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Thread: SCH needs help

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  1. #1
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Whichi View Post
    how can it be better than collective when its literally objectively worse.
    (0)
    Sacred soil
    Creates a designated area in which party members will only suffer 90% of all damage inflicted.
    Duration: 15s
    Additional Effect: Regen
    Cure Potency: 100
    Overall healing done is 500 potency
    Additional Effect: Increases Faerie Gauge by 10
    Aetherflow Gauge Cost: 1
    Has an 8y radius and can be placed at ranged.
    All that at a cost of 150 dps potency and slight hp/mp recovery from losing a single energy drain.

    Collective Unconsciousness (Diurnal)

    Diurnal Sect Effect: Reduces damage taken by 10% and applies Wheel of Fortune to self and any party members who enter
    Duration: 18s (this is how long you can channel it thereby losing a gcd of malefic or combust every 2.5s for the 10% dmg reduction)
    Wheel of Fortune Effect (Diurnal): Regen
    Cure Potency: 100
    Duration: 15s
    If fully channelled (never ever do this outside boss jumps) can last to 33s
    Overall healing done 500 potency(min) - 1100 (max, you practically never see this)
    8y radius based around the caster
    This is free if used between gcds and cancelled the channelling before next gcd else enjoy your 250 dps potency or god forbid missing your DoT which would cost up to 360 potency of the 600 DoT potency+ 5x malefics at 1250 potency.

    Collective Unconsciousness (nocturnal, sch's supposed competition as a shield healer)

    Nocturnal Sect Effect: Grants healing over time and applies Wheel of Fortune to self and any party members who enter
    Cure Potency: 100
    Duration: 18s (again the timer allowed to channel it to keep up the regen effect)
    Overall healing done 100 (min) - 600 (max, again you'll never practically see this outside big boss jumps)
    Wheel of Fortune Effect (Nocturnal): Reduces damage taken by 10%
    Duration: 20s
    Can last up to 38s max if fully channelled.
    This remains on for duration no matter where players go or death.
    8y radius based around the caster.
    Again free to use if used and cancelled between 2 gcds.

    So sacred soil
    -gets to be placed where ever you want allowing stuff like E8s Light Rampant to be mitigated and healed for those doing 1st towers/baits etc whereas Ast has to pick which.
    -doesn't cancel any action including movement to get its effect
    -heals on par with baseline(and I'm using baseline because this is the most practical use of CU with min cost) Diurnal CU while providing 12s longer of 10% dmg reduction.
    -heals 400 potency better than baseline Nocturnal while having 5s less on the 10% dmg reduction that is also placed rather than free roam that Nocturnal has.
    -gives 10 fairy gauge which is a fey blessing (ogcds heal) or an extra tick of fairy tether.
    - at the cost of a 150 potency energy drain and some hp/mp recovery.

    Yea no Sacred soil is better hands down the cost to Ast to make either CUs better is way higher than the peanuts that is 1 ED (min 180+500 3 DoT ticks and 2x malefic up to 750 of 3x malefics).
    (0)

  2. #2
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Quick note - Soil's heal is 600pot, as it instantly applies its first tick regardless of server ticks.
    (2)

  3. #3
    Player
    Volkaj's Avatar
    Join Date
    Oct 2018
    Posts
    81
    Character
    Volkaj Jukres
    World
    Faerie
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Crushnight View Post
    So sacred soil
    -gets to be placed where ever you want allowing stuff like E8s Light Rampant to be mitigated and healed for those doing 1st towers/baits etc whereas Ast has to pick which.
    -doesn't cancel any action including movement to get its effect
    -heals on par with baseline(and I'm using baseline because this is the most practical use of CU with min cost) Diurnal CU while providing 12s longer of 10% dmg reduction.
    -heals 400 potency better than baseline Nocturnal while having 5s less on the 10% dmg reduction that is also placed rather than free roam that Nocturnal has.
    -gives 10 fairy gauge which is a fey blessing (ogcds heal) or an extra tick of fairy tether.
    - at the cost of a 150 potency energy drain and some hp/mp recovery.

    Yea no Sacred soil is better hands down the cost to Ast to make either CUs better is way higher than the peanuts that is 1 ED (min 180+500 3 DoT ticks and 2x malefic up to 750 of 3x malefics).
    Assuming you just snapshot CU:
    - Regen is snapshotted at 500 potency, just need to be close to the party once for the effect to apply. This is really common; party is together then needs to split far away for mechanics. For Soil you need the party to stay in it. Snapshot is better than placed.
    - CU can be weaved just like SS.
    - In continuous mitigation SS > CU. That said, SS still has a DPS opportunity cost, and continuous mitigation is available to nearly every job at no cost (Reprisal, Addle, Tactitian, Fey Illumination, Temperance, CU...).
    - SS > Noct CU. But Noct is only needed if you absolutely need shields to survive something (and can't rely on Neutral)...
    - SS technically has 600 potency, but to use that first tick requires your target(s) not to be topped when you drop it, which usually isn't the case when you're trying to mitigate a single big hit.
    - SS has half the cooldown.

