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New Player: How do scholars work?Follow

#1 May 21 2009 at 10:27 AM Rating: Good
13 posts
I am new to game (been playing about a week) and I see a lot of information about scholars that seems to indicate they are solid casters of both white and black magic. Ok, that is easy enough to see and understand. But then I see the spells being divided up into grimoirs and addendums and there is nothing that explains how this part works. Are these physical items you have to equip in order to cast spells from certain groups? Or are these abilities that have to be activated? Do you lose the ability to cast certain spells when speels from another group are active?

Also, how do the base stats and MP pool for this class compare to other casters? Is it better used as a primary job only? Or does it have enough benefits to work well as a subjob to other caster types?
#2 May 21 2009 at 11:17 AM Rating: Excellent
Sage
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597 posts
The entire concept of sch, much like the system of merits and tiers, is kind of confusing and hard to explain but massively easy to get once you actually see it, but I'll see if I can't clear some things up.


Lets start with white magic. You naturally have white magic such as cures, protects, shells, raises, reraises, paralyna, poisona, stona, so on and so forth. A white mage can go to their magic list and cast them directly. For a scholar to cast some of these spells however, you need to use a job ability called "addendum: white". It's basically you unlocking the ability to cast paralyna, or raise II.

The same goes for black magic spells. While a black mage can cast all their spells without any prior preparation, scholar gets access to tier IV nukes but can only cast them once they've been unlocked through the usage of "addendum: black".


As far as arts. Light/Dark arts are JA's with a 1 minute recast and a 2 hour duration. They're stances of sorts. Are you gonna be a healer? Light arts is the healer stance. Are you going to nuke? Dark arts is the nuking stance. Casting appropriate spells with the right arts up (cure with light cures, thunder III with dark arts) reduces mp cost by 10%, reduces casting time by 10%, and boosts all your magic skills to a B+ skill level. IE; use the correct arts.

One of the appeals of sch is not only are we more than capable healers and support, if the situation calls for it we're only two job abilities away from being able to drop tier IV nukes.


Hope that helped clear some things up. Ended up being much longer than I intended.
#3 May 21 2009 at 2:37 PM Rating: Good
13 posts
Thank you. That cleared up a lot of the confusion I had.
#4 Jun 02 2009 at 10:29 AM Rating: Good
13 posts
One other question that came up, when using the appropriate art to boost your magic skill to B+, does it automatically max that skill at B+ for your level? Or does it have to be trained up to that B+ level through use like a normal skill?
#5 Jun 02 2009 at 10:56 AM Rating: Good
Guru
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365 posts
LongClawTiger wrote:
One other question that came up, when using the appropriate art to boost your magic skill to B+, does it automatically max that skill at B+ for your level? Or does it have to be trained up to that B+ level through use like a normal skill?


It has to be trained up to reach what would be our native D skill cap to actually get the B+ cap.
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