Page 1 of 8 1 2 3 ... LastLast
Results 1 to 10 of 79

Hybrid View

  1. #1
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    190
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100

    SCH QOL changes for 5.35/5.4

    hey there fellow SCH players, and others who might be interested,

    I was thinking of some small QOL changes that SCH could get with the upcoming patch 5.4. seeing as how WHM has been in a decent spot since release, and the AST buffs have made the job easier to play, the lack of SCH changes are starting to make the job feel weaker in comparison during certain content due to holes its leveling kit, which also affects the sync experience, and I have a few ideas that could be implemented to make SCH a little stronger without completely ruining the balance at lv 80.

    I believe these changes should be implemented by either 5.35 or 5.4. With the influx of new players coming in due to Heavensward going free to play, many new players may be tempted to play SCH as it is one of the starting jobs in the game, and I think these small changes may allow those players to have a better leveling and synced experience than we did during most of SHB, and to once again restore gameplay identity one small step at a time.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~

    >Miasma/Miasma IV - lv 6, trait upgrades to IV at lv 54. Miasma IV is single target stronger Miasma but weaker than Biolysis for balance reasons at lv 80.
    Bring Miasma back for SCH. Historically speaking, SCH has always had lower healing, which was made up by its higher damage; however, SHB SCH is missing that damage, and since neither physick, adloq, succour, or lustrate had their potencies buffed to compensate for that lack of damage, this has lead to SCH having weaker heals relative to the other jobs, as well as weaker damage, which used to be SCHs primary method of damage mitigation. this small change should make SCH a little stronger without destroying the balance at lv 80, seeing as how the potency of Miasma IV wouldn't be too strong in relation to the other job's lv 80 toolkits. a good offence is a good defence after all!

    >Bane - lv 30, costs 1 aether stack
    Bane should make a comeback to SCH kit. with Bane back in the mix, SCH would once again regain its damage at higher level dungeons, and its old risk vs reward playstyle could shine through once again. this small damage buff would help balance out their weaker healing kits via stronger damage mitigation due to faster kills. Having Bane back wouldn't affect lv 80 that much more anyway, since its basically unused for any of the higher level content outside of dungeons.

    >Aetherflow + Energy Drain - moved to lv 15, ED cost 1 stack as usual, aether gives 2 stacks. lv 45 trait gives 3 aether stacks with unlocking lustrate
    Bring back Aetherflow + Energy drain at lv 15. despite the fact that we got ED back, getting it at 45 actually makes the lv 30-44 experience even worse than it used to be. since SCH now lacks the damage it used to have, and with physick being even weaker than cure 1, Adloq still costing 1000 mp, and a lack of mana generation until lv 45, this causes SCH to have some mana issues during those levels. on top of that, if you dont use Lucid on cooldown, you can burn through your resources too fast for comfort.

    >Aetherflow should be usable outside of combat again
    Since AST can draw cards before battle, it would only be fair for SCH to be able to aetherflow outside of battle as well. this change might also help SCH have extra heals to make up for the lack of powerful heals in its lower levels, and wouldn't add too much imbalance at lv 80 aside from granting an extra ED or Bane.

    >Embrace
    There seems to be an influx of leveling players struggling with some of the healing on SCH due to the various nerfs to embrace over the years. since its no longer a targetable skill on the hotbar like in HW/STB, this should have some of its potency buffed to compensate for its lack of controlled usage, maybe return it to 250, or 200 if it proves too strong.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~

    Let me know what you guys think. I'm sure we SCH players can come to a consensus on how to make the job a little stronger once again.
    (17)
    Last edited by bundythenoob; 08-26-2020 at 06:09 AM.

  2. #2
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    I think for small changes these are reasonable. My suggestion was
    Miasma and Miasma II (rather than an upgrade, but to replace or be in addition to Art of War, I don't like Art of War), so the AoE DoT and the single target.

    But an earlier Energy Drain & Aetherflow I think would help lower level folk. And I'd be happy to get Bane back.

    This won't be a proper fix, but I think should be good enough to hold us over to 6.0 and are relatively small changes.

    For balance then, they can give a little extra to AST (they're complaining about the Card nerf anyway) and why not give White Mage Aero III back? And return some of its lost potency on Holy. This would rebalance the rest and give them something back while not requiring any thing too big for a patch.
    (7)

  3. #3
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Saefinn View Post
    I think for small changes these are reasonable. My suggestion was
    Miasma and Miasma II (rather than an upgrade, but to replace or be in addition to Art of War, I don't like Art of War), so the AoE DoT and the single target.

