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The SCH subjob guideFollow

#1 Nov 29 2007 at 1:31 PM Rating: Excellent
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Hi all!

I'm just putting this together as a little one-stop subjob compendium.

I've seen these put together before, and I find that working by lvl is the cleanest and most useful way to present this information.

So:

SCH Subjob Guide

Lvl 1-11: the solo lvls. Use what you like here. My personal advice is to use /MNK for the added VIT and HP, /PUP for the rather strong pet (with capability to cure), /WHM for the earlier spells, or /SMN for another strong pet (though PUP would be better MP-wise).

Lvl 11-19: Valkurm Dunes.

NOTE: from 11 on I will be sticking to /WHM, /BLM, or /RDM, as these are clearly the subs that benefit SCH the most. Other subs would be more situational than anything. Also, I will list spells that the sub would give earlier than SCH main gets it.

BLM

Spells
1---Stone
6---Poison
8---Blind
14--Bind

WHM

Spells
1---Cure
6---Dia
8---Paralyze
10--Banish
10--Barstonra
14--Protectra
14--Barsleepra
18--Barwatera

RDM

Spells
1---Dia
10--Barstone
10--Poison
12--Paralyze
14--Barsleep
16--Blind
18--Barwater

Summary: I'd say /WHM is the clear winner here. Subbing the other mages, beyond a few measly points in INT, do not add nearly as much as WHM would.

Lvl 20-23: Qufim Island

BLM

Traits
20--Magic Attack Bonus 1

Spells
20--Bio
20--Blaze Spikes

WHM

Traits
20--Magic Defense Bonus 1

Spells
20--Aquaveil
20--Barpoisonra

RDM

Traits
Resist Petrify 1

Spells
20--Barpoison
20--Bio
22--Bind

Summary: Not a ton of new stuff here. At this point you have to decide between the utility of /WHM's spell selection or the added nuking potential of /BLM's MAB.

Lvl 24-31: The Jungles.

BLM

JAs
30--Elemental Seal

Spells
30--Stonega

WHM

JAs
30--Divine Seal

Spells
24--Barparalyzra
26--Slow
26--Baraera
30--Silence
30--Banishga

RDM

Traits
30--Fast Cast 1

Spells
24--Aquaveil
24--Barparalyze
26--Slow
26--Baraero
30--Diaga

Summary: Around lvl 30 is where things really begin branching out. BLM offers Elemental Seal, WHM offers Divine Seal and a few more good enfeebles/status cures, and RDM offers Fast Cast.

32-35: Garlaige Citadel

BLM

Spells
32--Shock
34--Warp

WHM

Spells
32--Curaga
34--Barfira

RDM

Spells
32--Enthunder
34--Barfire

Summary: BLM picks up a few points here, but its been said before: Warp is a terrible reason to pick /BLM as your subjob. Its also important to note that although /RDM's Enthunder is rather insignificant in Garlaige, it (and the other En-spells) become rather nice with the -ga ability SCH gets later on.

36-45: Crawler's Nest

BLM

Traits
40--Conserve MP

Spells
36--Rasp
38--Waterga
40--Ice Spikes
40--Choke
44--Frost

WHM

Spells
36--Diaga
36--Barblindra
38--Blink
42--Barblizzara

RDM

Traits
40--Magic Attack Bonus 1

Spells
36--Silence
36--Barblind
36--Enstone
40--Blaze Spikes
40--Enaero
42--Gravity
42--Barblizzard
44--Enblizzard

Summary: In my opinion, at lvl 40+ /RDM becomes a better sub for nuking than /BLM. It catches up on MAB, but gains gravity, and (if it works that way) has the added benefit of Fast Cast. /WHM is still the hands-down support-role winner though.

