Is this combination any good? :o
Printable View
Is this combination any good? :o
Yes, it's good. WHM/SCH is better though.
Can explain to me why /SCH is better?
Multiple reasons.
10% -MP Cost is a big one when you can get Curaga's for free on occasion thanks to EMP set.
Red Mage is such a well-rounded main job that it adds very little as a subjob, even for other mage classes. Its primary advantages are the Fast Cast ability, quickening spell casting spell time, and its high intelligence, making it a possible alternative to White Mage for the Black Mage's sub. Despite increased damage, however, the Black Mage/Red Mage will never gain access to Raise, Poisona, Curaga, Divine Seal, and other abilities which make Black Mage/White Mage the most popular choice
heres a couple links to some more viable subjob choices :
http://wiki.ffxiclopedia.org/wiki/Red_Mage_Support_Job
http://wiki.ffxiclopedia.org/wiki/Bl...ge_Support_Job
http://wiki.ffxiclopedia.org/wiki/Scholar_Support_Job
http://wiki.ffxiclopedia.org/wiki/Wh...ge_Support_Job
WHM/SCH is better, but WHM/RDM is very competitive depending on the situation due to a slightly increased spell list. Both are the best subs for White Mages standing in the back.
There are many reasons, but basically, /SCH is better because Light Arts makes everything better, and Sublimation replaces Refresh in situations where you don't get a Refresh II. With Light Arts you get cheaper spells, a better recast, your enhancing magic is better (C+ -> B+, basically your bar/boost spells get a massive buff, and you don't even have to cap your Enhancing to get the benefit of capped Enhancing), and you can pop a stratagem if things go bad. If it wasn't for Convert, /RDM wouldn't even be in the same tier as /SCH, but it is still the inferior sub (/RDM is a good sub but just simply doesn't match up, /RDM is also a good to great sub for many other mage classes too though).
Subs like WHM/BLM aren't in the same tier, and should only really be used if you have a niche reason, like Stun. Warp doesn't count unless 90% of what you are doing is traveling, and if that's the reason people ask you to /BLM, consider blacklisting them.
For those that like to think outside the box, WHM/NIN and WHM/DNC are full of win.
Warp is a valid reason to sub BLM if the content is laughable. Pretty much everything inside Abyssea would qualify. Then again, Abyssea offers by far the best death warping infrastructure, so it's also the least needed in there.
Also if you're just dual boxing a WHM around for some old content, /THF may be an option. Of course it won't enhance your healing capabilities in any way, like /BLM it's also a utility sub if you're farming certain things and don't have a main THF to join you (since TH2 is a very powerful TH tier).
Another convenient thing about /SCH that isn't inside the healing realm, but which I found good use for in the past, is AoE Sneak and Invisible. That, however, is also only relevant in old content (doing missions/quests, sky, WotG stuff) and won't matter much in current content, but it's another nice bonus. The 10% reduced MP cost was already mentioned (which also enhances the overall effect of the WHM AF3 legs), but it also has 10% reduced casting and recast time, which makes it similar to the Fast Cast bonus you get from /RDM. Not to mention certain stratagems make the general life of a WHM easier. Everyone knows how annoying it is to cast Raise in the middle of a fight because it takes so much time and MP. Not so bad with /SCH though, because of their access to Celerity and Penury. It has many nice little features that make playing WHM more fun to me. Quicker raises/reraises, quicker teleports/recalls, even access to Aspir, and generally raises the versatility of the job.
The only thing /RDM has over /SCH is Convert, Refresh, slighter faster casting time (but longer recast time) and arguably Gravity and Phalanx, although you'll rarely (if ever) use either. However, that alone still makes it pretty good in the healing realm, but overall /SCH will get a bigger boost, especially if you have another RDM in the party casting Refresh on you, which leaves Convert as the only thing /RDM offers you.
Phalanx would be/is rubbish for a WHM anyway, since it can not put it on Party Members.
Sublimation is better than Refresh I, in that not only does it give back the same/more MP but it takes the same time, and blocks sleep when charging. So really it is the Convert and Slightly faster casting time as the one thing it really gives.
