Oh, didn't know. I don't play DRG.
Personally, I would prefer a slightly toned down version (10% in your example) that you could use more frequently vs. a slightly higher chance (15%) that has a longer CD.
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How about changing some of the abilities to have additional effect:
When an adlo shield breaks it could throw a 150 potency hot on the target, making it handy for MT healing.
For succor instead of an on "Break" thing, make it so if the shield leaves without being popped by damage it drops a heal on the target for the amount of shield left over, making it more useful as an AOE heal while not eating into the "Oh shit EMERGENCY AOE HEAL" of indom.
EDIT: Change "Emergency Tactics" to an aetherflow spending "Oh shit" button that doubles the value of the heals n shields on those two spells.
I've been somewhat keeping tabs with various feedback threads, and after having just run the level 65 dungeon with a slightly undergeared tank (he seemed to think that i270 shire was just fine for tanking large pulls in that dungeon. I pointed out to him the nearly 30% defense increase that i276 armor gives, 480 vs. 610 for the body alone, and being level 66, he could have been wearing HQ crafted gear for 674 defense). Prior to SB, an under-geared tank attempting big pulls just meant I had to heal more, but not exactly 100% emergency. With SCH DPS having been simplified to 2 main DOTs and an off-GCD shadowflare meaning that we can get off the bulk of our DPS in just 2 GCDs vs. the 4-5 it used to take, it should mean that I can more safely/easily get the DPS combo off, but so far that seems to only happen with properly/over-geared tanks.
With Physick having always been, and still is SCH's strongest 100% uptime spammable heal, I'm used to having to heal tanks bit by bit mostly with Physick (with some help from Embrace), and in situations where the tank was under-geared and took more damage than what Physick spam could heal, there was always Lustrate, and if no stacks, mixing in some Adloquium casts. With the insane cost Adloquium has now, though, I'm left with practically no good options as Physick spam alone will eventually drain MP in a leveling dungeon and throwing in Adloquium every 2nd or 3rd cast, while it always burned MP faster than Physick alone, now burns MP so fast as to be no good in such situations.
Overall, it feels like SCH is in a weird place. Here's my thoughts on specific abilities:
Adloquium - As is, it costs too much for too little. Either put the MP cost back to what it was before -or- simply make it always shield for 200%. Personally, I think the always shield 200% might be the better route as it eliminates the 'must stack crit' mentality for gearing up and gives SCH reliable, powerful shields (and if that's not enough to top AST shielding, maybe AST needs a slight nerf in that department to give SCH that one thing that makes it shine). WHM would still have top reliable raw healing power and regens and AST would still have card utility + insta-cast heals + lesser regen/shield.
Dissipation - It came in handy the times I used it during HW, but now I'm very much disinclined to use it. While the skill itself hasn't directly been changed, the higher drain on SCH MP from Adloquium paired with the weaker Aetherflow MP restoration means that MP cost to re-summon the fairy at the end hurts way more than it used to. I feel like currently if I'm backed into a situation where I really need to dissipate for 3 stacks that I would probably use on Lustrate, that I'm probably throwing out so much healing that by the end of the 30 seconds I may not have the MP to re-summon her putting me in a really bad place healing-wise when that 20% healing potency buff drops off. Perhaps it should be changed to restore your MP by the amount it costs to summon the fairy when the buff drops off because if you were at 100% MP at the end of the Dissipation buff, you probably did something really wrong.
Excogitation - It seems to be pretty clear that this is meant for tank busters. I've attempted to use it in dungeons to see what utility I could get from it, and found that half the time it would fall off because the tank was good and took more than 30 seconds to drop to below half health or it would trigger and not seem to have a very visible impact. From what I can tell, it doesn't tend to have a high priority for being displayed in the team buff display and looks way too similar to WAR's Thrill of Battle buff making it very hard to know if it is still active or not, additionally, when it does go off, instead of seeing the Tank's HP jump like I would see with Lustrate, it seems to heal for the 650 potency minus the damage that triggered it making it even harder to notice the healing amount. Lastly, if the target is below 50% and you use it (I thought about this for dungeons as a +50 potency option over Lustrate), it doesn't seem to trigger until the tank takes an additional hit... assuming such a hit occurs while the tank is still below 50%. At this point, I've pretty much given up using it in leveling dungeons as it is just too unreliable to justify the aetherflow stack use for a possible +50 potency over Lustrate. I'll just save myself the trouble and just always use Lustrate until I get to something that has an actual tankbuster. In conclusion, level 62 SCH gets to rejoice in the fact that their first SB skill is next to worthless until level 70. I'm not so sure I'm sold on the "convert to shield after 30 seconds" idea, instead, I'd say bump the potency to 800 so that Lustrate doesn't look like a great alternative and make it the level 70 skill (swap it with Aetherpact so that SCH gets the leveling dungeons to get used to how to use it).
