Community Scholar Guide

==Latest Updates==
* Filled out and Tiered Free Nuking section. Entry all the way up to High Tier. Still need to fill in relevant stats in the captions. --Brahmsz (talk) 20:19, 30 January 2023 (EST)
* Added Immanence Self Skillchain section under Abilities. Was a question I've seen more often than expected and wanted to add the information here for reference. --Brahmsz (talk) 22:02, 7 December 2022 (EST)
*Added merits sections, weapon section, some assorted tips that I find a lot of SCHs either don't know or don't care about, reworked various sets. Probably will keep updating since I can't sleep till I get stuck on something! --Neviskio (talk) 22:56, 9 November 2022 (EST)
*Updated a few things from discord DMs and ffxiah forum. I do not know anything about SCH I'm just copy pasting what other players say. If it's wrong fix it! --Neviskio (talk) 18:11, 5 November 2022 (EDT)
*Fully updated the templates, but almost no gear changes as I'm not a SCH player yet. --Neviskio (talk) 14:23, 31 July 2022 (EDT)
*Updated the nuke/mb/kaustra sets, also with new template, will try to add it to the rest of the guide at some point --Neviskio (talk) 12:42, 31 July 2022 (EDT)
*Added occult acumen and cataclysm sets that were from the BLM guide on ffxiah but seem very relevant to SCH anyway as they're identical. Go melee and cataclysm things! --Neviskio (talk) 04:49, 19 July 2022 (EDT)
*Attempted to cleanup a bit the formatting to be more similar to other guides but touched no sets cause I have 0 idea about SCH. Make sure to add a note here for when you revise the sets tho so everyone knows how up-to-date the guide is! --Neviskio (talk)00:53, 29 January 2022 (EST)
*A lot of this gear was pulled from the Scholar guide on ffxiah.com. Please refer to the following link for the guide notes: https://www.ffxiah.com/forum/topic/32145/a-scholars-education-guide/74/ 
**Feel free to update as you see fit or ask me questions ~Xagashi:Bismarck
==General Information==
* Scholar (SCH) is a Mage class. More specifically, a Hybrid Support and Utility Mage. Scholar is also an Advanced Job, introduced in the expansion Wings of the Goddess.
* It utilizes various abilities to enhance magic casting, providing extensive utility, and is arguably one of the strongest solo (and collaborative) jobs in FFXI.
* Through the use of solo Skillchains and Helix spells; coupled with high Magic Burst damage; as well as its ability to kite out mobs; makes SCH one of the most rewarding and high skill-cap jobs in the game. 
===Roles===
* Scholar can be used to Heal and Buff allies, Debuff enemies, as well as deal out major Magic Damage to enemies.
** Following a theme of acting as military strategists, Scholar utilizes abilities know as "Strategems" to provide unique benefits to spell casting.
*** Can create, extend, and close Skillchains via spells.
*** Provides its own unique hybrid line of damage over time spells known as Helixes; as well as a unique line of weather-influencing "Storm" enhancements and Klimaform. 
*** Is able to extend several single-target spells (restrictions based on tiers) to Area of Effect status.
* The use of this job in any major Endgame activity is highly dependent upon the group and the target at hand.
====As a Healer====
In a Healer role, Scholar's strong suit and proficiency is in casting Regen (a healing over time series spells) and spot healing with the Cure line of spells. Scholar doesn't gain as strong of a direct healing focus as WHM does but makes up for it through having access to the highest tier of Regen (Tier V) and extending the duration of Regen upwards of 10 minutes.
==Assorted tips==
* If you have spare stratagems and don't need to actively heal but want to contribute in supporting, consider using Accession Stoneskin to burn extra strats.
* Don't forget Stormsurge gives stat bonuses if merited when you cast storms, most weapon skills have stat modifiers so it does help throwing a Firestorm II to the damage dealers to squeeze more damage.
** You might have to learn what weapon skills benefit from which stats. Adding a +6 stat bonus is sometimes comparable to half an extra ring or earring! Some examples are:
*** Savage Blade: STR or MND.
*** Aeolian Edge and most magic based WS: INT.
*** Most RNG and COR ranged WS: AGI.
* Omniscience and Shattersoul debuffs, provided you can land them, can help in various fights.
* Klimaform can't be used with Accession, but it can be used with Manifestation since it is a Black Magic spell!
* Adloquium and Animus Minuo are nice buffs for your party. Be careful not to overwrite Crusade off the tanks with either Animus Minuo or Animus Augeo!
** Some strategies don't use a real tank (at the time of writing RDM/RUN is used in some Sortie runs.) Animus Augeo helps significantly in these situations.
* Caper Emissarius can completely remove all enmity from a party if used on someone /DRG that can Super Jump.
** Don't do this in your tank party!
* Impact is often forgotten but it's a 3 minute (unresisted) non-decaying -20% to all base stats. This debuff is a massive help in a lot of situations and if no one else can cast it you should definitely try to keep it up when MP allows.
== Endgame Content Tips ==
Scholar Sheol C Walkthrough
Your primary role will be, healing and buffing the party throughout the run. If you have the discounts to efficiently pop NMs (from defeating multiple NMs in the zone) and open chests (from being in runs where a total of x chests have been opened), these duties should fall to you as well. You should have ample time to perform these tasks while other jobs kill or pull mob families. 
