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Saphiera
03-05-2008, 11:35 AM
NOTE: THIS IS NOT A GUIDE!!!!!!!!!!, this is just a list of information about SCH, with my own thoughts and inexperiences as part of a commentary about SCH, you can find the same status information (not including my thoughts and input) on ffxiclopedia.com, also the QUOTED portions are words and thoughts copyrighted by me.

Ok I am writing this thread to give people an idea of what SCH is really about. They are constantly being compared to BLM and RDM, that is a big no no people SCH is a very different job. I am going to start with SCH's abilities to change stance in battle, They are able to go from a healer stance to a much more damage dealing stance I will break down each ART for you here so you can see the true potential of both sides.

Light Arts

Optimizes white magic capability while lowering black magic proficiency. Grants a bonus to divine, enhancing, and healing magic.
Obtained: Scholar Level 10
Recast Time: 1:00
Duration: The Ability will not go away until you switch your "Art", are KO'd, switch zones, or log off.--------------------------------------------
Using Light Arts gives a scholar access to abilities that enhance white magic.
Light Arts reduces MP costs for White Magic spells by 10%, and increases MP costs for Black Magic spells by 20%.
Light Arts decreases casting time for white magic by 5-10%, and increases casting time for black magic by 20%.
Light Arts reduces recast time for white magic by 10%, and increases recast time for black magic by 20%.
The change in spell cost and recast times will be reflected in the spell menu.
Raises the skill cap for Enhancing Magic, Divine Magic, and Healing Magic from a D rating to a B rating. Note that this will increase sub job skills to the main job's level at a B rating.
Raises your divine, enhancing, and healing magic. If your main job skill is 0-200 it brings it to 246, 210-250, it's raised to 256, 256-276, it has no effect. This is on Lv75 jobs.
Skill ups are still possible even if you are over the skill cap after using Light Arts (assuming you were below cap before using Light Arts).--------------------------------------------
Now that you know LA's basic use here is more information of SCH's Magic skill lvl and how it really works.

Divine Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210
Healing Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210
Enhancing Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210

This is all after using Light Arts:

Divine Magic: Skill Ranking: B+, Cap at lvl 1: 5 Cap at lvl 37 109, Cap at lvl 75 256
Healing Magic: Skill Ranking: B+, Cap at lvl 1: 4 Cap at lvl 37 109, Cap at lvl 75 256
Enhancing Magic: Skill Ranking: B+, Cap at lvl 1: 5 Cap at lvl 37 109, Cap at lvl 75 256
--------------------------------------------

Ok now that you know all that, I am going to show each stratagem under the Light Arts ability, Keep in mind that you can only use these if Light Arts is active.

Penury

Job Ability

Reduces the MP cost of your next white magic spell by 50%.
Obtained: Scholar Level 10
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs firstNotes/Description

Penury is a stratagem, which obeys different usage rules than typical Job Abilities.
The 50% reduction in MP cost does not stack with the 10% reduction from Light Arts.
The word penury means extreme poverty, destitution, scarcity, or insufficiency. Unlike parsimony, which implies conservation for the sake of prosperity, penury implies conservation out of necessity.Celerity

Job Ability
Reduces the casting time of your next white magic spell by 50%.
Obtained: Scholar Level 25
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description
Celerity is a stratagem, which obeys different usage rules than typical Job Abilities.
This ability also affects the recast time of the next spell.
The word Celerity means swiftness of speed, a synonym for haste.Accession
Job Ability
Extends the effect of your next healing or enhancing white magic spell to party members within range.
MP cost is tripled and casting time is doubled.
Obtained: Scholar Level 40
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description
Accession is a stratagem, which obeys different usage rules than typical Job Abilities.
Spells that can be targeted outside of the party can also work on other people not in the party. This includes such things as Protect and Cures.
The word accession means a number of things, but most relevant meaning is an increase by something added, referring to the extension of range of spell effects.Rapture
Job Ability
Enhances the potency of your next white magic spell.
Obtained: Scholar Level 55
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description

Rapture is a stratagem, which obeys different usage rules than typical Job Abilities.
Increases potency by 50%. Works with cures, dia, and banish. Does not work with enhancing spells.
Can be stacked with Divine Seal.
The word rapture means ecstatic joy or delight.--------------------------------------------
Now from my experiences I have noticed that SCH is not only able to main heal a party, it can main heal very well. Although in later lvl's you will notice it to be a bit harder to keep your MP pool up, Although SCH is able to cure almost as good (note WHM is still better) as WHM, we are given the MP pool about the size of RDM but without the Convert and Refresh, make sure you have plenty of cookies and or try to get a support job when forming your own party in order to keep up with the healing. Some of SCH's enfeebling spells (if /RDM) are classified under Light Arts, but in order to get the spell to stick you Must put Dark Arts up. It seems to me that SE did not clearly take into account the White magic enfeebling spells, but the -mp and +casting time are not too big on those ones, so takeing the penalty for that inst so bad. Now I am going to move on to describing Dark Arts in a bit more detail.
--------------------------------------------
Dark Arts