Quickened Aetherflow - I don't have it yet, but the idea of RNG here doesn't appeal to me. I guess the point of this trait was to help make up for the hit that SCH took to MP regen when Aetherflow was nerfed (which affects SMN as well). Why not just make this simply reduce the cool-down of Aetherflow from 60 seconds to 45 seconds or something instead of tying it to the use of Aetherflow-powered abilities? If it always proced, then the fact that it has a 60 second base cooldown would really be an illusion for simply having a shorter cooldown to begin with.
Aetherpact - Another skill I don't have yet, but I've seen plenty of complaints about the short range + immobile fairy = Tank doesn't actually get healed or Fairy gets cleaved.
DPS skills - Having played with it a bit, having only two GCD DoTs + one non-GCD DoT to distract me from healing has made DPSing less cumbersome than it used to, but the loss of Aero for a second, insta-cast DoT means that in single-target situations, I'm left with no real optimal way to use all three atherflow stacks on Energy Drain in the 60 second window of the Aetherflow cooldown which will be compounded by the fact that Aetherflow can have it's CD reduced by Energy Drain spam. Because of the vast difference in potency of Broil II vs. Ruin II, it seems better to simply interrupt my GCD to cast Energy Drain, but that just feels very clunky. Due to how infrequently I hit an instant-cast GCD now, I find that I sometimes completely forget to Energy Drain at all and end up hitting Aetherflow when I'm still at 1-2 stacks.
Ruin, Broil, & Broil II - Reduce the cast time from 2.5 seconds to 2.0 seconds. My my experience with RDM, 2.0 cast times for DPS skills is just quick enough that you can squeeze in an ability without much interruption to the GCD. That would help SCH in the mobility department while DPSing to help make up for the loss of Aero while simultaneously giving back windows for Energy Drain. In fact, I think it would be a good idea to extend this to all healers as it would put DPS skill cast times in line with healing skill cast times.
Miasma, Bio II, & Bane - The difference in duration between Miasma and Bio II feels really clunky now, please, please, please make them have the same duration. I know prior to 4.0 SCH had a bunch of different duration for DoTs, but if you used in the right order, it almost felt like an elegant dance of DoTs kind of like a DPS rotation of sorts. That rotation is no more, so the relic of the 24 second Miasma vs. 30 second Bio II now feels very awkward. I get why Bane was nerfed, because if it wasn't, in the 5 seconds it now takes to Bane out those two DoTs would allow SCH to spend only two GCDs doing an amount of damage that other healers would have to spam more GCDs on to match in overall damage. The problem is, if after the 5 seconds are up we still have time for DPSing, Broil II just feels kind of inferior to Holy/Gravity spam. Why not replace the slot that used to be Leeches with an AoE that deals a flat 80-100 potency damage? Also, please fix Bane... with how quickly I sometimes need to switch back to healing from DPSing (see under-geared tank), having to mentally pause to ensure Bane actually spreads Bio II is the kind of pause that can get a tank killed if you realize they need a Lustrate to handle that unexpected spike in damage.
Fairies - Want to nerf Embrace's potency? Fine, but at least fix the issues with Fairies. First, they seem to wait until a potential target is at less than 75% of their health before healing at all. Try asking WHM to deal with a regen that stops healing if the target has more than 75% HP (make sure to bring a fire extinguisher). With as fast as Tanks lose HP, waiting until 75% to *start* casting means the tank will get even further down before the first embrace reaches them. In combination with the lower embrace potency, it feels like Eos simply can't help tanks at all. I would suggest changing it such that the Embrace will auto-cast starting at 90% HP. Second, Getting the most out of Eos means putting her on Obey so that you can line up her AoE regen with Rouse and use it when it's actually needed, but when possible, I like to try to do Fey Illumination -> Rouse -> Whispering Dawn to maximize the effects. The problem? Eos will prioritize casting Embrace over Whispering Dawn simply because pet actions apparently don't have a queue like normal actions (in other words, trying to command the pet to do something feels a lot like having my heals locked behind macros), if we can't have a decent pet action queue, at least make it such that when I click on an ability that she interrupts any auto-casted Embrace to do what I want her to do right then... not when/if she feels like it. My arguments with Eos over Teamspeak has become something of a running joke with my FC and it has entirely to do with how often she'll ignore my wish to use Whispering Dawn even when I hammer the button several times (I think that distraction has even caused a wipe or two). One last thing, pets need to get back the insane AoE damage reduction they've had with most AoEs. It feels like my fairy dies way more than it ever has before meaning I'm burning up swiftcast and MP on summoning way more than before which hurts a lot with our reduced MP regen and increased MP costs.
