At the risk of offending, I'm inclined to think you have a rather jaded view of sch vs whm here, much more so than is actually warranted in game. Some of your counterpoints whilst theoretically sound, simply don't translate into the game itself. Instead your guide reads as a 1000 word essay that might as well just say 'whm sux sch rule'.
A few examples:
If I joined any group be it my FC static, Duty roulette, Party finder or whatnot and suggested that we all drop and get a whm protect outside the duty, I'd get varying responses ranging from an ambulance round my house up to just plain getting booted. In a static doing highly trivial content then you have a fair point, but in a more typical situation (Party finder, statics progressing on content) where wipes are likely going to happen, that's just plain silly. It may not have the same impact but Pro/Shell is utility none the less. *edit* not to mention, but where it matters, whm virus is precisely the same as sch, and Eye for an Eye is only weaker in terms of cooldown.
Embrace puts down significantly more healing on a single target but takes a little effort (namely macros and mouse over) to really get the most out of it, Embrace on autopilot isn't especially great frankly mainly because it'll never top anyone off. Regen costs both time and a little mp but is simple to use regardless of who and how many people need topping up. In short, they achieve a similar result through very different means and both have advantages over each other in line with each job's strengths.
You make it sound like WD is all conquering, the problem is that it isn't. The combination of it's 60 second cooldown and the detail that it's centred around the fairy rather than the player makes it somewhat harder to use to it's fullest (although that also opens up the possibility of using it in the same manner as Cure III with some extra micromanagement). Not to mention that the more you hammer the fairy with embrace macros, the more erratic her other casts become. As before, the sch ability wins on raw potency and depth of use whilst the whm ability is more of a fire and forget ability (Particularly now with the throughput nerf of 2.1). Oh and as for fights with consistent weak AE damage: Turn 2 ADS and Ifrit EX nail phase spring immediately to mind as well as several other trivial 4 man bosses.
You also neglect to mention the fairly important detail that bar mid fight fairy switches, we have to choose between FG/FL and WD.



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