(written for 2.3)


Geomancer Areas Of Particular Competence

Geomancers excel in Geomancy and the four elemental schools. They are combat mages. Out of 21 in-specialty spells, (Thunderstorm counts) 10 have damage-dealing, direct or indirect, as their primary focus, and Fire Golem would arguably make an 11th. Out of 8 Geomancy powers, Vaporize and Wave are direct damage-dealers, Channel is mostly a direct damage-dealer, and Minion calls up a friend to deal damage for you. Beyond that, Geomancy itself requires that a mage staff be wielded. Geomancers were not designed to be played as hybrids. Their areas of competence are interesting, though.


Dangers and Pitfalls

There is quite possibly no other class so capable of unintentionally bringing about its own demise as the Geomancer. There are three ways in particular that this happens, and it's worth knowing about them *before* they kill you.


Race and Subrace

Sirrocco: Personally, I'm pretty fond of vampire dark-elves. Dark-elves are good because the somewhat cheaper Magic skill gives you a few more skill points to play with for a class that can find a use for every skill point it gets. They also have an intrinsic magic missile bolt attack. It's not all that strong, but it is extremely efficient after a few levels, and if you run out of magic entirely you can power it off of health. Geomancer spells can burn through mana extremely fast, especially if you go the spell-power route, which can make that little magic missile a lot more valuable as a holdout weapon for the mid-levels than it would seem at first. I take vampires primarily because both geomancers and dark-elves are a bit on the fragile side, and Vampires give a bonus hit-die without any additional spell failure. Beyond that, the resists make the late-game equipment handling (and the endless quest for more spellpower) that much easier, the stat line is nothing to sneer at, and the blood-drain can serve as an emergency backup holdout weapon if you're *really* in trouble. It's a little on the easy side, but I'm not going to worry about that until I actually win one or two.


Gods


Skills

First Structure: Pure Caster


Strategy and Tactics


Chatter

Sirrocco: Just for the record, this spoiler is in honor of Zizzo's Trilogy, who inspired me to try Geomancers.

SaricRitzden: This may be more appropriate to a spoiler on the Geomancy skill but I didn't see a page to post the question on. When casting a vaporize spell, is the damage rolled each time it is applied to a monster, or is it rolled once at the beginning and is a constant from then on? I have noticed that sometimes the cloud itself sometimes seems weaker and sometimes stronger.

Spoilers/Classes/Geomancer (last edited 2007-10-19 16:42:47 by SaricRitzden)