More speficially:
Fey Covenant - I almost never use this (I know I probably should). Why? Because how do I know what does magic damage and what doesn't? If it were a simple 20% damage reduction, that'd be great, but it would probably then be OP. It used to make sense back before whatever patch made it such that all healers had access to the version of protect that buffed both defenses. Before then, Fey Covenant was sort of a way to ensure that, with protect, your team would be protected by whatever attack you were wanting to make sure was blocked. Now, it doesn't feel very needed since protect always covers both defenses. If I want damage mitigation, I just use Sacred Soil most of the time because I'll take 10% damage reduction from all types vs. gambling that some attack is actually magic-based. Perhaps a good option here would be to give Eos an AoE heal on a 30-60 second cooldown. It would make for a nice alternative for times when Indomitability is down.
Silent Dusk - This really needs to be replaced. I think only once or twice have I ever actually gotten it to work when it was needed. The main problem is that if I try to use it manually, she'll often delay using it until after she's finished Embrace, and by then, it's probably too late. It can work wonders in Sic mode, but only really if the enemy has one silence-able ability worth having it used on. Now that all tanks and ranged DPS have access to a silence role ability, this serves even less of a purpose as I'm probably not going to try to solo anything where a silence will make much of a difference. Since Selene is supposed to be 'support-type' maybe she should have an aoe damage reduction skill, say 10% for 15 seconds with 60 second cooldown (basically, Fey Covenant, but for both defenses) and give Eos the Aoe heal I suggested so that you can have a choice between pure heal fairy vs. heal + support fairy.
Fey Caress - When I first saw this, I really liked it, but having tried to make use of it, I found it rather lacking. It either needs a dramatic cooldown reduction (perhaps 30 seconds), or be changed to a single-target skill that removes *all* removable debuffs from the target. Either way I'd be happy with it as AoE-Esuna is cool, but a potential counter to bad-breath type mechanics would also have its uses (especially in solo where Selene seems to be more useful anyway).
Fey Wind - A 3% reduction in GCD for the team is kind of nice, but far from powerful enough to justify using Selene as-is. If my suggestions for Silent Dusk and Fey Caress taken, then Fey Wind probably wouldn't need much of a change, if at all since at that point it would serve as a nice bonus on top of the other kinds of support Selene would then bring. Currently, though, this is Selene's main support skill for a team due to how unreliable Silent Dusk is and how infrequently Fey Caress can make a real difference. If her other skills don't get changed, the only way Selene would likely see the light of day on a team again is if this got a serious buff. Again, I have to emphasize that this skill would probably be just fine if her other two skills weren't so bad making her overall a competitive choice against EoS.
having gotten sch to 70 I have to say wee need more healing potency period. We simply can't compete with other healing classes. we heal almost no damage and block even less. Honestly its insulting. In hw we had decent explosive healing when needed and our shielding was perfect. but now with sb our class isn't even functional.
Why not adding a fourth aetherflow stack instead of AF trait at lvl68?
This way the gauge could fill faster and we'll have less hestiation at using some skills (since we have a lot using AF)
I'm a little upset that we're two expansions in and still only have two fairies and Aetherdam 3. Where's my IV? Where's my fairy that only applies barriers? Throw me a bone here.
Without completely overpowering the job lulz these would be my changes.
Healing perspective:
https://ffxiv.consolegameswiki.com/m...-Adloquium.png Adloquiem: MP cost reduced, spell is made instant cast or Potency is increased.
https://ffxiv.consolegameswiki.com/m...nt_Tactics.png Deployment Tactics: resets the duration of galvanize and Eye for an Eye and then spreads it as original effect does.
https://ffxiv.consolegameswiki.com/m...cogitation.png Excogitation:Grants target party member other than self the effect of Excogitation, restoring HP activating the buff. The buff will activate like EMnation and it's viril. IT will be set to a different keybind by default. L2+ L3 on controller. It will heal off the GC and OGCD completely. 650 potency.on second thought, just keep current effect now, but when the buff if the buff falls off, excog heals the target for 650 potency and then shields them for half of what was healed. 650 + 325 shield or with crit, 975 heal (which will probably just be overheal) + 477 shield. Lots of options like using it on your fairy to purposefully proc galvanize and then spreading it after a 30 second setup.
https://ffxiv.consolegameswiki.com/m...issipation.png Dissipation: Orders your pet away while granting you a full Aetherflow stack.
Also grants a buff that increases healing magic potency by 20%. Your next Summon or Summon II is instant cast. Buff ends after 30 seconds or when your next Summon or Summon II is cast. Aetherflow spent while in dissipation will fill fairy gage at a rate of 20 instead of 10. Using aetherflow outside of a fairy summoned or dissipation will have no effect on the gage.
https://ffxiv.consolegameswiki.com/m...-Fey_Union.png Fey Union:
When active with Eos All party members within 10 yalms receive 200 potency in healing every 3 seconds . A buff is placed on all members within range increasing spell based healing potency by 10%, which ends as fey union does. Fey union remains unaffected as an ability.
