Quote Originally Posted by Adamantium View Post
To be honest, I feel people are greatly over-exaggerating how much movement is required in turns 6-9. Between "cast-clipping" (A term Kenji used in the Black Mage thread and one I'm quite fond of), smart positioning, and Aetherial Manipulation, I don't think I've gone more than 1 GCD without casting a spell unless I was learning the fight for the first time and didn't know how to react.
1 GCD loss may be a slight exaggeration in some situations, but overall this is true. If you plan ahead, use a little creativity, and sometimes just give mechanic duties to others, BLM can sit still and do its thing, or make movement's effect negligible in large chunks of second coil.

T6: the only forced movement in the fight is breaking binds, stopping Devours from eating you/your team, and movement for Acid Raid. Of those three, binds can often be left to your partners to break unless it's just too risky for you not to break it, you may get no Devours on you, and Acid Raid is completely telegraphed and you can save SC/Firestarter for it easily. I dare say the only movement quite deadly to a BLM is if given Devour or Honey, but truth be told it can be a decent DPS loss to MNK, BLM, and DRG alike.
T7: more forced movement and probably BLM's weakest turn as far as I've done it. Between losing the occasional GCD to Voice turning, moving in and moving out for Shriek as the target or just as a team member (this may be easily able to avoided by planting the BLM between the boss and Renauld in a proper place though this makes voices harder), potential movement depending on the floor lighting up, potentially having to voice Renaulds occasionally if your strategy calls for that ... it can be pretty bad. Again though, after saying all that, the only truly devastating thing is if you're targeted for Shriek, and again it's not good for MNK, BLM, and DRG alike.
T8: lots of movement options potentially, but the key here is you can limit movement to zero by reassigning duties. Give the BRDs, SMNs, healers, and tanks tower duties and mine duties and stay put. Even though BLM has Manaward I recommend other jobs take the duty (besides MNK). The biggest movement required is moving out of binds, potentially away from mines that spawn on the group, and if you're needed in an odd tower or two.
T9: phase 1 has virtually no movement required. You can Aetherial Manipulation away after any meteors drop on you, AM away from Lunar Dynamo's range if you tank at an edge of the map, and that's that. Golem phase, stand in center pew pew pew except for the odd AoE. Post-Heaven's Fall, Heaven's/cleansing can indeed be painful but it's only a couple of GCDs, otherwise pew pew pew until elements start. In elements, the movement is really not as bad as a joke post I made on here a month or two ago; a large chunk of it is you just standing still, moving only for the Lunar jump and any Fireballs that target you first - AM to the group for Thermal, continue pew pewing. I'd argue the most offensive part of the fight for BLM is the second Divebomb as there can be a large amount of movement while the boss is still around, but on the plus side BLM gets a free pass to avoid Lunar Dynamo with AM.

All what I posted above is a tl;dr that outside of RNG targeting the BLM with mechanics, which are pretty nasty if you're not a SMN or BRD regardless of if you're BLM or not, second coil is really not crippling for BLM from a movement perspective. Now, that's not to say I think or thought BLM was fine and balanced and worth the DPS slot; hell no, its damage was far too low as a base to begin with, before you even considered how much better SMN's DPS levels converted to real fights due to its DoT/pet nature making it almost RNG proof. In most current content, you can deal with the limited movement as BLM because the options are there, maybe not 100% mitigate it but you can severely hamper its effect, and now we're going to put out competitive numbers while we do it.

/in before Ramuh is a mad run around party