Penury is kind of crap too, unfortunately. Maybe good for WHM, not sure, but last I checked it never stacked with Fast Cast which gives it a big negative.
A little off topic but /RDM does get access to Raise. SCH is the better subjob but for me it's always been a little confusing with all the different job abilities and because no one I know is really doing VW yet because of how sucky the outcome is. I normally stick to /RDM in Abyssea. With 20 MP per tick refresh I rarely run out of MP and when I do have an oh shit moment, just convert and burn through another 2k of MP if needed (rarely is). /RDM is simpler for me, I would say?
/RDM seems like the best sub for a BLM to me though, with bonus MAB IIRC, Fast Cast, Convert, more Refresh, Haste and Cure IV that WHM once kept now we get with /RDM @99 so I stick with /RDM but I don't know the full benefits of SCH either.
Celerity is the casting and recast time Stratagem, if that's what you meant. I don't even know if they stack to be honest (not an issue for me), but if it does then it's not very rewarding for RDM. For WHM it's useful in certain cases (as I mentioned, Raise, Reraise, Teleports, etc.).
So does /SCH, and also Reraise, unlike /RDM.
It's not simpler at all. SCH has many JAs, but none of them are even needed to make it more efficient for WHM than /RDM is. Just hit Light Arts once and enjoy all the benefits for two hours. You can time it perfectly with Afflatus Solace that way. If you don't have a Refresher you may also want to use Sublimation, but it's just hitting one JA (or one macro), both for activation and for usage, which is easier to handle than casting Refresh (no magic aggro, no casting time, no interruptions) and doesn't cost you MP. Also, since you were talking about inside Abyssea, it's not even needed there. It's hardly even needed outside on pretty much all content except Voidwatch. So you just need to hit one JA every two hours, whereas on RDM you have to deal with Refresh and Convert all the time.
Depends how you play. For pure damage output, /SCH will win too. BLM gets no MAB from /RDM, the casting time is a bit lower, but the recast time is larger. MP conservation with /SCH is better in general, Dark Arts will reduce MP cost in general by 10%, Parsimony will reduce MP cost by half, and you can use it every two minutes, Aspir can be AoE'd (and won't wake sleeping mobs, making full MP recovery possible in some cases), and Sublimation will provide about as much MP as Refresh.
However, /RDM has an edge for soloing in that it has Gravity, Phalanx (nice for hoarding mobs to AoE them, think for trials), as well as Cure IV and Haste now at sub level 48. /SCH only gets Reraise as a utility spell over /RDM.
I'm not one who looks into the actual details of things. So does Haste on BLM from /RDM still fall short of Dark Arts reduction to recast etc? I tend to use Gravity and Phalanx often on BLM as I normally solo to cap azure while everyone is setting up and getting pops for boss. Technically a BLM can just play with Sleep and Sleep II (or even the sleepgas) to negate needing Gravity on most things. And it's probably safer that way (even with Gravity, some mobs like to close the cap a bit quickly, and on spell-casting mobs if you didn't stick Silence, or it's worn. It leaves you open to damage).
For those off topic BLM mains:
Haste (15%) + Fast Cast (7.5%) > Dark Arts (10%). But if you aren't solo, you should probably have someone casting Haste on you.
Something nobody has mentioned is that /SCH gives access to weather spells and Klimaform as well. That means more accuracy for your spells and if you have the right gear (Obi + Twilight Cape) you get a 15% multiplicative (with your bonus from your staves) bonus to your nukes (all except thunder, dark and light based spells). That said, for Black Mage main, the choice isn't as cut and dry as White Mage main - sub job choices will be more situational by far.
As before, the best sub for White Mage is Scholar. Red Mage is competitive in certain situations but is mostly the weaker sub, but I would put it in the same tier of usefulness and not discriminate party choices based on it.
Recast reduction stacks with haste (Haste + gear haste but I don't think from marches?) as long as you are not weakened (haste has no effect while weakened iirc).