While Selene is active 350 potency every 3 seconds to a single target within 15 yalms. A buff is placed on that party member reducing damage taken by 10%.
Fairys:
https://ffxiv.consolegameswiki.com/m...0px-Summon.png Eos:
Fey illumination returned to 20%.
https://ffxiv.consolegameswiki.com/m...-Summon_II.png Selene: Fey Charm-Silent Dusk no longer applies Silence, instead it places an 8 second magic vulnerability down on a single target and is called Fey Charm. Cool down of 90 seconds.
Fey wind buffed to 5% speed increase.
https://ffxiv.consolegameswiki.com/m...40px-Rouse.png Rouse: Increases healing magic potency and damage dealt by pet by 40%. Pet is restored to max HP. While roused, pet will be immune to Stun, Sleep, Bind, and Heavy.
Duration: 20s- This change is to mostly help SMNs, but some people miss sustain e.e.
DPS changes:
https://ffxiv.consolegameswiki.com/m.../40px-Bane.png Bane: Also spreads Chain Strategum. 15% chance to reset its duration on the mobs hit.
https://ffxiv.consolegameswiki.com/m...cy_Tactics.png Emergency Tactics: Transforms the next Galvanize status into HP recovery equaling the amount of damage reduction intended for the barrier or transforms your next Bio II or Miasma into a front loaded effect of 350 potency or 300 potency respectively. Will not apply the debuff, but instead do the entire damage up front.
http://www.ffxivinfo.com/images/abil...olar/broil.png Broil: Cast time reduced to 2 seconds. Recast remains 2.5.
ROLE CHANGE FOR ALL CASTERS AND HEALERS:
Break: cast time 2 seconds. Recast 2.5. MP cost equal to 1.33x Broil II. Deals unaspected damage with a potency of 60-80 to target and all nearby targets.
Additional Effect: Heavy +20%
Duration: 15s
Helps all classes who do not get aoe until higher level but will often be inefficient once their new aoe is gained: Holy and Gravity as examples.
All of these changes together, would probably make the job a bit much, but a few of these changes would go a long way, causing SCH to want to fairy swap, curbs SCHS dps boredom and strengthens SCHs base utilities. These sort of changes could get me healing again.
I am on board with a lot of this, but I would put in a few tweaks:
Adlo would be better as instant cast rather than higher potency because, if the spell isn't cast at the exact right time, the shield will miss the damage it's meant to block.
I cannot agree with Excog since, in instances with Instance actions, Excog will be unusable.
I like the idea around Dissipation as I have suggested it be a free fairy switch. I like that you're only locked out as much as you want.
I like the idea around Selene's Fey's Union, but why a defense boost? Why not make it a damage boost?
That Emergency Tactics change is weird, but I can kinda see what you're going for? Maybe if the potency was increased as well, I would be more on board since it's less convenient to weave oGCD abilities now with less instant-cast spells.
I love this Break change, but I think SMN's Tri-Bind should be 80 while Break is around 60.
I'm not sure why ppl are having MP problems. I seem to be doing ok. Before the MP cost changes, mp management was a complete joke on scholar.
I do have some suggestions though:
-Succor could use 50 more potency.
-Eos Aetherpact should follow the target it is healing or have much larger range, Players should be able to cancel it as well by repressing the skill. If SE does not want to make it follow the target, make it an AOE regen with a smaller potency, get rid of the chain and just give players a light glowing affect.
-Selenes Aetherpact should be different and grant the whole party some kind of DPS output buff, no chain link and a slight glow.
-I'm still on the fence about dissipation, Perhaps our fairy could fuse into us during the 30 seconds giving us a light green glow then phase back out afterwards and continue healing. Having to recast the fairy is a severe loss without quickcast. I honestly never use this skill out of fear of needing to recast the fairy in an already critical situation. If anything SE could just make this skill grant the emergency random aetherflow of 1-3 without any kind of drawback and no +% healing and I'd be happy. Either way I still think this skill needs reworked.
-chain strategem is to short, with too small of a usefulness and too long of a cooldown to make it worth even being a skill. This thing is literally a skill bloat.
Those are my only concerns at this time.
Your idea got me thinking. A simple way of implementing a single target vs AoE faerie concept would be to leave Eos as is (to be the AoE faerie with Whispering Dawn) and buff the potency of Selene's Embrace.
I also had an idea to replace Silent Dusk with a physical defense buff, similar to Fey Covenant.
I put those ideas, along with several others and some more in-depth commentary, into a separate thread. Please have a look at it.
SCH Adjustment Ideas
On ps4 my buttons to use Veil is R2 + R3. You would use a different skill for popping Excog. L2 + L3.