    But an earlier Energy Drain & Aetherflow I think would help lower level folk. And I'd be happy to get Bane back.

    This won't be a proper fix, but I think should be good enough to hold us over to 6.0 and are relatively small changes.

    For balance then, they can give a little extra to AST (they're complaining about the Card nerf anyway) and why not give White Mage Aero III back? And return some of its lost potency on Holy. This would rebalance the rest and give them something back while not requiring any thing too big for a patch.
    No no no Miasma II was a poorly designed skill, if it should exist as an AoE dot it should exist alongside AoW as the filler to use between it.

    Bane and Miasma might be nice to have back but having Art of War over SB Miasma II is a hill I will die on.
    (1)

  4. #4
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by Brandedblade View Post
    No no no Miasma II was a poorly designed skill, if it should exist as an AoE dot it should exist alongside AoW as the filler to use between it.

    Bane and Miasma might be nice to have back but having Art of War over SB Miasma II is a hill I will die on.
    What are you talking about? Miasma 2 was the best designed skill in the game. It may have been accidental, but it tied so many things together for SCH that Ruin2 could never have done.

    1) Weaving - Miasma2 was 200 potency over 12 seconds. This made it a better weaving tool than (100p) Ruin2. Ruin2 was worse than clipping a Broil unless you needed to double-weave.
    So to start with, we have a stronger weaving tool.
    2) Positioning - Miasma 2 had a short range, so required you to stick close to the boss to use your kit effectively.
    that trades off your mobility
    3) Frequency - Having a 12s DoT means that you can’t spam multiple instances in a row
    that forces you to think ahead as you can’t spam out more than 2 oGCDs at once
    4) Limitations - And it has a hefty mana cost, further bringing mana management into the healer with the most expensive GCDs (even Broil was 120 MP more than Stone & Malefic)
    That you couldn’t overuse without running dry on Mana
    5) Alternatives - Ruin 2 was still available.
    And still had a (less damage efficient) option to overcome any of the limitations imposed by Miasma 2.

    Basically Miasma 2 had an important impact on everything, and made SCH more active (and so more rewarding) to play well.

    Whereas Bane? It had no interactivity (just DoT then pop lmao, you won’t miss that aetherflow) with SCH’s kit. It was only for mass pulls, and wrought a hefty damage penalty that was difficult to calculate the efficiency of on the fly.
    Good riddance, I say!
    (8)

  5. #5
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Some days I wonder just how many times I've seen these perfectly reasonable suggestions and ideas and SE just ignores us

    i definately agree with these and what saefinn said. That said I think aetherflow costing 1 would be better given the increased usage of aetherflow through bane
    (0)

  6. #6
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by YusiKha View Post
    What are you talking about? Miasma 2 was the best designed skill in the game. It may have been accidental, but it tied so many things together for SCH that Ruin2 could never have done.

    1) Weaving - Miasma2 was 200 potency over 12 seconds. This made it a better weaving tool than (100p) Ruin2. Ruin2 was worse than clipping a Broil unless you needed to double-weave.
    So to start with, we have a stronger weaving tool.
    2) Positioning - Miasma 2 had a short range, so required you to stick close to the boss to use your kit effectively.
    that trades off your mobility
    3) Frequency - Having a 12s DoT means that you can’t spam multiple instances in a row
    that forces you to think ahead as you can’t spam out more than 2 oGCDs at once
    4) Limitations - And it has a hefty mana cost, further bringing mana management into the healer with the most expensive GCDs (even Broil was 120 MP more than Stone & Malefic)
    That you couldn’t overuse without running dry on Mana
    5) Alternatives - Ruin 2 was still available.
    And still had a (less damage efficient) option to overcome any of the limitations imposed by Miasma 2.

    Basically Miasma 2 had an important impact on everything, and made SCH more active (and so more rewarding) to play well.

    Whereas Bane? It had no interactivity (just DoT then pop lmao, you won’t miss that aetherflow) with SCH’s kit. It was only for mass pulls, and wrought a hefty damage penalty that was difficult to calculate the efficiency of on the fly.
    Good riddance, I say!
    The very fact that Miasma II rendered another skill in your toolkit useless for it's intended function under a majority of circumstances is something, that while very understandably you may find intriguing and fun to optimize around, is something I tend to view as poor game design. All the things you view as boons and things to work around all come off to me as things that imply the skill was incredibly poorly thought out and implemented with little regard to how it would effect the rest of the toolkit. if Miasma II would to return I would hope to see it return as a tool with a clear definitive purpose, Aoe dotting, as in weaker then then Ruin II for weaving on one target, but stronger on 2-3+.