46-56: Various camps

BLM

Spells
46--Aeroga
48--Poisonga
48--Burn
50--Tractor
54--Drown
56--Firaga

WHM

Traits
50--Auto-Regen

Spells
46--Barsilencera
50--Barthundra
54--Protectra II
56--Stoneskin

RDM

Traits
50--Magic Defense Bonus 1

Spells
46--Barsilence
46--Blink
48--Enfire
50--Barthunder
54--Enwater

Summary: Here it becomes clear: /BLM falls behind as a sub for SCH. /RDM is a very strong sub for the SCH leaning towards nuking (and enhancing: En-spell-gas are a very nice option); /WHM is very strong for the SCH leaning towards healing.

Lvl 57+: Aht Urghan areas/etc.

BLM

Traits
60--Clear Mind II
60--Magic Attack Bonus II

Spells
58--Escape
60--Shock Spikes
62--Sleepga
64--Blizzaga
70--Bio II
72--Thundaga


WHM

Traits
60--Magic Defense Bonus II
70--Clear Mind II

Spells
60--Banish II
62--Curaga II
72--Teleport-Holla, -Mea, -Dem
72--Dia II
74--Shellra II

RDM

Traits
60--Resist Petrify II
62--Clear Mind
70--Fast Cast II

Spells
62--Dia II
66--Phalanx
68--Stoneskin
72--Bio II

Summary: /BLM has its uses. Lvl 60+ it gives you Magic Attack Bonus II, which is nothing to sneeze at. /RDM gains some interesting enhancing spells, which can be -ga'd with SCH's abilities. /WHM adds its signature Tele-spells, plus more status cures.

All in all, it looks like each of these three subs adds exactly what its main-job purpose is, and rolls it directly into SCH's functionality. I'd say all three subs are fairly strong in the proper situation.

MORE DETAILS:

Conclusion #1--WHM is the strongest sub at lower lvls. It offers the biggest pool of spells to add to SCH's repertoire. It remains a solid sub all the way to 75 though.

Spells/Abilities/Traits of note: -na spells, Blink, Stoneskin, Aquaveil, Clear Mind, Erase, Bar-spells, Divine Seal, Teles.

SCH's ability to -ga enhancement spells make some of WHM's spells superstars.

Conclusion #2--RDM is the strongest sub in terms of enhancing. It adds several single-/self-target spells that combine terrifically with SCH's -ga ability. RDM is at its strongest as a sub at 40+, when it gives SCH Magic Attack Bonus and SCH gets access to Accession.

Spells/Abilities/Traits of note: Bar-spells, Blink, Stoneskin, Phalanx, Dispel, En-spells, Gravity, Fast Cast, Magic Attack Bonus.

Conclusion #3--BLM is the latest bloomer for SCH subs. /RDM and /WHM surpass it all the way until /BLM offers Magic Attack Bonus II at lvl 60.

Spells/Abilities/Traits of note: Elemental enfeebles, Sleep/Sleepga, Bind, Elemental -ga's, Magic Attack Bonus I&II, Elemental Seal, Escape, Warp.

EDIT--for clarity and to reduce empty space

EDIT 2--Added details.

EDIT 3--Updated as per some suggestions.

EDIT 4--Removed spells that SCH now gets with Addendums. It is currently not known when exactly SCH gets Conserve MP, so I will leave that alone for now.

Edited, Mar 11th 2008 3:13pm by AshOnMyTomatoes
#2 Nov 29 2007 at 2:06 PM Rating: Excellent
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Pretty good guide man, you emphasize the power each subjob offers from step one and up. With some more details it could be a very good reference
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#3 Nov 29 2007 at 3:06 PM Rating: Excellent
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AshOnMyTomatoes wrote:


RDM offers Fast Cast (I'm not sure whether Fast Cast stacks with the Grimoire effects, someone confirm?)