If it became a damage boost, you wouldn't be finding yourself use Eos for the gage whatsoever.
Its just another opportunity to use your kit. Bio II -> ET -> Bio II slams them with 700 potency compared to Bio II + Broil = 580.
At 60 it would take 4 targets to outweigh Broil 2. At 80 it would about tie with 3.
@Rawrz: People suggested that Eos could be an AoE heal pulse for the gauge, or maybe make Eos a defense boost and Selene a damage boost. The gauge just being a glorified Rouse is really underwhelming.
While the Break suggestion would be a DPS gain with 4 at 60, it's a gain at 5 at 70. With Break at 80, the gain would be at 3 and 4 for 60 and 70 respectively.
I still don't understand why Excog should be an instance skill.
You know what would be really nice? A "reverse" Emergency Tactics. Sometimes I know something big is coming and I want to prepare and mitigate, so instead of wasting my MP on over-healing (because every-time I want to be prepared for something, I basically _have_ to over-heal to get the shield), let me have a "Predesign Tactics" button (I'd sacrifice Dissipation or Exgoc for this at this point?) to put 100% of the Adlo / Succor into the Galvanize and forego the heal!
100% succor is basically a deployed adlo (150 + 150 and adlo is 300).
But this is some idea (i mean, actually giving scholar mitigation again instead of raw heals)
But I'd rather like they increased succor/adlo potency and reduce the mana cost.
My 2 cents on Scholar adjustments.
Excog: I have a feeling that the "original" effect of this skill like Dissipation was something they felt was too broken so they last second adjusted it to give Sch another near worthless skill because of how fringe its uses are. I mean what is Excog except a pre-emptive heal...just like a...shield....My suspicion is that Excog used to be an Aetherflow skill that cast a potent shield on the target that they later felt was too broken and then instead changed it to the near worthless current Excog....Just make Excog give a shield, that would actually be useful on a Sch.
AoE DPS: Sch definitely needs some help in this regard, and I don't really see any other good way around it besides just giving us another skill. At the same time I'd be disappointed if the skill was essentially a weaker Holy or Gravity. What I'd like to see is a skill that hits the primary target with a short DoT of like 12 secs, but also hits everything else around that target with like 100 potency. This would make Sch's AoE DPS rotation actually somewhat interesting as the ideal way to DPS a pack down would be to cycle through the pack to cast this DoT on each monster so they all get the DoT yet the rest of the pack would continue to get hit by the 100 potency AoE even after (or before) you cast the DoT on them. If you are concerned about Sch single target damage then so long as the initial DoT is less than Broil IIs damage then people probably won't use it (except when they actually need to AoE adds)
Faries: I know this is something that has a near 0% chance of happening, but it'd be nice if the way both fairies were handled were changed. Mainly what I'm thinking of is that Summon I summons the fairy, then Summon II swaps the fairy for free, but the skill has like a 30sec-1min cooldown. It would be interesting to have the ability to use both fairies in combat besides needing to spend a bajillion MP to do so.
This is a brilliant idea! Having a capability like this would make us competitive with Noct AST in the shielding department again without adding more power creep by just inflating potencies. I think the best implementation of this would be to revamp Deployment Tactics into what you described. This will allow us to get the equivalent of a deployed Adlo every 30 seconds at a larger radius (via Succor), at the cost of losing the potential to deploy an ungodly amount of shielding through spreading a crit Adlo. I honestly think the potency of a deployed crit Adlo is a bit of a problem for the Dev Team, and this would be a solution that works for almost everyone.
I've added this to my idea thread.
Your idea I think doesn't fit the name and will be used only to do dps.
Ok for this kind of situation.
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It was 2 years ago now I have suggested a modification of this spell and now it's even more important with the mp management.
My idea was "The cost mp of the next succor or adlo is reduced by 50%"
Bumpity /10char
In addition to everything relating to AoE output and the general DPS and healing kit, I'm wondering why SCH didn't get the most basic QoL of all: faerie abilities that change according to the faerie being summoned. WAR's stances have it, and multiple other abilities on other jobs change depending on gauge and stacks. So why do I still have to use summoning macros to set my pet abilities every time?
Assuming you have your fairy abilites on Hotbar 6 Slot 1-4 you can use these macros: (Just change the hotbar and slot number to what you use):
command looks like: /hotbar pet <action> <hotbar> <slot>
Summon:
Summon II:Code:/action "Summon"
/hotbar pet "Embrace" Eos 6 1
/hotbar pet "Whispering Dawn" Eos 6 2
/hotbar pet "Fey Covenant" Eos 6 3
/hotbar pet "Fey Illumination" Eos 6 4
/micon Summon
Just be warned that these will change your hotbars even if your Summon/Summon II won't be cast.Code:/action "Summon II"
/hotbar pet "Embrace" Selene 6 1
/hotbar pet "Silent Dusk" Selene 6 2
/hotbar pet "Fey Caress" Selene 6 3
/hotbar pet "Fey Wind" Selene 6 4
/micon "Summon II"
Not quite what I was looking for but a decent solution none the less. Thank you. Was hoping to not do something inherently tied to Summon, while it would still work to switch them on the fly without summon i guess; hoped for something more intuitive.. but its expected with this limited macro system.