Before the run:
Ask your party to gather at the Conflux for pre-buffs. If you take a look at your buff bar, anything that is present to the left of your Food icon will transfer with you to a new zone, while anything that is present to the right of the Food icon will not. What this means is that you can apply valuable long duration buffs to your party members before even entering the battlefield. These prebuffs allow your party to be in effective fighting shape right out the gate, and save you valuable Stratagems down the line. This makes applying these buffs prior to entering Sheol C an important part of the run.
Alternatively: if you also have Corsair, ask everyone to gather at the Nomad Moogle for prebuffs. Swap to Corsair, give it your best Crooked Cards Naturalist's Roll, then switch back to Scholar and give everyone else long duration buffs.
Once your group is gathered, kindly yell at your Corsair to give the group Naturalist’s Roll. If they don’t have it, they best be going to buy it right now. Naturalist’s Roll will give your Enhancing Magic a percentage-based increase to their durations. 
After Reraise III, Protect V and Shell V should be next up. Though, if you have a Paladin you should defer to their more potent Majesty Protect V. Barspells are your choice to start out with, you will be changing them out between families in the instance anyways. I always start with Barthundra to help prevent Stuns, and Barparalyzra since it is the most annoying debuff for melees to have. Whichever you choose, you can also give these spells a Perpetuance to greatly enhance their duration.
Next is the biggest one: Regen V. Duration versus Potency is, again, a player-specific choice, but note that you will be recasting this at least once in the run during Tabula Rasa for the increased potency it provides.
Last of the most important prebuffs are Perpetuance Hastes. These should last somewhere above 10 minutes and let your melees swing just a bit faster while the Bard is taking their time durdling around with dummy songs like Gavotte and Paeon. 
A couple other minor spells to note that will carry over into Sheol are Stoneskin, Blink, and Aquaveil. Apply these if you have spare time or Statagems, but they will not have a large impact for most of your party members. You, of course, should always have Aquaveil up.
We just entered the zone, now what?
Follow the group to the first camp. Some prefer to have everyone go downstairs at the start. Others prefer to skip the downstairs area entirely, choosing to gather at the ramp just beyond the teleporter. Still others will gather most of the party at the ramp while the tank runs downstairs to pull that family; this is where prebuffs like Regen are very important.
Get yourself into Light Arts and Addendum: White as soon as you enter. A Perpentuance Aurorastorm II on yourself should be one of the first things you do. You don’t want that double Dark weather nerfing your Cures. Sublimation is up to you; if you find yourself needing MP more often, then get it charging early (you can even charge it outside the zone). Otherwise, I don’t press Sublimation until I encounter a group of mobs capable of using Sleepga of some sort. 
If you are /RDM, take a moment to give everyone an AoE Perpetuance’d Phalanx. Call out before you use this to allow those who have sets for Phalanx Received+ to get their gear on. Buffing and pulling can sometimes happen very quickly here, but if you have a spare moment AoE out a Perpetuance’d Adloquium. It doesn’t make a huge impact, but the free TP is nice when moving between camps. 
A word on Storms. You have Aurorastorm II up on yourself, great. But what about the rest of your group? Do you have a Paladin, a Ninja, a Samurai, or a Corsair? Consider giving jobs who are performing Elementally-aligned abilities a Storm also. Giving your Paladin Aurorastorm II will help them in similar ways to how it helps you. A Ninja or Samurai using the correct Hybrid Weapon Skills against appropriate enemies can deal insane amounts of damage, and it can even be boosted by giving them a Storm (Sand/Rain/Hail for Ninja, or Fire/Wind/Thunder for Samurai). Corsairs may also benefit from Firestorm II for their Wildfires and Hot Shots. It will then be up to them to cancel the buff if they want the benefit of zone wide weather for Leaden Salute.
Once you have all these buffs up, it’s now just a matter of keeping everyone else, and yourself alive and free of debuffs, all while maintaining the buffs you have given up to now. As mentioned above, you’ll want to be changing up your barspells to handle specific threats from some families. 
Barwater: Lamiae in Agon Halos. This will help players resist Torrent, a TP move that strips equipment.
Barfire: Imps. Helps resist Amnesia, a debuff that cannot be removed in any meaningful way and prevents DDs from showing off how cool they are.
Barblizzard: Tigers. Only if you really want to. This will help prevent Paralyze from Roar, but the debuff itself is not highly potent and can be easily removed with an Accession+Paralyna, or even Remedy.
Baraero: Trolls in Agon Halos, Wyverns and Puks. Defense Down from Trolls’ Enervation can make even your tank susceptible to falling over, and is paired with Magic Defense Down, so it may take several casts to Erase. The dispel from Wyverns and Puks is wind based, and will wreck everyone's day without a barspell.
Special note: Dahaks. There’s no reason to fear these enemies with proper preparation. If you are /RDM, Enwater will reduce the odds of getting btfo by Nullsong. When encountering these enemies, let your group know you will be doing an Accession Enwater and that they need to gather together. 
Special note: Clots: Another commonly feared mob family. With proper DT and Phalanx, Fluid Toss and Fluid Spread's damage should be mitigated to acceptably low levels. Consider giving out Accession Stoneskins, but be certain you are also in an appropriate DT set if approaching these. 
