I'm really liking Scholar as a job, but it feels so very incomplete. The job itself has a LOT of holes in its spell repertoire - not a blasted thing in the arsenal aside from cures, protects, shells, regens, and nukes, plus the oddballs Sneak/Invisible/Deodorize and Raise.
While currently only level 15, I've been experimenting with different subjobs and this is what jumps out at me:
/WHM:
Dia/Dia II/Slow/Paralyze/Silence
Paralyna/Blindna/Poisona/Viruna/Erase
Curaga I/II
Banish I/II
Reraise
Stoneskin/Blink/Aquaveil
Protect/Shellra I/II (avoids being forced to use Accession to "upgrade" your normal Protect/Shell).
Barspells
Magic Defense Bonus I/II
Clear Mind I/II
Divine Seal
Comments:
Standard /WHM usefulness applies here, naturally, with Divine Seal and status removal.
Self-only buffs are of particular interest here. The acquisition of Accession at level 40 Scholar adds some interesting effects to the Scholar reportoire when a /WHM subjob is used. Consider that is now possible to casting all of the following on your entire party:
Stoneskin, Blink, Aquaveil, and most interestingly - Reraise, though that comes at a level where it's of only limited use.
When using /WHM, be careful when casting enfeebling magic, as Light Arts does not improve Enfeebling Magic skill, so you have to make a choice when casting Dia, Dia II, Slow, Paralyze, and Silence, since they get the casting cost/time/recast bonus of Light Arts, but suffer from your D rank Enfeebling Skill. Activating Dark Arts for these five spells, on the other hand, hurts the MP cost, recast, and casting time, but improves your chance of landing them by raising your Enfeebling Magic skill to B rank.
/RDM:
Dia/Dia II/Slow/Paralyze/Silence
Bio/Bio II/Gravity/Bind/Sleep/Poison/Blind
Dispel
Phalanx/Stoneskin/Blink/Aquaveil
Barspells (self)
Blaze Spikes
Enspells
Fast Cast I/II
Magic Defense Bonus I
Magic Attack Bonus I
Clear Mind I
Resist Petrify
Commentary:
/RDM may actually be a very useful subjob for Scholar, as bizarre as it might sound, even though they're both sort of half-way points between black and white mages.
As with when using /WHM, be careful when casting enfeebling magic, as Light Arts does not improve Enfeebling Magic skill, so you have to make a choice when casting Dia, Dia II, Slow, Paralyze, and Silence, since they get the casting cost/time/recast bonus of Light Arts, but suffer from your D rank Enfeebling Skill. Activating Dark Arts for these five spells, on the other hand, hurts the MP cost, recast, and casting time, but improves your chance of landing them by raising your Enfeebling Magic skill to B rank.
/RDM adds Bio I, Bio II, Poison, Dispel, Sleep, Blind, Bind and Gravity to Scholar's offensive spell arsenal, which are all pretty useful, above the standard white magic enfeebles mentioned above. These spells also dovetail perfectly into Dark Arts, as their magic type matches Dark Arts perfectly. Note that it may be possible to turn all of these into area effect versions through the use of the Manifestation strategem at level 40+ (Sleepga, Graviga, and Bindga may no doubt become useful at some point).
Also like /WHM, it should be possible to cast Stoneskin and Blink on your party (borrowing aspects of either Blue Mage or Summoner in the process). Unlike /WHM, you also have the option to cast Phalanx on your party - with 256 base skill, which is, as they say "not bad at all" since that stops 25 damage per hit even if you aren't wearing any more +Enhancing gear or have merits.
It's also possible to put Enspells on your party, but that's of strictly limited utility I think unless someone in your party is wielding something crazy like a Kraken Club.
/BLM
The most offensively focused subjob for Scholar, /BLM offers the following spells and abilities:
Bio/Bio II/Poison/Blind/Bind/Sleep/Sleepga
Tractor/Warp/Escape
Blaze/Ice/Shock Spikes
Elemental enfeebles (Burn, Choke, etc.)
Elemental Seal
Conserve MP
Magic Attack I/II
Clear Mind I/II
Comments:
Conserve MP obviously stacks quite nicely with Light/Dark Arts effects to save you even more MP. Sleepga is a nice perk which avoids having to depend on having a Strategem charge available to put groups to sleep. Elemental Seal is, as always, useful for making sure spells stick.
I'm personally curious how Manifestation (AoE dark magic) will affect Tractor and Warp. Tractorga? Party Warp? Could be interesting indeed.
