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  1. #1
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80

    What's wrong with SCH and how I envision a rework

    To begin with the why I have done a rework of SCH is because after playing him a lot during this expansion and remembering me how it was during ARR & HW, I just realized how this job has been destroyed like AST. It wasn’t so much apparent at first, but now I can see it.

    To me, SCH was defined by three themes : Fairy, Poison and Strategy.

    Fairies are still here but it lost so much. Already, no more Selene (didn’t summon her a single time during ShB) and Seraph came with new icons but same effect than Eos. What is the purpose of this ?
    Fairies are not as helpful as it was before. Now, they are just adding an extra delay on 1/6 of our kit’s animation for no reason. Overall, we have too many restrictions/constraints giving me the feeling I don’t control my fairies anymore, nor I can lean on them.
    I want to see them as partner again ! We need more interaction with them and we need to feel them in combat !!

    Poison represented by DoT was the principal damage output of SCH. After putting our DoT, we could do some healing waiting to apply DoT again (we could still use Ruin though). I don’t necessarily want this for us today, but we need way more Poison actions. After all, we can’t denied we came from Arcanist class. Not only for the theme, but the dynamical aspect of SCH gameplay was about managing DoT.

    Strategy was maybe the only part which has been developed along the years, but the different ultimate skills (60/70/80) are not well done in my opinion. They added more and more restrictions each time, preventing us to play a part of our kit for some. They are mostly undertuned and clunky/broken when arrived in game (I’am looking at you Dissipation / Fey Union). It took months or even years (4 years for Dissipation) to be fixed but they are still not as powerful as I would like to see considering the disadvantages they bring.
    The strategy I envision is not really different from what we have, but just a kit with a better synergy and less useless/boring/clunky restrictions.

    In the end, SCH needs to recover fully his different themes thus allowing to reform his complete identity. By doing that, his gameplay will be richer, deeper, more interesting and fun to play with than ever.

    So now, allow me to present my version of SCH modifying the current iteration while bringing old actions from before plus new actions from mine.
    I hope you will enjoy it and SE too !

    You can access to the job via google sheet : Scholar

    Or see the changelogs :

    Actions :

    Ruin (lvl 1)
    - Potency has been reduced from 160 to 140.

    Bio (lvl 2)
    - Potency has been increased from 20 to 40.
    - Duration has been reduced from 30s to 15s.

    Physick (lvl 4)
    - No change.

    Summon Eos (lvl 6) [Rework]
    - The action is now an ability (CD : 5s) and is distinct from Summon Selene.
    - Eos possess now his proper gauge.
    - Embrace has been renamed Embracing Dawn and increases Eos gauge by 5.
    - Whispering Dawn and Fey Illumination have been added back to Eos skills.


    Summon Selene (lv 6) [Rework]
    - The action is now an ability (CD : 5s) and is distinct from Summon Eos.
    - Selene possess now his proper gauge.
    - Embrace has been renamed Embracing Dusk and increases Selene gauge by 5.
    - Whispering Dusk has been added to Selene skills. (CD : 60s)
    - - Add periodically a shield applying cumulatively on teammate with a potency of 100 for 21s.
    - Fey Wind has been added to Selene skills. (CD : 120s)
    - - Increase the attack speed by 3% and movement speed by 25% of party members for 21s.

    Resurrection (lvl 12)
    - No change.

    Miasma (lvl 18) [New]
    - Deal unaspected damage with a potency of 100.
    - Deal unaspected damage over time with a potency of 20 for 30s.

    Bio II (lvl 26)
    - [Trait] Still upgrades Bio to Bio II.
    - Potency has been increased from 40 to 50.
    - Duration has been reduced from 30s to 15s.

    Adlo (lvl 30)
    - Catalyze effect from critical Adlo takes now the damage first before Galvanize.

    Succor (lvl 35)
    - No change.

    Ruin II (lvl 38)
    - Potency has been reduced from 200 to 160.

    Aetherflow (lvl 45)
    - No change.

    Energy Drain (lvl 45)
    - It increases now the gauge of the current fairy Eos or Selene by 10.