There used to be a cap of 50% but that was recently changed, so it is higher now.
I know a lot of White Mages don't gear for it anymore but throwing on a bit of Haste gear can make a world of difference on your recast timers. Personally I've been eating the enmity increase on the Goading Belt, but there are other belt options (Witful Belt, Swift, Ninurta's Sash) that are available.
Oh, cool! I thought it'd end up being multiplicative, so would work out less with both Fast Cast and Haste.
The gear certainly helps with spells like Haste and Refresh for RDM, though we lose 6 slots thanks to emp now still less casting. :(
A bit more then that actually, since Composure hurts recast timers (25%). Composure is still the job ability I'm most jealous of Red Mage having though (for combat anyways).
Really happy about the information posted in this thread; for both my BLM and WHM. I do have SCH @50 just for being sub but I see everyone /RDM on Bismarck and always figured it was the better choice but thanks for the insight.
/RDM for solo for haste, gravity and phalanx. /SCH in a party is good if someone will cast haste on you. Marches DO stack with haste spell and gear and fast cast/arts for timer reduction. I use haste gear on BLM for drain, aspir and stun. On WHM just for flash and haste cycles.
Only dual wield and martial arts are multiplicative and that's obviously for meleeing, not recasts.
For me /SCH is way much better for me because as follow,
1-Light Arts gives many benefits which are:
-Reduce the Cost, Casting and Recasting of all white magic by 10%.
-Instantly gives you Divine, Healing, Enhancing and Enfeebling magic to B+ Rank “you don’t’ need to level them with /SCH”. For example it will help you easily to land repose on mobs. A mob which is hard or immune to sleep dark type like the soulflyers. And will greatly enhance landing other debuffs like Slow, Silence and Paralyze. Nowadays in Abyssea with the high leveling rate and low in skilling, this ability solve this problem.
-Access to Penury which reduce cost of MP 50% for your next spell. This thing really really save A LOT of MP for you, try always to cast Cure V or Cure VI with Penury as much as you can. A Single use of this ability will allow you to save 130MP for casting Curaga IV. It gives you 2 charges every 4 minutes. You might say it’s long time but believe me it is a HUGE save for your MP.
2-Sublimation.
-Sublimation is some form of Refresh. However it drains your HP and transfers it to your MP. Refresh gives you 3MP/tic Sublimation 2MP/tic. In my opinion, Sublimations is better than refresh . Couse it does not have casting time nor does it cost you 40MP each time you cast. I know Sublimation wont’ allow you to /rest but you can have Stone skin. And one more thing about Sublimation is that it gives you some form of poison so it will always wake you up if you got sleep. Thus as long as you have sublimation active you are immune to sleep. You might say that dot of Sublimation is 2/ tic and WHM have regen 2hp/tic WHM wont’ face any reduction in HP, however it will STILL wake you up!
3-/SCH has Aspire.
-Each 1 minute you can change to Dark Arts and swap back to Light Art for Aspire. Your Aspire will drain good amount of MP Couse you will have a B+ Rank in Dark magic. Each minute you can aspire for nearly 80~ 130MP is a huge save for your MP pool. Of course that’s when you fight a mob which have MP. You can do this with a Single Macro for example:
-/ja “Dark Arts” <me> <wait 1>
-/equip main “dark staff”
-/ma “Aspire” <t> <wait 5>
-/ja “Light Art” <me>
-/equip Main “Light Staff”
4-Conserve MP.
-All of you I think know what does this Ability do ^^. This ability helps you to even save more MP.
There are other things that /SCH have, which is like Accession, Celerity, Helix. However these things I mentioned really help the WHM to save tons and tons of MP.
My first job was a WHM, Years ago when i leveled WHM to 75. I was really sad when I realize that i found out WHM can hardly survive in parties without any RDM or BRD to refresh him. And sometimes I can’t land debuffs because of my “C” Rank enfeebling Skill. However with the introduction of the new job SCH. It changed the life of WHM so positively.
