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  1. #1
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92

    My Rework idea for SCH II

    this is my new idea on how to rework SCH based on SHB changes, this is just for fun and hope you wiill enjoy it

    changes to fairies: fairies will no longer cast embrace automatically.

    skills:

    lvl 1: ruin

    lvl 2: bio

    lvl 4: physick
    summon eos
    summon selene
    Embrace- orders the fairy to target a party member and cast embrace each time he receives damage(the skill is considered a fairy gcd)
    MP cost:10 mp ,skill is toggle and can be turned on/off

    lvl 6: miasma(gain from arcanist)

    lvl 10: fey blessing- order the fairy to cast fey blessing -restore nearby party members hp (moved from level 76) MP cost:900 mp, CD:3s

    lvl 12: Resurrection

    lvl 18: energy drain(ACN version)
    fester

    lvl 20: whispering dawn

    lvl 26: bio II
    miasma II

    lvl 30: adloquium- remain the same
    bane(from ACN)

    lvl 35: succor-remain the same

    lvl-38: ruin II removed
    instead ruin changes to Broil(moved from level 54)

    lvl 40: Fey Illumination
    Indomitability(moved from level 52)

    lvl 45: energy drain removed(SCH retained ACN version from level 18)
    Aetherflow- shares a cd with Energy drain and now restores 5% mp instead of 10%,CD is now 30s instead of 60
    Lustrate- remain the same

    lvl 46: art of war

    lvl 50: sacred soil
    Fey Wind-the fairy emits waves of blessed light around her healing nearby party members, apply heavy to enemies and granting movement speed buff to allies as long as it is active.
    cure potency:50, movement speed increase by:5%, heavy effect:10% ,Cost: 10 fairy gauge per second (a toggle skill and its her ogcd spell)

    lvl 52: bane changed to deployment tactics-extend the effects of the scholars spells on the target to people around him:
    upon self/ally-extend galvanize effect to nearby party members
    upon enemy-extends bio and miasma to nearby enemies and reduce cd to 10s
    CD:120s

    lvl 54: broil II(moved from lvl 64)

    lvl 56: Plan A(attack)-Scholar devise a plan to defeat his foes.boost scholar offensive spells. reduces scholar healing by 20%, broil potency increase by 50, bio dot potency increase by 100 and apply slow on target(last 10s), miasma potency increase by 50 and apply ruination(increase damage done by broil/ruin by 5%) on target(last 10s), art of war apply a stun(last 4s), spells mp cost increase by 100.
    Duration:20s, Cost:1 Aetherflow Stack. CD:180s, cannot stack with different plans,pressing plan A again or using a different plan will end the effect.

    lvl 56: Plan B(bolster)-Scholar devise a plan to defeat his foes.boost scholar efficiency. grant 50% mp reduction,reduces cast time by 1s.
    Duration:15s, Cost:1 Aetherflow Stack. CD:180s, cannot stack with different plans. pressing plan B again or using a different plan will end the effect.

    lvl 58: emergency tactics removed.
    dissipation(moved from level 60)-Orders your faerie away while granting you a full Aetherflow stack,20 fairy gauge stack and restore 10% mp.fairy cannot be summoned for 10s.
    CD:180s

    lvl 60: Plan C(crisis)-Scholar devise a plan to defeat his foes. boost all healing by 20%, converts all galvanize and catalysts to pure hp, 10% increase of critical healing potency and rate, reduce healing spells cd by 50%, reduces damage spells by 20%, spells mp cost increase by 100.
    Duration:20s, Cost:1 Aetherflow Stack. CD:180s, cannot stack with different plans. pressing plan C again or using a different plan will end the effect.

