I will go over the basics of the Geomancer job, describe the play styles, give an example of a build, and more. Check out my Beginner Tips and Tricks for more help with the game.
This guide will go over everything about the Geomancer job in Final Fantasy Explorers including:
Geomancer Job Basics - Everything you need to know when deciding whether or not to play Geomancer. Geomancer Ability Build - An example build that I use for Geomancer and why I use it. Geomancer Job Mastery - What you need to complete the Mastery Trials: Geomancer quest and what you get for doing it. Geomancer Job Equipment - What materials you need to craft the Geomancer-Only gear and how to get them.
Geomancer Job Basics
The Geomancer is listed as Booster, but can deal good damage with the right abilities. Their unique ability, Trap, places a trap on the field that triggers on enemy contact that deals damage and inflicts Stop.
Their passive ability, Terrain Bonus, gives various buffs based on the terrain beneath you.
The Club skills are what make Geomancer shine. There are two skills that create zones on the field: Reinforce and Reduce.
Reinforce creates a zone that grants buffs to allies inside it. It also gives you extra buffs when using certain Club skills.
Reduce creates a zone that increases allies’ chance to inflict ailments and causes them to last longer.
You will Boost the team by placing these fields down, while making your attacks stronger as well. I would count this as more of a Hybrid Booster/Damager Job.
Geomancer Ability and Mutations Build
I’m going to give you the build I currently use for Geomancer and describe why so you can get a good idea of one of the ways you can play Geomancer. If you need info on mutations and how to get each one, visit my Mutations and Crystal Surge Reference List.
Left Abilities
X - Trap Suggested Mutations - Status Ailments Y - Reinforce Suggested Mutations - Link Ability, Buffs A - Venom Strike Suggested Mutations - Status Ailments B - Reduce Suggested Mutations - Stats reductions
Right Abilities
X - Cryo Spin Suggested Mutations - Absorb AP, Link ability Y - Brainstorm Suggested Mutations - Link Ability, Attack buffs A - Bonebreaker Suggested Mutations - Link Ability, Attack buffs
B - Grand Slam Suggested Mutations - Attack Buffs
Trap comes with Stop, which doesn’t work on nearly every boss, but you add all other status ailments to it with mutations. This lets you get the effects of any of the other mines without using up slots or any ability load.
I already talked about Reinforce and Reduce, but you can link them into attack skills and grant extra buffs or debuffs through mutations.
Venom Strike and Cryo Spin are attacks that also add status ailments. You can add mutations for more damage and status ailments. I put these 2 in just to get more attacks and more chances to inflict ailments.
Brainstorm and Bonebreaker are two hard hitting attacks that also give extra benefits if you use them inside a Reinforce zone.
Brainstorm has a chance to decrease enemy M-Attack and it will raise your own M-Attack when used in Reinforce. Bonebreaker does the same, but with P-Attack. Grand Slam is very hard hitting attack that hits multiple times and does more damage the closer you are to the enemy.
By stacking status ailments and buffs to your abilities, you can severely cripple the enemy while boosting your team at the same time. This is the perfect class to play if you like supporting and attacking at the same time.
Geomancer Job Mastery
When you complete 10 quests as a Geomancer, you can do the Mastery Trials: Geomancer quest. You must reach Arha Marsh, Porjio Caverns, and defeat 20 monsters to complete the quest.
Completing this will do multiple things:
Allows Geomancer to dual wield Allows Geomancer to equip daggers and firearms Increases max HP and AP for Geomancer Gives Geomancer Guide
The last part is an item used to craft gear that only the Geomancer Job can equip.
Geomancer Job Equipment
All of the Geomancer Only equipment start with the word Stream. There are pieces for Head, Torso, and Legs. Besides the unique look, Job specific gear adds 5 to your max ability load and takes away 5 from the base equipment trait for each piece. This gives you a total of 15 extra Load.
They all require the same types of materials, but torso uses more. Below is a list of the materials needed and where to get them.
Geomancer Guide - Completing Mastery Trials: Geomancer quest. Amount Needed: 1 for each piece, total of 3. Fiendish Eyeball - Drops from Ahriman monsters, located in Arha Marsh. Amount Needed: 1 for each, total of 3 Cactuar Needle - Drops from Cactuar monsters, located in Debbis Heights. Amount Needed: 2 for each, total of 6. Small Compass - Random from gathering pile spots. Amount Needed: 3 for Head and Legs, 4 for Chest, total of 10.
This is it for my guide on Geomancer in Final Fantasy Explorers. Let me know if you have any questions or suggestions!