NMs and Halos:
Apart from botched pulls, these are the biggest threat to the rest of your party. Each needs special consideration and attention from the Scholar.
Behemoth: Be sure the group has Barthunder to reduce Stun frequency. Do not stand in front of this NM, Wild Horn is a long range conal from its head that can kill an unsuspecting player. It will Hundred Fists at some point, resetting Enmity on the player who is #1 and targeting the #2 player. Be ready to adapt to this hate shift, either with an AoE Cure if you are unsure of who will be #2, or a targeted Cure if you know who it will be. Dia 2 will help this NM fall over more quickly, and Paralyze/Slow can reduce the threat of Hundred Fists.
Cerberus: Barfire to reduce incoming Fire damage from its TP moves. Ululation is an AoE Paralyze from Cerberus, so stay out of range and be ready to Accession+Paralyna. The same warning about Behemoth’s Hundred Fists applies here. Dia 2, Paralyze, and Slow are all good ideas to use against this NM.
Dvergr: One of the most annoying NMs. It will often open up with Sleep or Sleepga 2 after spawning, so be sure to have Sublimation on or your Prime Weapon ready. It will apply a billionty debuffs if left alive for too long. Prioritize the most debilitating ones, such as Paralyze and Curse. Dia 2 and Paralyze are good choices here, but you will never Silence this NM in any meaningful amount of time.
Wyrm: As with all Wyrms, don’t stand directly in front of, or behind this. Unlike the other two, this NM will not use Hundred Fists, but Mighty Strikes instead. The Enmity reset will still occur, but the risk of death is much lower here. Instead, be aware of long duration Terror that may hit your tank or a DD. Horrid Roar has a possibility of dispelling a single buff on a player, so be ready to recast important buffs. Again, Dia 2/Paralyze are good choices here.
Adamantoise: Most people don’t fight this unless they are looking to increase their Moogle Mastery. Its capability to remove all Songs and Rolls, as well as ability to use Invincible, all lead to a big time loss when fighting this. Avoid this unless specifically targeting Moogle Mastery. Do not spawn this without talking to your group about it beforehand.
Hydra: Another NM that most groups don’t fight. Polar Bulwark can give this NM a long-lasting Physical Defense Immunity, and may be used multiple times. As such, you can be fighting this NM for several minutes without ever making a dent in its HP. Avoid fighting this one also, unless specifically targeting Moogle Mastery. Do not spawn this without talking to your group about it beforehand.
Khimaira: Less annoying than the previous two, but still not typically fought. Perfect Dodge leaves your DDs whiffing for 30 seconds, and AoE Stun can reduce DPS. Only spawn this if you are targeting Moogle Mastery.
Halos: As mentioned before, respect the Lamia and Troll mobs’ TP moves. The Mamool Ja Halo does not present any unique challenges. The Halo on the fourth floor, however, contains two of each Beastmen type, all of which are their respective “Kings”. These NMs each threaten your party in their own way.
Agon Viscount: Capable of plowing through your entire party with Hundred Fists. Paralyze and Slow can help here, but you need to keep a close eye on whomever is engaged on this NM. If the DD(s) cannot kill it quickly, it will make short work of said DD(s), then you, then your run, then your will to keep playing the game. Do your best not to let its first target die, else you may be next.
Agon Dignitary: Nothing special to note.
Agon Monarch: Be careful of Petrify here, as well as Eagle Eye Shot. EES should not kill anyone outright, but can leave the target at low HP, and thus vulnerable to other sources of damage.
Agon Praetor: Nothing special to note for the healer. It will use Invincible at some point, but it should be up to the Corsair to manage that.
Agon Marquess: Potentially dangerous if it manages to use Mijin Gakure. Contrary to popular belief, this TP move is not Fire-based and its damage cannot be mitigated by Barfire. This NM is typically saved for last, allowing you to put up an Accession+Stoneskin to mitigate damage. Do not stand in range of this NM if your gear is not full of Magic Evasion and -DT%.
Agon Footsoldier: Nothing special to note.
Tabula Rasa and You
Embrava is one of the most impactful spells you can provide your group in a Sheol C run. But when should you be using Tabula Rasa? Ideally, you want Embrava active for the most dangerous parts of the run: floors 3 and 4. You will want to be coordinating with your COR and BRD about when everyone’s SPs are being used. Embrava is best paired with Soul Voice songs, as it allows the Bard to drop one of their Marches and give another Minuet, Etude, or even a defensive song. Wild Card is then best used after both of these abilities are spent to try to get them back. 
Timing of Embrava can be important. With the best duration gear possible, Embrava will last just over 7 minutes. Tabula Rasa’s duration is 3:30 with Relic pants. What this means is that you can effectively have Embrava active for almost 10 minutes. Do everything you can to recast a fully Perpetuance’d Embrava on the group just before Tabula Rasa’s duration ends to maximize uptime.
Embrava isn’t the only spell you will want to be casting during Tabula Rasa. Regen V gets a modest boost to potency when cast while under the effect of your SP, so make sure you are getting this spell re-applied as well.