Optimizes black magic capability while lowering white magic proficiency. Grants a bonus to enfeebling, elemental, and dark magic.
Obtained: Scholar Level 10
Recast Time: 1:00
Duration: The Ability will not go away until you switch your "Art", are KO'd, switch zones, or log off.--------------------------------------------
Using Dark Arts gives a scholar access to abilities that enhance black magic.
Dark Arts reduces MP costs for Black Magic spells by 10%, and increases MP costs for White Magic spells by 20%.
Dark Arts decreases casting time for black magic by 5-10%, and increases casting time for white magic by 20%.
Dark Arts reduces recast time for black magic by 10%, and increases recast time for white magic by 20%.
The change in spell cost and recast times will be reflected in the spell menu.
Raises skill caps for Elemental Magic,Enfeebling Magic, and Dark Magic from D to B. Note that this will increase sub job skills to the main job's level at a B rating.
Raises your enfeebling, elemental and dark magic. If your main job skill is 0-200 it brings it to 246, 210-250, it's raised to 256, 256-276, it has no effect. This is on Lv75 jobs.
Skill ups are still possible even if Dark Arts puts your skill level over the cap (assuming you were below cap before using Dark Arts).--------------------------------------------
Ok here I am going to List SCH's Skill lvls before and after using DA's

Elemental Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210
Dark Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210
Enfeebling Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210

This is after using DA's

Elemental Magic: Skill Ranking: B+, Cap at lvl 1: 5, Cap at lvl 37 109, Cap at lvl 75 256
Dark Magic: Skill Ranking: B+, Cap at lvl 1: 5, Cap at lvl 37 109, Cap at lvl 75 256
Enfeebling Magic: Skill Ranking: B+, Cap at lvl 1: 5, Cap at lvl 37 109, Cap at lvl 75 256
--------------------------------------------
Ok now we move onto the stratagems available when Dark Arts is in effect, Please bare with me I realize that this post is very long but once I get through explaining each DA's Stratagem I can move onto my real point, ok here they are.

Parsimony
Job Ability
Reduces the MP cost of your next black magic spell by 50%.
Obtained: Scholar Level 10
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description


Parsimony is a stratagem, which obeys different usage rules than typical Job Abilities.
The word parsimony means extreme or excessive economy or frugality, or stinginess. Unlike penury, which implies conservation out of necessity, parsimony implies conservation for the sake of prosperity.Alacrity
Job Ability
Reduces the casting time of your next black magic spell by 50%.
Obtained: Scholar Level 25
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description


Alacrity is a stratagem, which obeys different usage rules than typical Job Abilities.
This ability also affects the recast time of the next spell.
The word alacrity means cheerful readiness, promptness, or willingness.Manifestation
Job Ability
Extends the effect of your next enfeebling or dark black magic spell to targets within range.
MP cost is tripled and casting time is doubled.
Obtained: Scholar Level 40
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description


Manifestation is a stratagem, which obeys different usage rules than typical Job Abilities.
The in-game description does not mention dark magic, although this ability does work with it.
This ability will remove shadows from all targets, similar to a -ga spell.
The word manifestation refers to any outward or perceptible indication or materialization of a phenomena.Ebullience
Job Ability


Enhances the potency of your next black magic spell.
Obtained: Scholar Level 55
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description


Ebullience is a stratagem, which obeys different usage rules than typical Job Abilities.
Increases potency by 20%. Works with drain, aspir, bio, nukes, and helix. Does not work with enfeebles.
The word ebullience means to be overflowing with fervor, enthusiasm, or excitement or in high spirits.--------------------------------------------
Ok from what you can see SCH makes an addiquate damage dealer or if you prefer nuker. SCH in no way is ever going to be better than BLM (unless lower exp lvls and the SCH has better INT+ gear than the BLM) at nuking, SCH is NOT a replacement for BLM in any way. But from its ability to switch roles so easily SCH has become a very well rounded job. From being able to main heal, enfeeble, and nuke the mob at a B+ lvl, Mind you there are jobs better at each of these than SCH, but SCH is not about weather or not to compete for these positions, the beauty of it in fact is its ability to switch between them and still maintain a very good average.

SCH has been labeled as a "gimp" RDM, or even a "gimp" BLM when in fact they should not even be compared to those jobs. RDM has a much different role when it comes to 75 than a SCH would, same go's for BLM. They are both master's in their own traits, but SCH is not a master at any, it can basically be labeled as good at everything. SCH's AoE effects are what allows it to stand out, from Aspir-ga, Gravity-ga, Bind-ga, Stun-ga, to Protect IV-ga, Shell IV-ga, Cure IV-ga. I know right now they probably sound like its not enough to boost the job, but with a 4 minute reuse of stratagem charges, and being allowed to use 3 in total by combineing the stratagems and perhaps even using the 2hr SCH becomes a very versatile and useful job at 75. Despite common misconception SCH is NOT useless and will remain "useless" till more people realize just how useful the job is.