Yes, Fast Cast and Light/Dark Arts casting speed boost DO stack. Both my casting times and recast timers shortened corresponding to the 10% applied by Light/Dark Arts.
#4 Nov 29 2007 at 4:33 PM Rating: Excellent
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I think that with so many DNC out there atm, you're more useful going /RDM or /BLM for +MAB and support healing, but that's just my opinion. Accession still gives you access to Protectra without /WHM as well.
#5 Nov 29 2007 at 5:24 PM Rating: Excellent
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Just a note, you get Cure as /WHM starting at lvl 1, not 2. I subbed WHM for cure from lvls 1-4, then did /PUP 5-10.
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#6 Nov 29 2007 at 8:17 PM Rating: Excellent
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BLM sub will give access to Stone at level 1, before SCH gets it at 4.
WHM sub will give Cure at level 1, not level 2.
#7 Nov 30 2007 at 6:12 AM Rating: Excellent
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Thanks for the positive responses!

I've just started my SCH journey last night, got it from 1-8 in just a few hours.

I'll fix the issues you guys have mentioned. I was making this while at work, so when I was looking at the lvl 1 spells I was simply doubling the numbers. Forgot about being lvl SCH1/job1 lol.

I'm also glad to hear that RDM Fast Cast stacks. /RDM is looking like the strongest sub from 40-60 especially, and seems to me to offer the most for SCH's Strategems to enhance.
#8 Nov 30 2007 at 6:47 AM Rating: Excellent
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At level 30 /BLM offers Wizard's Earring latent effect of Elemental skill +5. This is badly needed to improve nuking since SCH has only B+ elemental skill, especially if the player does not already have at least 3 elemental merits active at that level.


I agree with the OP's general conclusions about subjobs, but have a lower opinion of /BLM than the OP. MAB II is only +4 MAB. Tier I -gas, Poisonga, Sleepga, Conserve mp, Elemental DOTs, Warp/Escape, and Blaze/Ice spikes are much weaker than what /RDM offers. It works for a low level sub when you're solo, mana/book burning, or acting as a BLM substitute in a party. But really as you reach the 40's /RDM starts pulling ahead with AOE enspells and a full set of enfeebles including Gravity at 42. Its not long after that that you finally start getting some defenses like MDB I, Blink, and later on Stoneskin and Phalanx. /RDM MAB I vs /BLM MAB II is 20 vs 24. You should probably agonize over it in the 20-39 levels, but once /RDM provides it you'll be better off with /RDM. You can AOE your enspells 75% of the time. Hopefully they operate on your enhancing magic skill, not that of the ones doing the meleeing.

And all of this is largely dependent on if a party needs your healing ability in a significant way. Curagas and status fixes will generally outweigh a magical offense as you get past the 40's and into 50+. If a party wants magical damage, a BLM is a better choice than a SCH anyway. SCHs may wind up soloing on Beastmen pets the way BLMs do, but will probably have a hard time of it since they'd have to choose between MAB and enfeebles or /NIN for some defenses. Their nukes aren't going to one shot stuff, and many pets are bats, which don't sleep easily... so even for enfeebles a SCH is stuck with just Bind and Gravity and Blink to protect themselves for a lot of the 50+ BST pet levels. If they /NIN to be survivable, they won't have any enfeebles or MAB. Luckily, SCH/WHM will make pretty solid healers so they should still get some regular invites.

Primary:
/WHM all the time an ok subjob for primary focus on healing, status fixes, bar-ra, some enhancing magics, Dia I/II, MDB, autoregen, teleports, DS, divine nukes, white enfeebles. Nukes will be significantly weaker with this sub.

/RDM very good general purpose and solo subjob, gives nice Enhancing magics and full set of enfeebles, MAB and MDB, Dia & Bio I/II, Gravity, Dispel, Fast cast.

/BLM seldom used, gives sleepga, some dark magics and black enfeebles including sleepga, ES, spikes, Conserve MP, Warp/Escape, Elemental DOTs, and MAB II. Problem is no gravity or defenses so not very good for nuke soloing, and dangerous in a group if heavily focused on nuking because of no Blink or Stoneskin. Subjob latent earring +5 elemental skill.


Oddball:
/DRK will give some black enfeebles, 3 absorbs, Bio/Bio II, and Stun. Some offensive melee-oriented JA's, lol.