    Lustrate (lvl 45)
    - It increases now the gauge of the current fairy Eos or Selene by 10.

    Miasma II (lvl 46) [New]
    - Deal unaspected damage to all nearby enemies with a potency of 125.
    - Deal unaspected damage over time with a potency of 15 for 15s.

    Sacred Soil (lvl 50)
    - [Trait] Sacred Soil enhanced has been reworked (lvl 78 → lvl 68).
    - Increases the duration from 15s to 20s.
    - It increases now the gauge of the current fairy Eos or Selene by 10.

    Bane (lvl 50) [New]
    - Extends Arsenic and Cyanide effects affecting currently the target to nearby enemies.
    - It increases the gauge of the current fairy Eos or Selene by 10.
    - Cost 1 Aetherflow stack.

    Indomitability (lvl 52)
    - It increases now the gauge of the present fairy Eos or Selene by 10.
    - Cost has been changed to be either 1 Aetherflow or 1 Angelic Aetherflow.

    Broil (lvl 54)
    - Potency has been reduced from 240 to 210.

    Deployment Tactics (lvl 56)
    [Trait] Deployment Tactics enhanced (lvl 78) [New].
    - Extends the effect of Excogitation cast on self or target to party members but its potency is reduced by 60%.

    Emergency Tactics (lvl 58)
    - MP for next Adlo or Succor is reduced by 50%.
    - Recast time has been increased from 15s to 30s.

    Summon Seraph (lvl 80 --> lvl 60) [Rework]
    - The ability cost 50/50 (Eos/Selene gauge) in combat and 0/0 out of combat and last 30s. (CD : 120s)
    - Seraphic Veil untouched.
    - Angel’s Song has been added to Seraph skills. (CD : 60s)
    - - Gradually restore the HP of all nearby party members with a potency of 120 for 12s and add gradually a shield applying cumulatively on teammate with a potency of 100 for 12s.
    - Angelic Benediction has been added to Seraph skills. (CD : 60s)
    - - Grants you Angelic Aetherflow at 3rd degree (only in combat) until Seraph disappears.
    - - Allows the execution of Adlo, Succor, Indomitability and Excogitation being a critical hit.
    - - Cost 1 Angelic Aetherflow.

    Excogitation (lvl 62)
    - It increases now the gauge of the current fairy Eos or Selene by 10.
    - Cost has been changed to be either 1 Aetherflow or 1 Angelic Aetherflow.

    Arsenic (lvl 64) [New]
    - [Trait] Upgrades Bio II to Arsenic.
    - Deal unaspected damage over time with a potency of 60 for 15s.

    Broil II (lvl 64)
    - Potency has been reduced from 260 to 230.

    Chain Stratagem (lvl 66)
    - No change.

    Fey Deployment (lvl 70) [New]
    - Summon the 2nd fairy Eos or Selene while the 1st is already in combat. They cast together Embracing Aurora on the target being healed last by Physick or Science. Otherwise, they focus together the ally with the least HP.
    - They can’t use their abilities and Seraph or Feo Ul can’t be summoned.
    - Duration : 20s. (CD : 120s)
    - The pet summoned by this ability leaves the battlefield at the end of the duration.
    - Using Aetherflow abilities increase Eos and Selene gauges both.

    Cancel Fey Deployment (lvl 70) [New]
    - Cancel the current Fey Deployment and the pet summoned by this ability leaves the battlefield.

    Embracing Aurora (lvl 70) [New]
    - Restores target’s HP with a potency of 350.
    - Increases Selene Gauge and Eos Gauge by 5.

    Cyanide (lvl 72) [New]
    - [Trait] Upgrades Miasma to Cyanide.
    - Deal unaspected damage with a potency of 150.
    - Deal unaspected damage over time with a potency of 40 for 30s.

    Broil III (lvl 72)
    - Potency has been reduced from 280 to 250.

    Art of War (lvl 46 → lvl 74) [Rework]
    - Upgrade Physick into Science.
    - When you execute Science, it turns into Steel.
    - When you execute Steel, it turns into Science.
    - Duration : 15s. (CD : 90s)

    Science (lvl 74) [New]
    - Restores target’s HP with a potency of 600.
    - This action can’t be assigned to a hotbar.