Otherwise, SCH/BLM ends up being a fairly straightforward nuking combination. Not as good as BLM, but better than RDM.
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What other job combinations have people tried, and what were the results?
Icemage
While currently only level 15, I've been experimenting with different subjobs and this is what jumps out at me:
/WHM:
Dia/Dia II/Slow/Paralyze/Silence
Paralyna/Blindna/Poisona/Viruna/Erase
Curaga I/II
Banish I/II
Reraise
Stoneskin/Blink/Aquaveil
Protect/Shellra I/II (avoids being forced to use Accession to "upgrade" your normal Protect/Shell).
Barspells
Magic Defense Bonus I/II
Clear Mind I/II
Divine Seal
Comments:
Standard /WHM usefulness applies here, naturally, with Divine Seal and status removal.
Self-only buffs are of particular interest here. The acquisition of Accession at level 40 Scholar adds some interesting effects to the Scholar reportoire when a /WHM subjob is used. Consider that is now possible to casting all of the following on your entire party:
Stoneskin, Blink, Aquaveil, and most interestingly - Reraise, though that comes at a level where it's of only limited use.
When using /WHM, be careful when casting enfeebling magic, as Light Arts does not improve Enfeebling Magic skill, so you have to make a choice when casting Dia, Dia II, Slow, Paralyze, and Silence, since they get the casting cost/time/recast bonus of Light Arts, but suffer from your D rank Enfeebling Skill. Activating Dark Arts for these five spells, on the other hand, hurts the MP cost, recast, and casting time, but improves your chance of landing them by raising your Enfeebling Magic skill to B rank.
/RDM:
Dia/Dia II/Slow/Paralyze/Silence
Bio/Bio II/Gravity/Bind/Sleep/Poison/Blind
Dispel
Phalanx/Stoneskin/Blink/Aquaveil
Barspells (self)
Blaze Spikes
Enspells
Fast Cast I/II
Magic Defense Bonus I
Magic Attack Bonus I
Clear Mind I
Resist Petrify
Commentary:
/RDM may actually be a very useful subjob for Scholar, as bizarre as it might sound, even though they're both sort of half-way points between black and white mages.
As with when using /WHM, be careful when casting enfeebling magic, as Light Arts does not improve Enfeebling Magic skill, so you have to make a choice when casting Dia, Dia II, Slow, Paralyze, and Silence, since they get the casting cost/time/recast bonus of Light Arts, but suffer from your D rank Enfeebling Skill. Activating Dark Arts for these five spells, on the other hand, hurts the MP cost, recast, and casting time, but improves your chance of landing them by raising your Enfeebling Magic skill to B rank.
/RDM adds Bio I, Bio II, Poison, Dispel, Sleep, Blind, Bind and Gravity to Scholar's offensive spell arsenal, which are all pretty useful, above the standard white magic enfeebles mentioned above. These spells also dovetail perfectly into Dark Arts, as their magic type matches Dark Arts perfectly. Note that it may be possible to turn all of these into area effect versions through the use of the Manifestation strategem at level 40+ (Sleepga, Graviga, and Bindga may no doubt become useful at some point).
Also like /WHM, it should be possible to cast Stoneskin and Blink on your party (borrowing aspects of either Blue Mage or Summoner in the process). Unlike /WHM, you also have the option to cast Phalanx on your party - with 256 base skill, which is, as they say "not bad at all" since that stops 25 damage per hit even if you aren't wearing any more +Enhancing gear or have merits.
It's also possible to put Enspells on your party, but that's of strictly limited utility I think unless someone in your party is wielding something crazy like a Kraken Club.
/BLM
The most offensively focused subjob for Scholar, /BLM offers the following spells and abilities:
Bio/Bio II/Poison/Blind/Bind/Sleep/Sleepga
Tractor/Warp/Escape
Blaze/Ice/Shock Spikes
Elemental enfeebles (Burn, Choke, etc.)
Elemental Seal
Conserve MP
Magic Attack I/II
Clear Mind I/II
Comments:
Conserve MP obviously stacks quite nicely with Light/Dark Arts effects to save you even more MP. Sleepga is a nice perk which avoids having to depend on having a Strategem charge available to put groups to sleep. Elemental Seal is, as always, useful for making sure spells stick.
I'm personally curious how Manifestation (AoE dark magic) will affect Tractor and Warp. Tractorga? Party Warp? Could be interesting indeed.
Otherwise, SCH/BLM ends up being a fairly straightforward nuking combination. Not as good as BLM, but better than RDM.
---
What other job combinations have people tried, and what were the results?
Icemage
Comment