Well im one of those guys that switching regulary between smn and sch (its easyer to get a group when u sch then smn)
And was wondering should i equal devide the skill points between int and mind?
btw smn is my main character
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Well im one of those guys that switching regulary between smn and sch (its easyer to get a group when u sch then smn)
And was wondering should i equal devide the skill points between int and mind?
btw smn is my main character
I just levelled an alt. You get about 300k gil in quest rewards main story, it's retardedly easy to level, even before roulettes. SMN is definitely the easier route for alts, you're mostly covered for crossclass with blm26 and archer 4, but SCH just needs WHM34, so it's not much worse.
Then you'll get seperate myth quotas, CT loot, coil, etc.
Put 30 points in INT and don't look back.
idk, it seems like with how 'alt friendly' this game is, they kind of screw over smn/sch
I went 30 int, since smn was/is my main. However, I can still heal coil/extremes fine on my sch in pretty mediocre gear (i87, 403 crit 4tl).
I was under the impression scholars got Cleric Stance from leveling conjurer. Is that not true? If you do get Cleric Stance, then feel free to pour everything into Intelligence, because Cleric Stance will swap your Mind and Intelligence, which then turns all of that attack magic potency into healing magic potency, making you an excellent healer.
doesnt really work i went 15/15 cause i hardly play either and have int237/mnd410 as ilv73sch
lose a lot of mind in cleric stance
I'm struggling with this decision as well.
Currently I have 30 Int.
other combinations I have considered:
15 Int
15 Mind
30 Mind (that would more or less signal giving up on the summoner job, which is a possibility if nearly all content is going to require quick-kills on soft adds)
10 Int
10 Mind
10 Vitality
30 Vitality (hey that's 435 health)
Currently, it's 30 Int so that the SMN role (a "Damage Over Time" role) can have a ghost of a chance of handling soft kill-quick-or-die adds. Meanwhile Scholar feels pretty solid with no gaps in ability, so I am hoping it can get by without bonus points at all.
summoner scales dps up over time, in the first 2.5s we do poor damage, then better up to 5s, then at 7.5s we can 'begin' our a spam rotation for optimal dps on top of dots. Fester and Bane mainly help us to re-capture lost dps from the period of time we spend in sub-optimal dps while dotting up our target.
some adds are soft enough that taking the time to dot them up may take too long causing a team wipe, meanwhile ruin/ruinII doesn't quite get the job done (even with pet macro'd to assist). When adds have to die in say 15s or the fight's a wipe, it sucks. Endgame is 'full' of this mechanic. You can over-gear it, or save RS/spur/rouse/enkindle/etc just to power down adds, but it's more challenging for a summoner to take out especialy soft, scattered adds, than it is for other dps.
If they had more health (& equaly more time to kill), it would improve SMN gameplay considerably in some fights. We're marathon dps, not sprint dps.
My response from the Healer Forums on this exact topic. Heed my words of wisdom young SMN heed them well.
"SMN rules the world don't bow down to the fairy temptation succumb to your anger, feel the power of the horn, it calls you. MND points on SCH is for fools with happy ideals and sunshine rays of utter fairy disappointment. All your base R belong to SMN...throw them bitches into INT and never look back, the way of the horn is the only reason ACN exists Bwahahahahahahahahahahahahah!"
Simply, 30 into int. DPS is always a "more is better" job, the only time (currently) where you can 'overdamage' a mob is when you kill it. There are scant few times where damage is wasted.