NOTE: I am not saying the job is perfect, nore am I saying everyone should LVL it, but the job is far from useless as most people have begun to label it as (note most of those ppl haven't even taken the job past 40, or even lvl 10 for that matter) nothing more than useless, but once you take a closer look you begin to see there is way more to this job than most people know. Sure SCH needs a lot of improvements as most newer jobs that have been released do, but why not try to see its potential instead of hating on it in the end.

Phanex
03-05-2008, 12:00 PM
Nice guide, but what about thier SCH only Spells, the weather effects. What role do they have on the party? My Sch is only 13, but I'd rather lvl it than WHM atm.

Saphiera
03-05-2008, 12:26 PM
Nice guide, but what about thier SCH only Spells, the weather effects. What role do they have on the party? My Sch is only 13, but I'd rather lvl it than WHM atm.

The Weather effects do as they state, they change the surrounding weather of the target you cast it on, SCH gets a spell for each weather element, The weather effects can be very useful in increasing damage done by Fellow BLM's, yourself, or increasing damage output based on certain elemental based WS's, also the weather effects on certain pieces of armor like SMN af, or the boots that give +12% movement speed work from what I have experienced.

The Helix spells from what I know of them now. They are a DoT, they do about 100-200 initial damage, and 100-200 per tick after that, the per tick part is based off of how much the helix actually does to begin with. From what I've noticed (talking to friends) They dont last a long time I think its about 6-7 ticks, I am not too sure on helix's though. There really isnt much known about them as of yet so that is why I have not stuck them in the former post. Although what is known is that they are greatly effected by the weather, and SCH does get a weather changing spell for each element. They are INT modefied; Not to mention an ability that increases damage done by the helix but lowers its duration by 50% here are its stats:

Modus Veritas

Job Ability
Increases damage done by helix spells while lowering spell duration by 50%.
Obtained: Scholar Level 65
Recast Time: 10:00
Duration: Instant Notes/Description


This ability is used on a target that has already been afflicted by a -helix spell. when used it substantially increases the damage (appears to be double) and halves the remaining duration.
Multiple Scholars can stack this effect. It works regardless of who cast the helix (But only one helix can be on any mob at any given time).

Coinspinner
03-05-2008, 01:09 PM
Rapture
Job Ability
Enhances the potency of your next white magic spell.
Obtained: Scholar Level 55
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description

Rapture is a stratagem, which obeys different usage rules than typical Job Abilities.
Increases potency by 50%. Works with cures, dia, and banish. Does not work with enhancing spells.
Ebullience
Job Ability

[LIST]
Enhances the potency of your next black magic spell.
Obtained: Scholar Level 55
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description


Ebullience is a stratagem, which obeys different usage rules than typical Job Abilities.
Increases potency by 20%. Works with drain, aspir, bio, nukes, and helix. Does not work with enfeebles.
The word ebullience means to be overflowing with fervor, enthusiasm, or excitement or in high spirits.

Interesting. I could never find the V-values for Banish, Holy and Cure. If they don't suck too bad then I might have a new demand for SE. XD

IfritnoItazura
03-05-2008, 01:10 PM
Ok I am writing this thread to give people an idea of what SCH is really about. They are constantly being compared to BLM and RDM, that is a big no no people SCH is a very different job. I am going to start with SCH's abilities to change stance in battle, They are able to go from a healer stance to a much more damage dealing stance I will break down each ART for you here so you can see the true potential of both sides.

Light Arts

Optimizes white magic capability while lowering black magic proficiency. Grants a bonus to divine, enhancing, and healing magic.
Obtained: Scholar Level 10
Recast Time: 1:00
Duration: The Ability will not go away until you switch your "Art", are KO'd, switch zones, or log off.--------------------------------------------
Using Light Arts gives a scholar access to abilities that enhance white magic.
Light Arts reduces MP costs for White Magic spells by 10%, and increases MP costs for Black Magic spells by 20%.
Light Arts decreases casting time for white magic by 5-10%, and increases casting time for black magic by 20%.
Light Arts reduces recast time for white magic by 10%, and increases recast time for black magic by 20%.
The change in spell cost and recast times will be reflected in the spell menu.
Raises the skill cap for Enhancing Magic, Divine Magic, and Healing Magic from a D rating to a B rating. Note that this will increase sub job skills to the main job's level at a B rating.
Raises your divine, enhancing, and healing magic. If your main job skill is 0-200 it brings it to 246, 210-250, it's raised to 256, 256-276, it has no effect. This is on Lv75 jobs.
Skill ups are still possible even if you are over the skill cap after using Light Arts (assuming you were below cap before using Light Arts).--------------------------------------------
Now that you know LA's basic use here is more information of SCH's Magic skill lvl and how it really works.

