Is Black Mage Bad? | FFXIV Patch 7.05 Thoughts



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33 thoughts on “Is Black Mage Bad? | FFXIV Patch 7.05 Thoughts”

  1. Perspective of someone who has hated black mage since arr and now is finally ok with it, and also isn't maining it. I personally actually like the current black mage. Not counting numbers, because I know it's underperforming. Now, I don't do all the super convoluted omg optional rotation like using transpose instead of fire 3 to get back into astral, or ignoring fire/blizzard 2 because they're meme spells. Doing the intended rotation, for single target or aoe, feels so good, and smooth flowing. I also haven't played black mage since the 7.05 update, so maybe restoring umbral paradox will change my mind (I was never the biggest fan of having both paradox), but this is the first time I could see myself not hating it when I switch to black mage for anything.

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  2. I like some of these changes but flare star is still awkward , flare star cast needs to be persistent or instant or something, bc rn I feel like it just messes up the smoothness of rotations and half the time you lose it bc u have to panic switch to ice, or it's even worse when enochan runs out in the middle of the cast ,and you're left the with 0 mana and pants down.

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  3. BLM should hit as hard as any melee while picto shouldn't. Melees only contribute with damage to the party (be that personal or raid buffs) and their role mitigation on faint, just like BLM and addle. Melees have the restriction of uptime by being close to the boss, while BLM has the restriction of uptime by managing the instants and slide casting to do the mechs while maintaining uptime. Picto doesn`t have the restrictions of melees or BLM, while also providing an extra shield and a heal with the same potency of indomitability every 2mins, so it should have strictly less dmg than BLM and melees for that instance. I won't advocate for how much less because that's the job of SQEX, but they picto should never have the same, or even more dmg than BLM or melees.

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  4. I feel like flarestar should have been a replacement for fire 3 where you can use it to transition to fire phase from ice or cast it in fire phase for a damage gain. Keep the fire 4/flare requirements the same, just relax the requirement of it needing to be built and spent in the same astral fire phase, and make it a change-action style button.

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  5. Flare Star should be castable with at least one Astral Soul. Damage should scale with amount of accumulated Astral Souls : 180 + 60 * Astral souls (240 ~ 540 astral potency, or 432~972 real potency) This would allow you to dump your Astral Souls at any time and Flare Star with 3 Astral Souls would always be at least as strong as Despair, but if you fill your Astral Gauge up to the max it'll be stronger than Xenoglossy. Though with these scaling mechanics they would have to be careful to not let some weird strategy like "Flare Star at 5 Astral Souls is best dps, getting 6 Astral Souls would be dps loss" work but always make it worth it to max Astral Souls.

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  6. this might be a controversial opinion but i don't really think thunder should go back to the old thundercloud version of the DOT. a DOT that functions like a DOT is fine, especially if it's going to effectively not cost any resources like cast time, MP, or a buff that can be used for something separate. thunder should only be directly above umbral soul for movement based phases in terms of usage priority. i do agree with 300 on hit and 450-550 over time, though.

    the other solution to this is to just bring sharpcast back but i seriously doubt they'll reverse that design decision any time soon. i would like them to remove the thunderhead restriction from the game simply because making the DOT more clunky in service of idiotproofing it so you can't cast the DOT without enochian up simply isn't worth it.

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  7. I’ve been having a lot of fun with Pictomancer and Red Mage this expansion. I want to play some Black Mage too, but I’m going to wait and see what else they do to it.

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  8. In my opinion Black Mages design just doesn’t fit this game anymore. Mechanics used to be so basic or short lived but now you have fights where you’re required to pretty much move nonstop. Having a job with slow spells, a ticking clock & extremely limited mobility in a game that makes you move all the time makes no sense. The other 3 magical ranged dps have way better mobility, spell speed & are stress free to play as. I also think that the job design is really basic compared to other more recent jobs as they’ve essentially been adding to something they designed 10 years ago. Being restricted to fire, Ice & thunder feels like such a waste to me.

    I know a lot of people like the way it is but I would love to see a complete rework, add more ideas to the job & change/update the design.

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  9. We're talking about making it equal to or competitive with PCT in terms of damage but a job like BLM, balance wise, is still not worth picking over PCT unless it does considerably MORE damage than it.

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  10. Hello i have a question, how a 4% buff to paradox and despair + a 10% buff to eno-chan equates to only a 5% buff ? Is it because enochian is only applied before astral fire bonus ?

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  11. Manaward should have charges (or reduce the recast timer), and Flare Star should be an instant cast and usable after three charges. It does less damage at three, while getting a full 6 gives it its max potency. Also, Xenoglossy should have at least a 1200 potency. This part is a HUGE stretch and just wishful thinking, but when it comes to bringing utility to the group, maybe bring something similar to Vivi's sword magic that gives an attack bonus to everyone (yeah it is a basic utility abilty, but it is better than nothing). Blm is in a good spot after 7.05, but these are things I think would make it better, personally, and give it a little bit of identity back.

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  12. *Make Thunder an instant OGCD.
    *Flarestar should be an instant OGCD and deal damage as a critical direct hit. And yes, keep the Astral Soul when changing stance.

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  13. Is Black Mage bad? No. DPS charts have shown that they’re doing a solid amount of damage for a caster. They’re overshadowed by PCT, but we just need PCT nerfs to bring them in line.

    Is Black Mage a bad class to play? …By god, yes. Flare Star has single-handedly made playing BLM a horrendous chore and has restricted BLMs immensely in its current iteration, especially with all the movement heavy mechs flying around. If Squeenix is going to make BLM unfun, then just OK is not OK. They really need to make BLM deal a crapton more damage (or bring PCT down a notch PLEASE) (Like seriously, even toning the RBG spells by like 10 potency and CYM spells by 20 potency would do absolute wonders)

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  14. i wouldve liked to see flare star be an even longer cast that heavily incentivizes you to triple/swiftcast it. like make it something crazy like 550 base potency, which would put it at 990 with AF3, a 3.5 sec cast. still worth to hardcast but waaay better when made instant. flare has that awesome feel and i wouldve liked to see flare star be the same but for single target. it would also further highlight good black mages that can maximize insta casts for damage vs mobility

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  15. I was loving BLM before, now it’s so frustrating. How with the budget and now more dev time are they fumbling so bad with job actions. It feels like such a low effort.

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