Page 1 of 8 1 2 3 ... LastLast
Results 1 to 10 of 76
  1. #1
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99

    [Dev1005] SCH adjustments & Additions

    so i find it annyoing that pretty much every thing boss wise in abyssea is IMMUNE to modus veritas, or it misses 50% of the time. so heres a list of suggesstions for sch additions and adjustments.

    Modus Veritas: Reducing timer to 60 seconds, to make it more usefull versuses smaller monsters who die quicker.

    Reasoning: at the current point and time we cant utilize this ability veruses the current bosses of the game, and we cannot utilize it effectively against smaller monsters due to its 20 minute recast timer.

    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

    Light arts: Innate +10% cure potency
    reason: SCH has a severe lack of Cure potency gear. 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.

    Every thing below this line is from a later post, adding onto this list of ideas.
    _____________________________________________________________________________________
    i feel that SCH still, even with the suggestions i made for fusion magic, would still need even more to bring it into its own unique role, cause ATM we quite honestly SUCK in the greater scheme of things. id like to see completely unique ideas for spells... some that come to mind:

    ________________________________________________________________________
    Venificus Contego: (Magicians Shield)
    White magic
    Light arts: Enhanced by enhancing magic & MND
    Dark arts: Enhanced by elemental magic & INT
    Not restricted to arts
    Accession Compatible
    Perpetuance Compatible
    Duration: 5 Minutes
    Recast: 5 Minutes
    MP: 150

    Provides a Shield against magic. increased magic defense bonus VS spells matching targets current weather. augments Addenendum white & black.

    Addenendum White additional effect: When shield is dispelled via damage, returns 50% of damage absorbed to caster & 25% to Affected target.
    Addenendum black additional effect: when dispelled by damage, caster gains Magic attack equivalent to 5% of total damage absorbed towards next offensive spell cast.

    Logic: this would give the SCH a spell that carries both defensive, offensive, and support capabilities when used in various situations. it would ideally max at 500 damage absorbed, thus returning a max of 250 MP on removal from current target, or 25 MAB & conserve MP for the next spell cast by the scholar based on the arts the spell was cast in

    imo this spell would fit sch's tactical role PERFECTLY, the MP ammount might seem like alot upon return, but keep in mind its got a 5 minute recast on it, and the target has to take specifically magical damage for it to be activated.


    ________________________________________________________________________
    Magus Validus (magic might)
    White magic & Black magic aligned (neutral)
    Light arts: Enhanced by Enhancing magic
    Dark arts: Enhanced by Enhancing magic
    Not restricted to arts
    compatible with all strategems.
    Duration: 5 Minutes
    Recast: 10 seconds
    MP: 30

    Increases Enhancing magic effects based off of current arts.

    Light arts: enhances all white magic aligned enhancing magics effects by +1 on current target. Provides caster a small boost to light arts bonuses based on number of targets effected by spell (+2% to each light arts effect per target effected, caps at +10%. this extends to all bonuses applied from gear effects to light arts)

    dark arts: enhances all dark magic aligned enhancing magics effects by +1 on current target. Provides caster a small boost to dark arts bonuses based on number of targets effected by spell (+2% to each dark arts effect per target effected, caps at +10%. this extends to all bonuses applied from gear effects to light arts)

    this spell would remedy the lack of T2 storm spells for one, and it would also serve to make WHM BLM RDM enhancing spells to preform more effectively.
    ________________________________________________________________________

    Minuo pretium (Blood Price)
    Strategem
    Dark arts
    All Black magic Compatible

    Next spell cast will consume the casters HP instead of MP

    HP conversion rate is 2MP - 1 HP.
    ________________________________________________________________________

    Praevenio Decessus (death prevention)
    Strategem
    Light arts
    Healing magic Compatible

    Next healing magic spell will bestow Numen upon its target, spell will not heal target.