Divine Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210
Healing Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210
Enhancing Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210

This is all after using Light Arts:

Divine Magic: Skill Ranking: B+, Cap at lvl 1: 5 Cap at lvl 37 109, Cap at lvl 75 256
Healing Magic: Skill Ranking: B+, Cap at lvl 1: 4 Cap at lvl 37 109, Cap at lvl 75 256
Enhancing Magic: Skill Ranking: B+, Cap at lvl 1: 5 Cap at lvl 37 109, Cap at lvl 75 256
--------------------------------------------

Ok now that you know all that, I am going to show each stratagem under the Light Arts ability, Keep in mind that you can only use these if Light Arts is active.

Penury

Job Ability

Reduces the MP cost of your next white magic spell by 50%.
Obtained: Scholar Level 10
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs firstNotes/Description

Penury is a stratagem, which obeys different usage rules than typical Job Abilities.
The 50% reduction in MP cost does not stack with the 10% reduction from Light Arts.
The word penury means extreme poverty, destitution, scarcity, or insufficiency. Unlike parsimony, which implies conservation for the sake of prosperity, penury implies conservation out of necessity.Celerity

Job Ability
Reduces the casting time of your next white magic spell by 50%.
Obtained: Scholar Level 25
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description
Celerity is a stratagem, which obeys different usage rules than typical Job Abilities.
This ability also affects the recast time of the next spell.
The word Celerity means swiftness of speed, a synonym for haste.Accession
Job Ability
Extends the effect of your next healing or enhancing white magic spell to party members within range.
MP cost is tripled and casting time is doubled.
Obtained: Scholar Level 40
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description
Accession is a stratagem, which obeys different usage rules than typical Job Abilities.
Spells that can be targeted outside of the party can also work on other people not in the party. This includes such things as Protect and Cures.
The word accession means a number of things, but most relevant meaning is an increase by something added, referring to the extension of range of spell effects.Rapture
Job Ability
Enhances the potency of your next white magic spell.
Obtained: Scholar Level 55
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description
Rapture is a stratagem, which obeys different usage rules than typical Job Abilities.
Increases potency by 50%. Works with cures, dia, and banish. Does not work with enhancing spells.
Can be stacked with Divine Seal.
The word rapture means ecstatic joy or delight.--------------------------------------------
Now from my experiences I have noticed that SCH is not only able to main heal a party, it can main heal very well. Although in later lvl's you will notice it to be a bit harder to keep your MP pool up, Although SCH is able to cure almost as good (note WHM is still better) as WHM, we are given the MP pool about the size of RDM but without the Convert and Refresh, make sure you have plenty of cookies and or try to get a support job when forming your own party in order to keep up with the healing. Some of SCH's enfeebling spells (if /RDM) are classified under Light Arts, but in order to get the spell to stick you Must put Dark Arts up. It seems to me that SE did not clearly take into account the White magic enfeebling spells, but the -mp and +casting time are not too big on those ones, so takeing the penalty for that inst so bad. Now I am going to move on to describing Dark Arts in a bit more detail.
--------------------------------------------
Dark Arts

Optimizes black magic capability while lowering white magic proficiency. Grants a bonus to enfeebling, elemental, and dark magic.
Obtained: Scholar Level 10
Recast Time: 1:00
Duration: The Ability will not go away until you switch your "Art", are KO'd, switch zones, or log off.--------------------------------------------
Using Dark Arts gives a scholar access to abilities that enhance black magic.
Dark Arts reduces MP costs for Black Magic spells by 10%, and increases MP costs for White Magic spells by 20%.
Dark Arts decreases casting time for black magic by 5-10%, and increases casting time for white magic by 20%.
Dark Arts reduces recast time for black magic by 10%, and increases recast time for white magic by 20%.
The change in spell cost and recast times will be reflected in the spell menu.
Raises skill caps for Elemental Magic,Enfeebling Magic, and Dark Magic from D to B. Note that this will increase sub job skills to the main job's level at a B rating.
Raises your enfeebling, elemental and dark magic. If your main job skill is 0-200 it brings it to 246, 210-250, it's raised to 256, 256-276, it has no effect. This is on Lv75 jobs.
Skill ups are still possible even if Dark Arts puts your skill level over the cap (assuming you were below cap before using Dark Arts).--------------------------------------------
Ok here I am going to List SCH's Skill lvls before and after using DA's

Elemental Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210
Dark Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210
Enfeebling Magic: Skill Ranking: D, Cap at lvl 1: 4 Cap at lvl 37 101, Cap at lvl 75 210

This is after using DA's

Elemental Magic: Skill Ranking: B+, Cap at lvl 1: 5, Cap at lvl 37 109, Cap at lvl 75 256
Dark Magic: Skill Ranking: B+, Cap at lvl 1: 5, Cap at lvl 37 109, Cap at lvl 75 256
Enfeebling Magic: Skill Ranking: B+, Cap at lvl 1: 5, Cap at lvl 37 109, Cap at lvl 75 256
--------------------------------------------
Ok now we move onto the stratagems available when Dark Arts is in effect, Please bare with me I realize that this post is very long but once I get through explaining each DA's Stratagem I can move onto my real point, ok here they are.

