Wednesday, January 28, 2009

White mage sub scholar

WHM/SCH

Pros :

1) Cut in 10% to all light based spells
2) raise all appropriate enfeebling, dark, and enhancing skills to B+
3) Two 1-minute job abilities that can either reduce recast timer and cast time or reduce spell cost
4) Access to Drain, Aspir, Dispel and Sleep I

Cons:

1) Not switching to the correct “Arts” spell will cause a penalty in cast time and spell cost. Enfeebling is excluded
2) One of its strengths in reducing cast time and spell cost is a job ability
3) No access to /blm spells like warp, escape and tractor

White mage has come a long way throughout the years. With the addition of the scholar sub job, the abilities of a whitemages sustainability and autonomy in some situations are increased. The most notable benefit is immediately noticeable in dynamis for a whitemage. Setting up simple macros that can return 60-150 MP once a minute is incredibly useful. Another benefit during dynamis are quicker raises for those unfortunate who die. The negative side effects of subbing Scholar are negligible due to many black mages who can tractor the dead and escape is unnecessary. Also a side note about this entry, the presumption is that the reader utilizing information here is using a level 75 Whitemage with the appropriately leveled Scholar sub of 37.

Magic reduction vs Conserve MP:

In many arguments regarding sub jobs for white mage argued on mitigating MP usage versus MP returns from auto-refresh when using either black mage or Summoner sub jobs. Over time, Conserve MP returns roughly 8-10% MP but is only most notably useful when casting frequently as possible. There is much down time during dynamis and MP may or may not play as a factor. However, since the argument of procurement rate of conserve mp versus a straight reduction of 10% per spell. Overall, Light Arts, sublimation, and Aspir will always win over conserve MP or 1mp/tic auto-refresh (20 mp per minute).

Enfeebling:

With the increased skill in most magic based skills (Enfeebling, Elemental, Dark, Divine, and Healing Magic), many jobs can diversify their abilities and suit themselves into different roles. In the case of white mage, you can fulfill roles that were once exclusive for red mages. With a capped skill of only 225, a typical white mage would find it difficult to land any enfeebles like Silence, Paralyze, Slow, or Blind. Subbing scholar negates this shortfall. Due to skill enhancing gear and a boost of skill from C to B+, I found that enfeebling was laughable. While in either Light or Dark Arts, a white mage can perform these during situations in which time permits and especially if the red mages are fulfilling other roles.

There are some notable gears for a white mage subbing scholar, wishing to increase their flexibility and use:

Cleric Mitts (15), Healer's Briault (10), Enfeebling Torque (7), Alturistic Cape (5), Elite Beret (4), Avocat Pigaches (3), and Enfeebling Earring (3). My budget of using the appropriate HQ staff and the following gear yields a decent accuracy rate: Cleric Mitts (15), Healer's Briault (10), Spider Torque (5), and Enfeebling Earring (3). This gives 33 skill over 250 → 283 skill or 7 skill over A+ with no gear. I would suggest having one macro to equip all available enfeeble gear and it jumping to a different palette to select the appropriate staff + spell, explanation of this is in the Aspir section.

Aspir:
The first few things that need to be understood about Aspir is that it is based on factors independent from individual stats of a character. Dark magic skill, weather, day, magic accuracy, and gear are the only factors that impact Aspir returns. Apir is a 9 MP Cost spell during dark arts and 11 MP during light arts. Typical gear is Dark Staff (Pluto's Staff) / Diabolos Pole, Dark torque, Dark earring, Anrin Obi, Astute Cape*, and any magic accuracy related gear like Cobra gear from Windurst shadow gear and rings like Balhran's and Omega.

Macro for Aspir:

There will 3 needed macros to perform this. While many see utilizing a Windower based macro is more convenient, I will give tips on how to utilize elements within the game. The first macro is to change the gear needed to land an accurate aspir. Here you can set either 5 lines of gear of at least a dark torque and a Dark Staff, which are both quite affordable pieces of gear. The 6th line should be left available to change the palette set to the next one using /macro set 2. With the advent of 20 macro books, it is appropriate to give each job their own book. Presuming that you set your macro for whitemage on the first palette set, you can just press the macro a couple times in a row to perform multiple tasks. For example:

/equip main “Pluto's Staff”
/equip sub “Dark Grip”
/equip neck “Dark Torque”
/equip ear2 “Dark Earring”
/equip ring1 “Omega Ring”
/macro set 2

The next set of the macro should perform the task of the changing in Arts from Light to Dark and then performing the Aspir:

/ja “Dark Arts”
/wait 1
/ma “Aspir”
/wait 6
/ja “Light Arts”
/macro set 3

The final macro will undo the gear swaps from the first macro and return the palette set to your primary palette.

Final thoughts:

Target mobs vary in dynamis for an inexperienced white mage. I often see some whitemages utilizing an elemental seal then aspir, but the recast timer and gearing is not worthwhile. Also, most whitemages will not know which mobs to target. To have maximum return, I would recommend only aspiring during times that you are not needed to cure, haste, repose, or other normal duties. It will take you roughly 15 seconds to complete the Aspir routine. Your main target should be summoned avatar pets, claimed statues, wyverns, and monsters with mage jobs. Wyverns are often the most aspired mobs in dynamis. They only have roughly 1000 MP and will go dry many times before you get a chance to cast. Statues are strong in offensive damage but extremely slow – cast on them when they are far away and hopefully before they die. White mage, Red Mage, and Paladin mobs often cast shell on themselves and are generally more resistant. Avatars are prime targets, for their minimal resistance to magic to an element that no avatar in dynamis, sans Diabolos, will resist.


Sublimation:

Once again, returning to the need to sustain MP in upper levels and during extended fight situations like Dynamis, the Scholar sub job provides another method. This job ability available with a level 35 Scholar sub allows the user to drain HP to store up MP for later use. This storing process carries over during zoning, but lost during job changes or level capping areas, allowing the /SCH or SCH to store the available until it is needed. Stoneskin mitigates the lost HP during the Sublimation accumulation process. Entering your mog house while building the mp pool will cause the sublimation effect to wear off but a filled pool will not be lost.

There are some rules to the complex sublimation process that most be understood to effectively utilize it. Sublimation reduces the user's HP at -2HP/tic while storing 2MP/tic into a pool. The maximum pool is 25% of the max HP prior to any gear that gives MP to HP gear. Gear swaps during this process is not applied. Charging will stop if your HP drops to lower than 50%.

There are 2 stages of Sublimation used for the same ability. Going from Active to complete will not remove an invisible status but using the completed status to MP will cause invisible to drop. You can not have sublimation and receive refresh. Sublimation will negate or remove a Refresh status.

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