    Effect: when the target of a healing spell paired with this strategem is brought below 0 HP, this effect will heal the user for the ammount the Heal SHOULD have done:
    EXAMPLE:
    1) Hideka uses P.D
    2) Hideka casts Cure V on tank
    3) Tank is healed for 0 HP
    4) Tank gains the buff of numen
    5) Minutes later, the tank eats 200 more HP then he has and falls to 0 HP
    6) Numen buff is removed, and the tank is healed for the ammount the origonal cure 5 healing spell should have done.

    this ability will carry a internal timer for each target, making it so a target cant recieve this effect more then.... like every 5 minutes or so, and cant be paired with accession for AOE cheat death.
    ________________________________________________________________________

    these abilities paired up with fusion magic would bring scholar even closer to having its own unique spot in a party.
    (2)
    Last edited by hideka; 03-19-2011 at 09:16 AM. Reason: Added ideas from a later post for ease of viewing.

  2. #2
    Player Krystal's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    312
    Character
    Pikachuninetail
    World
    Shiva
    Main Class
    BLU Lv 99
    your spell ideas actually do sound and feel right down sch's alley! sch have always been effective in utilizing elements in different fashions a good example being their helix spells. another one being their weather spells and their ability to put double weather on themselves and others with klimaform making their and others spells more effective..in fact many of their spells are dependent on weather effects. scholar is my all time favorite job in the game...it was my first level 75 and my first level 90!
    (0)

  3. #3
    Player Mezzopiano's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    60
    Character
    Mezzopiano
    World
    Asura
    Main Class
    SCH Lv 90
    I think you seriously underestimate SCH's nuking power. Sure, we don't have native Magic Atk. Bonus, but +24 from subbing BLM or RDM, plus bonuses from storm spells and Ebullience are more than enough to make up for it. My SCH can outnuke my BLM on the same spell pretty easily, but then again, I don't have top-of-the-line gear for either.

    The rest of these suggestions look pretty good, particularly the Modus Veritas one. That needs something to make it not useless again.
    (0)
    Last edited by Mezzopiano; 03-10-2011 at 04:16 AM. Reason: Fixed a typo.
    Mezzopiano of Asura

    ~BLM90 SCH90 SMN90~

  4. #4
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Mezzopiano View Post
    I think you seriously underestimate SCH's nuking power. Sure, we don't have native Magic Atk. Bonus, but +24 from subbing BLM or RDM, plus bonuses from storm spells and Ebullience are more than enough to make up for it. My SCH can outnuke my BLM on the same spell pretty easily, but then again, I don't have top-of-the-line gear for either.

    The rest of theses suggestions look pretty good, particularly the Modus Veritas one. That needs something to make it not useless again.
    Yeah, 20% increase to spell DMG, 30% with the AF3 hat makes up for the less of MAB.
    (0)

  5. #5
    Player Delvish's Avatar
    Join Date
    Mar 2011
    Location
    Bastok Rank 10
    Posts
    338
    Character
    Delvish
    World
    Asura
    Main Class
    SCH Lv 99
    Quote Originally Posted by hideka View Post
    so i find it annyoing that pretty much every thing boss wise in abyssea is IMMUNE to modus veritas, or it misses 50% of the time. so heres a list of suggesstions for sch additions and adjustments.

    Modus Veritas: Reducing timer to 60 seconds, to make it more usefull versuses smaller monsters who die quicker.

    Reasoning: at the current point and time we cant utilize this ability veruses the current bosses of the game, and we cannot utilize it effectively against smaller monsters due to its 20 minute recast timer.

    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

    Light arts: Innate +10% cure potency
    reason: SCH has a severe lack of Cure potency gear. 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.
    Modus adjustments are spot on, Sublimation adjustments are spot on, and new spells are spot on. The Light and Dark arts adjustments I don't feel as fully necessary (though always welcome!). I can nuke and cure as well as a base-line BLM or WHM, however the gap is increasing. SCH will soon be in dire need of balancing to put us back to at least moderate abilities between these two roles.

    In regards to your fusion magic concept, I love it with the exception of the last two. A more intuitive idea would be to use the 4 primary fusions combined with SCH's immanence spell to create a Light or Darkness burst resulting in a similar effect.