    Steel (lvl 74) [New]
    - Deal unexpected damage with a potency of 450.
    - This action can’t be assigned to a hotbar.

    Art of Poison (lvl 76) [New]
    - Increase by 50% the potency of the current Arsenic, Cyanide and Miasma II affecting the target.
    - Duration : Time remaining on original effects. (CD : 120s)

    Summon Feo Ul (lvl 80) [New]
    - The ability cost 80/80 (Eos/Selene gauge) in combat and 0/0 out of combat and last 30s. (CD : 180s)
    - Dreamlike Enchantment has been added to Feo Ul skills.
    - - Deal unaspected damage with a potency of 120 on the same target as you. Otherwise, on the target with the least HP.
    - - Grants 1 Dreamlike stack to Feo Ul.
    - Pixies Sneer has been added to Feo Ul skills. (CD : 60s)
    - - Reduces by 5% the damage dealt by enemies around for 15s. The reduction is increased by 1% for each Dreamlike stack on Feo Ul.
    - Pixie Malice has been added to Feo Ul skills. (CD : 60s)
    - - Grants you Pixie Aetherflow at 3rd degree (only in combat) until Feo Ul disappears.
    - - Executing Adlo and Succor grants Trapped Galvanize, a barrier exploding with Galvanize if destroyed and dealing damage to enemies in a radius of 5y.
    - - Potency (Adlo) : 300
    - - Potency (Succor) : 50
    - - Cost 1 Pixie Aetherflow.


    About the removed skills :
    - Recitation has been changed for Angelic Benediction, a Seraph skill, and adjusted.
    - Biolysis, Dissipation, Fey Blessing, Fey Union and Consolation have been removed.

    About the different type of Aetherflow :
    - There are three different Aetherflow : the one we are used to named Aetherflow, the one given by Seraph named Angelic Aetherflow and the one given by Feo Ul named Pixie Aetherflow.
    - UI changes : Aetherflow color is green, Angelic Aetherflow color is blue, and Pixie Aetherflow color is red.
    - When SCH gains one of the Aetherflow type, it takes the place of the current one.
    So he can goes from 3 Aetherflow stacks to 3 Angelic Aetherflow stacks for example, which mean he lost his 3 Aetherflow stacks.




    If you have any questions or comments, if you like it or not, feel free to share it there.

    Edit : Final Adjustments :
    - A new gauge has been added and shared between Angelic Aetherflow and Pixie Aetherflow.
    - Cancel Fey Deployment has been removed.
    - Fey Deployment has been adjusted and changed to Fey Reverie.
    The 2nd fairy is appearing now with a dream form (it should resolve the lore issue).
    It’s now possible to use Summon Seraph and Summon Feo Ul.
    - Art of Poison has been adjusted.
    Now, refreshing Arsenic, Cyanide or Miasma II will remove the Art of Poison effect respectively.
    (11)
    Last edited by Ceasaria; 07-01-2021 at 10:06 PM.

  2. #2
    Player
    Lodi's Avatar
    Join Date
    Jun 2019
    Posts
    172
    Character
    Eijala Wyman
    World
    Louisoix
    Main Class
    Red Mage Lv 80
    Interesting ideas, and I fully support the idea of putting back shorter DoTs. Having to maintain two 15s dots sure feels more interesting than one for 30s.

    And the Art of War CD is really original, I love the idea.
    (2)

  3. #3
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Lodi View Post
    Interesting ideas, and I fully support the idea of putting back shorter DoTs. Having to maintain two 15s dots sure feels more interesting than one for 30s.

