
Originally Posted by
Saefinn
"Dual purpose" skills has been something i have thought of (in that we have Assize and Earthly Star), but only in the extent of how I think they could work for Scholar. A suggestion I made in a thread a while ago replaces none of Scholar's existing skills nor does it add new abilities, but plays to its tactician persona and potentially returns some of the risk/reward we got with stuff like Cleric Stance without being clunky or disastrous.
The idea is that there's 3 abilities in Scholar's tool kit than can modify the effect of certain abilities.
Those 3 Abilities are:
- Deployment Tactics
- Emergency Tactics
- Summon faerie
Summon faerie of course would be bringing back Selene for a Utility focus, but it could also change how the following faerie abilities work too: Fey Blessing, Fey Union, Summon Seraph (IE: a "Utility" based Seraph)
Deployment Tactics could work like Bane if used on an Enemy
Emergency Tactics could broaden its scope to not just replace Galvanise with a heal. But it would work like Thunder procs on BLM, so you could deal ALL damage dealt by Biolysis in one go. Maybe Emergency tactics could change the effect of Excogitation to be support based (it could be the reverse of Excogitation, instead of healing people when their health is below a threshold, it could be a damage boost as long as their health is above a threshold). The knock-on effect too is that instead of Excogitation being used so healers intentionally let people drop their health, but to use it when they're expecting your health to drop low.
I think this recycling could work because in a lot of content these abilities are just bloat. So when we don't need them, we can tactically re-purpose them. It adds risk/reward in that you will need to think about whether or not it's appropriate to use these abilities that way.
I'd also say it's still approachable for beginners because they can play the job exactly as it play right now. It won't be optimal play, but really, to me optimal play only matters in high end content, by which point we'd expect somebody knows how to play their job well by that point.
Of course, I've not thought about how such a thing would be balanced, just a principle of how you could make use of dual purpose abilities without compromising any of the existing job design and make it more engaging from a playability point.