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 !