    lvl 62: Excogitation remain the same

    lvl 64: libra -exposes enemy weakness and strengths, the marked target will have his damage reduced by 5% to his focused target.
    Duration:15s CD :180s

    lvl 66: chain stratagem-remain the same

    lvl 70: Aetherpact-execute a combined skill between the scholar and fairy/seraph,
    Cost:100 fairy gauge CD:120s(cannot be cast during a plan)

    delta formation(fairy aetherpact skill)-scholar calls upon both Eos and Selene to form a triangle formation with him that will heal allies and deal damage to enemies.
    Cure potency:700, Damage potency:200, Cast Time:2.5s

    lvl 72: biolysis
    broil III
    miasma turned to radiation

    lvl 74: Recitation

    lvl 76: Addendum: Blanc-consume all White Arts Stacks to activate their effects:
    Durations:10s, CD:60s

    White Arts Mastery(traits):can hold 1 stack of white art magic.

    White Arts:Potent- next healing spell gain a 100 cure potency increase.(cannot be placed in skill hotbar)
    casting physick/lustrate/Indomitability grants a stack of White Arts:Potent

    White Arts: Relief- next healing spell gain a 200 potency barrier.(cannot be placed in skill hotbar)
    casting Adloquium/Succor/Excogitation grants a stack of White Arts:Relief

    White Arts:Sooth- next healing spell gains a regen that last for 15s ,cure potency 150.(cannot be placed in skill hotbar)
    casting Fey Blessing/whispering dawn/Sacred Soil grants a stack of White Arts:Sooth

    lvl 80: summon seraph
    Consolation
    divine intervention(seraph aetherpack skill)- scholar channels the seraph powers and create an area around him for up to 10s that inside it will apply the following effects:

    for allies:increase healing and critical healing rate by 10%
    heal 200 potency every second and erects a magic barrier nullifying damage up to 150% hp restored and upon critical heal grants a magic barrier nullifying up to 175% hp restored.

    for enemies:increase damage received by 5%.
    deal 50 potency damage every second.

    upon cast ,immediately ends seraph summon.Effect ends upon using another action or moving (including facing a different direction).
    (2)
    Last edited by CrimsonGunner; 12-23-2019 at 11:30 AM.

  2. #2
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    Mar 2016
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    166
    Interesting idea, interested to see what feedback you get. Whenever I even make just 1 cool suggestion my fc always trashed the idea like for 6.0 I thought to make mch' s wildfire more useful in aoes.

    Enhanced Wildfire, applies the debuff to the mob per usual at 200 potency per weaponskill but spreads to nearby enemies for 20 potency per weaponskill.

    Just to make mch aoes a tiny bit better and wildfire better but I got met with too op ect or too low potency why bother. So yeah I like seeing this kinda stuff. Hopefully you arent dunked on too hard for just concepts
    (0)

  3. #3
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by NealSnow View Post
    Interesting idea, interested to see what feedback you get. Whenever I even make just 1 cool suggestion my fc always trashed the idea like for 6.0 I thought to make mch' s wildfire more useful in aoes.

    Enhanced Wildfire, applies the debuff to the mob per usual at 200 potency per weaponskill but spreads to nearby enemies for 20 potency per weaponskill.

    Just to make mch aoes a tiny bit better and wildfire better but I got met with too op ect or too low potency why bother. So yeah I like seeing this kinda stuff. Hopefully you arent dunked on too hard for just concepts
    sorry to hear about it but it really shouldn't stop you from posting concepts it always nice to see other people reworks ideas or how to make skills better.dunked or not ,it wont stop me from coming up with concepts ^^.
    hope to see your ideas too,i would like to read them.

    as for your idea ,it actually a nice idea for pulls but instead of making it aoe that spreads for 20 potency how about making it apply a stack during each weapon skill cast and reaching 3+ stacks before detonation will apply an additional effect of burn damage worth 20 potency per stack for 21s.
    (0)

  4. #4
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    Join Date
    Mar 2016
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    Quote Originally Posted by CrimsonGunner View Post
    sorry to hear about it but it really shouldn't stop you from posting concepts it always nice to see other people reworks ideas or how to make skills better.dunked or not ,it wont stop me from coming up with concepts ^^.
    hope to see your ideas too,i would like to read them.