Some of you said that SCH is abet complicated job. It is true. For the first time you might find the job complicated. However. Once you find out how it works. You will love the /SCH :D
BTW in Abyssea MP is not an issue anymore that goes even the same with the Magic accuracy. Because of the ATMA and the so many Temporary Items available in Abyssea. However in outside places like Dynamis if you used the /SCH in a proper way, I grantee you that you will never need to /rest anymore :D. and you will have plenty of MP.
-_- didnt notice about Aspir mistake.
And sorry in advance Cause English isnt my first language ><
Ideally, avoid casting Cure VI as much as possible. It is an absolute waste of MP and should only be used in emergencies or if the White Mage is being incredibly lazy in very high refresh situations such as Abyssea. Personally, my best day as a White Mage is one where I never have to cast Cure VI.
Stoneskin + Sublimation is nice when you have the time to cast Stoneskin. I try not to rely on Sublimation to block sleep however because you never know when your charge could finish, but it is very handy for avoiding sleep in many situations (although certain mobs do high damage then sleep you in one move these days, which kills the charge), so I can't lie and say I haven't relied on it a tad at times. The only bad thing about Sublimation is that it doesn't stack with Refresh I/II from a Red Mage, which can lead to them casting on you with no warning to find you have your charge up.
-
And don't worry too much about spelling mistakes or mistakes in general. You aren't maliciously posting or saying anything wrong so we'd have to be real jerks to be mean about it. People just like to help correct spelling a bit zealously on the Internet.
As someone who has quite a distaste against WHM/RDM, my opinions here may be way too biased towards /SCH, but they're that way for a reason. Saying that from the get go, and I'm only going to cover the subs I've commonly seen a back-line White Mage use.
Black Mage
Before I even start with /RDM I am going to comment on /BLM. Support jobs are meant to enhance your main job. Back before Scholar was created, this was either /Black Mage or /Summoner. Warp is not a valid excuse to /BLM (neither is Warp II), it does nothing to help your main job. It's a convenience spell, similar to teleports. At this time in the game, the only valid reasons to /BLM are Stun or Sleepga, aka: spells that are helpful in situations that justify it. That's it. MAYBE Tractor outside of Abyssea, meh. Moving on.
As for convenience spells, I say [Instant Warp], [Warp Cudgel] [Do you have it?]... It's really that simple. Then again, I've developed the habit of having those on me, so I have my own point of view on it.
If you intend to use Stun, or Sleepga when the situation arises, it's fine to use the support job.
Red Mage
Oh boy, this is the touchy one with me. Maybe it's because of the fact BOTH VW and Abyssea require Wings of the Goddess, meaning ANYONE that does either event is capable of a) unlocking Scholar and b) leveling it and c) subbing it like they should be. I see nearly no reason to ever use this support job, it offers nothing unique to White Mage that actually helps it out. It's a MP battery support job, and a darn good one... Scholar still beats it. Its only niche is 5% extra Fast Cast, something I definitely don't consider vs. /SCH's overall usefulness. One may say you get MP immediately using Refresh+Convert, that's true. However, I like being able to save my overall MP and use it more efficiently before I even run into a problem like that, something /RDM isn't even good for (and what /SCH is capable of).
Okay, maybe there's one perk... easier access to Dispel. /SCH requires Dark Arts and Addendum: Black used before you can even cast it.
Short summary: If you /RDM when you can /SCH, I don't know what to say. My "Huh!?" moment is when I see WHM subbing SCH in VW JUST for the helix spells (Yes, I've seen a few. Before they lowered the levels on them, these WHM were ALWAYS /RDM), because it shows they don't use the support job frequently and don't see what's so good about it.
Now for the nice part of my post...
Scholar
Easily, by far, the best support job. /SCH does what a support job is supposed to do for mages, directly enhancing their ability via usage of Light/Dark Arts. Each arts lowers MP cost and casting time by 10% for their respective magic while bumping skills up to at least B+ ranking, effectively buffing not only your casting ability, but your efficiency with magic skills if they aren't up to date (some are buffed regardless: Enfeebling and Enhancing magic).