There are times where shit hits the fan and you find yourself having to rebuff people after death. It happens. It can happen as early as the first mob camp on floor 1. Don’t be afraid to spend Tabula Rasa early here to catch back up on Stratagems. You may or may not get it back later, but losing the momentum of the early floors due to lack of buffs is a bigger loss than not having Embrava on the later floors.
==Food and consumables==
===Food===
Magic Options:
* Tropical Crepe
* Stats: INT+2, MND+2 Magic Accuracy+20% (Max. 90),"Magic Def. Bonus"+1
** If you need magic accuracy, this is one of the best foods for it.
*** Purchased from the Auction House. Crafted only.
* C. Snow Cone
* Stats: MP+20% (Cap: 100), INT+5, MND+5, Magic Attack Bonus+13, Lizard Killer+5
** This is the food to eat if you don't need Magic Accuracy and are heavily into nuking. All the stats are good and relevant. The biggest downside is that both NQ and HQ are super pricey considering their effect. Still worth using if you are (1) close to killing Ongo or Sortie basement bosses, (2) not getting resists, and (3) can use some extra ooph.
*** Purchased from the Auction House. Crafted only.
* Cornbread
* Stats: Magic Burst Damage II +2, "Fast Cast"+5%!!!
** "Ain't nothing wrong with that." Very interesting food with a duration of 5 minutes but stacks to 99. Great for short battles.
*** NPC purchasable only. Available for purchase during The Green Festival in Lower Jeuno. Grab some and keep it on standby.
Hybrid Options: 
* Oden
* Stats DEX+5 INT+5, Accuracy+15% (Max. 70), Magic Accuracy+15% (Max. 70).
* Marine Stewpot
* Stats: HP+90, Accuracy/R. Accuracy/M. Accuracy +90, Mirrored Pet Stats, -20 each.
** Group Food (~6 Party members within 10 yalms).
** A highly desired food choice--particularly in endgame content and scenarios. Only exists as singles and does not stack. As mentioned in the above description, a Marine Stewpot will work on up to an entire party as long as each member is within 10 yalms of the person using it.
** Any party member with an existing food effect on will not receive the effect of the stewpot.
*** Purchased from the Auction House. Crafted only.
Defensive Options:
* Miso Ramen
* Stats: HP+100, STR+5, VIT+5, DEF+10% (Max. 170), "Magic Def. Bonus"+5, Magic Evasion +10% (Max. 50),"Resist Slow" +10.
** Yes I know, you're not a tank. But sometimes you won't need magic stats and just need to survive whatever comes. Or you're one of the good ones going into melee when possible! Safety of Miso Ramen makes things easier.
*** Purchased from the Auction House. Crafted only.
Niche Melee Options:
* Grape Daifuku
* Stats: HP+20, STR+2, VIT+3, Acc.+10% (Max. 80), Atk.+10% (Max. 50), Rng. Acc.+10% (Max. 8o), Rng. Atk.+10% (Max. 50), "M. Atk. Bonus"+3,Mirrored Pet Stats, +25 each and "M. Atk. Bonus"+15
** Everyone loves this food! Mages maybe not as much as others but still, it's not exactly one of your best, but if you are going to get in the melee side of things, it covers Accuracy and Attack. While still having some tiny bit of Magic Attack Bonus.
*** Purchased from the Curio Moogle for 4,000 gil.
* Sublime Sushi
* Stats: HP+40, MP+20, STR+6, DEX+7, MND-3, CHR+6 Accuracy+10% (Cap: 100), Ranged Accuracy+10% (Cap: 100), Resist Sleep+1
** Very rarely you will ever use sushi on a mage, but if doing some mildly easy content and want to go melee you might need some accuracy. It's a bit of a reach, but there's been situations where this was useful. Even if only for extremely rare situations.
*** Purchased from the Auction House. Crafted only.
===Medicines===
* Echo Drops
** Useful for when silenced and no one else can (or is able to) Silena you. Keep these stocked.
*** Purchased from the Curio Moogle for 700 Gil.
* Remedy
** Echo Drops could suffice but you should be carrying remedies anyway. 12 a month are free from ambuscade but it's not like they cost much. If you're in the wrong arts it's just faster to use an item. Keep these stocked.
*** Purchased from the Curio Moogle for 3,000 Gil.
* Reraiser / Hi-Reraiser
** Nothing wrong with keeping extra sources of Reraise in your pocket. Especially if you;re out of MP or don't have the time to cast. Keep these stocked.
*** Purchased from the Curio Moogle for 1,000 and 1,500 Gil.
* Panacea
** Sometimes you are overwhelmed with a number of debuffs (like an Impact) that need Erase and this is much faster than erasing them. Keep these stocked. Don't be a cheapskate.
*** Purchased from the Curio Moogle for 20,000 Gil.
* Vile Elixir / Vile Elixir +1
** You know what sucks hard? Getting sublimation dispelled when you barely have MP left. A single Vile Elixir or HQ can save you in those situations. Keep these stocked. Don't be a cheapskate.
*** Purchased from the Curio Moogle; 20,000 Gil for NQ. 40.000 Gil for HQ.
*** Often cheaper to buy off the Auction House.
* Coalition Ether 
** So you've chugged all your Vile Elixirs. And some of your party members' as well. Sublimation is down. You still need more. These are 1-second use, 150 MP emergency Ethers that you can slam all day with no Medicated effect to show for it. Only the most hardcore will carry these, but they will be the ones never running out of MP.