    And the Art of War CD is really original, I love the idea.
    If I'm reading it right it's 15s for arsenic and 30s for cyanide. Would be a waste to have two dots on the same timer. Even the 15/30s aren't ideal. It should be about 20/30 imo.
    (5)

  4. #4
    Player
    Billythepancake's Avatar
    Join Date
    Jul 2019
    Location
    Limsa
    Posts
    777
    Character
    Evelynn Outreguerlain
    World
    Diabolos
    Main Class
    Scholar Lv 80
    Overall, it's a neat idea, one thing though. Why get rid of recitation? That's the 1 thing about ShB SCH I like. REEEEE. And, maybe I missed it, but, what exactly is the point of having different types of aetherflow? I can understand different things recharging it, or charging them in a different way, but, why have 3 different types that just replace each other?
    (5)


    Make SCH great again! Seriously though, we just want our class to be fun and engaging again, not OP, is that too much to ask for?

  5. #5
    Player
    Sloprano's Avatar
    Join Date
    Oct 2014
    Posts
    282
    Character
    Quilia Labro
    World
    Cerberus
    Main Class
    Scholar Lv 100
    "You can activate Whispering Dawn and Fey Illumniation for his hotbar", I like this rework already. Slap on the Embrace and the Embrace-likes with potencies up to "noticable" or above levels and I'd give you full endorsement.

    More dots and ways to manipulate are always welcome, in fact don't be afraid to add even more. Which is why I wonder why Bane and Art of Poison are so high up. It makes no difference at max level, but both when desynced and for someone playing first time think core tools that help soloing and non-healing bouts could be acquired earlier. Same with Aetherflow, pushing it back to level 6 with traits of Aetherdamme spread out so you get three stacks at level 30.

    Having Art of War live up to it's name and making you think a bit further is a great change. Putting more difference in the fairies is a great plus and that run speed buff on Fey Wind, any chance for a return of Caress?. Most fun surprise is definitly Feo Ul and how we could convice them to join us (as in we don't summon her from the aether but jealousy rivalry between them and Lily is so strong they can't bear being out at the same time) with a Joker-ish skillset of bombs and Feo Ul's sneering laughter. What monster does not feel their body fill with burning shame when mocked by a pixie? Filling the ears of your enemeis with derisive scorn of a pixies snicker. Their bodies shall become clumsy and foolish, easily struck and confidence shall be leeched from their muscles, weakning their blows.

    Quote Originally Posted by Billythepancake View Post
    Overall, it's a neat idea, one thing though. Why get rid of recitation? That's the 1 thing about ShB SCH I like. REEEEE. And, maybe I missed it, but, what exactly is the point of having different types of aetherflow? I can understand different things recharging it, or charging them in a different way, but, why have 3 different types that just replace each other?
    I can join with lamentation for Dissipation, but only if Embrace, or Embraces was powerful as they used to be. Reason I could see to remove Recitation would be to remove Catalyze as we can't force crit anymore, but that seems to be still in. Maybe deliberate.
    (1)

  6. #6
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Lodi View Post
    Interesting ideas, and I fully support the idea of putting back shorter DoTs. Having to maintain two 15s dots sure feels more interesting than one for 30s.

    And the Art of War CD is really original, I love the idea.
    As Eamett said, SCH would have one DoT at 15s (Bio --> Bio II --> Arsenic) and one at 30s (Miasma --> Cyanide).
    Player would use his third DoT Miasma II instead of Ruin II to weave, but if after he has to weave again then he should use Ruin II (Art of War can serve this purpose too because of the spells Science and Steel being instant).
    For Art of War, it's a reference to Alka Zolka. Maybe I don't have the right names in english, but in french he says "Science et Acier" which is translated as "Science and Steel". Thanks for the appreciation !

    Quote Originally Posted by Billythepancake View Post
    Overall, it's a neat idea, one thing though. Why get rid of recitation? That's the 1 thing about ShB SCH I like. REEEEE. And, maybe I missed it, but, what exactly is the point of having different types of aetherflow? I can understand different things recharging it, or charging them in a different way, but, why have 3 different types that just replace each other?
    In fact, Recitation (renamed Angelic Benediction) is still here and you have 3 charges with Seraph
    It's a good point you mention here about the 3 types of Aetherflow. I was thinking about separating the normal Aetherflow from the two others, but because I wanted Angelic Aetherflow and Pixie Aetherflow to be powerful, I had to find a counterpart. I think the other reason is because I didn't want player be bothered with two different Aetherflow at the same time. I had maybe other reasons but I don't remember for now. I will think about it, thanks.