    I wouldn't outright say that CU is better than SS in all situations.
    But most of the time the opportunity DPS cost that SS has will make it worse than CU.
    (2)

  4. #4
    Player
    Whichi's Avatar
    Join Date
    Oct 2017
    Posts
    21
    Character
    Sand Whichi
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Crushnight View Post
    Sacred soil
    Creates a designated area in which party members will only suffer 90% of all damage inflicted.
    Duration: 15s
    Additional Effect: Regen
    Cure Potency: 100
    Overall healing done is 500 potency
    Additional Effect: Increases Faerie Gauge by 10
    Aetherflow Gauge Cost: 1
    Has an 8y radius and can be placed at ranged.
    All that at a cost of 150 dps potency and slight hp/mp recovery from losing a single energy drain.

    Collective Unconsciousness (Diurnal)

    Diurnal Sect Effect: Reduces damage taken by 10% and applies Wheel of Fortune to self and any party members who enter
    Duration: 18s (this is how long you can channel it thereby losing a gcd of malefic or combust every 2.5s for the 10% dmg reduction)
    Wheel of Fortune Effect (Diurnal): Regen
    Cure Potency: 100
    Duration: 15s
    If fully channelled (never ever do this outside boss jumps) can last to 33s
    Overall healing done 500 potency(min) - 1100 (max, you practically never see this)
    8y radius based around the caster
    This is free if used between gcds and cancelled the channelling before next gcd else enjoy your 250 dps potency or god forbid missing your DoT which would cost up to 360 potency of the 600 DoT potency+ 5x malefics at 1250 potency.

    Collective Unconsciousness (nocturnal, sch's supposed competition as a shield healer)

    Nocturnal Sect Effect: Grants healing over time and applies Wheel of Fortune to self and any party members who enter
    Cure Potency: 100
    Duration: 18s (again the timer allowed to channel it to keep up the regen effect)
    Overall healing done 100 (min) - 600 (max, again you'll never practically see this outside big boss jumps)
    Wheel of Fortune Effect (Nocturnal): Reduces damage taken by 10%
    Duration: 20s
    Can last up to 38s max if fully channelled.
    This remains on for duration no matter where players go or death.
    8y radius based around the caster.
    Again free to use if used and cancelled between 2 gcds.

    So sacred soil
    -gets to be placed where ever you want allowing stuff like E8s Light Rampant to be mitigated and healed for those doing 1st towers/baits etc whereas Ast has to pick which.
    -doesn't cancel any action including movement to get its effect
    -heals on par with baseline(and I'm using baseline because this is the most practical use of CU with min cost) Diurnal CU while providing 12s longer of 10% dmg reduction.
    -heals 400 potency better than baseline Nocturnal while having 5s less on the 10% dmg reduction that is also placed rather than free roam that Nocturnal has.
    -gives 10 fairy gauge which is a fey blessing (ogcds heal) or an extra tick of fairy tether.
    - at the cost of a 150 potency energy drain and some hp/mp recovery.

    Yea no Sacred soil is better hands down the cost to Ast to make either CUs better is way higher than the peanuts that is 1 ED (min 180+500 3 DoT ticks and 2x malefic up to 750 of 3x malefics).
    its not better. it costs you too much damage to be good sorry i just disagree. its simply "okay" and will stay in the same spot its been in since STOrmblood its rarely used because its not good in most situations theres just always a better option.

    Quote Originally Posted by KDSilver View Post
    "outperformed" by 3k.
    But you seem to forget some things like
    - overheal, which can happen a lot from regen and bursty heals (Earthly Star, Medica II, Cure III)
    - healing provided by skills like assize for example which are used on cooldown for damage
    - mitigation/passive mitigation which doesn't work the same

    It'll be easier for ast/whm to overheal, but it doesn't really matter that much unless that mean you pressed too many GCD for healing that could have been DPS instead

    Besides, in organised group, we know how potent Earthly star for example can be to cover damage alone. So why would a scholar pushes more healing skill just to increase its HPS ?

    Scholar never was the king of HPs. And yet, it used to be called OP.
    You don't need to make crazy HPs in this game to be a good healer. You need to heal what need to be healed to survived.
    Your example doesn't prove SCH is underperforming at all.


    The day healing with a scholar will make a huge difference and you, as whm/ast, you have to do a lot more to cover its "weaknesses", or he has to trade a LOT more damage compare to the other, maybe we'll have to see what's wrong.
    But that's actually not currently the case.
    Besides, as already said, that's not enough data. As pointed earlier, that's good to have a number, but what's inside that number. Hps have several ressources tied to it.
    That isnt HPs that is healing which includes shielding. Overheal wouldnt be that huge of a difference in a 17 minute fight. Also yes scholar for every single patch in every expansion until shadowbringers was the king of healing done and now its not so im not sure where you're getting that from lol the fairy was extremely broken.
    (0)

  5. #5
    Player
    Volkaj's Avatar
    Join Date
    Oct 2018
    Posts
    81
    Character
    Volkaj Jukres
    World
    Faerie
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Whichi View Post
    its not better. it costs you too much damage to be good sorry i just disagree. its simply "okay" and will stay in the same spot its been in since STOrmblood its rarely used because its not good in most situations theres just always a better option.
    ShB's SS replaced SB's Indom as SCH's go-to Aetherflow AoE heal.

    Stormblood: 500p Indom, 10% SS
    Shadowbringers: 400p Indom, 10% + 600p (HoT total) SS

    Does SCH has better tools available? Yes: Whispering Dawn, Recitation + Indom, Seraph, Fey Blessing.
    But SS has a much lower cooldown than most of these, and mitigates as well.
    (0)

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