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  1. #11
    Player Pofo's Avatar
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    Mar 2011
    Posts
    26
    Awhile back i thought about them adding the Blood Grimoire but I couldn't really place how it would fit in withSCH's mechanics, I considered it being a mixture of Addendum Black and White with better stratagems but then why even have Addendum Black/ White if they made an all in 1. I'm sure they have big plans for SCH, we still have 9 levels to go, but hopefully something mentioned in this topic makes a difference.
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  2. #12
    Player Siiri's Avatar
    Join Date
    Mar 2011
    Posts
    233
    Character
    Siiri
    World
    Bismarck
    Main Class
    WHM Lv 99
    I don't understand how anyone can think Sch getting the ability to AOE elemental spells wouldn't be hugely overpowered. Right now the only unique spells Black Mages get are the ga and ja lines, except for AM and AMII which are pointless due to the advent of T5 spells. Scholars already get a ton of job abilities to help their black arts, and have non stop MP with the sublimation changes. Why do people not think a specialist like Black Mage should not have some unique spells? In the original post it is stated White Mage should be the best healer, why do people want to make Scholar a better nuker than Black Mage? Is it because Dark Arts are more exciting than healing?

    Scholar is a hybrid, not a specialist. Can people not think of unique suggestions instead of taking more spells and abilities from existing jobs? I think Scholar has been one of the most aggressively updated jobs, and really doesn't need anything added to the Dark Arts side. Light arts probably could use a buff, but I worry if it gets Cure 5 it again overshadows White Mages.
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  3. #13
    Player Terrial-Cerberus's Avatar
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    Mar 2011
    Posts
    1
    To be honest for myself personally, the only real think SCH needs is a help in the single target cure department. ie Cure V. I don't think this will take away from the WHM due to gear choices. Most WHM Gear is getting Cure Potency +X% where SCH does not, not to add Affectus Solice where the cure also lands a bonus Stoneskin on the target of the cure spell.

    I personally am starting to dislike SCH because of the fact that we can't keep up as a healer, tending to lead us down the single target BLM route where we're only asked to heal in XP parties if that. Even chain healing Cure IVs back to back to back wont do the trick, there's too much of a cooldown between castings to make it effective.
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  4. #14
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    I agree that SCH needs changing. There are a lot of imbalances ever since 80 came out with job vs. job but since this is about SCH here is my concerns for SCH while trying to have balance concern with the other jobs.

    A lot of things said here I agree with already so I would like to say I support them.
    About cure V, this spell needs to be given to any job that has cures for a main now. Logic of progression with the fact you’re seeing people in abyssea up to 3-4k hp reflects this is a must. All I can say is drop the static enmity on cure V that exists now. Give WHM an enmity down for cures as a trait that works outside current enmity caps. Giving such a trait and dropping the enmity rules for cure V will allow it to be reasonable to give cure V to RDM, PLD and SCH.

    AS said earlier tabula rasa has too much time wasted using the other job abilities? Have Alacrity and parsimony atomically activated when under dark arts, and penury, celerity when under light arts. If you have the merit stratagems have those auto trigger as well. Allow light arts and dark arts to be used freely when under Tabula rasa.

    Merit stratagems:
    First all merit stratagems need to be one charge. Making them cost 2 means you can only use them with tablua rasa.

    Altruism: This merit is useless because we have no light base nuke or critical light spell like a light based sleep spell that uses light arts/ addendum: white
    Focalization: useless right now because magic accuracy is a joke in the current state of the game
    Tranquility: nice concept would be useful with a 1 charge cost.
    Equanimity: nice concept would be useful with a 1 charge cost.

    Modus Veritas is useless now and a useless merit after the changes made to it.

    Enlightement:
    Does not follow the game description in what it does, it needs to be changed where you can like cast Reraise II that costs 135 mp under black arts.

    Savant's pants +1/+2:
    Going from +1 to +2 is not a real upgrade. In general this gear is useless because like I said before magic accuracy is a joke with the game in the current state. I also find it a bit unfair that gear like this is just an Enfeebling macro. Having too much situational gear like this is part of the reason we still have inventory space issues.

    Savant's Gown +2:
    It’s really hard for casual gamers to know what the enhancement is and even for hard core gamers it’s not an easy thing to test and takes a lot of time to do so. Please give more information on what it does please.