    I could also do with an adjustment to immanence's effect, as it takes way too long to cast a spell worthy enough to take advantage of the SC or MB effects.
    (0)

  6. #6
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    the double element spell line can be used with Immanence to make level 3 skillchains like light and darkness, nice ideas, nice ideas for the added effect too
    (0)

  7. #7
    Player Crossarius's Avatar
    Join Date
    Mar 2011
    Posts
    31
    Character
    Chaosi
    World
    Sylph
    Main Class
    SMN Lv 95
    Quote Originally Posted by hideka View Post
    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.
    These spells are great! Very similar to what I had in mind too after I started playing with immanence (which I learned to love when I cleaned my club of trial and nyzul weapon for WS points)
    Make them either both elements at the same time or multi-hit spells, something I always wished for in the nuking department.

    I agree on everything else too. I cannot remember the last time I used modus veritas except to remind myself how it looks like.
    I feel that they should expand on our ability to control enmity. Libra's range is too short and enmity+ and enmity- songs aren't enough tools imho.

    Make rapture work with enhancing magic and ebullience with enfeebling magic! (though people may argue more potent enfeeblings take away from RDM T2 enfeebling spells.
    More potent stoneskin (which you can then AoE), more potent adloquium, more potent regen.
    Scholar is the one job that takes existent spell and make them more potent, AoE, half MP or half cast/recast or double duration.
    I don't see a reason for at least rapture to work like this, after you all it is yet one more stratagem you can burn through.
    Want to super buff something and make it AoE, double duration and increased potency? Ca ndo that but it will cost you three charges for one super buff. Fair enough if you ask me.
    (0)

  8. #8
    Player OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Posts
    124
    Character
    Altrage
    World
    Shiva
    Main Class
    SCH Lv 90
    Throw in Ultima schema spell at level 99 and you've got a deal!
    (1)

  9. #9
    Player Valkrist's Avatar
    Join Date
    Mar 2011
    Posts
    45
    Character
    Valkrist
    World
    Bahamut
    Main Class
    MNK Lv 4
    I have to disagree that SCH does in fact have a lot of Cure Potency gear. They have 35% at level 90, whereas at level 75, they only had 17%. Would SCH benefit from having more potency? Absolutely.

    Dark Arts giving MAB is a very interesting idea. It definitely would close in the gap created by what a full BLM AF3+2 set does. At level 75, a SCH can come close to matching, if not beat, a BLM in total damage done over time. At level 90... SCH's severely behind. While it is still the second best nuker, it's nowhere close to a BLM. My 4/5 AF3+2 BLM casts Aero V for something like 2.5k without set procs. My SCH on the other hand does about 1.3k on the same monster without using Strategems. I don't mention Strategems numbers because how people play SCH varies so much that using that figure isn't something that could be universally compared to. My numbers may be wrong since I'm going by memory. The difference in damage per spell I don't think SCH can come even close to catching up to BLM at this point and this isn't even thinking about BLM set procs. It's pretty common to see a BLM suddenly nuke for 7+k damage. So more MAB through Dark Arts would be much appreciated.
    (0)

  10. #10
    Player Scuro's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    348
    Character
    Scuro
    World
    Odin
    Main Class
    BLU Lv 99
    Modus veritas needs to be reduced in timer or ungimped in resistance, because honestly, that has been such a pain to get to stick for something that is a 10 minute recast... I still think its stupid that they made it a JA that can miss, thats like having a provoke miss.... like really SE?

    This idea of Fusion magic, now that is the most original idea I've heard of lately when it comes to SCH or hell even magic in general! Although I can honestly say I doubt seeing this happen, if it were too happen, it would make SCH's ability to elemental skill chain god send, and hell even make basic damage interestin! Like in the case of Murexs that are both Air and Lightning elements, and many of the other Abyssean specific mobs (the ones that look like pokemon) which consist of more then 1 element innately. That is the only reason why I can hope and pray SE reads that suggestion and actually does it. Someone I believe brought up helixes as a means to target party members and rather then inflict damage, act as a regen, and proc a cure rather then a sudden spike of damage as helixes do. That was actually a really interesting idea, and something I wouldn't mind seeing, along with Tier 2 helixes and storms
    (0)

Page 1 of 8 1 2 3 ... LastLast