Parsimony
Job Ability
Reduces the MP cost of your next black magic spell by 50%.
Obtained: Scholar Level 10
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description

Parsimony is a stratagem, which obeys different usage rules than typical Job Abilities.
The word parsimony means extreme or excessive economy or frugality, or stinginess. Unlike penury, which implies conservation out of necessity, parsimony implies conservation for the sake of prosperity.Alacrity
Job Ability
Reduces the casting time of your next black magic spell by 50%.
Obtained: Scholar Level 25
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description

Alacrity is a stratagem, which obeys different usage rules than typical Job Abilities.
This ability also affects the recast time of the next spell.
The word alacrity means cheerful readiness, promptness, or willingness.Manifestation
Job Ability
Extends the effect of your next enfeebling or dark black magic spell to targets within range.
MP cost is tripled and casting time is doubled.
Obtained: Scholar Level 40
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description

Manifestation is a stratagem, which obeys different usage rules than typical Job Abilities.
The in-game description does not mention dark magic, although this ability does work with it.
This ability will remove shadows from all targets, similar to a -ga spell.
The word manifestation refers to any outward or perceptible indication or materialization of a phenomena.Ebullience
Job Ability

Enhances the potency of your next black magic spell.
Obtained: Scholar Level 55
Recast Time: Stratagem Charge
Duration: 1 Spell or 60 seconds, whichever occurs first Notes/Description

Ebullience is a stratagem, which obeys different usage rules than typical Job Abilities.
Increases potency by 20%. Works with drain, aspir, bio, nukes, and helix. Does not work with enfeebles.
The word ebullience means to be overflowing with fervor, enthusiasm, or excitement or in high spirits.--------------------------------------------
Ok from what you can see SCH makes an addiquate damage dealer or if you prefer nuker. SCH in no way is ever going to be better than BLM (unless lower exp lvls and the SCH has better INT+ gear than the BLM) at nuking, SCH is NOT a replacement for BLM in any way. But from its ability to switch roles so easily SCH has become a very well rounded job. From being able to main heal, enfeeble, and nuke the mob at a B+ lvl, Mind you there are jobs better at each of these than SCH, but SCH is not about weather or not to compete for these positions, the beauty of it in fact is its ability to switch between them and still maintain a very good average.

SCH has been labeled as a "gimp" RDM, or even a "gimp" BLM when in fact they should not even be compared to those jobs. RDM has a much different role when it comes to 75 than a SCH would, same go's for BLM. They are both master's in their own traits, but SCH is not a master at any, it can basically be labeled as good at everything. SCH's AoE effects are what allows it to stand out, from Aspir-ga, Gravity-ga, Bind-ga, Stun-ga, to Protect IV-ga, Shell IV-ga, Cure IV-ga. I know right now they probably sound like its not enough to boost the job, but with a 4 minute reuse of stratagem charges, and being allowed to use 3 in total by combineing the stratagems and perhaps even using the 2hr SCH becomes a very versatile and useful job at 75. Despite common misconception SCH is NOT useless and will remain "useless" till more people realize just how useful the job is.

NOTE: I am not saying the job is perfect, nore am I saying everyone should LVL it, but the job is far from useless as most people have begun to label it as (note most of those ppl haven't even taken the job past 40, or even lvl 10 for that matter) nothing more than useless, but once you take a closer look you begin to see there is way more to this job than most people know. Sure SCH needs a lot of improvements as most newer jobs that have been released do, but why not try to see its potential instead of hating on it in the end.
You didn't "write" a guide, did you? I spot checked a few items, and this "guide" looks like mostly a word for word copy of the information on FFXIclopedia.

It's pretty scummy to copy some other people's work and pass it off as your own.

Saphiera
03-05-2008, 01:13 PM
You didn't "write" a guide, did you? I spot checked a few items, and this "guide" looks like mostly a word for word copy of the information on FFXIclopedia.

It's pretty scummy to copy some other people's work and pass it off as your own.

When did I ever state that was a guide? Point out to me anywhere in my posts where I said I posted a guide, and oh look at the topic does it say guide in there either? no I just simply posted SCH's information and related my own thoughts to it, in no way did I ever say that was a Guide to SCH get your facts straight before you go flaming people next time please.

IfritnoItazura
03-05-2008, 01:17 PM
My fault for using the wrong word; I apologize.

Whether guide or not, if you use substantial portion of other people's work, you should cite source and credit them.

Saphiera
03-05-2008, 01:20 PM
My fault for using the wrong word; I apologize.

Whether guide or not, if you use substantial portion of other people's work, you should cite source and credit them.

I think thats pretty easy to tell where I got my stats from, but to make you happy i'll list that at the very top.

IfritnoItazura
03-05-2008, 01:29 PM
Well, technically, should quote words/sentences/paragraphs/etc. you didn't write yourself, so they would stand out and people can tell at a glance which portions is yours and which portion is not.

I consider that practice showing good manners. ^_^

Saphiera
03-05-2008, 01:34 PM
Well, technically, should quote words/sentences/paragraphs/etc. you didn't write yourself, so they would stand out and people can tell at a glance which portions is yours and which portion is not.

