Level Sch, you'll thank yourself.
/Blm offers you Sleepga Bind and Tractor in Dyna, thats really it. You have conserve Mp, but /Sch has that as well.
/Smn offers you Auto-refresh, and thats really all. I use it for 1 dyna, Glacier since our shell does not have any Pet jobs, so i am the Boss Magnet, but this is a Specific Situation.
/Rdm gives you Gravity and Dispel, which Sch gets Dispel. You also get Fastcast +15%/7.5% which Sch almost matches with arts.
/Sch, ok, i'll Break it down the bast i can.
First you have Light and Dark Arts. These do Numerous things for you. Light Arts Lowers the cost of all your White Magic by 10%. Reduced the cast time by 10%and the recasts by 10%. (it Raises the Mp/cast and recasts of Black Magic by 20% as the negative side effect) It also Raises your Enhancing and Enfeebling Skills to 256.
Dark Arts does what Light arts does, just for Black magic spells. /Sch offers tier 1 of all Elemental Single Spells, Drain and Aspir. Since Whm don't naturally have Dark Magic, Dark Arts raises this skill to 200, which is Far superior to /Blm, giving whm a Potent Aspir and drain.
While in the According Atrs, you have whats Called Stratagems and Addendums. As whm/Sch, you will NEVER need to use Addendum White. All this does is Allows you accesss to Na spells and Reraises primarily as Sch. However since whm has Access to these naturally, its a waste for whm to use this.
Addendum Black allows Whm Access to Sleep and Dispel. Both can be useful.
In Light Arts you get Penury, a JA on a 2 min charge timer as whm/Sch 75/37.(i'll go into charges in a sec) This lowers the Mp cost of your next light spell to 50% of normal MP cost. (the 10% reduction from light arts is not included in this)
Celerity is the other Stratagem you get, this one reduces the cast and recast timers to half what they normally are. Again, the 10%s from Light Arts are not factored into this.
Dark Arts has the same abilities, just with different names (which i never remember ><)
Ok, now for charges. You have a counting clock. When you change jobs you'll gain access to full charges you have. As 75/37 whm/sch you'll have 2 charges. Each are on a 2 min timer. If you use 1 charge, you will have 1 left and a 2 min timer will count down until it is renewed. If you use both Stratagems, a 2 min timer will count down, when its done, 1 charge will be restored and a 2nd 2 min timer will begin to restore the 2nd charge.
Each of the above stratagems and Addendums use 1 charge.
Now for some Job traits. Sch gets a Conserve MP trait. Sch also gets Resist silence traits, finally Sch gets a MP boost trait. its only +10 Mp, but its better than nothing.
Now the most common thing people /sch for; Sublimation. This is a Job ability. When you use this, sublimation starts charging. It fills 2 Mp every 3 seconds and drains 2 HP every 3 seconds. However its NOT like refresh. Your HP will go down, but your MP will not fill up. The Sublimation "charge" fills Up. This will fill to a max of 1/4 your HP. (some HP + and HP>MP gear will effect this differently, i don't know Exactly how it works in that reguard so thats all i'll say on that) So if you have a max of 1000 HP, you can get a full charge of 250 Mp. If you have Stoneskin up, it Will absorb the damage from this, so you can rest whiel this is charging. Main Sch cannot do this. The MAIN downside, is Refresh from a Rdm WILL NOT stack with this. And Refresh is Actually BETTER, but this allows you to fly solo w/o a Rdm. For me (im a taru) a full charge is about 196 to 202 Mp stored, and it takes approx 5 mins to store (it will vary based on how much you can store)
So i'll review.
Light Arts for a 10% MP/cast time and recast cut.
Conserve MP trait.
Potent Aspir and Drain.
No other SJ will give you this Much flexability.
As for the Actual Part of what to do in Dyna; Keep people alive, remove stats, raise, etc, the normal WHM Stuff.
Also, buffs do NOT wear when you go in. So if you have /Sch ready, fill up a Sublimation charge, put Up RR before going in, it will save some MP once you are in.
Finally you can Aspir Mobs well like this. ALL Stones are Aspirable, Mage Types have MP, Dragoon Pets have MP.
I am fully able to main heal an Alliance like this with backup help of 1 Rdm in another party. Its challanging, but this Sub lets Whm do just SO much more.
Also, Celerity on Raises allows you to get people up significantly faster. Celerity also allows a 1 min recast on Raises if you are weakened, when they are normally 2 mins. (haste will NOT help you while weakened, haste gear WILL, but not the spell)
Any other Questions feel free to post, and sorry for the long WOT heh.
Chocobo Status: Retired Green, Black, Red, Yellow
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng/Geo/Run 60
Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15 http://ffxi.allakhazam.com/profile.xml?143946