I've been reading around, and, with my personal experience, I've been making my own changes that I would make to the SCH, and, while it's unlikely we'll see many of these changes until a massive patch, or even until the next expansion, these are the changes I'd like to see:
Aetherflow actions: cooldowns on Indomitability and Energy Drain are reduced to 1s. This does not break them as all Aetherflow actions essentially share a cooldown timer anyway as we only get 3 Aetherflow actions every minute (give or take actions or procs). SCHs mostly want to use Aetherflow on Energy Drain since that helps with MP management. Anything else is essentially an MP loss.
Exgocitation: No longer costs Aetherflow. Can now be passed via Deployment Tactics. Automatically activates heal when timer expires as well as hitting the 50% HP threshold. Due to the change in Aetherflow actions, and this skill being very bad for costing Aetherflow, the removal of the Aetherflow aspect only helps this thing. The other problem with this skill is that it was good at falling off and not doing anything. With a forced heal, this gets better. With the loss of Eye for Eye to the cross role system, and Eye for Eye itself getting nerfed, Deployment tactics seems underutilized. This helps with AoE heals that the SCH often struggles with, especially with recovery after a boss's ultimate.
Sacred Soil: No longer costs Aetherflow. Cooldown increased from 30s to 120s. Learned at lv40 instead of 45.
Chain Stratagem: Cooldown reduced to 90s. Can be passed via Bane (not subject to falloff). With the cooldown changes, this lines up better with Cleric Stance for more DPS. Passing it via Bane allows for more group dps by the party since the SCH currently lacks good AoE.
Fey's Union/Aetherpact: Effect changes depending on Fairy. Eos: creates a tether between fairy and target, healing the target for 450 potency every 3s, as well as reducing incoming damage by 10%. Selene: creates a tether between fairy and target, increasing damage dealt by target by 10%. For both, every 3s, fairy gauge is reduced by 10. Tether range is increased to 20y. People may be afraid that Selene would be busted, but, remember, the SCH is going to sacrifice half of their healing potential for the dps increase on one player. Their personal DPS may go down for an increase to a different DPS's since the SCH may need to focus more on healing. Eos, however, will likely be stronger in a dungeon environment, allowing the SCH to dps more.
Physick: potency increase from 400 to 450. Due to the Embrace nerf, put the lost potency back into Physick. SCH's already struggle with point heals, so this should help slightly.
Adloquium: MP cost reduction. Basic shield potency increased from 100% to 150%. It's not much, but it still makes the shields somewhat more attractive. The Crits aren't as required as they once were.
Succor: MP cost reduction. Basic shield potency increased from 100%-150%. On Crit heal, shield strength is equal to 200% of the heal. Makes it more similar to Adlo, and makes crit even more valuable on SCH.
Bio II: Damage over time potency increase from 35 to 40. From what I've heard, Bio II is actually weaker than Bio I. It's pretty baffling.
Dissipation: renamed Twilight's Calling. Eos is dismissed and Selene is summoned and vice versa. Cooldown reduced to 120s.
Fairy action - Whispering Dawn: Level learned changed from 1 to 40. This is learned faaar too early in the fairy's kit, and it's absolutely busted at lower levels. The other two healers don't get their AoE regen until at least the mid-30's, so it's baffling that SCH pretty much always has it.
Fairy action - Eos' Fey's Covenant: changed to Fey's Caress. Fey's Covenant was okay in a time when SCH had the physical-only Protect, but, since then, Fey's Covenant has been largely unnecessary. In addition, it doesn't make much sense for the "healing" fairy to have what seems like a "support" action.
Fairy action - Fey's Illumination: removed. I know, I know, people are going to hate this, but, again, with Largesse now Cross Role, and Fey's Illumination being not very helpful on the SCH itself, this skill has no business being here. It was also better for our co-healer. Instead, this skill will be replaced with an AoE heal cooldown learned where Whispering Dawn used to be.
Fairy action - Silent Dusk: removed. Changed to Fey's Covenant with a modification: places a buff on target that reduces incoming damage by 10%. Instead of an AoE situational cooldown, this is an extra form of mitigation for the SCH to place on the tank, which is nice since the loss of Eye for Eye to the cross role system.
Fairy action - Selene's Fey's Caress: changed to Quiet Dusk - increases physical vulnerability on target by 5%. Learned at lv40. Someone suggested "Fey's Charm", and I like the idea, but I think it should be learned at a later level.