*** Purchased from Ujlei Zelekko; 2,500 Bayld each.
***These do not stack. Your inventory weeps. 
* Holy Water
** Yes you can Cursna and with decent gear it is better than holy water, it is useful to have them just for oh shit situations. Worst case scenario you use them on another job. Keep them stocked.
*** Purchased from the Curio Moogle for 1,000 Gil.
* Antacid
** Rarely you will need to switch food, but for example if doing multiple bosses in Odyssey and changing from mage to another role, you will need some of these.
***Purchased from the Curio Moogle for 1.000 Gil.
* El. Pachira Fruit
* Effect: 1hp/tick Poison Effect for 2 minutes.
** Yes Sublimation wakes you up when charging. But sometimes you don't want to pop Sublimation just to stay awake and you know the mobs you're fighting will spam sleep. Poisoning yourself is a good option. This is really useful in Odyssey and against Bumba.
*** Purchased from the Ghemi Sinterilo for 154 Gil in Kazham.
==Abilities and Traits==
{| style="background:#eef8fe; text-align: center;" class="wikitable mw-collapsible mw-collapsed" cellpadding="2" width="100%"	Job Traits 	Job Traits
Lvl.	Name 	
10 	Resist Silence 	
20 	Clear Mind 	
25 	Conserve MP 	
30 	Max MP Boost 	
30 	Tranquil Heart 	
35 	Clear Mind II 	
40 	Resist Silence II 	
45 	Tranquil Heart II 	
50 	Clear Mind III 	
65 	Clear Mind IV 	
70 	Resist Silence III 	
75 	Stormsurge 	
76 	Clear Mind IV 	
78 	Occult Acumen 	
79 	Magic Burst Bonus 	
88 	Occult Acumen II 	
89 	Magic Burst Bonus II 	
91 	Clear Mind V 	
96 	Conserve MP II 	
98 	Occult Acumen III 	
99 	Magic Burst Bonus III	
==Merits==
Group 1 	Group 1 	Group 1	Group 1
Name 	Description 	Level 	Notes
Grimoire Recast 	Shorten recast time of Light Arts and Dark Arts by 2 seconds. 	5/5 	With how fast-paced content is in 2022, getting caught out in the wrong Arts and having it on cooldown can be crippling. A 10 second shorter recast can make a difference, and has more value than 50 MP or enhanced duration of Modus Veritas.
Modus Veritas Duration	Increase duration of effect for Modus Veritas by 10%. 	0/5 	Modus Veritas is a dead Job Ability and has next to no use.
Helix magic Acc./Atk. 	Increases magic accuracy by 3 and magic attack bonus by 2 for Helix spells.	5/5 	Helix spells are a major source of your damage, getting them unresisted with maximum magic attack bonus is what you want.
Max Sublimation 	Increases the maximum amount of MP available by Sublimation by 10. 	0/5 	50 more MP is not going to make or break you, Scholar does not have serious MP issues even without this.
Group 2 	Group 2 	Group 2	Group 2
Name 	Description 	Level 	Notes
Altruism 	Light Arts Stratagem. Increases the accuracy of your next white magic spell. Increases magic accuracy by 5. 	3-4/5 	Useful for when you absolutely need to land that Silence (or Paralyze/Slow).
Focalization 	Dark Arts Stratagem. Increases the accuracy of your next black magic spell. Increases magic accuracy by 5. 	5/5 	An absolute must have. When combined with Pedagogy Mortarboard +3, this provides an enormous bonus to magic accuracy. Excellent to use to ensure a Helix lands unresisted, or simply for nuking against targets with high Magic Evasion.
Tranquility 	Light Arts Stratagem. Your next white magic spell will generate less enmity. Reduces enmity by 10. 	0/5 	Enmity is usually not a big deal, and it is mostly sorted by gearing correctly usually. If you are truly desperate for enmity, still don't put points into this, as it's not worth it.
Equanimity 	Dark Arts Stratagem. Your next black magic spell will generate less enmity. Reduces enmity by 10. 	0/5 	Enmity is usually not a big deal, and it is mostly sorted by gearing correctly usually, even for black magic spells. Skip.
Enlightenment	Optimizes both white and black magic capabilities and allows access to both addenda for your next spell. Recast 5 min. +5 bonus to INT and MND.	1/5 	You generally want access to this, for the times you are in the opposite art of what you want to cast or don't want to burn a strategem on Addendum. The INT/MND bonus is not a consideration here at all. One point to have access is more than enough.
Stormsurge 	Storm-type spells grant a bonus to attributes associated with their element. Initial bonus value: +3. Increase bonus value by 1. 	1/5 	Given how high our stats are these days, an extra +~12 of a stat is going to be negligible. You can put one point into it if you like, but if you don't have it nobody will even notice the difference.
==Immanence Skillchains==
* As a part of the Dark Arts side of Scholar, Immanence is the key ability that allows for self-skillchains via spell casting. Frequently asked questions (FAQs) pop up time to time such as "How do I set up my Immanence macros?" and "What spells create which skillchains?" So here's a straight forward section with said information.