I consider that practice showing good manners. ^_^

I dont want those parts to stand out, I want my own words to stand out, that is the whole point of this thread I am not changing that and it is clearly stated where I got the "stats" from at the very top.

Callisto
03-05-2008, 01:41 PM
The Helix spells from what I know of them now. They are a DoT, they do about 100-200 initial damage, and 100-200 per tick after that, the per tick part is based off of how much the helix actually does to begin with, They can stack, and from what I've noticed (talking to friends) They dont last a long time I think its about 6-7 ticks,


That is incorrect so far as I know, I remember there being a big QQ about it when people initially tested and found Helixes(correct pl form? Helices maybe?) don't stack, negating a large chunk of the benefit gained by having more than one SCH in an alliance during endgame fights.

Saphiera
03-05-2008, 01:45 PM
That is incorrect so far as I know, I remember there being a big QQ about it when people initially tested and found Helixes(correct pl form? Helices maybe?) don't stack, negating a large chunk of the benefit gained by having more than one SCH in an alliance during endgame fights.

I have also noticed that like BLM, SCH's helix's get resisted on most HNM, although people tend to harp on that idea (why dont they ever mention how BLM gets resisted also??) I think that SE should improve that, beings that helix's do not last too long, and there is basically no point in increasing their damage for half the duration since it would be just like having the helix on full term, although maybe if you cast it at the end of the fight that would be best, what have you noticed about the helix's getting resisted to normal mobs (NOT Hnm)? Do you have lvl 75 SCH's in your ls? As of now I only know one person my friend Kuno on Bahamut.

Callisto
03-05-2008, 01:54 PM
Our highest SCH is 58~ I believe. From what I understand, in regards to HNM/endgame fights it's not even a matter of resists so much as Helixes having a shitty base damage #, iirc Kaeko figured out that it was similar to that of Aero 1, which is why it has such a hard time seeing big #'s on HNMs, where the low base damage becomes even more noticeable when the INT difference that figures out the multipliers is much lower than vs. XP level mobs.

Coinspinner
03-05-2008, 02:01 PM
From what I've read, HNM don't just resist Helices like they do other nukes, but the screwy Helix damage formula also causes them, due to INT difference, to do pitiful damage even when unresisted .

Edit: Too slow. D:

Saphiera
03-05-2008, 02:01 PM
Our highest SCH is 58~ I believe. From what I understand, in regards to HNM/endgame fights it's not even a matter of resists so much as Helixes having a shitty base damage #, iirc Kaeko figured out that it was similar to that of Aero 1, which is why it has such a hard time seeing big #'s on HNMs, where the low base damage becomes even more noticeable when the INT difference that figures out the multipliers is much lower than vs. XP level mobs.

Yeah I really think the INT based helix's from the mobs INT and the casters INT are what make up the damage ratio am I right? That is pretty crappy considering not all mobs especially HNM have a very high INT to begin with. I do however know that the helix's do more dmg (100-200) on regular normal mobs not including HNM (dynamis, einherjar, assault, exp, merit partys, NM's etc.) Atleast that is what I am being told by a friend of mine. Its not like everyone does HNM anyway but it would be nice if SE removed the part of the ration where its based partly off of the mobs INT, and just left it to be moded only by the SCH's INT+ score, that would make a lot of SCH's very happy I think.

NicasinXS
03-05-2008, 02:02 PM
I've heard MBing Helix spells helps them alot.

One thing about sch is they dont stack so in endgame playing I dont see any reason to have more then one. If there will be one probably best off buffing everyone. Giving light weather to pallies and dark weather do darks. WEather to blms for nukes and jobs for boosts. Pretty much every weapon has an element they are akin to for instance Dex on daggers and Agi for ranged. So then I would wind weather the rangers and lightning the Thfs. Most mobs have elements they are weaker too. Perhaps putting the weather on the melee that use a SC of that same element thats against the mob than MBing a helix of the same off it. Theres probably alot of stuff sch is really good for.

Saphiera
03-05-2008, 02:08 PM
I've heard MBing Helix spells helps them alot.

Lol tbh I completely forgot about MB'ing, see SCH is my first mage job i'm takeing to 75 (blm is only lvl 9 lol) the only other mage job I took was RDM to 64 on my last Chr and I never really did much MB'ing, then again that was years ago lol so I'm having a bit of a memory problem lol, so I didnt know a thing about MB's (I know they existed but i never paid much attention to the one casting them) till a few days ago. That does sound like it would help a lot.

Callisto
03-05-2008, 02:16 PM
Yeah I really think the INT based helix's from the mobs INT and the casters INT are what make up the damage ratio am I right? That is pretty crappy considering not all mobs especially HNM have a very high INT to begin with. I do however know that the helix's do more dmg (100-200) on regular normal mobs not including HNM (dynamis, einherjar, assault, exp, merit partys, NM's etc.) Atleast that is what I am being told by a friend of mine. Its not like everyone does HNM anyway but it would be nice if SE removed the part of the ration where its based partly off of the mobs INT, and just left it to be moded only by the SCH's INT+ score, that would make a lot of SCH's very happy I think.


