If you do Savage, then you should be familiar with the two times that Alte Roite choose a random "safe" position when utilizing Classical Elements, correct? The first, Roulette, which has A, B, C or D as a safe spot and having to scramble to your position because Levinbolt and then the second that's also lined with a Clamp. Both will cause a Black Mage problems, but OS1 isn't that hard for BLM but those two mechanics will cause strife.
V2's issues aren't AS many, and I have stated that it's the most BLM friendly, but it has its moments, particularly for avoiding the Main Quakes.
I don't know what kind of V3 you've been playing if the stack/swap are the only issue in your book in that run. Remember, OS3 has you:
- Deal with positioning for Sword Dance, which WILL happen because the tank's position isn't set in stone.
- Mindjack and the thorns WILL force you into moving no matter what.
- The first Queen's Waltz is followed immediately by Ribbit, forcing movement or forcing you to stay still
- Place Dark Token, which comes with a bonus Queen's Waltz
- Magic Hammer + Books
- Books + Library Spellblade Holy, which will either mark you with a stack, a red target or nothing, with your positioning depending on what you got, and this is NOT role based
- MORE mindjacks, now with bonus Dark Tokens!
- MORE Sword Dances! MORE Stack/Swaps!
- Whatever would come past Iron Giant + Ninjas
This is not a fight that Black Mage was designed to fight in, not in its current state. It's difficult to stay in place long enough to utilize the rotation and opener, and it's an utter mess.
The problem isn't just the fact that we're easy to punish. The problem is that half of the time while playing, it feels that the entire game is designed to punish BLM. No other job will suffer as harshly as Black Mage JUST FOR DODGING THE MECHANIC. And those that would, have it mitigated. How do I know? Ruin IV and Dreadwyrm Trance's Ruin III removed that problem for SMN by becoming instant cast.
Oh, it's weaker than what it would be without the nerfs, alright. In fact, it feels only slightly more powerful than pre-nerf HW, which shouldn't be the case after you LEVEL UP.
It's not just that we start off weaker, we STAY weaker through Stormblood, until we get Foul... but that's still a let down.
My opener is generally as follows:
Thunder III > Blizzard III > Enochian, Leylines > Blizzard IV > Fire III > Triplecast + Swiftcast > Sharpcast > Fire IV x 3/4, Fire, Fire IV x2, Convert+Fire III, Fire IV x2, Blizzard III. Where things may go wrong would be the misplacement of the safe square, or when the opener is eventually repeated upon the cooldown of Convert, such as, inconveniently, before -100 Gs or Long Drop.
As of currently, it is nearly impossible to get a full opener on OS3, because it's more likely that you'll be hit by stack/swap than not, and you'll still need to gather for Sword Dance. I've actually switched to the ARR rotation and have been hitting a higher DPS with THAT than the stormblood rotation.
Personally, the trouble is that we don't have another pure caster there. Summoner has Rez because it's linked to Arcanist, which has Rez for SCH, but RDM has it because of the lore. To compare, both Samurai and Monk are the closest things to pure DPS in the Melee slot, and Dragoon and Ninja have higher support. Ninja and Dragoon don't get a 720 potency attack just for sharing the same slot and no other healer but White Mage gets an emergency heal as powerful as Benediction AND have a second emergency heal on top of it.