    Quote Originally Posted by Sloprano View Post
    "You can activate Whispering Dawn and Fey Illumniation for his hotbar", I like this rework already. Slap on the Embrace and the Embrace-likes with potencies up to "noticable" or above levels and I'd give you full endorsement.

    More dots and ways to manipulate are always welcome, in fact don't be afraid to add even more. Which is why I wonder why Bane and Art of Poison are so high up. It makes no difference at max level, but both when desynced and for someone playing first time think core tools that help soloing and non-healing bouts could be acquired earlier. Same with Aetherflow, pushing it back to level 6 with traits of Aetherdamme spread out so you get three stacks at level 30.

    Having Art of War live up to it's name and making you think a bit further is a great change. Putting more difference in the fairies is a great plus and that run speed buff on Fey Wind, any chance for a return of Caress?. Most fun surprise is definitly Feo Ul and how we could convice them to join us (as in we don't summon her from the aether but jealousy rivalry between them and Lily is so strong they can't bear being out at the same time) with a Joker-ish skillset of bombs and Feo Ul's sneering laughter. What monster does not feel their body fill with burning shame when mocked by a pixie? Filling the ears of your enemeis with derisive scorn of a pixies snicker. Their bodies shall become clumsy and foolish, easily struck and confidence shall be leeched from their muscles, weakning their blows.
    I can understand for the Embrace actions being not powerful as it was before. I could maybe up the potency but it will be not much. If you have noticed, with Fey Deployment, you can guide the heal of Embracing Aurora with your Medecine/Science as it was before with macro. Maybe I should do it to with Embrace from Eos and Selene ?
    I see, you want more actions accessible at low levels. I will look into it if it's possible without creating a gap in leveling process.
    About Feo Ul, it was what I was hoping for Shadowbringers for SCH. I hope, for the next expansion we will get her. There is really something to do with Pixies !
    Thanks for your comment !
    (2)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  7. #7
    Player
    Lethros's Avatar
    Join Date
    Jul 2018
    Location
    Gridania
    Posts
    66
    Character
    Ypatia Alethros
    World
    Tonberry
    Main Class
    Scholar Lv 100
    Maybe 15 and 30 second DOTs would be good, I'm not against it, but I also wondered about them being less aligned. Like a more offset fraction like the old 18/24/30 spell durations. Not necessarily those lengths, but the durations as they deviate from each other in their timings as they are cast throughout the duration of an encounter. 1/2 is a simple timing fraction that would be very consistent, although I think still much better than only one spell, or two at the same duration (more like one), but wouldn't involve as much monitoring/focus to maintain and be engaged with as a less aligned timing. Thinking of possibilities like 15/18, 15/21, 18/21, 18/24, 21/24, 21/27, 24/30, .... But while considering alignment with cooldowns I thought of an unlikely hybrid alternative with three DOTs. Say if two were 15 seconds and 30 seconds, quite simple, perhaps at a high level you unlock a third, except it doesn't really align well like the other two. Maybe like 12 seconds, 21-27, or even something greater than 30 seconds. But especially if longer than 30 seconds I think maybe the third should be a less major damage contribution. Such a timing that in maintaining their up time a little more attention giving/thought is involved on top of an otherwise consistent, habitual, and simple two DOT operation. Or at least the minimum amount of attention/thought for maintaining them is increased a bit.

    Idk, maybe 15 and 30 is fine
    (3)

  8. #8
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Very interesting ideas, I'd prefer to play something like that more than Sch's current iteration tbh
    (2)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  9. #9
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    I would love some mechanics for strategy beyond the "Press 1 button and go" that's chain stratagem.

    For example, giving the SCH some sort of build up in that department.

    New skill: Tactical Observation- Scholar gives a buff to an ally or herself, increasing target's chance to get critically healed by the Scholar by X%. When the target strikes an enemy with a critical strike, he or she applies the "Exposed Weakness" debuff which last for 5 seconds and only the SCH can see on the enemy. It lasts until deactivated, like the Dancer's DP.