* Please note:
** Closing a skillchain with Tier I spells is fastest, but also leads to the shortest skillchain window... You should close with a Tier II, at the very least.Closing with a helix gives the longest possible magic burst window.
*** The exception to this rule is: if closing with a Helix, cast a Tier I Helix so as not to overwrite the effect of a Magic Bursted Helix II.
*** In either case, Fast Cast gear is your best friend. Especially when you're on the clock in events like Odyssey and Sortie.
** Skillchain Damage+ gear affects a closing Immanence skillchain. It's can be an extra 5~10K damage. Every bit counts. If you have it, use it.
Level 1
* Liquefaction: Stone > Fire, or Thunder > Fire.
* Scission: Fire > Stone, or Aero > Stone.
* Reverberation: Stone > Water, or Luminohelix > Water.
* Detonation: Stone > Aero, or Thunder > Wind.
* Induration: Water > Blizzard.
* Impaction: Water > Thunder, or Blizzard > Thunder.
* Transfixion: Noctohelix > Luminohelix.
* Compression: Blizzard > Noctohelix.
Level 2
* Fragmentation: Blizzard > Water
* Fusion: Fire > Thunder
* Gravitation: Aero > Noctohelix
* Distortion: Luminohelix > Stone
How it looks in a Macro
* Here is an example of what an Immanence macro should look like:
:* /ja “Immanence” <me> <wait1>
:* /ma “Fire” <t> <wait5>
:* /ja “Immanence” <me> <wait1>
:* /ma “Thunder” <t>
* Using a standard macro, this leaves 2 lines open for announcing "Opening" and "Closing".
* In cases when opening with a Helix, set the wait period to 7 seconds.
==Support Jobs==
=Equipment=
==Weapons==
===Staves===
===Clubs===
===Dagger===
===Ultimate Weapons===
==Prioritizing Equipment==
*In terms of JSE capes you will want most likely the following Lugh's Capes ideally:
**General purpose with 30 int, 20 macc/mdmg, 10 mab, 5% DT (or 10% PDT).
**A MND focused cape for mnd enfeebling, 30 MND, 20 macc/mdmg and free other stats. Could put 10% Fast Cast on this but likely you'll have other options such as Fi Follet Cape +1 R15, or Perimede Cape. Enmity -10 is a good alternative.
**A TP cape with 30 dex, 30 acc/20 atk, 10 Store TP, 5% DT (or 10% PDT). This could also double up as an Occult Acumen cape if you don't want to make a specific one
**As many WSD capes you prefer with different stats. An example would be for Cataclysm/Earth Crusher 30 int, 20 macc/mdg, 10% WSD, 5% DT (or 10% PDT). Omniscience would benefit from a MND version of this for example.
*Outside of the ambuscade cape Bookworm's Cape have amazing augments of +20 helix effect duration and 10 regen potency. It is possible to get both on one but far easier to make it in 2 capes. These are probably more important than most lugh's capes above.
*Realistically the Fi Follet Cape +1 and Aurist's Cape +1 R15 both would save you a lot of hassle of making JSE ambuscade capes.
*Pedagogy Staff and Argute Stole +1 are very fine substitutions for their higher quality variants. Sometimes you have to gear on a budget and it's better to have those than nothing at all. Assume that every time you see those in the guide you can substitute without much of a performance loss for general play. Aim to upgrade when possible.
===Artifact Armor===
===Relic Armor===
===Empyrean Armor===
==Idle & Sublimation==
==Fast Cast==
* Fast Cast +80% is the gear cap. Ideally, mix the gear you can obtain up to Fast Cast +80%.
* Please keep in mind:
** Arts Stance: Light Arts & Dark Arts, respectively--they cut effective cast and recast time of magic spells aligned with the current Arts Stance by 10%. While increasing the cast and recast of spells aligned with the opposite Arts Stance by 20%.
*** It should be mentioned that on the more advanced side of the spectrum, "Wrong Arts" Fast sets can be created for situations where casting in the opposing Arts Stance is necessary.
** Grimoire Spellcasting: Peda. M.Board +3 and Acad. Loafers +3 (and their previous versions) let you cast beyond the normal 80% Fast Cast cap via a separate multiplier. Creating sets around Grimoire Spellcasting can be incredibly rewarding in the long term.
*** Doesn't stack with the stratagems that affect casting time and have to be in correct art!!
** Quick Magic: A niche stat allowing for instantaneous spell casts and no recast after. Has a gear cap of 10%.
*** Be cautious on when to use this stat though... Unless using, <ahem> tools, you likely won't gain full benefit of your Pre- and Midcast sets when Quick Magic procs. That being said, if you do plan on putting Quick Magic gear in your sets, your best returns will be in a hybrid Precast/Midcast set. 
** Hvergelmir (Level 119 III), the Empyrean Staff, has a Fast Cast stat of +50%; but is obviously asking a lot of anyone who isn't already extremely dedicated to the job.
===Fast Cast Sets===
==Healing Magic==
* Cure Potency occurs in three stacking categories: Cure Potency I & II (Cure from the caster), and Cure Potency Received (player target of the Cure).
** Cure Potency caps at 50%.
** Cure Potency II caps at 30%.
** Cure Potency Received caps at 30%.
*** I would strongly encourage people read the Cure Formula page to get a better understanding of how the different Cures work, and how stats effect them.