Penury/Parsimony lower the MP cost of the spell by 50% of its natural cost, not 50% more (to -60%). Conserve MP, the other perk of /BLM back in the day, also applies to /SCH, and it can stack on top of Penury/Parsimony. Celerity/Alacrity do the same to casting time, reducing casting time and recast time both by 50%. Accession makes certain spells AoE'able, and Manifestation can be used with Aspir for interesting MP returns when the situation would arise.
Sublimation is nice too, effectively the same as Refresh @ Lv90+. The only difference is it's stored over time vs. getting the MP right away, but if your MP is full Refresh's essentially wasted while Sublimation is not.
Basically, once I used /SCH, I was glued to it. The level cap increases haven't changed a thing - they've only made /RDM more of a viable option then it was at level 75 (essentially worthless).
You also shouldn't /SCH just because you gain helix spells for VW.
Summary of my entire post: /SCH is the best, it's that simple, it offers the most to the job and it should never be overlooked.
I've been meaning to level SCH sub, but I just haven't taken the time to figure out how the job works. I levelled it to 30 just for the job emote, so there's not TOO much further to go to get it up to 50 (yeah I know the cap for subjobs is 49, but I like to get my subjobs to 50 because it's a nice round number). Just to show you how clueless I am about SCH, I levelled it to 30 (totally solo BTW) by subbing BST and charming stuff, basically acting like a second rate Beastmaster.
I do RDM sub anywhere outside Abyssea, or in anything in Abyssea that's gonna require Dispel or might be remotely challenging.
I don't even bother. Teleport-Mea/Dem/Holla and use the book warp... It isn't hard to get tabs and they cap out at 50k anyways so it works.
Easier access to Sleep, and you get Sleep II, Ice Spikes, and Phalanx without throwing away the more sustainable MP pool that Red Mage or Scholar have. Very situational but useful regardless.
Another perk that isn't one you should sub it for, but a nice bonus anyways - Dark Arts not only boosts your Aspir/Drain spells but it also allows you to use a Twilight Cloak more effectively... probably the best nuke White Mage gets.
Anyone else refuse to use /SCH out of pure spite? :P
It's a terrible, terrible thing. I know this. But I still have a chip on my shoulder about pretty much every single aspect of what SCH is. It drives me crazy when every update SCH recieves something unique that would better suit another job, jobs or a blanket fix (most recent example: regen), "pre-emptively steals" spells or abilities that better suit or are needed by other jobs (pretty much every JA at 75), or steals spells from another job with no concern for job uniqueness, balance or just simple respect for the role other jobs play (elemental enhancing magic [stoneskin etc], tier V spells, Regen V, -na, the list goes on). It's insult enough that another job is introduced that is entirely based on casting other job's spells better than they can - having to then sub it for best results is just irony gone mad.
When /RDM became more practical I was overjoyed that I could play White Mage with a non-SCH subjob that filled the gaping void in WHM's arsenal - MP recovery - but I'm always acutely aware that /SCH just gets better and better as time goes on. It's a little ridiculous that /SCH has a positive effect in almost every single aspect of White Magery - the latest slap in the face being B+ enhancing magic for Boost spells on top of the barspell bonus I've lamented about for a long time.
I'll stress it again - a terrible reason, and one I certainly omit when advising new White Mages, but I've come across a few people who have leanings in the same direction when it comes to White Mage subjobs.
This can be an advantage at times, because it allows you to store up ~300 MP before the battle even begins. Also, the difference in availability is artificial, since, while it may be delayed MP recovery, you can choose the delay yourself. You can just hit Sublimation whenever the MP is needed and you'll have it available instantly (as in, even if it's not fully charged).
It helps your main job come home faster.
You can do AoE Sleep with /SCH too, only takes a bit more effort. But if you're really there for crowd control, there's rarely any uncontrolled circumstances (takes two seconds before use).
