this is an idea i had posted a long time ago in another forum, figured id move it over here and see what people thought
Sublimation: Changing sublimation gear mechanics to allow then enhanced effect to be applied when the job ability is activated, and last the duration of the charge even when un-equipped.
Reasoning: while the recent tweaks to sublimation are Awesome, all of the nifty sublimation gear that is out now, has little to no efffect to the charging time due to the fact that you cant utilize the enhanced ammount more then 20% of the time in a combat situation, AND you have to set an idle macro (for those of you who dont use scripts), its a mega hassle.
Dark arts: adds natural magic attack. increasing by 1MAB every five levels from level 10, resulting in +16 Magic attack bonus.
Reasoning: without any form of natural MAB it is IMPOSSIBLE for sch to currently hold a candle to a blm. they trump us in both casting power AND speed now, putting us into the old rdm position of "Meh caster" where a BLM will ALWAYS be prefered over a SCH. even with 16 additional MAB, it will be IMPOSSIBLE for us to even compete with blm for sheer damage out put. the only thing we still trump BLM in is MP efficiency, which pales in comparison to a BLM/RDM who has pretty much -50% casting speed and +36MAB at all times. where as we have to use a job ability to reach those ammounts, severely limiting us. oh and not to mention, ONE Piece of our AF3 has mab. ONE. hell we dont even get access to the good MAB !@#$%&.. I.E: Eradico mitts, BARD can wear them SMN can wear them, but not sch. W T F
(this isnt an attempt to make sch better then blm, just an attempt to make BLM not the only choice)
Light arts: Innate +10% cure potency
reason: SCH has a severe lack of Cure potency gear (out side of suryas staff). this will also serve as a buff to RDMs who /sch.
Magic:
Cure 5.
Tier 2 Storm spells
Tier 2 Helicies
Buffing Addoloquim to 2-3 TP per tic(enhanced by gear if anything)
Fusion Magic: magic that has two elements for SC purposes, that carry additional effects.
Aduro Illustrio: Fusion elemental magic. Fire & light. Additional Effect: increases damage done by Ice and darkness for 30 seconds.
Glacialis Fons: Distortion elemental magic. Ice and water. Additional effect: Increases damage done by Wind and Fire for 30 seconds.
Ventus Reboare: Fragmentation Elemental magic. Thunder and wind. Additional effect: Increases damage done by earth and water for 30 seconds.
Terra Pullus: Gravitation elemental magic. earth and darkness. additional effect increases damage done by light and thunder for 30 seconds.
Omnino Creperum: Darkness elemental magic. Earth Darkness Ice water Elements. additional effect: increases damage dealt by all light alligned elements for 60 seconds.
Funditus Elucido: Light elemental Magic. Wind Fire Thunder Light elements. Additional effect: increases damage dealt by all darkness aligned elements for 60 seconds.
omnio creperum and funditus elucido are meant to be damage enhancers for universal elements that would help bolster any incoming elemental damage.