Overview – The main reason for a character to become a Geomancer in Final Fantasy Tactics is to unlock the Ninja, Dancer, or Mime job. The job is one of the weaker warrior jobs, though it does have the dual nice benefits of access to a ranged attack and high movement speed. Geomancer is also a critical job if you want to create a truly high damage dealing character, though this character is incredibly unlikely to end as a Geomancer. The following guide to the Geomancer job in Final Fantasy Tactics will help you best take advantage of the job benefits and spend your job points wisely.
Prerequisites – Unlocking the Geomancer job requires a level 3 Monk. This requires a significant amount of effort, because the character needs to be a Squire and Knight before this. There is no fast way to get to this job, so you probably won’t see it until nearly mid game.
Advancement – A Geomancer can progress to a Ninja, Dancer, or Mime. All three progressions require training in other jobs as well, with Ninja being the easiest to get to. If you are trying to make a Ninja or a Dancer, the Knight and Monk skills will help you more in the long run towards surviving, so follow this path first. If you are working on a Mime, it doesn’t really matter what path you follow.
Equipment – A Geomancer can equip swords, axes, hats, shields, clothes, and robes. This matches Squire pretty closely if you need to swap jobs for some reason. The lack of good armor makes this a risky job for fighting, especially since the long range attacks of this job deal very little damage.
Elemental: Water Ball (150 JP) – All Elemental attacks have a range of five squares, deal low damage, have a small chance of applying a status effect to the enemy, and only function when used on a specific ground type. This attack only works while standing on water, something that a Geomancer can do, but isn’t that useful usually. The status effect is Frog, which is great, so that makes it a modestly worthwhile skill.
Elemental: Pit Fall (150 JP) – You will want to learn this Elemental attack first, because it works on roads, which are one of the most common ground types in Final Fantasy Tactics. The secondary benefit of Don’t Move is also worth it, when it happens to activate.
Elemental: Local Quake (150 JP) – Local Quake only works on lava rocks and cliffs. These land types are so rare that you just about should never expect to be able to use this ability. It applies Confusion when it does work, but that is one of the weaker status effects because it will occasionally do absolutely nothing.
Elemental: Carve Model (150 JP) – If you intend to use a Geomancer regularly, this should be one of the first skills you pick up. It works on the most common indoor ground type, the stone floor, and the status effect, Petrify, is deadly.
Elemental: Demon Fire (150 JP) – Demon Fire works on the next most common set of indoor trappings, including rugs and stairs. The fact that stone floors, rugs, and stairs are different ground types may surprise you if you aren’t prepared for that difference. Demon Fire applies the much weaker Sleep condition, but it may be your only choice in a cramped indoor setting.
Elemental: Kamaitachi (150 JP) – This ability only works when your Geomancer is standing on certain types of decoration, like furniture or a coffin. It works on some outdoor surfaces as well, like moss and trees, which gives it some flexibility that the last indoor surface doesn’t have. You may want to grab it first, especially since Don’t Act is incredibly powerful when it activates.
Elemental: Hell Ivy (150 JP) – Hell Ivy is the only ability that competes with Pitfall in terms of the first Elemental attack you should learn. It works on grassland which is roughly as common as roads and applies Stop which is actually better than Don’t Move. Which you choose first will probably depend on exactly what part of the game you are in when you learn this job.
Elemental: Sand Storm (150 JP) – This is practically worthless. It works only on some of the least common areas in the game and only applies the Darkness status effect. Avoid this unless you are planning to get every skill from the Elemental set.
Elemental: Gusty Wind (150 JP) – There are a few battles in Final Fantasy Tactics that take place almost entirely on rooftops. If you happen to be involved in one of those battles, this skill is basically mandatory. Otherwise, it is worthless. It is worth getting earlier than later just because you rarely have a lot of other options in rooftop battles, but don’t expect it to be useful often.
Elemental: Blizzard (150 JP) – Unfortunately, the only Elemental ability that applies Silence only works in snow and ice settings. These battles are rare. In general, if you want to neutralize spell casters, a Geomancer doesn’t have the tools to do it and picking up this skill for the rare snow battle that has spell casting enemies isn’t worth the JP.
Elemental: Quicksand (150 JP) – There are a lot of fights that occur in swamplands, which means this is a good early ability to learn. Death Sentence is practically worthless, but the skill is still worth learning for the flexibility of locations where it can be used.
Elemental: Lava Ball (150 JP) – Lava Ball has two primary benefits. First, it can only be used when standing on lava. Since most enemies in the game can’t stand on lava, it allows you to attack from a position where your Geomancer can’t be attacked back. Second, it has a chance of applying Dead to an enemy, which is obviously the best status effect in the game. You won’t see lava until later in the game, so don’t bother learning this skill early.
Reaction: Counter Flood (300 JP) – Since your character had to be a Monk before becoming a Geomancer, this character should already know either Counter or Hamedo. Geomancers are strong enough with physical weapons that both are generally superior as a counter attack than using an Elemental attack. There is little reason to learn this skill.
Support: Attack Up (400 JP) – This ability is a simple but massive increase in attack power for your Geomancer. If you don’t intend to keep the character as a Geomancer, this ability is the best one to learn before leaving the job, because it benefits almost every other warrior type class, except for Thief.
Move: Any Ground (220 JP) – Despite what the name suggests, this ability actually allows your Geomancer to walk on water, not ground. In the early game this can be useful and it is particularly valuable as a skill to teach to a Wizard or an Archer, if you want that character to be safe from melee enemies, but the loss of Move +1 is a rough trade.
Move: Move on Lava (150 JP) – The name of this ability says exactly what it does. Lava doesn’t appear regularly until end game, but once it does, this is a great ability for protecting a character from melee attackers. A Geomancer is better with a skill that increases movement speed or jumping, but this is highly useful for any character that likes to attack from range.
Strategy – Geomancer is a job you need to devote a lot of time to in order for it to be anything other than a sub par Knight. Until a Geomancer has learned every single Elemental skill, or nearly every one, you risk the possibility that a Geomancer will be unable to use an Elemental attack while fighting on a specific map. When that is the case, the character would be better off as almost any other job, even Squire. If your purpose for entering Geomancer is just to progress to a more advanced job, ignore all abilities except for the two Move abilities, Attack Up, and possibly Counter Flood. The Elemental abilities simply aren’t a good secondary unless a character has learned them all.