He doesn't do it to prove a point, he admits the point is invalid. He does it out of spite. Not that it helps anyone (especially not him), but I can relate to that emotion. Sometimes you just don't do things because you don't like doing them. Nothing wrong with that, as long as you don't try to irrationally justify your position.
l o l, that made me laugh. But here's some advice if you want to get it taken care of:Quote:
Originally Posted by Zarchery
SCH takes more effort to use as a support job but it's far more rewarding than /RDM. I'd advise taking it to 50 playing it as a Scholar, not a /Beastmaster. That way you get a feel to how to use it better.
Speaking of round numbers, I wish the final level cap was 100 >_>. I feel the same way about that, yet considering reality at this point, if I have something at 49 already, I don't see the point in taking it up another level unless I'm going to take it all the way up.
Ah, I forgot about tabs. I never do FoV or GoV these days, so I suppose I forgot about that. That's another option as well. Either way, point still stands about /BLM for "warping home faster". The last time I /BLM'd for Warp was when I traveled to goblins for 100 pieces or visiting Switchstix for Apocalypse (In other words, doing nothing serious).Quote:
Originally Posted by Economizer
Situational indeed, given I'd only cast Sleep/Sleep II on a mob resistant to Repose. I understand it's got it's uses, but it shouldn't ever be considered a primary sub, which is the impression I get from people choosing to use it.Quote:
Originally Posted by Economizer
/RDM is basically for easier access to spells that are more difficult to make use of /SCH when the situations arise for it. Ice Spikes? I don't even remember the last time I casted that.
That being said, I've yet to run into a situation that'd make me want those spells enough to warrant choosing the support job option.
Haha, I forget about Twilight Cloak. That is true. Nifty facts, go.Quote:
Originally Posted by Economizer
At least you admit it's a terrible reason. I tend to deal with people that think /rdm's automatically better because it has Convert and Refresh.Quote:
Originally Posted by Jerbob
When I'm traveling around Vana'diel, sure. /BLM is weaker than both /RDM and /SCH in performance. Thus I see zero point unless I'm subbing it for Stun or the Sleep I/II/Sleepga line of spells.Quote:
Originally Posted by Arcon
Similar to Dispel use, yeah, except it'll require 2 charges to use (DA + Addendum: Black + Manifestation) instead of 1 for Dispel. In that case I'd rather /BLM, doesn't require you to wait until you have 2 charges available (or 1, if you're already under Addendum: Black) when situations like that arise that are more frequent.Quote:
Originally Posted by Arcon
I find it hilarious at this point that a WHM would even complain about "losing" Regen mastery to SCH. I do disagree with RDM only being stuck with Regen II at this point. There's nothing "unbalanced" about RDM not being able to get a third tier, especially when they'll still be weaker with it vs. WHM or SCH.Quote:
Originally Posted by Daniel_Hatcher
Popping Light Arts and using Sublimation as neccisary is arguably easier then prepping for Convert and keeping up Refresh. Managing Stratagems isn't any harder then managing a Haste cycle and is about twenty billion times more fun, at least for the Stratagems that White Mage has available - absolute worst case you could just sit on them and only use Celerity for Raise III and if you are really advanced, a Penury for the occasional Cure V or Curaga spell.
I think he's referring to the smart use of Strategems. Now that WHM's can do Boost-STR and DEX, /SCH pretty much wins vs anything else. Half MP cost on Curaga IV / V is golden, or a super fast cast on Raise (if the damn idiot DD didn't have RR item). Or super fast cast on your own RR should it get dispelled / fall off mid fight.
Honestly rdm and sch subs aren't that different and each have situations where I would use one over the other.
rdm:
fast cast II - 5% faster casting 2.5% slower recast than /sch
phalanx
mab II
refresh -pretty much the same as sublimation
convert -for quick mp especially useful in abyssea with high hp/mp pools
dispel- that doesn't involve addendum
sleep - again no addendum
sleep II
gravity
blind - which /sch doesn't give
/rdm I actually solo'd my wivre haipin with cataclysm and phalanx. Phalanx and a -pdt set makes whm able to pull / hold weak mobs in abyssea. Rdm seems like a better sub in abyssea because you already have highly inflated stats so slightly better boosts / barspells won't matter as much. Accession also isn't such a huge deal when you usually only have 3 other ppl in your party at max.
