Guide:Mastering Scholar

What is a Scholar?
SquareEnix stated that Scholar isn't a mage, but a tactian that uses magic. There has been a lot of misunderstanding of exactly what that means. Mages are experts in specific classes of magic, and, for the most part each mage class has a very well defined role, WHM as healers, BLM as magical DD and RDM as support/enfeebling.SCH on the other hand, can serve all three roles equally well. Unlike mages, it takes more work and more planning to be effective in any role. It is important to note, that even though you will focus on one role, you will usually need to be able to fulfil all the roles, at least to some extent.

Tools of the Trade
Light Arts- Boosts all white magic(-10% cast time -10% spell cost), penalizes all black magic(+10% cast time, +20 spell Cost). Boost Healing, Enhancing, Divine, and Enfeebling Skills to a B/B+.

Dark Arts- Boosts all black magic(-10% cast time -10% spell cost), penalizes all white magic(+10% cast time, +20 spell Cost). Boost Elemental, Dark and Enfeebling Skills to a B/B+.

Subjob Bonus Many Player don't realize SCH gets a bonus for certain subs. So far confirmed are bonuses for BLM sub and WHM sub. With WHM sub, SCH has higher def and magic def, allowing them to better survive stealing hate. With BLM sub, SCH gets an additional bonus to black magic when in DarK Arts. this bonus appears to significantly increase both MACC and MATT. It should be noted that this is in addition to the MAB that /BLM gives to any job.

Know your Role
As stated above, SCH can feel the role of healer, nuker, support, as well as crowd control for endgame. Here is how to optimize yourself for each role.

Nuker
There has been a persistent rumor that SCH nuke about as well as a RDM. This is patently false. A well equip SCH/BLM nukes almost as well as your average blm in exp situations, though endgame, BLM get alot of gear SCH doesn't, so for HNM situations, you probably won't be nuking on mobs that are strong to magic. To play this role best, skip the MP gear entirely, unless there is absolutely nothing else you can wear, and from 29 up, there's always something else. Most of your gear will be +INT, simply because there's a lot of thing SCH can't wear. BLM sub is critical, as it's the only way to overcome the resist rates that come with a B level skill. Here's what it takes to do it well. Important Stats: elemental skill>MACC>MAB>INT>MP>MPP>MND

Recommended Subjob(s): BLM

Essential Elemental Staves: ALL

Healer
Anyone whose played this game knows, if you have MP, you have to cure (or you're a DRK), and SCH is no exception. On the downside, with the exception of regen and regen II SCH gets White magic spells late, about the same level as PLD. This means you probably won't be main heal until at least 17, when you finally get Cure II. On the upside, SCH gets regen and regen II very early, is super MP efficient, and has stratgems to help in a pinch. At 40, SCH healer comes into it's own as a healer with Accession. the ability to cast a high level AOE Protect and shell, to give a whole party regen, and to cast AOE cure, even on non-party members. Since, thanks to Addendum: White, SCH gets all the most important healing spells natively, BLM is still the best sub pre-68, so that when you do throw the occasional nuke, it lands with a punch. From 68 up, The ability to cast AOE Phalanx and Stoneskin makes RDM a very attractive choice. WHM offers very little except for a earlier Stoneskin, allowing you to rest with Sublimation to give a nice MP regain, and so is useful between 58-68 when there is no Refresh, or when your fighting mobs that are not good nuking targets, such as colibri.

Important Stats MP>MPP>MND>INT

Recommended Subjob(s): BLM(pre-68),RDM(post-68), WHM(58-68)

Essential Elemental Staves: Light Staff/Dark Staff

Support
Beyond Protect, Shell, and Regen you are almost entirely dependant on your subjob for enhancing spells. However, thanks to high skill from Light Arts and AF, as well as Accession, you will often be called on to serve as a support role job. The ability to give you whole party, or even another party, Stoneskin, Phalanx, En-spells,is incredibly useful. Being able to change the weather will actually get you in to manaburns. End game, this is likely to be your main role. Generally speaking, for support, RDM sub can't be beat, simply for the sheer amount of support spell, and being able to AOE the many self only RDM spells is a beautiful thing.

Important Stats: enhancing magic skill>MND>MP>MPP>INT

Recommended Subjob(s): RDM

Essential Equipment: N/A

Enfeebling/Crowd Control
Without Addendum: Black, SCH gets 0 enfeebling spells. Even with Addendum: Black, all SCH has natively is Sleep/Sleep II and Dispel.Just like enhancing, you'll be relying on your subjob for spells. Still, it's a role SCH can fill well. Subjob will depend on the specific situation. For general enfeebling, the spell list from RDM sub can't be beat. For Crowd control is a place were sch can really shine though. Not only can SCH Participate in a traditional Sleep cycle with an AOE Sleep II, but Manifestation:Gravity from SCH/RDM and Manifestaion:Stun from SCH/DRK can also open new possiblities for controlling groups. A SCH/RDM can allow a sleeping party to work safer, or a SCH/DRK+SCH/RDM duo could kite huge crowd with relative ease (provided charges hold out, and gravity sticks without ES). Definately situational, but SCH offers some new strategies to consider.

Important Stats: enfeebling magic skill>MACC>INT>MND>MP>MPP

Recommended Subjob: RDM, BLM(ES), DRK?(experimentation still needed)

Recommended Elemental Staves: Dark, Wind, Ice, Thunder, Earth, Water