Page 4 of 9 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 95

Hybrid View

  1. #1
    Player Parrow89's Avatar
    Join Date
    Aug 2011
    Location
    Windy
    Posts
    20
    Character
    Rodrik
    World
    Shiva
    Main Class
    SCH Lv 99
    Quote Originally Posted by Fadnog
    Paulatim Sanare: (To heal gradually; in latin): It heals the target for like 300ish and adds a buff that is separate from regen that heals like 40ish hp/tick over a minute, which will end up healing 800 hp.
    I really like the concept and name as it keeps with other scholar abilities. Though I'd might want to make it a JA with a 5-10 min cooldown timer.

    Revised as if a Job ability:
    Paulatim Sanare: Your next healing spell will also apply a heal over time effect equal to the amount healed.

    Formula for which would be:
    (Amount healed)/20 So the amount healed would be restored over a min just like a regen spell.
    (0)
    Last edited by Parrow89; 08-22-2011 at 08:30 PM.

  2. #2
    Player Parrow89's Avatar
    Join Date
    Aug 2011
    Location
    Windy
    Posts
    20
    Character
    Rodrik
    World
    Shiva
    Main Class
    SCH Lv 99
    With both giving SCH regen up to where we should be and this as a job ability I think that would bring a good buff to the light arts side of things.
    (0)

  3. #3
    Player Fadnog's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Fadnog
    World
    Carbuncle
    Main Class
    BST Lv 99
    I like the idea of it being a JA instead of a spell, as it will also allow us to heal the appropriate amount to the given situation without having to use more MP then we have too. I think this would work well as so long as its not made into a stratagem and its just a normal JA.
    (0)
    - Fadnog -
    BST99 BLU99

  4. #4
    Player
    Join Date
    Jul 2011
    Posts
    26
    I like these last few suggestions for SCH. They would make it more unique, leaving the higher Cures for WHM but still giving something to SCH that is viable and in-tune with the job all unique. Only change I would make if Regen V were added would be to make it usable by Accession as that ability is something that makes certain buffs far more interesting on SCH than any other job.
    (0)

  5. #5
    Player Ank's Avatar
    Join Date
    Aug 2011
    Posts
    137
    Character
    Erinael
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Always felt like SE was going to make sch the regen king, and then realized they already gave whm regen merits/gear out the butt and said screw it.
    (0)

  6. #6
    Player Cymmina's Avatar
    Join Date
    May 2011
    Posts
    45
    Character
    Cymmina
    World
    Leviathan
    Main Class
    SCH Lv 99
    How is a "better" Regen going to help? I agree that it "fits the theme", but it is hardly any help when mobs are now doing so much damage that hammering your Cure III and Cure IV macros back to back as fast as you can is not enough to keep up. Unless its ticks heal at minimum somewhere between Cure II and Cure III and are at least as frequent as a Helix, it's just going to be another "Look, you got something, now will you just please shut up now?" ability. I already don't use Regen IV as a WHM unless the fight is so easy that a RDM or SCH could handle the load and I have nothing else to do, giving it to SCH won't change anything.

    I can't help but feel like since the 75 cap was raised, other jobs have received a new Rook or Bishop, while we've been given a handful of Pawns. Giving Cure V to other jobs won't change a thing for WHM. It was the best healing job at 75. It will still be the best healing job in the game, it just won't tower above the 2nd place jobs like it currently does.
    (5)
    In the year that I was gone, SCH went from a job no one wanted to a job that gets to use their 2-hour and go sit in the corner. I guess that's progress?

  7. #7
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Cymmina View Post
    How is a "better" Regen going to help? I agree that it "fits the theme", but it is hardly any help when mobs are now doing so much damage that hammering your Cure III and Cure IV macros back to back as fast as you can is not enough to keep up. Unless its ticks heal at minimum somewhere between Cure II and Cure III and are at least as frequent as a Helix, it's just going to be another "Look, you got something, now will you just please shut up now?" ability. I already don't use Regen IV as a WHM unless the fight is so easy that a RDM or SCH could handle the load and I have nothing else to do, giving it to SCH won't change anything.
    Pretty much this. I think some Scholars are suggesting low numbers or cumbersome job abilities just because they don't understand how quickly a White Mage restores large amounts of HP in a situation where White Mage is needed to comfortably win a fight. Regen spells just don't help for that kind of situation.