Fairy action - Fey's Wind: increase from 3% to 5%, learned at 20, reduces TP cost of weaponskills while active. Good, just needs a bit more oomph.
New action - Meltdown: learned at lv40. Similar to Gravity. I know, you say, "But you want Chain Stratagem to be passible via Bane, so why have Meltdown?" Meltdown is at 40. Chain Stratagem is at 66. In every dungeon below Doma Castle, you can only Meltdown. On top of that, still bad in comparison to AoE Balance.
Trait change - Quickened Aetherflow to Aetherdam IV. One extra Aetherflow stack. However, Aetherflow still only gives 3 stacks. Aetherflow doesn't need to be completely dumped anymore before reuse, allowing better planning of stacks.
Whispering Dawn doesn't really fill the same role as the other healer's AoE regens, though. It performs the same "primary AoE heal" role as Medica/Helios, both of which are gained at Lv10, and in fact it remains the SCH's only AoE heal all the way until Succor at Lv35.
Bad idea. Largesse doesn't increase the healing of Excog, Indom, or Lustrate, meaning it's worthless on a SCH since half our healing won't work with it. Fey Illumination increases the amount of healing all people hit with it take, which effects everything we have.
erm, no? Indom, Lustrate, excog, and every off gcd arent influenced by either healing boost or healing debuff, regardless of who got it. That's pretty much why a lustrate on a WAR with defiance will do the same on a PLD. (unless that's been changed, but i dont think so).
Fey illumination will work exactly the same as largesse, exept the other healer will benefit from it.
the WORSE problem problem for me playing as a scholar right now is....IT´S BORING! RLY RLY boring =/
I can´t say for sure what it is that makes scholar so boring for me now, could be a bunch of useless skills that are in my bar that COULD be cool but are just downright useless or conflict with each other...Could be my fairy being useless and having two but the other is kind not even needed in the game...Could be the story pointing to a 3° fairy that could do new stuff but we got nothing in the end...Could be my Fey useless pact sometimes bug and making my fairy stop doing anything for the rest of the fight...
So much stuff that just make the class boring, im not saying it´s a bad class or you could not heal with it tough, but WHY would i want to heal with a scholar over the other healers is the question in my head...Anything a scholar bring the others can do much better AND FUN!
Remember that its both a downside and a bonus.
In thordan you can heal when -90% healing with asylum/assize/indom/lustrate/collective unconscious etc... for example, same for Ramuh mechanics
Hello and thank you for taking the time to read this. I am sure that you get many comments and complaints about job changes, and there are many people who dream up amazing new abilities and traits that you should give to particular jobs that they play. I do have a few minor suggestions, which I find quite reasonable, that I would like to propose for scholar.
I appreciate the attempt at balancing the healers in general for the Stormblood expansion, and feel that scholar has been made on a much more level playing field with other healers. Here are my few minor suggestions that might help to make some of the skills more effective in the job's toolkit:
1) Pre-4.0, when cleric stance affected healing output, Excogitation would have a valuable addition to the job. Scholars could have applied Excogitation to a player, entered Cleric Stance, and had more freedom if the ability was triggered. In 4.0, this type of utility is not present nearly as much, due to the change in Cleric Stance. Lustrates can now be used quickly in almost any circumstance. A scholar can, for example, cast Bio II or Ruin II and use a Lustrate immediately before their next attack, without even delaying their global timer. This weakens the case for adding Excogitation to the skill set.
Excogitation is even less important as a job tool because there is a decent amount of risk in using it versus Lustrate, in its current form, with virtually no reward for that risk. Lustrate potency is at 600 (and the ability to critical hit) and Excogitation at 650. The expected value of heal for Lustrate is actually higher than the expected value of heal from Excogitation. One of the most problematic issues with Excogitation is the fact that it does nothing if the target never reaches low HP. I would like to suggest making one of the following changes to Excogitation listed as follows:
A) Excogitation Lv. 62
Range 30y Radius 0y
Cast Instant Recast 60s
Grants target party member (remove “other than self”) the effect of Excogitation, restoring HP when member’s HP falls below 50% or timer expires, whichever occurs first.
Cure Potency: 800
Duration: 30s
Additional Effect: Increases Faerie Gauge by 10
Aetherflow Gauge Cost: 1
Or
B) Excogitation Lv. 62
Range 30y Radius 0y
Cast Instant Recast 60s
Grants target party member (remove “other than self”) the effect of Excogitation, restoring HP when member’s HP falls below 50% or timer expires, whichever occurs first.
Cure Potency: 650
Duration: 30s
Basically option A increases the potency slightly, allows the ability to complete if time expires, and allows use on self, whereas option B does not increase the potency but instead changes it to an ability that does not cost aetherflow.