    as for your idea ,it actually a nice idea for pulls but instead of making it aoe that spreads for 20 potency how about making it apply a stack during each weapon skill cast and reaching 3+ stacks before detonation will apply an additional effect of burn damage worth 20 potency per stack for 21s.
    Hmmm so make it a dot? I could see it, especially as mch only has 1 dotand I'm all for dots. Summoner should get a 3rd xp
    (0)

  5. #5
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by NealSnow View Post
    Hmmm so make it a dot? I could see it, especially as mch only has 1 dotand I'm all for dots. Summoner should get a 3rd xp
    summoner does have ifrit enkindle dot to use and garuda slipstream aoe area function like a dot, as well people compared the egis as glorified dots so i guess he has more then 3 XD
    (0)

  6. #6
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    Quote Originally Posted by CrimsonGunner View Post
    summoner does have ifrit enkindle dot to use and garuda slipstream aoe area function like a dot, as well people compared the egis as glorified dots so i guess he has more then 3 XD
    That's very true! Though in order to balance smn, if they ever did use a 3rd it should probably be a 90s cd use at maybe 10 potency if no dots are up, 20 for bio/miasma and ofc 30 for both for... hmm 30 seconds or 20.

    What'd be cool for drk is if you aren't in tank stance you get a skill that's akin to samurais uh I forget what it's called bit it increases weaponskill damage. But to make drk more like older drk' s it costs hp to use but increases next action weaponskill or ability by 10%? Since shb levels 10% is a decent amount. Can't make it as potent as Sam's but it'd be cool. Maybe it costs 8% of hp for 10%
    (0)

  7. #7
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by NealSnow View Post
    That's very true! Though in order to balance smn, if they ever did use a 3rd it should probably be a 90s cd use at maybe 10 potency if no dots are up, 20 for bio/miasma and ofc 30 for both for... hmm 30 seconds or 20.

    What'd be cool for drk is if you aren't in tank stance you get a skill that's akin to samurais uh I forget what it's called bit it increases weaponskill damage. But to make drk more like older drk' s it costs hp to use but increases next action weaponskill or ability by 10%? Since shb levels 10% is a decent amount. Can't make it as potent as Sam's but it'd be cool. Maybe it costs 8% of hp for 10%
    the skill is named Hissatsu: Kaiten and it uses the samurai gauge,i am not that familiar with tanks tbh but if there would be something like that i think it better use his gauge however i would take the maditate or the 50 gauge fill skill samurai have Ikishoten for drk.
    give him a skill that in exchange for 50% hp will fill his gauge and along side the skill that increases the next weaponskill damage that will use his gauge.

    or have a toggle stance that will drain the hp like 2-3% from drk every second but will increase his damage by 10%.
    (0)
    Last edited by CrimsonGunner; 12-14-2019 at 08:46 AM.

  8. #8
    Player
    Sloprano's Avatar
    Join Date
    Oct 2014
    Posts
    282
    Character
    Quilia Labro
    World
    Cerberus
    Main Class
    Scholar Lv 100
    Curious of ED couldve been learned any ealier and how Bane into Deployment Tactics will work: Charges or different cooldowns its on a friendly or mob?

    Other than that I have full endorsement for any rework either reimplementing Arcanist or evolving the job in some capacity. Showing the kind of understanding this is a job meant to go on adventure on, not stand around sucking your thumb waiting for other adventurers to get hurt on. You bring the pain solo, albeit a slow-ly working and drawn out death, and in party you do make sure nobody dies while also using your core functionality.

    Some actually potential good and fun use out of the Fey Gauge, I think you've already shown more thought into this than SE did.

