The subjobs that mages are expected to use will be other mage roles. Mostly to increase their range of spells that they can cast.
There are many subjobs that can be used to support physical attacks, but the best job for someone looking to do this is probably a security guard. This job can provide a lot of protection and allow the attacker to focus on more important tasks.
5. Black Mage
Geomancers who want to specialize in the Black Mage job class will find that it is one of the more difficult options to access. While not as popular as some of the other job classes, Black Mages are still an important part of any Geomancer’s arsenal. ..
Geomancers who choose to specialize in the Subjob of Geomancy use spells that can stun and sleep enemies. These spells offer great crowd control, making this subjob an excellent choice for anyone looking to control a battlefield. ..
Stun weapons are great for preventing deadly spells or attacks from being used by an enemy. ..
Geomancers with this subjob can use the elemental DoT spells to further lower enemy stats and gain access to Elemental Seal which offers a tremendous boost to the next debuffing spell.
The geomancer’s Magic Attack and Magic Burst Bonus traits give them an excellent chance to deal magical damage with their Ra spells.
The Black mage also offers some mild utility in the form of Warp I or II, Tractor, and Escape.
Escape is a helpful ability for quickly leaving a dungeon if your destination is still nearby. Tractor is also helpful for moving KO’d players to safety before they are revived. ..
The Warps are helpful for quickly transporting players to their home point, though it’s seldom used in an age where travel in Final Fantasy XI is both quick and readily available. ..
4. Ninja
The geomancer is responsible for casting the Utsusemi spell, which is a powerful spell that can help to deal with lethal damage from enemy attacks.
Geomancers are vulnerable to attack because they have low HP and no defenses.
Dual Wield III is a trait that allows you to use two weapons at the same time. This is great for when you need to take down multiple enemies at once, or if you’re fighting in a tight space.
Geomancers are skilled with clubs, and can use them to deal damage if necessary. They also benefit from the passive bonuses that come with equipping an offhand weapon, such as increased magic attack or accuracy. So if you’re looking for a versatile class that can handle itself in a fight, a geomancer may be the right choice for you. ..
Ninja subjobs typically don’t offer much utility beyond Utsusemi. So if you need more utility in a group, be sure to consider geomancy spells. ..
3. Dancer
Dancer is more popular than ninja because it deals more damage.
Dual Wield is a greatsword and shield combination, but it can be difficult to use them both at the same time. A dancer subjob offers much more utility and only slightly compromises with Dual Wield, offering just Dual Wield II.
Many helpful job abilities are hidden in the sea of utility. Geomancers can use waltzes to heal, which greatly improves their usefulness in parties and battles. ..
Debuffs are a great way to help your party survive in combat. They can reduce the damage taken by the party, or make enemies more vulnerable to other attacks. In addition, a dancer subjob can provide support via Sambas, which will Haste all party members. ..
Debuffs are a powerful tool in the geomancer’s arsenal. By weakening the most dangerous aspects of an enemy, you can get close without fear of retaliation. And if you take damage, your dancer techniques can quickly deal with it. ..
Geomancers will also get access to Violent Flourish here, which is a way for them to provide a physical Stun that’s useful in a pinch.
2. White Mage
This is a geomancer’s favorite subjob because it offers many benefits, such as the Na spells and the Erase ability.
A White Mage subjob grants Cure IV, Raise, and Reraise, as well as a sea of supporting spells like Haste, Stoneskin, Blink, and Aquaveil. ..
Geomancers are a class that can be used as a support job. They have access to AoE variants of bar-spells, which complement the nature of their spells being AoE in the first place. They also gain access to Paralyze, Slow, Silence, and Repose, which can be put to good use (given the right strategy). ..
If you choose to become a white mage, you’ll also receive both Curaga I and Curaga II. These abilities can be used to revive party members who are sleeping. ..
The white mage also grants Divine Seal, which is useful when combined with –Na spells to make them AoE, or it can be saved as an emergency boost to Cure IV to heal a party member in dire need of first aid.
1. Red Mage
I’m a geomancer and I really appreciate the support this job provides for Final Fantasy XI.
A red mage subjob offers a massive range of utility spells that are specifically tailored to the needs of a geomancer. This flexibility allows geomancers to excel in many different areas, making them incredibly powerful allies on the battlefield. ..
An RDM subjob gives you a 15% chance to cast a spell quickly. This is an extremely powerful ability, and can be very helpful in times of need.
In addition to access to the Cure IV, you’ll also get access to many treasured support spells such as Raise, Aquaveil, Stoneskin, Phalanx, Haste, and Blink.
You’ll get Dia II, Bio II, Dispel, Slow, Paralyze, and Blind.
A geomancer’s repertoire of spells will be extensive, as they use a lot of MP.
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With all the single target bar-spells you could gain access to, you also get the Magic Defense Bonus II and Magic Attack Bonus II traits. These can help your geomancer not only in taking magical damage, but also in dealing it!