2) Fey Union as a skill is truly a creative idea that I appreciate very much. It is true to the identity of the job and a very thoughtful addition by the design team. I do have two major concerns about this ability.
A) As you are no doubt aware, many players mention the AI interface for pets with some skepticism. A common critique is that pets will not follow commands easily if one of their abilities is being used. For example, I will often wish to use Whispering Dawn but will have difficulty making it execute while the fairy is attempting to Embrace party members. Fey Union has an even deeper level of difficulty to get the ability to execute. With Whispering Dawn (and other abilities), I can spam the button hoping that the ability will execute after the pet completes its current cast. With Aetherpact having a 5 second cooldown timer, if I want to initiate Fey Union, it is even more difficult to time this ability to occur during combat while the pet is not executing any actions, since I must wait at least 5 seconds to try again if the initiation fails. I do realize that this design is probably in place so that players do not accidentally initiate Fey Union and then accidentally cancel it immediately, and I can appreciate that part of the design, but getting the skill to activate can be quite tricky at times.
B) Using the skill requires the target to stay proximal to the pet throughout its use. The design of the Fey Union tether was well done by the design team, but often times dodging many types of mechanics will make this ability unable to have its intended effect.
I would like to recommend the following adjustments to Aetherpact:
Aetherpact Lv. 70
Range 30y Radius 0y
Cast Instant Recast 5s
Orders faerie next action to execute Fey Union with target party member other than self. Faerie will follow target until effect ends. Effect ends upon reuse.
Faerie Gauge Cost: 10
The Faerie Gauge increases when a faerie is summoned and an Aetherflow action used by you inflicts an effect on a target.
Essentially the change is that, when activated, Aetherpact will be the next ability used by the pet, and the pet will follow the target party member until the effect ends.
I would like to thank you for your interest and time in reading my suggestions. I do not believe that these minor changes would be a large boost in the power of the job as a whole, but rather a way of making the current design even more fluid and enjoyable to play.
I've still a leveling SCH, and I'm currently 65.
I have not healed any Primal Exs yet, so I can only hold my opinion on those in the end.
However, this is my opinion so far of SCH.
Things I like
Now, before this I played a WHM, Tanks and DPS classes. And I personally, love how SCH plays right now. The way I see SCH, is that it has an answer for any situation that could arise. It has a spell for any sort of situation, that if you are able to plan ahead, you can prevent or deal with any situation.
I know people do not like Excog, but I think it's a great skill if you don't compare it to something like Lustrate. It has a specific use. It's fantastic on tank busters, at the beginning of big pulls, at the beginning of bosses which means you can just Rouse and Whispering Dawn and your Fairy, along with Excog can deal with the tank for a good 30 seconds depending on the boss.
I love thinking ahead. I don't see any of my abilities (maybe except Sacred Soil) as useless like some people seem to do. Every ability has a use. You may not use them in every single fight ,but it's always there when the situation arises. I love that.
Saying that, the SCH needs some help.
What I would change
First things first, we need to get back to mitigating shit with our spells again. Adlo and Succor cost too much for what they do. Emergency Tactics cover this slightly, but again, that's a long CD and even then it doesn't heal for a lot. What I would change here, is to increase the shield potency of the Succor and Adlo but a decent amount, while slightly adjusting the crit aspect from 2x to something like x1.25-x1.5. What this would do, is that this would bring us back out mitigation on our two important spells, but would keep the healing as is. However, this would also really beef up our Emergency Tactics.
In one fell swoop, we gain access to powerful but expensive mitigation, or a big AoE/ST heal every 30 seconds.
This would again, help out Deployment Tactics, since everything that we seem to lack and have problems with are our mitigation spells, which multiple of our other spells seem to lead into.
Sacred Soil is a spell that I'm not really sure of. I've found a tiny tiny use for this spell, but it's only really useful for big AoE or big pulls, which is fine I guess. But the fact it costs an aetherflow is crazy for what it does.
I can't comment on MP or Aetherpact yet. But so far I've had no MP problems with using my Aetherflow aggressively and my Lucid Dreams. So we will see.
Wow really Lustrate and Indomability have no effect on healing buffs? I have played SCH years and didnt had a clue about it, the skill doesnt say that in any place, why this happens? o.O
Damn didnt know abilities werent buffed, ty.
You always learn something new.
what you must remember about it is mostly that they arent influenced by any modifier.
If a target has "receive 90% less healing", or you have "your heals does 90% less", the abilities will still do 100% of their effect.
Only stat modifier can affect abilities, such as mind diminution or augmentation, determination, direct hit, critical hit multiplier and such.
This is really important in fight where, for example, you miss a mechanic (like a3s where you had the -90% healing debuff for a long time), or for fight where your healing ability is lowered to the extreme, you can still manage to heal decently if you kept your abilities ogcd.