Tahngarthor wrote:SCH will give you a nice 246 in six different spell skills.
Sounds good on paper, but:
Healing skill is almost meaningless
Enhancing skill is almost meaningless, with protect, shell, regen/2 and reraise
PUP/SCH have no divine spells whatsoever
PUP/SCH has no enfeeble spells whatsoever other than sleep
The best elemental spell available to you is Water II
Good points to highlight
I didn't quote it here, but using Drain and Aspir can just be /FUN/. Throw on a dark staff, a houpplunde, and maybe some R.Pumps if you have em, and you'll land it for enough to make up for the life you're losing from Sublimation. Overall, I find Drains hit much harder than any attempted nuke.
Tahngarthor wrote:You're better off subbing WHM (or DNC) if you want to have cures, as you'll also get the status cures and most else of what's useful from SCH sub, given PUP has no natural MP either. Or /COR to buff the automaton, or /BRD for ballad 1 etc...
Personally I think /DNC runs circles around /SCH for PUP, but hey, thats just my NSHO.
You're right, but you're missing a few points.
Foremost, with Addendum White and Addendum Black, you get a lot of the -na spells (not erase though), and with Addendum black, you get Dispel.
As stated, since PUP has no natural mana regen, the /SCH does give Sublimation. Since PUP is usually busy meleeing or just paying more attention to the automaton, the Sublimation is nice. Additionally, since PUPs have no natural MP, the amount stored by sublimation is enough to completely fill your MP (depending on your race, of course).
Like all subs, /SCH is situational. Personally I perfer /WAR for soloing, for the subtle defense boost, the ability to provoke (which allows me to wear things like Goliard Trews with -emnity and -damage taken.
/SCH offers the same cures as /WHM, with a little more potency (while Healing Magic is not THAT powerful, you will can get an extra 5 or so HP off of your cure 3s) for reduced mana costs. It also gives Regen 2, which is awesome since most parties rely on RDM healing, and the most a RDM can toss out is a regen1. And in events like Salvage, where the main healing RDM tends to be busy with a billion things, the ability to dispel and sleep do come in handy.
As long as Erase is not 100% necessary, or as long as someone else can cover it, /SCH is better than /WHM.