As far as I know Helix damage is figured the same way as a normal nuke, and for what it's worth I think it'd be better if they kept the formula that way and just gave it a higher base damage, removing the dINT mod would severely break it. Anyways here's a slight bit of info from Kaeko's LJ (http://kanican.livejournal.com/15452.html#cutid6):

Helix Damage

Unfortunately, I don't have any successful solos that are worthy of being posted - just some misc. screenshots of Helix damage on various NMs. To get a feel for the damage, whatever you see initially, the total damage occurs over the duration of 1 minute and is seven times the initial damage. For example, if you see an initial helix damage of 100, the total damage is 700 over the course of 1 minute (52 seconds to be exact).

http://pics.livejournal.com/kanican/pic/000ffpx8/s320x240 (http://pics.livejournal.com/kanican/pic/000ffpx8/) Random pop mob in Einherjar
http://pics.livejournal.com/kanican/pic/000fgf1h/s320x240 (http://pics.livejournal.com/kanican/pic/000fgf1h/) Manticore Boss in Einherjar Tier 1
http://pics.livejournal.com/kanican/pic/000fhyr5/s320x240 (http://pics.livejournal.com/kanican/pic/000fhyr5/) Ix'Aern (MNK) with Bracers Active
http://pics.livejournal.com/kanican/pic/000fk21t/s320x240 (http://pics.livejournal.com/kanican/pic/000fk21t/) Ix'Aern (DRG)
http://pics.livejournal.com/kanican/pic/000fpez8/s320x240 (http://pics.livejournal.com/kanican/pic/000fpez8/) Normal IT++ Aw'Aern
http://pics.livejournal.com/kanican/pic/000fq5zx/s320x240 (http://pics.livejournal.com/kanican/pic/000fq5zx/) Ix'Aern (DRK)
http://pics.livejournal.com/kanican/pic/000frska/s320x240 (http://pics.livejournal.com/kanican/pic/000frska/) ENM Sheep in Antlion's Clothing NM

All I can really say about these is that I had nearly the best gear possible - the best MAB gear, nearly the best INT gear. Total damage nears or breaks 1,000 on most NMs given that it does not resist. The damage is highly based on the INT difference between the mob and the caster. The casting time is roughly the same as a typical Thunder II.

IfritnoItazura
03-05-2008, 02:25 PM
Umm... 1k damage for 87 MP is 11.49 Dmg/MP. 1k damage for 1 minute is also a darn impressive slip damage. All on some pretty tough monsters.

Making the damage better would be making it broken. It'd better to release gears to improve helix's accuracy instead, IMO.

Callisto
03-05-2008, 02:29 PM
These are also on mobs that a decently-geared RDM can do good nuke damage on as well(which isn't saying alot), even without resists on mobs with large INT totals it severely kills the damage. I'm sure it'll be a bit before any major tweaks are made to SCH though, there still aren't exactly alot of 75's running around testing things yet.

They'd have to come up with something pretty creative to make it worthwhile vs. HNM without making it completely broken vs. VT~ mobs.

Karinya
03-05-2008, 02:57 PM
Umm... 1k damage for 87 MP is 11.49 Dmg/MP. 1k damage for 1 minute is also a darn impressive slip damage. All on some pretty tough monsters.
Indeed: the damage posted is comparable to a Tier IV nuke, albeit not all at once (although that might mean with less enmity too).
Making the damage better would be making it broken. It'd better to release gears to improve helix's accuracy instead, IMO.
AF will probably do some of this, with skill (and maybe Magic Accuracy? No previous job's AF has had it, but then, most AF was introduced before MAcc was even invented...)

Helixes are elemental skill, right? SCH should get at *least* as much elemental skill from AF as RDMs do (10), possibly even the same 15 that BLMs do (they're starting from a lower base, so it would just keep them from falling even further behind in skill after AF levels).

SCH might eventually get some JSE that will help nuke/helix, too; BLMs use at least a few pieces of theirs quite often. Aquarian, Hadean, Nashira, and Morrigan (or Marduk) access would also be appropriate and help SCH seem less like an unfinished job at the higher levels.

They already get Errant, Yigit and Goliard, but that isn't very many options for a job that also has no relic, AF+1 or JSE yet. (BLMs already get all of the named sets listed, plus their own AF/+1, relic/+1, and JSE. That's 10 high-level sets to choose from, not counting HQs and non-set pieces.) Adding them to some existing endgame sets wouldn't require making any new armor and people who already have those pieces from other jobs could start using them on SCH immediately. Even once new content *is* added, having both old and new options can only be better for the job.

Saphiera
03-05-2008, 04:42 PM
These are also on mobs that a decently-geared RDM can do good nuke damage on as well(which isn't saying alot), even without resists on mobs with large INT totals it severely kills the damage. I'm sure it'll be a bit before any major tweaks are made to SCH though, there still aren't exactly alot of 75's running around testing things yet.

