DMG: +9, Magic Attack Bonus +20, Accuracy +5, Magic Accuracy +5
  • Ghastly Tathlum +1 (Rank 15): Magic Damage +10, INT +5
  • Nantosuelta's Cape: INT +30, Magic Attack Bonus +10, Magic Accuracy +20, Magic Damage +20

Magic Burst Sets


While not having any native Magic Burst Bonuses a Geomancer is able to equip several piece with Magic Burst Bonus, charging it's nukes when closing Skillchains. The longer the skillchain the more damage the magic burst does, so take advantage of using higher damage nukes to close the bursts at later steps. Through the use of a geomancer's -ra spells as well as haste and fast cast sets, they can double burst bypassing the Nuke Wall for full damage on two nukes. As a magic burst set is commonly one of the last sets you will be competing, this guide assumes the geomancer is between between the mid and high tiers nuking sets and selects gear and accessories from those above listed sets.

Low Tier  
  Magic Burst Bonus: +9
Mid Tier  
  Magic Burst Bonus: +15
Magic Burst Bonus II: +5
High Tier I  
  Magic Burst Bonus: +29
Magic Burst Bonus II: +5
Borrowing on the simple principle that if you are building a basic Magic Burst Damage set, you are going to begin deviating from your Nuking Set, benefiting from +9 Magic Burst Bonus and +5% Fast Cast. The Ghastly Tathlum provides more damage over the Memoria Sachet if you are unable to acquire the Pemphredo Tathlum early in your Geomancer Career.
Alternatives
High Tier II  
  Magic Burst Bonus: +40
Magic Burst Bonus II: +35
High Tier III  
  Magic Burst Bonus: +44
Magic Burst Bonus II: +35
Top Tier I  
  Magic Burst Bonus: +35
Magic Burst Bonus II: +10
This Burst set will give you a significant amount of damage by capping out the Magic Burst Damage bonus allowing for some significant numbers to be seen. The set boost a significant amount of Magic Accuracy allowing you to stack the Magic Attack Bonus and Intelligence in other slots for more damage. While the Ea Attire Set does suffer from lower stats all around, the set does boost some of the best Magic Evasion for geomancers. Though the set has Magic Burst Bonus I of +44, there is no set-up which wouldn't cause a significant loss Magic Burst Damage trying to replace a piece to achieve the cap of +40 MBB I.
Alternatives
  • Ea Attire Set for Ea Attire +1 Set: While the stats are less compared to the HQ version, slowly piecing it together will offer a significant boost to your burst damage.

Augments

  • Nantosuelta's Cape: INT, Magic Damage, Magic Attack Bonus, Magic Accuracy

Enfeebling Sets


Mid Tier I  
Mid Tier II  
High Tier  
Top Tier  
As you slowly progress in skill and gear, there is a shift for stacking more Magic Accuracy as well as slowly adding Enfeebling Magic Skill gear. While an additional point in Enfeebling Magic is roughly equivalent to one Magic Accuracy, the Enfeebling Magic Skill also adds to the potency of some enfeebling spells. Continue to prioritize Enfeebling Magic Skill, Magic Accuracy, and then Mind. Trade out the Jkahri Attire for Merlinic Attire as you are able to acquire augments which make the piece better than the previous set. The Geomancy Attire +2 is easy to acquire after a couple of Omen runs needing only 40 Paragon Geomancer Cards. Equipping all five pieces will grant the geomancer an additional 60 Magic Accuracy allowing for accessories have additional Enfeebling Magic Skill and Mind oppose to Magic Accuracy. The three piece bonus will begin to see the turning of using either Jharki or Merlinic in turn for Geomancy Attire +2 especially on pieces of the former sets which have the least amount of Magic Accuracy. While it is no Red Mage, with either sub Red Mage, Scholar, or Black Mage, Geomancer has access to debuffs. The Geomancy Attire Set +3 offers the best Magic Accuracy for Geomancer. Coupled with the Regal Cuffs and Earring, Geomancer will be able to extend effects for spells like Sleep or the Elemental Debuffs. Depending on the debuff you will either want Mind or Intelligence on the cape for casting.
Augments
  • Merlinic Attire Set: Mind and Magic Accuracy
  • Nibiru Cudgel: Path A (MND+10, Magic Accuracy+15, "Cure Potency"+15)
  • Nantosuelta's Cape: MND, MACC
Augments
  • Nantosuelta's Cape: MND, MACC
Augments
  • Nantosuelta's Cape: MND, MACC

Misc. Gear Sets


Healing  
Geomancers have no native healing skill, acquiring it from their subjob. A healing set should cap Cure Potency followed by Healing Skill and lastly Mind. A Nibiru Cudgel performs a better than an unaugmented Gada, but augmenting a Gada with an additional 10 Mind and 7% Cure potency will outperform a Nibiru Cudgel. If all all other constants remain the except the weapon, the progression would be Nibiru Cudgel to either an augmented Gada or Daybreak.
Augments
  • Vanya Pieces: Path B (Healing Magic Skill +20, "Cure" spellcasting time-7%, Magic Damage Taken -3%)
  • Nantosuelta's Cape: MND

Melee and Weapon Skill Gear Sets


Example Melee Sets - More Coming Soon!
Attacking  
Attacking  
Nyame Path B... We all know you're going to do it, so just go ahead and do it anyway... For all your GEO/DNC and GEO/NIN needs...
* Next you're going to ask me for WS sets as well, right... * Now... You got me wondering...
Example Weapon Skill Sets - Coming Soon!

Acknowledgements and Dedication

Thanks to all those along the way who helped out especially the information put out by UsedtobeRDM and their Geomancer's Thought Bubble, Brixy and his Bubble Trouble guide and, Ruaumoko and his Final Fantasy XI: Geomancer Guide video as well as the countless threads between BG-Wiki, FFXIAH, and Reddit.

Thanks to the guys over in the LS taking the chance in letting me come in and pick up Geomancer. I appreciate the hours we spent grinding out content watching me bust bubbles before getting it right and then helping me gear it up so we can watch it go boom! This is for you guys! Another shout out to Articchaos for helping out with the testing and Braams for ideas that gave this guide a breath of life rather than making it seem like an advance calculus class.

Updates


Current Version:

  • V24.3.1 - Minor updates

Older Versions:

  • V22.12.3 - Subjob and Food Sections formatting overhaul
  • V22.12.2 - Melee Gear Sets refined, to include Ambuscade Cape
  • V22.12.1 - Revamp of Indicolure Gear Sets
  • V22.11.1 - Melee Gear Set Added
  • V22.11.1 - Added Empyrean Armor +3
  • V22.9.1 - Added Empyrean Armor +2
  • V22.6.1 - Reformatted Artifact and Relic Armor sets, added Empyrean Armor
  • V21.6.1 - Updated Nuking Sets
  • V21.3.5 - Ambuscade Capes Updated
  • V21.3.4 - Magic Burst Sets created
  • V21.3.3 - Indicolure and Geocolure Acquistion 2.0
  • V21.3.2 - Subjob and Food Selection Added
  • V21.3.1 - Geomancy Spells Acquisition and Effects Added
  • V21.2.2 - Enfeebling Sets Added
  • V21.2.1 - Page Created