Quote Originally Posted by Rivinhal View Post
We already have a movement option in ruin II. Why do we need a dps neutral (and sometime, but most times it's not really free) movement tool?
I love SCH. It's the only job I'm even decent at. But I think adding energy drain back was a mistake vs. slightly reworking the job. But I guess that was never really on the table.
I'm still baffled how/why they seem to think that SCH is perfectly fine, but AST needs a rework. Both have clear design issues.

Back on topic, I get the feeling they'll monitor PLD and see if these changes help, and with 6.3 it might get more potency/minor changes, with a rework in 7.0. But I don't think any of these jobs are gonna get a SMN level rework. It'll prob be more along the lines of 5.1 ninja instead.
Ruin II used to be the same potency as Broil, but had double the MP cost. This made it effective for weaving purposes, but not ideal for spamming and was a healthy way for SCH to address mobility. You felt mobile, but there was a soft limit to your ability to do so. It was also a unique way to address mobility and weaving rather than just making Broil have a 1.5 second cast time that had a bit more flavor and feel to it, even if fairly small. I can't really fathom not wanting that over the current Ruin II feeling more inconsequential than it's ever felt before and still taking a DPS tax.