sch:
light arts - main bonuses for this are b+ enhancing / enfeebling. 5% slower casting 2.5% faster recast than /rdm. 10% mp cost also nice
strategems - mainly accession
sublimation - pretty close to refresh, but nice to store one up
Sch is pretty much my exclusive vw sub for better boosts / barspells and accession
blm:
sleep
sleep II
sleepga
stun
warp
warpII
dispel
All nice utility spells and I could see why someone would use /blm in abyssea, just running around doing old content or climbing vw for a quick warp after the nm is done(if you have temps).
If you subbed rdm instead of sch or vice versa I honestly wouldn't care, they aren't that different. However you should have both at your disposal.
They changed this remember? :p
For soloing with a Staff in Abyssea for a Cataclysm burn, Red Mage is the best sub due to MAB and Phalanx. However, because stats are so inflated in Abyssea, it is an even better idea to get the boost to Barspells since they'll have the most effect - like straight out resisting Slow and Petrify for Barstonra, or Gravity and Silence under Baraera (and when lowmaning you need everything you can for recast timers if things go bad).
Correct.Quote:
Originally Posted by saevel
/RDM does indeed provide 5% extra Fast Cast to all spells but in regards to cures specifically it's also possible for a WHM to reach the cure casting time cap subbing SCH. This results in me saving Celerity use for other spells, unless I find myself wanting the recast of the cure so low that it'll warrant using it.
LA - 10%
Merits - 20%
Heka's - 15%
Aceso's - 10%
Cure Clogs - 15%
AF3+2 pants -12%
Total: -82%. The cap is -80% (same as the recast time cap). If you wanted to reach the cap subbing BLM or subs like NIN or DNC, you'd need fast cast gear (Loq. Earring, Vivid Strap/Veela Cape (maybe), Prolix Ring, Witful Belt, etc).
Edit: Another option is the magic damage light elemental path (Arka I), for casting time-12/14% and then switching in Arka IV.
Exactly. This proves very useful against certain NMs, such as Dragua low-manning. You don't want to get petrified. I can get 184 resist to an element, with nearly perfect barspell gear (I'm missing a whole 2 extra skill, which should put me at 185 resist given the total amount of enhancing skill I have). I've easily noticed the difference barspells make in these situations, more-so than having higher base stats - therefore I aim to have the highest possible, again, which is something only /sch can help with.Quote:
Originally Posted by Economizer
As for spells like Gravity, I don't really consider those, whereas I do on BLM: I don't solo on WHM by kiting mobs - I sub NIN and beat the crap out of stuff, whereas I would kite/use gravity on BLM. Anything I do that's "serious" is immune to gravity anyway (Hi SE, I want Gravity II to be worth learning on my RDM so I can have a reason to level it past 95. I never play RDM at all, so I've had no reason to finish it up).Quote:
gravity
blind (which /sch doesn't give)
Plus as mentioned earlier in this thread, the helix levels have been lowered, so you also gain those to help stagger the mob (They are level 18-32 now, NOT 61-75). Scholar has 1 proc for VW - Modus Veritas - and it misses MOST of the time. It's sad, as a SCH99 myself, to know bringing SCH to VW at this point doesn't offer a whole lot (besides Embrava for zerging).Quote:
Sch is pretty much my exclusive vw sub for better boosts / barspells and accession
At least they lowered Modus Veritas's recast time considering it's inaccurate nature. I still can't stand using a JA that misses most of the time, despite the recast being lowered by 7 (!) minutes.
The helix spells were relatively cheap to learn to begin with if I recall correctly, and they lowered the prices more. There's simply no excuse for a /SCH not to have them for VW just to justify bringing a SCH along (I've had this happen lol). I say this wanting to actively PLAY my SCH - VW revolves around temps/staggering right now, and SCH just doesn't offer much to that table.
sub blm cuz den u can stun, n that is the best dmg prevention