    Savant's bonnet +1/+2:
    This gear I used as an Ebullience macro and Enhancing magic. I would not mind toning down the bonus for Ebullience if you add real nuking stats on it like INT and MAB so it can be used more often. Like what I said about the SCH pants, too much situational gear like this is why people continuously complain about inventory issues.


    Set bonuses do not do enough to agure full set over macro changes. If you want to keep the set as is then the set bonus needs to be better.

    A way to do AoE light enfeebling magic like making silance AoE
    A way to dark enchaacing magic to get the bonuses of perpetuance.

    AoE haste, No reason not to allow it since say whm/sch can still AOE haste and stoneskin when needed.
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    Last edited by Rambus; 03-09-2011 at 10:55 AM.

  5. #15
    Player MrButter's Avatar
    Join Date
    Mar 2011
    Posts
    14
    Character
    Mascrapone
    World
    Siren
    Main Class
    SCH Lv 95
    Make A cure potency build, use rapture, aurora storm, light obi/twilight cape, you can hit 1k HP cure easily. then the only real problem is Enmity because you will generate TONS.

    I just want some more enmity control. that's my only gripe with my sch.

    that and yes Libra needs to be 20 range like spells.
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    Last edited by MrButter; 03-09-2011 at 08:20 AM.

  6. #16
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    Quote Originally Posted by MrButter View Post
    Make A cure potency build, use rapture, aurora storm, light obi/twilight cape, you can hit 1k HP cure easily. then the only real problem is Enmity because you will generate TONS.

    I just want some more enmity control. that's my only gripe with my sch.

    that and yes Libra needs to be 20 range like spells.
    That reminds me, cure VI needs to be changed too so SCH is not boken with the best cure spell (cure V) + being able to buff it like that.
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  7. #17
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by MrButter View Post
    Make A cure potency build, use rapture, aurora storm, light obi/twilight cape, you can hit 1k HP cure easily. then the only real problem is Enmity because you will generate TONS.

    I just want some more enmity control. that's my only gripe with my sch.

    that and yes Libra needs to be 20 range like spells.

    I have that build and it still isnt enough. Outside abyssea Cure4 is still pretty acceptable, but you really can't spam it back to back (with or without rapture) and in an emergency you really dont have time to hit that rapture macro.

    EDIT: Oh yeah I think Dark Arts is fine.
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    Last edited by Raksha; 03-09-2011 at 10:30 AM.

  8. #18
    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 Sotek View Post
    Oh Christ, how could I forget:

    A full spell list please.

    When Scholar got Aquaviel/Blink/Stoneskin/etc I really started to gain hope for this. I'm not suggesting Scholar gets every white and black magic spell in the game, but there are a couple that would be really appreciated. Haste (and remove that block on Accession + Haste so I can Accession + Perpetuance + Haste /drool), Phalanx, Bind, Gravity, Paralyze, Slow, Silence, Poison I~II, Bio I~II, Dia I~II, Banish I~III and Flash.
    Some of them are debatable, but the majority are spells we'd have from subjob regardless, it seems pointless not having them on main. Enfeebles specifically irk me since SCH has what? Four native enfeebling spells with a B+ Enfeebling skill. Same rational for the Divine Magic options, I never understood why Light Arts gave me Divine skill when I had no spells natively (and even from subjob half the time).
    The issue with giving that, regardless of if they are subjob is two things.

    1. It'll weaken RDM and other jobs who get them, for example: Give them all those spells and the only Enfeebling Spell RDM has left is Addle.
    2. It'll weaken the point of a majority of jibs.
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  9. #19
    Player Tezz's Avatar
    Join Date
    Mar 2011
    Posts
    99
    Anything that continues to make SCH spells unique. Our Light-Arts side is mostly copy/paste from existing spells.
    It would be nice if they added at least 2 more light/dark unique spells.
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  10. #20
    Player Eric's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    374
    Character
    Aerolite
    World
    Siren
    Main Class
    SCH Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    The issue with giving that, regardless of if they are subjob is two things.

    1. It'll weaken RDM and other jobs who get them, for example: Give them all those spells and the only Enfeebling Spell RDM has left is Addle.
    2. It'll weaken the point of a majority of jibs.
    Can you explain how anything will be made weaker by giving SCH more spells? I don't see how making SCH better automatically makes other jobs weaker. RDM will still be exactly the same. That's like saying that making PUP better automatically makes BST and SMN weaker.
    (0)

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