Originally Posted by
Ferrinus
I wouldn't say useless so much as the equivalent of Fire 3; you use it to swap, because it does more damage on 3+ targets than Fire 3 would. I can sort of get why; it's difficult to create a Fire II that's worth casting ahead of Flare purely based on the math (even if you pick the exact right damage, mp cost, and cast time that it's better than F4 but worse than Flare on 3+ targets, players might still just start skipping it in order to get to Flare faster), so the designers pretty much have to just put in a special trait that causes F2 to buff Flare in order for F2 to get used at all. But that feels kludgey, and also makes Flare itself weaker by default, which means it's less exciting to learn at level 50.
What they could do is make F2 generate Flare Star pips while Flare generates less; like you get 1 pip per F2, and 2 pips per Flare, or something. But that's also kind of a heavy-handed order from above rather than an organic result of potencies and cast times, so it feels a little less appropriate to BLM's general design.