Figured Id compile the possible uses of SCH as a sub, since I see so many people griping about it already. I dont believe SCH is the new definitive sub, but I also believe that SE intended it this way. SE did not want to make any of the preexisting subs useless. Every sub has pros and cons, and times when it shines or fails. SCH is no different. So, below I list some of its pros, and situations in which I see it as potentially useful.
I havent got SCH to sub levels yet for a job, so a lot of this is theoretical. But I think its all accurate, and Ill make changes as actual experience requires. I welcome suggestions and actual experience that people can add to this information. Corrections are welcome too, as I may have made some mistakes as to what spells might benefit from what abilities. Anyways, on to the information.
Cons of /SCH - You lose out on the benefits of other subs.
/SMN - autorefresh, avatar buffs like group Blink, MP bonus II
/BLM - earlier Drain and Aspir, Warp, Elemental Seal, Conserve MP
/WHM - -ga, -na, Divine Seal, Teleports, Stoneskin, Blink, Shell II
/RDM - Dispel, Gravity, Stoneskin, Blink, Phalanx
Benefits of /SCH for all jobs:
White arts and Black arts
White arts raises Healing, Divine, and Enhancing to a B+ rating of your MAIN JOB, not the SCH sub*. It reduces the cost of all WHM spells by a flat 10%. Similarly, it seems to reduce casting time and recast timers by 10%. Consquently, it raises the casting cost, timers, and recast timers of BLM spells by 20%.
Black arts raises Elemental, Enfeeble, and Darkness to a B+ rating of your MAIN JOB, not the SCH sub*. It reduces the cost of all BLM spells by a flat 10%. Similarly, it seems to reduce casting time and recast timers by 10%. Consquently, it raises the casting cost, timers, and recast timers of WHM spells by 20%.
* - It seems that Light and Dark Arts may grant skill levels based on main job level, what the main job is, and possible capped skill levels of the job. Until further testing, Ill just not here that the Arts raise a skill to somewhere between D and B+ of the MAIN job, not the sub.
For now, it is easier to view this link to see how SCH sub will affect your skill levels.
/SCH will gain access to 1 strategem every 4:00 mins at level 20. The strategem is based on which arts are active at the time.
Lvl 20 Penury/Parsimony
Reduces the MP cost of your next white/black magic spell by 50%. Does not stack with the native 10% from arts.
Lvl 50 Celerity/Alacricity
Reduces the casting time of your next white/black magic spell by 50%. It also reduces the recast timer by 50%. Does not stack with the native 10% from arts.
08 - Stone
10 - Cure
16 - Water
20 - Protect
24 - Aero
30 - Deodorize
32 - Fire
34 - Cure II
36 - Regen
40 - Blizzard
40 - Shell
40 - Sneak
42 - Drain
48 - Thunder
50 - Invisible
60 - Stone II
60 - Cure III
60 - Protect II
68 - Water II
70 - Raise
72 - Aspir
74 - Regen II
Uses for particular jobs:
Access to Cure III, Regen II, Raise, Sneak, Invisible, Deodorize, Shell, and ProtectII. In an emergency, this can make BLM a competent backup healer. I think lack of -ga and -na will prevent BLM from playing/being forced into the roll of main healer.
C+ Enfeeble skill raised to B+. (Black Arts) This means stronger blind, poison, bind, and sleep spells.
~B skill in Healing, Divine, Enhancing. (Light Arts) Stronger BLM enhancing spells at the cost of increased MP and casting time. Also, at certain stages the increased healing skill may show on cures. Unclear of what a B rating would mean for Regen II.
Flat 10% reduction in BLM spells, casting time, and recast timers. Benefits should be easy to see.
50% reduction in cast times or cast cost every 4 mins. This means faster or cheaper AMs; faster Escape/Warp in emergency; faster or cheaper -ga spells; potential to double magic burst with stronger spells (if/when skillchains return); cheaper or faster Raise.
Access to Drain, Aspire, Stone II, Water II, level 1 nukes.
C Enfeeble skill raised to ~B. (Black Arts) Paralyze will take longer to cast, and cost more, but should also be stronger.
C+ Enhancing skill raised to B+. (White Arts) Stronger barspells, regen, stoneskin.
~B skill in Darkness and Elemental. (Black Arts) Potential for magic bursts, though not spectacular. B rating in Darkness should greatly facilitate Aspir and Drain.
Flat 10% reduction in WHM spells, casting time, and recast timers. Faster recast timers on spells like R3.
50% reduction in cast times or cast cost every 4 mins. Faster Teleports. Cheaper or faster R3.
Access to Drain, Aspir, Regen II
E Darkness skill to ~B. Stronger Drain and Aspir. Stronger Bio III.
E Divine skill to ~B. Ok, so mostly useless.
C- Healing skill to B+. Potential for stronger cures.
C+ Elemental skill to B+. Potential for more reliable nuking (Lowers resist rate).
Flat 10% off of spell costs, timers and recasts. The 20% penalty will mean a RDM with one grimoire open will pay more for opposite spell cost, but RDM native fastcast should help offset the penalty of casting time. Arts are on a 1 min recast timer, while staying in effect indefinitely. Thus a RDM curing could freely change to black arts and back once every 60secs. A RDM nuking (which we might see more of) could do likewise with cures once every 60 sec.
Access to all /SCH spells. Of note, Cure III, Regen II, Drain, Aspir
~B skill level in Healing, Enhancing, Divine. Improves SMN ability to act as healer or backup healer, so long as -na and -ga are not required.
~B skill level in Darkness. Again, drain and aspir should greatly benefit from this.
Flat 10% off cost, casting time, and recast timer. Cheaper and faster cures.
Edit: Added info for RDM Bio III; confirmed 50% recast timer reduction with Celerity/Alacricity; clarified white arts and black arts information.
Edit: Note added to Black and White Arts, until which time as we get more data.
Edit: Changed data for the suspected skill levels from White and Black arts.
Edited, Nov 27th 2007 8:40pm by Isayyah
Edited, Nov 30th 2007 10:39am by Isayyah