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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.
Ley Lines is up there if used on cooldown (also, he only does the "safe spot" one once in the fight and is the second classical elements cast, not twice). Use Between the Lines on Downburst at your position, it will cancel the knockback animation, and you can completely turret the rest of the time. Since the flames are only on the outer ring, you will dodge them regardless. For breath wing > clamp, you can use swiftcast to get to Alte's side, and Aetherial Manipulation to somebody right next to you to cancel the knockback. For the first classical elements, you can Swiftcast an F4/F1 as you're getting knocked back, slide to the middle, hardcast a F4, and slidecast as the ice subsides towards your position for minimal uptime loss. The third classical elements (diagonals) has Triplecast up if the previous one was delayed to be used with a full opener (with pot and convert) during inside blows up first flames. The fourth classical elements has a bunch of stuff up, but if needed you can treat it identical to either the first or second, I don't know, most of the time I clear way before that, even in pugs. Full BLM uptime on O1S isn't just doable, it's safe and easy with proper cooldown usage.
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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.
BLM has swiftcast for each of these. BLM can also have between the lines ready for each time you have to head back to the middle after the quake. Not an issue at all.
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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
Spellblade Holy > Sword Dance - Do the "plus" strat where the switch to stack is behind the boss, the stack marker is in front, and the other two markers are on the sides, the boss will never move. This also benefits melee uptime, and you can save Swiftcast for Spellblade Blizzard/Fire, as well as having an instant for weaving addle on the first Dimensional Wave. If you get swapped out of your spot during Spellblade Holy, you can use between the lines, if the boss is moving, your group is placing their tethers wrong, and you'll probably need to Swiftcast there instead of the Fire/Blizzard. Mindjack + Thorns is Triplecast, so is thorns themselves a minute before that if you hold onto your second Triplecast for a fire cycle. It makes it line up for the rest of the fight really well imo. Some people just use Swiftcast for those though. First ribbit? Slidecast/Swiftcast. Dark Token? Aetherial Manipulation (not Triplecast, so you have that up for hammers). Getting to books? Swiftcast. Hammers? Triplecast. Library Spellblade Holy? Swiftcast. Dark Token Tethers? Swiftcast. This isn't the only way to handle mobility on this fight either, you have a LOT of tools.
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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.
I don't believe it, and I cleared this the second day savage was released, progging/clearing on BLM, and it was not a big deal at all. You need more than two mechanics that require macro movement (minor usually meaning slidecasting or prepositioning) every minute (3 if you hold Sharpcast) to even make BLM lose uptime from movement. O3S actually has things spaced out a lot more than you think, Triplecast and Swiftcast basically handle everything, even with Triplecast being almost used off cooldown. I think the closest I've come so far is Nael in Ultimate, and even that you have enough resources to pull you through it just fine.
Also, the opener on O3S is easy. You can do a preload F3 opener, a 3.x fire opener, or a normal 4.x opener, all of them work, even with Spellblade Holy's stun. Use your Triplecast to get to your sword dance position and put your ley lines there, standard stuff.
BLM does not need mobility buffs, BLM's mobility is the best it ever has been. Stop for a second, and analyze. I dealt with 3.0 BLM in Living Liquid Savage with 3 second F4, 10s Astral Fire, no Triplecast, and 600 spell speed (the equivalent of like 1400 right now?), and managed almost full uptime. I'm sure you can deal with the current BLM with Deltascape Savage of all things.
BLM needs damage, straight out. A 100% full uptime, turret, striking dummy BLM does not do enough raid DPS. That's completely ridiculous, with how the job is designed, it undermines the entire design of the job.
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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.
Your opener is a bit... odd, and has extra clipping than necessary.
The standard 4.x (sharpcast used on fire) opener is B3 > Eno > T3 > B4 > F3 > Triple > F4 > Pot > F4 > Ley > F4 > Sharp > F1 > F4x3 > F3P > Convert > F4x2 > B3 > Foul > T3 > B4 > F3. You move into a proper spot on your Triplecast, save Swiftcast for other mechanics. You could use Swiftcast on the 0.3s boost, but most of the time it's wiser to use it for mobility. I'm also confused on how you can lose Enochian on O2S, and I've done it a lot in the past half a year.