    Love your Plans ABC and I think they would work even better as Stances, with short cooldown before you can exit or swap them. It might be my irrational fear of oGCDs after 4.0 and 5.0, but Id rather have something impactful available right away and the trick is to find the situation it would work best instead of being something you press every third minute like Chain strate and Seraph.
    (1)

  9. #9
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by Sloprano View Post
    Curious of ED couldve been learned any ealier and how Bane into Deployment Tactics will work: Charges or different cooldowns its on a friendly or mob?

    Other than that I have full endorsement for any rework either reimplementing Arcanist or evolving the job in some capacity. Showing the kind of understanding this is a job meant to go on adventure on, not stand around sucking your thumb waiting for other adventurers to get hurt on. You bring the pain solo, albeit a slow-ly working and drawn out death, and in party you do make sure nobody dies while also using your core functionality.

    Some actually potential good and fun use out of the Fey Gauge, I think you've already shown more thought into this than SE did.

    Love your Plans ABC and I think they would work even better as Stances, with short cooldown before you can exit or swap them. It might be my irrational fear of oGCDs after 4.0 and 5.0, but Id rather have something impactful available right away and the trick is to find the situation it would work best instead of being something you press every third minute like Chain strate and Seraph.
    plan ABC are basically stances you activate for different situations,you can change a plan to a different one while you have one active but then it will cancel the previous plan and put it on cd or you press the plan again and deactivate it.
    their cd are so you could align it with chain tbh both A or b whichever you choose for your burst window i thought A would be more appropriate and plan b for the movement heavy situations you might come across or just if you can and want but you still need to consider your cd and aetherflow stacks cause it cost 1 stack. since there are more skills you use with aetherflow like the stances the arcanist ED is like an extra skill to grant scholar stacks in case it needs it and a substitute to aetherflow skill in case it wants to do damage.

    ED is of arcanist so it starts at level 18 which is why it is so early and why you still retain fester as for bane it will be on different cooldowns depending if its on friend or mob, if it on mob it is reduced to 10s else 120s its original cd(even though i think 60s cd is fine for it).
    (0)

  10. #10
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    As a SCH main I must dig into this, but I can't say some things make sense from an initial glance. You added Libra, but Chain Stratagem is Libra, naming aside. I like the ideas of skills being "plans" but the naming convention seems off. And why leave Art of War's name, T.T

    My biggest gripe though is, you make all of these changes and dont give them Meltdown, HOW DARE YOU, lol. But the biggest issue is how would this work alongside the other healers?

    Here are some brief observations:

    The Energy Drain, Aetherflow change makes no sense honestly, since the SMN version is actually inferior. Plus if Aetherflow is just an MP refresh skill now it's even worse. Getting both earlier again would be nice.

    While I wish the name would change, Ruin II is a benefit on SCH, since they are the only healer with and instant GCD attack spell.

    You removed Emergency Tactics, but didn't give SCH any healing spells to supplement it. Shields don't always work sadly.

    Some of the moves have CC involved. SE seems to be moving past this with most skills.

    Also some of the "newer" skills you added seem to have similar effects to old ones, why not just use the old names, like Fey Wind.

    Plan A sounds nice, but since they removed Cleric Stance, I think it's safe to say they dont wanna reduce healing output to increase DPS anymore.

    Additionally, Plans A, B, and C all feel like they fight eachother a bit. Not to the extent that Dissipation, Aetherpact, and Summon Seraph currently do, but skills shouldn't fight one another.
    (For those not aware, SCH has an issue where besides its lv 50 skill, none of it's capstone skills, mentioned above, can be used together, as using one locks the other two out)

    Also, SCH only has one faerie, Lily, they don't have 3. So an ability like Delta Formation doesn't make much sense. Though I do like the idea of giving SCH a healing/damage move, similar to Assize and Earthly Star. Since only SCH doesn't have a skill like that.

    PS, maybe try to adjust the layout of how the information is set up, so it's easier to distinguish the sills and information like CD and MP cost. Right now it all just flows into one another and can be difficult to discern.
    (3)
    Last edited by Eloah; 12-16-2019 at 06:36 AM.
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

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