* The sets below won't consider cures received, but I thought to repeat it here since I've seen some confusion in game personally.
Some Tips and Advice:
* Scholar has access to Aurorastorm I & II, which provide an additional multiplier to the Cure Formula.
** Chatoyant Staff, Hachirin-no-Obi and Twilight Cape during light weather and especially on Lightsday are by far some of the strongest pieces in your Cure casts.
** Make sure you understand why Chatoyant Staff appears in certain sets without weather/day. Chatoyant Staff has +10% cure potency, which might be helpful when you're starting out.
* If you don't have a Janniston Ring +1, a Naji's Loop is reasonable alternative (mainly for cure II potency). Or it can be a starting piece if you have nothing else at the very least.
* If for any reason you are not using one of the Aurorastorms, you should strongly consider Conserve MP options, such as Shinjutsu-no-Obi +1 R15 or Luminary Sash.
** There are also various earring options such Magnetic Earring and Calamitous Earring. Magnetic is one of the best options, but comes at the cost of other optional scenario earrings.
* Please Note: Scholar has native Conserve MP tier II, equal to a 28% proc rate before gear!
* Augments for both Vanya and Kaykaus are not set in stone.
** For example some other paths than the one chosen might be more useful to save gil/space to use in both Precast and Midcast.
** MND vs Healing skill vs Enmity- could be other considerations.
** In general make your best judgment on what you need, as these are only recommendations.
===Healing Gear Sets===
===Cursna===
*Healing magic skill does contribute to Cursna, so that's why it's used in the gear. Check the spell page for some formula examples and how much it benefits exactly.
===Regen===
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Even though Regen is classified as Enhancing Magic, it is still a "Healing" spell, and one of the largest boons a Scholar can offer to a party in the Healer role. Regen can persist across zones unlike several buffs. For example in content such as Odyssey Sheols A,B, & C; Master Trials; Ambuscade; Etc. Pre-buffing with a Scholar externally, can make many encounters SIGNIFICANTLY easier.
* Gear or other effects that lists +X seconds, effectively apply to the base value of the spell's duration, and are multiplied by all other terms, making them very potent when used in conjunction. 
** For example, Light Arts as SCH main at level 99 provides +24 potency and +48 seconds duration, and the Job Points for Light Arts provide +60 more seconds which are some of the biggest upgrades you can get.
** Lugh's Cape is +15 seconds of base duration and Telchine Chasuble is +12 seconds making them extremely strong too.
** Bookworm's Cape can be augment with +10 regen potency if you need the most potency possible.
* Musa is the best in slot weapon for both duration and potency.
** Pedagogy Staff is extremely close for duration and potency, and very slightly weaker than Musa (difference of 5%). 
* +65% Duration from fully upgraded Arbatel Bracers +3, and +25% Potency from fully upgraded Arbatel Bonnet +3 on Regen V far outweigh any competition on these slots regardless of most arguable situations.
** Only ever consider using full duration gear if you are pre-buffing for specific battle fields that do not wipe buffs.
** Generally speaking, using Telchine with +10% Duration will provide more HP over time, but using +3 potency augments will yield slightly safer results. 
* Please see Musa Talk/Discussion page, Regen Spell for Regen Potency information and Enhancing Magic Duration for the formulas.
* Fill in the empty slots with Conserve MP.
** As stated at the top of the Healing section, Scholar has a native tier II Conserve MP trait, equal to 28% activation. Meaning a maximum of 72% in Conserve MP gear caps its activation.
====Regen Gear Sets====
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==Enhancing==
* Reaching 500 Enhancing skill will cap most enhancing spells--notably Barspells. 500 Enhancing skill should be fairly obtainable with Light Arts but you may want to consider what to do if you have to cast your buffs in Dark Arts for any reason.
** At 500 skill and above, Aquaveil prevents 3 spell interruptions.
** Stoneskin caps at 350 HP absorbed, though some items will bypass the cap and allow for up to 475 HP absorbed. Check the spell page for more specifics.
*** This gear will only buff Stoneskin on yourself, not your party when used with Accession.
==Enfeebling==
==Nuking==
===Notes===
* Notes on Weather and Day Magic Affinty:
* Given Scholar's unique -storm line of spells, here is a basic run down of weather (and day of the week) alligned effects on magic damage in context with the nuking magic damage equation.
** Matching single weather and spell proc: +0.1
** Matching double weather and spell proc: +0.25
** Matching double weather and day spell proc: +0.35
* General Notes and Information:
* If you want to fully optimize your damage, keep in mind:
** Low tier nukes benefit from Magic Damage;
** High tier nukes benefit more from Magic Attack Bonus.
* In the future, the sets herein may be expanded to cover these optimizations...
*In-depth Notes and Information:
* Scholar's relationship with nuking is slightly more complicated than, say, Black Magic. This is due to Scholar’s native Elemental Magic Skill level and access to high tier (Tier IV & V) Elemental nukes being tied to Dark Arts. Here is a quick break down of Scholar's Elemental Skill levels based on Neutral/Light Arts and Dark Arts:
Skill 	Rank	Level 99 Skill	★Master	ML50
Elemental Skill (Neutral) 	D 	334 	370 	420
Elemental Skill (Dark Arts)	B+ 	404 	440 	490
* As can be seen, the difference in skill level is significant. While there are reasons/scenarios for one to heal in Dark Arts stance, there is next to no reason/scenario where one would be nuking in a neutral or Light Arts stance. Elemental Skill level also plays a role in personal Magic Açcuracy when nuking. Which brings us the next point on determining Magic Accuracy in a fight.