    Changed skill: Energy drain is changed to Analyse, which now causes no damage but restores 5% MP. If the target has the "Exposed weakness" debuff, you remove said debuff and give yourself a buff called Tactical Knowledge, which can stack up to three times. Doing that also restores X% extra MP.

    Chaged skill: Chain Stratagem: Requires three stacks of Tactical Knowledge. Increases critical hits damage and rate by 15% for 10s.

    The idea here is that the Scholar would use one team member to find out the enemy' s weak spots. Every time the ally the SCH is observing crits, it leaves a window in which the SCH can gather data with Analyse. Then, once enough battle data is gathered, the SCH can use it to call a group stratagem.
    (2)

  10. #10
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Lethros View Post
    Maybe 15 and 30 second DOTs would be good, I'm not against it, but I also wondered about them being less aligned. Like a more offset fraction like the old 18/24/30 spell durations. Not necessarily those lengths, but the durations as they deviate from each other in their timings as they are cast throughout the duration of an encounter. 1/2 is a simple timing fraction that would be very consistent, although I think still much better than only one spell, or two at the same duration (more like one), but wouldn't involve as much monitoring/focus to maintain and be engaged with as a less aligned timing. Thinking of possibilities like 15/18, 15/21, 18/21, 18/24, 21/24, 21/27, 24/30, .... But while considering alignment with cooldowns I thought of an unlikely hybrid alternative with three DOTs. Say if two were 15 seconds and 30 seconds, quite simple, perhaps at a high level you unlock a third, except it doesn't really align well like the other two. Maybe like 12 seconds, 21-27, or even something greater than 30 seconds. But especially if longer than 30 seconds I think maybe the third should be a less major damage contribution. Such a timing that in maintaining their up time a little more attention giving/thought is involved on top of an otherwise consistent, habitual, and simple two DOT operation. Or at least the minimum amount of attention/thought for maintaining them is increased a bit.

    Idk, maybe 15 and 30 is fine
    Hmm, I can understand the reason but if I do maybe I should reduce the amount of work in another part of the kit.
    Anyways, Miasma II (duration 12s) do the thing you want even if it's used only for weaving/moving when there is no better possibilities.
    Maybe I could try to add an additional effect to Miasma II to incitate to use it more in some case, hmmm. Ty, I will think about it.


    Quote Originally Posted by WaxSw View Post
    Very interesting ideas, I'd prefer to play something like that more than Sch's current iteration tbh
    If I have succeeded to create/rework a job which give a such feeling, then I can say I'am very satisfied ^^ Thanks !

    Quote Originally Posted by GrimGale View Post
    I would love some mechanics for strategy beyond the "Press 1 button and go" that's chain stratagem.

    For example, giving the SCH some sort of build up in that department.

    New skill: Tactical Observation- Scholar gives a buff to an ally or herself, increasing target's chance to get critically healed by the Scholar by X%. When the target strikes an enemy with a critical strike, he or she applies the "Exposed Weakness" debuff which last for 5 seconds and only the SCH can see on the enemy. It lasts until deactivated, like the Dancer's DP.

    Changed skill: Energy drain is changed to Analyse, which now causes no damage but restores 5% MP. If the target has the "Exposed weakness" debuff, you remove said debuff and give yourself a buff called Tactical Knowledge, which can stack up to three times. Doing that also restores X% extra MP.

    Chaged skill: Chain Stratagem: Requires three stacks of Tactical Knowledge. Increases critical hits damage and rate by 15% for 10s.

    The idea here is that the Scholar would use one team member to find out the enemy' s weak spots. Every time the ally the SCH is observing crits, it leaves a window in which the SCH can gather data with Analyse. Then, once enough battle data is gathered, the SCH can use it to call a group stratagem.
    It's not that bad. Tactical Observation could serve as a new base to enhance existing actions as you mentionned with Energy Drain and Chain Stratagem. I don't know if I would do it that way but there is something to explore there (maybe could be even a mechanic for a new job). Thanks for the idea !
    (1)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

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