It is more common now to use this is if you have a second GEO while the primary GEO would work on increasing damage or to use an Indi-vex in conjunction with a GEO Malaise or Frailty with a single GEO so you can get a boost to both damage and survivability. As a Geo you get a bit of all those types. Additional merits increase HP recovery by 5% per merit. It all depends on what your willing to put into it and how good you want to be at it. Stikini +1 x 2 would be +32 as each skill would get +16. You will almost always pair up spells to make the effect even more pronounced. This page has been accessed 115,667 times. I see a lot of people starting to say that your idle set should have pet damage reduction and luopan regen on it, in contrast to the normal regen idle sets. The one other combo that used to be extremely popular before a nerf is Geo-Vex with Indi-Attunement. FANTASY is a registered trademark of Square Enix Co., Ltd. https://www.bg-wiki.com/bg/Category:Enfeebling_Magic#Formulas. This will give you capped luopan damage taken, roughly 22 in luopan/pet regen, and gives the GEO 29 Physical DT and 18 Magical DT. Debuffing if no RDM, assisted curing if whm is lacking, DDing if reasonable, na'ing if heavily needed, stunning if required, Bursting if able (without gimping a blm), throwin hastes/refreshes, GEO main healing happens too. This is verified from testing and SE has also stated this as fact. unfortunately GEOs are limited to 2,5 bubbles while RDM can stack their full arsenal. And since every newcomer to job gifts always asks, yes the benefits are cumulative meaning that once you have all your gifts you will have +36 Handbell skill and +36 Geomancy skill. Adds an HP recovery effect to Full Circle. The Luopan will vanish and restore HP to party members within the area of effect. Increases acquired capacity points by 35%. Increases acquired capacity points by 27%. I am a strong believer in keeping abilities up for as long as possible so whichever helps you in that regard, be it ability timer or damage taken, that's the path I would recommend. At some point you will be able to easily hit your 900 Combined skill so you will need to take another look at your sets and probably switch to more azimuth gear for the free MP while casting. Yes Pet gear works. If you do, then its ok to start doing easy stuff like capacity points, Ambuscade, and lower tier escha without worry. Augmenting can be a pain though so just a heads up on that. Additional merits restore up to 5% additional HP. Name Job(s) Attribute Skill MP Duration Recast Casttime Target Description; Indi-Poison: Geomancer: 1: Water: Geomancy: 12: N/A: 12 seconds: 4 seconds: Self: … We are limited to 2 effects at any given time. Do this to a war with Resolution fighting something and see his damage skyrocket as an example. I say that only to tell you once you cap pet DT and if you find yourself throwing millions of gil and hours of time on those Telchine augments.. maybe you can get by without a few points. For gaining hate on several targets, i.e. Ecliptic Attrition increases the potency of Geo-spells (not indi spells) by 25% but also increases the native DoT of the luopan by 6 HP per tic. Increases damage when using Concentric Pulse. There are several ways to get there but a few suggestions are Dunna, Geomancy Mitaines, Handler's Earring, Handler's Earring +1, Thurandaut Ring, and Psycloth Lappas. Life cycle distributes a portion of your HP to your luopan and is the only way to really heal it other than some pet regen equipment. Mending Halation is similar to Curative Recantation but I don't think you need yet another option to blow up your little ball of light plus Curative happens every time you do full circle. With that in mind, it’s time to get to gear suggestions. Increases acquired capacity points by 11%. Sure they can have some ones offs here and there but I highly doubt they will make your must do rotations. This is true for indicolure spells but for the geocolure version this is different. Increases acquired capacity points by 13%. Leveling 1-98 So in today’s FFXI you will level almost exclusively solo with your group of Trusts. Bolster is your 1 hour ability and boosts all your Geo AND Indi spells up 100%. IF you don't have the first set listed with capped skills and capped out the merits for geomancy skill and handbell skill, you are not yet ready to join stuff. Think I stuck with giving out Indi-Fury and then eventually Indi-haste to my trusts while leveling and just plowed through the levels. If for some reason you can’t get a Dunna yet, use a Nepote Bell but it had better be as a very short term stop gap. Increases the effect duration of Indicolure spells. I tell people leveling GEO to just stick with beating on things with a club, tossing out a few nukes, and more or less treating yourself like a semi gimp DD. The nuke sets place a decent priority on Magic accuracy and our Relic +3 stuff really adds a lot here which is why i went with it over any augmented Reisenjima gear or Ea gear in the standard nuke set. Enables the player to equip items marked as Superior 5 (Su5). Increase amount of HP recovered by 1 percent. might want a other head for non bog but the extra perp cost docent mater that much. For Group two merits, which in my opinion are a bit blah for GEO, 5/5 Radial Arcana is a decent option for oh shit moments you need to give MP to your mages and then I guess 5/5 Curative Recantation which some GEO's seem to love during solo play. "Geomancer fails in single party events due to one reason: We can't spread buffs to everyone. For sure enfeeble with distract dia2, frazzle impact if you can on nms or stuff that matters. The –ra line are just AOE spells but are always centered on the Geomancer and not another target. What do you all think? Geomancer is all about filling the support role for a group, you can do some decent nukes sometimes, and you can spot heal at times, but make no mistake your party role is all about support. It is important to note that Luopans have a short life span in that they have an always present DoT on them (-24/tic) which means eventually you will need to recast and since they are pets, and have their own HP pool, they can die from enemy attacks. Increases acquired capacity points by 9%. Damage based on luopans current health. Its a little clunky and I'm not sure how to do this with a controller. Shares a recast timer with Lasting Emanation. Recast is reduced by 20 seconds per merit. I would try to recast an indi spell every other fight and toss out a t1 nuke every fight just to help with getting skill ups but no matter what you will more than likely be severely under skilled once you hit 99.