They'd have to come up with something pretty creative to make it worthwhile vs. HNM without making it completely broken vs. VT~ mobs.

SCH > RDM as far as nuking go's, and just wait till SCH gets af and gets improvements to the actual job, then we might actually see a job worth lvl to some of you who think SCH is "useless" I find the job powerful, and I love it, I can nuke just as good as a BLM right now, and in mana burn pt's SCH really shines i've only had 5 mana burns so far but from the looks of it SCH is a lot better than ppl are makeing it out to be, give the job a try sometime and i'm not talking lvl 12 i'm talking 40+ where the games really begin.

Truece
03-05-2008, 08:37 PM
One of the SCH spells that I was most excited about was Aurorastorm. While levelling WHM and RDM, I was always excited and eager to cure whenever it was lightsday or the rare instance when there was light weather, just to see how much I could cure for. When I saw that SCH got a light weather spell, it made me want to rush out, level SCH high enough to cast it, and then keep it on my main healer all the time. I figured I'd get lots of love that way.

However, I haven't really seen anyone post about aurorastorm one way or another, and I'm curious as to why? Are there any experienced SCH who would like to shed some light on the subject?

Saphiera
03-05-2008, 10:59 PM
One of the SCH spells that I was most excited about was Aurorastorm. While levelling WHM and RDM, I was always excited and eager to cure whenever it was lightsday or the rare instance when there was light weather, just to see how much I could cure for. When I saw that SCH got a light weather spell, it made me want to rush out, level SCH high enough to cast it, and then keep it on my main healer all the time. I figured I'd get lots of love that way.

However, I haven't really seen anyone post about aurorastorm one way or another, and I'm curious as to why? Are there any experienced SCH who would like to shed some light on the subject?

The storm effects are nice they really enhance spells and ws's, but what I dont like about them is that they dont last very long. I think thats what SE should change about them.

Coinspinner
03-06-2008, 11:20 AM
Keeping storms up is a pain. They take longer to cast than Stoneskin and last less than half as long. And they are really weak without an Obi. Helix spells get the benefit every time. Once I get those I'll do the math to see if buffing myself before a Helix is worth the time and MP.

Aurorastorm on the PLD is good though, he'll get constant use of it due to the sheer number of Cure spells he throws around.

Feenicks
03-06-2008, 06:01 PM
As of the update, SCH will be getting more stratagem charges and a shorter charge time so hopefully it'll be enough to warrant using Celerity on storm spells.

MrMageo
03-06-2008, 06:43 PM
How exactly do the weather spells work ive heard different thing im only sch 32, arent they cast on party members.

Anyhow this is what i hear,

If you cast Windstorm, on a tank the mob will receive the weather effect of wind.

Now lets just say your fighting a Mob earth based, would this lower his defense to the tank who has wind on him? Also wouldnt it make it easier to land a wind helix spell on the mob since the weather he is "IN". Wouldnt having the weather effect he is weak to drastically reduce his resistances.

I know that during wind weather i hit worms in La Theine harder than I do in normal weather. Also on the flipside i notice i damage less n earth element.

Im just curious because wouldnt if the above made sense make this hypothetical situation possible.

Genbu is water based element and is weak to lightning
By casting Lightning on the Tank he gains a resistance to water and earns a slight def boost over genbu. Now as long as genbu remains facing the tank he receives the weather effec lightning lowering his resistance to it. Thus the tank hits for more and takes less damage. Also you have the opportunity to land lightning helix which if the above is correct should have a better chance of landing and doing decent damage. Also you have just increased the BLM damage out put due to the weather.

Anyhow if someone can please explain how it really works that'd be great

Coinspinner
03-07-2008, 01:19 AM
When buffed with a weather spell, spells you cast act like if you were experiencing that weather condition. For example, Sandstorm will randomly grant +10% to your Stone, and -10% on your Thunder. I don't know if this will apply to spells and abilities used against you, but I'm leaning towards that not being the case.

I got to 56 tonight. Started on Kuftal Crabs, ended with Wajaom Colibri. What a difference between the two. Enblizzard doesn't work as well on Colibri, I saw a lot of '1's on them, so now that I'm 56 I'll be visiting them as /WHM for Stoneskin.

IfritnoItazura
03-07-2008, 01:32 AM
I know that during wind weather i hit worms in La Theine harder than I do in normal weather. Also on the flipside i notice i damage less n earth element.
Er... What?

Your melee attack hit for more during Wind weather on worms? For real? Not talking about elemental weapon skills like Cyclone, right?

Saphiera
03-07-2008, 02:07 AM
As far as I know the weather effects are really useless unless applying them to BLM,PLD,WHM or yourself for added dmg to nukes or helix's. I know that SE is going to add a lot more to SCH than just added charges and shortened stratagem recasts, they just havent released all they are going to do and I dont see them doing that till after the update is over.