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 ^^

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