    There's really no "second best" right now, it's just fights you need a White Mage to win or stuff in which all healers are interchangeable.
    (5)

  8. #8
    Player Fadnog's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Fadnog
    World
    Carbuncle
    Main Class
    BST Lv 99
    I agree giving SCH more regen isn't going too make it so that we can main heal on par with WHM, but I don't think SE wants other jobs to be able to main heal as well as WHM because that's WHM's main role.

    Giving SCH more regen will allow us to be more effective at healing over time then WHM. The extra regen will make healing more manageable as well as making us more viable for more drawn out fights.

    I believe that WHM is supposed to be better at healing then SCH or RDM for that matter. SCH however still does need a means of coming close to WHM in healing, in some shape or form.
    (1)
    - Fadnog -
    BST99 BLU99

  9. #9
    Player Drusenija's Avatar
    Join Date
    May 2011
    Posts
    92
    Character
    Drusenija
    World
    Asura
    Main Class
    SCH Lv 90
    Reading through this thread, an idea occurred to me, so I figured I might as well post it ^^

    Scholars are tactical casters essentially, yes? Forgetting Cure V for a moment, why not give us a spell called 'Reversal' that nullifies the next attack on a player (similar to a shadow) but also absorbs a percentage of the damage as HP instead (affected by cure potency perhaps?) It fits in well with the whole tactical theme of the job (you need to plan to use the spell in advance, so it's proactive, not reactive) and bypasses the higher tier Cure argument because you're mitigating the HP loss in advance rather than having to Cure it after the loss has happened.

    In a spell name type format:

    Scroll of Reversal
    Scholar Lv.51
    Teaches the White Magic Reversal.
    Absorbs the next attack on target party
    member as HP. Amount absorbed is greatly
    affected by the weather.

    Spell cost: 120 MP
    Cast Time: 3 seconds
    Recast Time: 10 seconds
    Spell element: Light
    Target: Party
    Magic skill: Healing

    The basic idea would be you'd cast this spell on a party member, and the next attack they receive is nullified, and a percentage of the attack is absorbed back into their HP. The amount absorbed would depend on the element of the attack. If there was no elemental damage attached to the attack (in other words, a regular weapon attack) then this would restore a base amount of HP. If it was a TP move (which normally has an element attached) or a spell, then a larger HP boost would be granted if the Scholar had cast the spell with the appropriate storm spell active.

    Casting the spell with Rapture active would increase the amount of HP healed, and Accession would make it AoE for the party (much like our Cure spells can be made AoE), with the usual downsides of doubling the MP usage, casting and recasting time.

    Again, this plays into the tactical idea of Scholar, you need to know the enemy you're fighting and know the right storm spell to be using when you cast the spell, and need to anticipate who is likely to actually take the damage, since the spell needs to be active _before_ the damage is taken.

    To avoid it being used up on a basic attack from an enemy, you could build in a percentage based proc so the absorb effect only kicks in if a certain percentage of damage is done (percentage so the spell scales well both inside and out of Abyssea). That would widen the margin of error somewhat so you don't have to guess _exactly_ when a TP move is going to be used ^^
    (2)
    Last edited by Drusenija; 08-25-2011 at 01:12 PM. Reason: Revised post

  10. #10
    Player TimeMage's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Frejan
    World
    Ragnarok
    Main Class
    SCH Lv 99
    Quote Originally Posted by Drusenija View Post
    Scroll of Reversal
    Scholar Lv.51
    Teaches the White Magic Reversal.
    Absorbs the next attack on target party
    member as HP. Amount absorbed is greatly
    affected by the weather.

    Spell cost: 120 MP
    Cast Time: 3 seconds
    Recast Time: 10 seconds
    Spell element: Light
    Target: Party
    Magic skill: Healing
    This is BRILLIANT. Recast time, duration of the status, trigger HP damage, MP cost, etc. should be tweaked to make it balanced and useful, but I love the general idea. I'm going to spread this idea around as much as I can, I think it's perfect.
    (0)
    Frejan from Ragnarok, at your service.

Page 4 of 9 FirstFirst ... 2 3 4 5 6 ... LastLast