/BLU won't offer any really useful spells, but can get MAB and autoregen, plus some stats like some mp and INT/MND. If you stand close enough you can spam Headbutt, lol. Cocoon's ok. For soling worms at low levels, this gives a weak stoneskin, which can let you rest while Rasped, but you lose Dia or Bio which you need prevent hp their regen while you rest mp, and after lvl 20, lose out on MAB from /BLM. It could work in a mana/book burn vs worms from 12-19 though, where someone else in your group has dia.

/SMN offers mp and autorefresh, blinkga, and carby pulling.

/PLD offers flash, divine nukes, some defensive/hate JAs, and autorefresh.

/BRD gives Ballad and Finale, weak melee buffs and etudes.

Edited, Nov 30th 2007 6:59am by madrone
____________________________
RDM 75 MNK 75 BLM 75 PLD 75 BRD 75 DRK 37 WAR 37 NIN 37 WHM 37 BLU 37 SCH 37 DNC 37 RNG 17
Merits: 384/506
Crimson: 3/5 Nash 1/5 Homam 2/5 Novio
AF+1: RDM 5/5 MNK 5/5 BLM 2/5 BRD 3/5
AF2: MNK 3/5 RDM 3/5 BRD 3/5 PLD 1/5 BLM 1/5
Yigit: 5/5 Pahluwan: 2/5
#9 Nov 30 2007 at 7:09 AM Rating: Good
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Madrone, I actually agree with you completely. I will probably skip ever subbing BLM, but I wanted to avoid unnecessary flames and post each sub's strengths in the best light I could.

My path as it stands right now will be /WHM until 40, and /RDM or /WHM after that. (/WHM only if I need to main heal)

I really like the options that /RDM offers.

Edited, Nov 30th 2007 9:10am by AshOnMyTomatoes
#10 Nov 30 2007 at 7:40 AM Rating: Good
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Sadly, I'm hearing reports that AOE enspell, phalanx, and Stoneskin all use the recipients' Enhancing Magic (and MND in the case of Stoneskin) to determine the strength of the effect. This means enspells do 1 damage for most melee jobs. /RDM still gives a lot of awesomeness but AOE buffing looks to be pretty weak. Aquaveil, Invisible, Protect, Shell, and Blink all work at full effect. No confirmation on other stuff yet, except that Spikes spells, Reraise, Raise, and Warp don't work at all. Wondering about regens and barspells...
____________________________
RDM 75 MNK 75 BLM 75 PLD 75 BRD 75 DRK 37 WAR 37 NIN 37 WHM 37 BLU 37 SCH 37 DNC 37 RNG 17
Merits: 384/506
Crimson: 3/5 Nash 1/5 Homam 2/5 Novio
AF+1: RDM 5/5 MNK 5/5 BLM 2/5 BRD 3/5
AF2: MNK 3/5 RDM 3/5 BRD 3/5 PLD 1/5 BLM 1/5
Yigit: 5/5 Pahluwan: 2/5
#11 Dec 01 2007 at 4:04 AM Rating: Good
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You put alot of work into this, and kudos to you. But clearly the best subjob for scholar (and every single other job in FFXI) is ninja.

Please note the above was a joke, and I actually am saying thanks for putting in the effort for this.
#12 Dec 01 2007 at 6:32 AM Rating: Decent
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I use /BLM for sub right now, but I have elemental merits to help, I notice I was out nuking a BLM in quifim by 20-50 damage. I have all the subs leveled, so I can switch any time, seeing as what the party needs. But I do not want SCH to turn into another WHM.
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#13 Dec 03 2007 at 1:17 PM Rating: Decent
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; ;, i have to level RDM, my mains mortal enemy. >.> <.<

my copmplaint has more to do with getting yet another job past the noob zones and the dunes. hopefully rdm will be less painful to get to 37 than sch, although i plan to take sch all the way to 75.
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#14 Mar 11 2008 at 12:14 PM Rating: Good
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Hey all, I know this is kinda old, but I updated it to remove spells that SCH now gets from Addendums. Does anyone know for certain when SCH gets Conserve MP?
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