Admittedly, I'm summarizing this from the Community Black Mage Guide, as it has an excellent write up on the matter. Credit goes to Spicyryan.
* In order to determine your total Magic Accuracy, you need to add up your Elemental Skill, Magic Accuracy "Skill" from Weapon; Magic Accuracy from gear; Abilities (if you are using them); Gifts; Buffs; Debuffs; and Food. The sum total of the aforementioned stats will give you a rough number as a starting point to determining your Magic Accuracy and therefore your Magical Hitrate.
:* Simply put: Magical Hitrate is a % based on player Magic Accuracy versus enemy Magic Evasion. Just like Physical Hitrate, Magical Hitrate caps at 95%. But in the case of magic casting, that 5% results in a resist.
:** If your Magical Hitrate is 50% or more, then magic accuracy +1 is equivalent to hit rate +1%.
:** If your Magic Hitrate is less than 50%, then magic accuracy +1 is equivalent to hit rate +0.5%.
:** Any Magic accuracy that raises you to the 50% mark then returns to being 1:1.
:** For example: Your Magical Hitrate is 40% and you gain 40 magic accuracy, your hitrate becomes 60%.
* So this is where the real legwork begins..
* Alongside Enemy Magic Evasion is one of the biggest determining factors of Magical Hitrate: dINT (the difference" between Player and Monster Intelligence stats), as well as Elemental Resistance (also known as Resistance Rank).
I hope you've been following this far.
* dINT plays a very important role in the Magic Accuracy of all nukes and INT based enfeebles.
dINT and Magic Accuracy+	dINT and Magic Accuracy+	dINT and Magic Accuracy+	dINT and Magic Accuracy+	dINT and Magic Accuracy+	dINT and Magic Accuracy+	dINT and Magic Accuracy+	dINT and Magic Accuracy+
dINT 	<-70 	-70 ~ -31 	-30 ~ -11 	-10 ~ +10 	+11 ~ +30 	+31 ~ +70 	>+70
MAcc+ Per INT 	0 	0.25 	0.5 	1 	0.5 	0.25 	0
Range Total 	+0 	+10 	+10 	+20 	+10 	+10 	+0
MAcc+ Total 	+0 	+0-10 	+10-20 	+20-40 	+40-50 	+50-60 	+60
Now, once your INT has become Magic Accuracy, it affects your magic hit rate in the same way as above. For example:
* Your Magical hitrate is 65%.
** dINT is +30, and you gain 19 INT.
*** Your hit rate is now 69%.
** dINT is -38 and you gain 19 INT.
*** Your hit rate is now 72%.
* Your magic hit rate is 45%.
** dINT is -50 and you gain 20 INT.
*** Your hit rate is now 47%.
** dINT is -10 and you gain 20 INT.
*** Your hit rate is now 60%.
Resistance Rank is the final and most important portion of determining Magic Accuracy, Magical Hitrate, as well as the damage of your nukes. Please see the table below:
}}
TL;DR
*Magic Hit Rate caps at 95%, and a miss is simply a resist, which breaks down into various values.
* The value of Magic Accuracy from INT depends on dINT. This value ranges between +0 ~ +1.
* Resistance Ranks (aka Resistance Tiers) can dramatically impact Magic Accuracy, so plan accordingly!
Corresponding pages:
* Magic Accuracy
* Magic Hit Rate
* INT
* Resist
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===Free Nuking===
====Entry Tier====
*These two sets are seriously the most bare minimum sets you could even conceivably nuke in.
**Your damage will be terrible, but in the immortal words of Ralph Wiggam, "I'm helping."
====Mid Tier====
====High Tier====
===Situational Nukes===
===Utility Nuking Sets===
===Magic Bursting===
===Helixes===
*Use appropriate Magic Affinity gear for specific elements!
**Pixie Hairpin +1 and Archon Ring for Noctohelix II and Kaustra.
**Marin Staff +1 for Anemohelix II.
**Daybreak and, if you have it, Weatherspoon Ring +1 for Luminohelix II.
**Quanpur Necklace potentially for Geohelix II but keep in mind Argute Stole +2 is likely better.
==Dark Magic==
===Drain/Aspir===
* Notable Aspir targets include PLD-specific mobs like Crabs & Crawlers; BLM-specific mobs such as Worms; and Beastmen pets in Dynamis - Divergence.
* Remember, neither Drain or Aspir works on undead targets.
===Stun===
* In some circumstances, you want to midcast in some amount of Fast Cast or gear Haste for Stun. This is up to you to know when it's appropriate, and more importantly, have more than one stun gear set. Generally speaking, if you don't need a faster recast you want to make sure Stun lands accurately (like Zerde). A faster recast means nothing if you didn't land a key stun!
==Damage Taken Set==
==Melee/Weaponskill Sets==
==Misc Sets==
*While these sets may not seem important they will help you a lot over time, some might be tricky to use properly but worth thinking about.
Category:Job Guides