

It is not just Afflatus Purgation, the timing of using Mircale of Nature i nwhich a 25s most powerful CC that put target in animation lockI feel like we have different definitions of "carry." Well placed and timed WHM LBs can change a group fight for sure, but it's not carrying if you still lose the game due to RNG, etc. The only way to "carry" (in my opinion) your team is with a full premade and callouts. You have to convince 20 other players to get in on the shenanigans. Even with a full premade and synced LBs, you can still lose if the entire alliance isn't following.
We just need 8 man premades again, it forced people to make counter 8 mans which made FL games waaaay more satisfying because you didn't have to deal with randoms.
A lot of complains you see on this forum (DRKs and SAMs) can be counter by Mircale of Nature.

I don't consider piggy anywhere near the realm of "carrying" in FL. Because you only stop 1 person out of 48 possible opponents. Sure you can stop a DRK succ or SAM LB but it doesn't mean much if there are multiple DRKs and SAMs.
I literally had a game where there was a premade on one of the opposing teams where I (playing as WHM) LB'd the DRK when he was trying to run towards my alliance. After I stunned him (with LB), he purified. Then when he got close, I piggy'd him. Guess what my alliance did? They stayed right next to the DRK that was piggy'd. Needless to say, they got wiped by the DRK/DRG combo LOL.




Ehh. You're not wrong, OP. SCH is easily the most team-dependent job, in both CC and FL. I've wondered if this is warranted though, because I'd argue that it has the lowest skill floor and least amount of direct and immediate impact in most situations, excluding their LB (which I think is solid).
Your entire game plan is roughly to nail as much of the enemy team as possible with Biolysis+Deploy when it's up and try to tag as many teammates as you can with Adlo+Deploy and Expedient buffing one or the other when it's ready while applying Expedient's Def and Movement buffs to as many teammates as you can. From there, you can only hope your team is competent enough to take advantage of the difference of their party-wide attack/defense buffs and enemy's attack debuff while you spam Broil where possible and maybe Mummification someone to help secure a kill and add a little extra pressure. However they do have a powerful LB, arguably becoming the best "healer" so long as Seraph is active and your team is in range.
That's SCH in a nutshell. The issue will always be your team's skill, so if you queue as SCH you've pretty much resigned yourself to becoming the supporting character and are gambling on whether or not your team can capitalize on the momentum you create. I like to think of SCH as something that can multiply their team by two; the bigger the base "value" (skill) of the team, the larger the result will be. But multiplying zero by two is still zero. SCH is absolutely crippled when you have a team that is neither cohesive or tends to scatter to do their own thing because every AoE buff and heal they have is wasted (and I think some enemy comps can ruin SCH's effectiveness by this nature). This is why I think climbing lower ranks is probably difficult for them.
Didn't the stats the devs release reveal the jobs by winrates rather than the amount played? I believe SCH had a better winrate, but most accurately deduced that was probably because it was played by less casual people, actually. Because of its nature of not being a bursty job with big offensive plays. So only the people who understood its strengths, played CC beyond your average casual, and could play it well above the skill floor stuck with it.
I just think Mummification should either do a bit more damage (it's the weakest "AoE bomb" ability between all healers despite needing to be in a vulnerable range) or reduce its recast by at least 5 seconds so that it doesn't feel as handicapped and weak between Deployment Tactics and Biolysis timers. If not that, then maybe give their base Broil an extra 500-1,000 potency?
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