    I prefer Bane myself because it has a clearer functionality as "I dont need this resource to heal at this moment , so I will convert it into aoe dps to make mobs die that little bit faster" and thematically the concept of wearing down groups of mobs with dots over time is a great one. However it's also incredibly weak for mobs that die quickly, hence why I love Art of War, because for all of its issues its upfront burst potency. So yes, my ideal would be "dot spread when stuff will die slower, reliable aoe burst for when the die to quickly" Whether that's via Bane or via a Miasma II that doesn't render Ruin II worthless in most situations.
    (8)

  7. #7
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    190
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    I made a huge error last night guys, I do apologise. I meant that SCH should get back Miasma as a single target skill from Arcanist, and have its damage upgraded at lv 54. I didn't mean to bring back the conversations on Miasma II, since it's essentially been replaced by AoW. As unsatisfying as AoW is, it has its own niche, which shouldn't be removed.

    I meant that having Miasma and Bio back would at least give SCH some more DPS over the course of fights to make up for its lower healing values, and that having Bane back to spread those along with AoW would be a decent QOL change that SCH could use atm.
    (2)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,835
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Personally, I vastly preferred Miasma II over Art of War, but the sooner we get Bane back, the better (not that I see anything mutually exclusive about the two).

    I'd just offer also that I'd rather see Bane reworked a bit. While I'm at, I'd rename Bane to Contagion, because that makes many orders of multitude more sense. Bane sounds like an exploited vulnerability -- the exact kind of thing you'd expect from a "magic resistance down" debuff previously given to, of all things, Contagion.

    Contagion: Summates and evenly splits the durations of your DoTs among the target and all nearby enemies while inflicting them with Aetheric Plague.
    Area of Effect: 12 yalms, target-centered.
    Cooldown: 10 seconds (scaled with GCD speed)
    Additional Effect: Doubles the duration of DoTs on the target.
    Aetheric Plague Effect: Causes the victim to split the remaining duration of the caster's damage over time effects afflicting them among enemies within 12 yalms upon death.

    Voila, now you actually want to spread multiple DoTs initially, enough to have sufficient duration to cover all enemies over the full cooldown. And you can still get some use out of it as a means of getting off another two Ruins per DoT period when you don't need MP.

    Naturally, do couple this with a returned second DoT (rather than leaving all that strength in, say, a 600 potency DoT alone), such via as the aforementioned Miasma I and it's upgrades. Ideally, leave one at an 18s CD.
    (0)

  9. #9
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by bundythenoob View Post
    I made a huge error last night guys, I do apologise. I meant that SCH should get back Miasma as a single target skill from Arcanist, and have its damage upgraded at lv 54. I didn't mean to bring back the conversations on Miasma II, since it's essentially been replaced by AoW. As unsatisfying as AoW is, it has its own niche, which shouldn't be removed.

    I meant that having Miasma and Bio back would at least give SCH some more DPS over the course of fights to make up for its lower healing values, and that having Bane back to spread those along with AoW would be a decent QOL change that SCH could use atm.
    it's all good dude, Miasma II vs AoW is a hill I will die on. i do think Miasma and Bane being back (especially if they get sch themed upgrades, personally I'd go for something edgy like Necrosis for Miasma and Pandemic [probably not the best word to use atm but it's still themetic] for Bane) is a fair enough compromise, especially if they add some mechanics that reward the sch with keeping up the dots.
    (0)

  10. #10
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    190
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Brandedblade View Post
    it's all good dude, Miasma II vs AoW is a hill I will die on. i do think Miasma and Bane being back (especially if they get sch themed upgrades, personally I'd go for something edgy like Necrosis for Miasma and Pandemic [probably not the best word to use atm but it's still themetic] for Bane) is a fair enough compromise, especially if they add some mechanics that reward the sch with keeping up the dots.
    Pandemic lmao

    Yeah I was just thinking of some little changes that could be implemented soon to bring SCHs performance up to par with the other healers. I recently ran Dzemael Darkhold and I noticed SCHs lack of damage really shows in the speed of killing mobs there, which also affects its ability to keep its tank up since physick, lustrate, and adloq arent particularly powerful healing abilities. i mean sure Art of War is strong, but it doesn't help enough imo.
    (0)

Page 1 of 8 1 2 3 ... LastLast

Tags for this Thread