So, 4.2 REALLY gave Black Mage a boost in effectiveness that made us competitive. Great! This is the kind of thing we've been needing since 4.0, since we had been arbitrarily weakened because... reasons despite us being the pure DPS caster. Samurai is still having issues, but... I'm not fully adept with Samurai and as a result can't talk much about it... but I WILL talk about Black Mage because I am more experienced with it.
While Black Mage is in the best spot it's been in since 4.0 (if not Heavensward), I first wish to talk about some of the biggest things that makes Black Mage "tick" in Stormblood. Things that work REALLY well.
1.) Black Mage is 100% GCD locked for its damage.
Take any other class. Literally pick ANY class. Healers? Tanks? Other DPS? Other Caster DPS, in particular? There is something that makes Black Mage stand out amongst all of them, and that is its complete inability to deal damage outside of the GCD.
If Black Mage were designed in any other way, this would be a problem. However, Stormblood has masterfully handled this unique restriction in some rather beautiful ways. First, it removed irrelevant tools to our roster (Apocatastasis became Cross-Role so someone who had more free time in their rotation could use it instead and we totally ditched the pile of garbage that was Lethargy) and gained more emphasis to making our GCD usage count. We gained Triplecast as a supplement to Swiftcast so that we were afforded extra movement, we were given ways that (despite animation lock) allowed us to move from area to area swiftly without dropping our DPS too heavily (Between the Lines and Aetherial Manipulation's big buff), Firestarter and Thundercloud were made more forgiving to our rotations and our damage was made great. Where most jobs would cringe at the inability to weave oGCDs, we make up for by having simply more powerful spells per cast and the means to brute force some mechanics (Manaward).
In moving forward, suggestions need to embrace this identity and compliment it.
2.) Black Mage's roster is mostly cohesive to the role it wants to play.
This has been a complaint by many about various other classes. Summoner, Bard, Machinist, Monk... I'm pretty sure you could find threads about how Dragoon, Red Mage, Samurai and Ninja also don't fit the skillset they're given. However, Black Mage has been made in a way that highly emphasizes our role as a pure DPS class.
The only forms of support Black Mage has comes in the form of Cross-Role abilities (shared by more supportive Summoner and Red Mage), Sleep for early levels and Eureka... and our sheer damage. All of our abilities (save for Scathe, Sleep, Blizzard II and Freeze) add to our damage in some shape or form, whether it be dealing direct damage (see our rotation), extending our rotation (Blizzard IV, kinda), forcing out our procs for easier usage (Sharpcast) or direct buffs to our DPS (Enochian and Leylines). As a result of this, Black Mage isn't generally expected to do much more than the damage it deals and... that's fine. This also hides the fact that it's easier to increase our damage higher than to decrease it (since we're not providing a major raid contribution beyond our insane damage potential) when balancing comes.
As a result of this, I've generally pointed out in many other posts that most other DPS that have focused heavily on their support aspects have been nerfed as a result of doing so, or are highly complained about due to their overpowered nature. Red Mage is a particular case study on why giving supposedly hyperpowerful support to a DPS class isn't the best idea (Embolden is a powerful boost, kinda but multirez is a utility that gets less useful after progression with these two abilities serving as justification for Red Mage's sheer weakness), whilst Ninja is a case study on how to properly balance a support DPS (low but passable personal DPS potential, high rDPS contributions, wonderful results). I've also spoke out against the idea of Black Mage providing a Magic Resistance debuff, both for the reason that our damage would have to suffer as a result (For every 1% we give on a debuff, we would have to sacrifice at LEAST 3-5% of our own potency, since we are guaranteed to buff both of our healers' damage) and would force a forced-magic meta in the same way we currently have a forced Bard/Machinist + Dragoon meta.
When it comes to defensive supports, while nearly every DPS has one, I don't think it'd fit Black Mage very well anyway. Few DPS players can use their utilities well enough as is, and besides the point, we'd either have an AoE shield (with a massive, almost not worth it CD on top of a pathetic threshold) or a constantly applied damage-down debuff that'd still demand us to lose some potency (unless it was MAYBE Foul that did it) or force us into another forced BLM meta.
...basically, the jist is that we neither want a forced meta, nor do we want Black Mage to become worse than it is or be distracted from its DPS duties.
3.) Our RNG is better than other jobs.
It's no secret that nearly every job in FFXIV plays with RNG at some point. Procs to use abilities or even entire mechanics built around successful crits or blocks are a dime a dozen in FFXIV, but only Red Mage and Machinist have the ability to match Black Mage in how often we can confirm our RNG options.
But hey, BLM even does that RNG thing better than Red Mage and Machinist anyway, since we don't rely on our RNG for our rotation, beyond forced procs at certain points. Firestarter after our opener is a great damage dealer, or great way to get back into Astral Fire from a Blizzard IV, whilst Thundercloud is a powerful burst that exceeds Fire IV in total damage thanks to its DoT. While Thundercloud and Firestarter help us out, we're not constantly scrambling, hoping that we get them.
4.) Oh! There's the kaboom.
Admit it. There's nothing like having a rotation of constantly 240+ potency attacks in our roster. From the beefy but comparatively weedy Blizzard III and Blizzard IV's 240 and 260 respectively, to Fire IV's whopping 555 potency, to Foul's mighty 650, no other job can boast having a rotation that is ALWAYS inflicting above 200 potency. Well, discounting switching between the stances with the III spells... but you get my point. It's just a feel good job with powerful DPS.
Of course, despite my glowing praise for the job's design, I do note some flaws with the system, that ought to be addressed... and in no particular order:
1.) THOSE skills.
Everyone remotely familiar with Black Mage knows the ones. Sleep, Scathe, Blizzard II and Freeze. They're so commonly associated with Black Mage and skill bloat that they're common names among BLMs. Each one deserves a particular point to showcase their uselessness:
- Sleep: We get it. It's a classic that's been with BLM since the very first Final Fantasy. Unfortunately, the grandfather principle doesn't slide with this ability, and beyond needing it for one of our class quests and exploring Eureka, it's absolutely useless.
- Scathe: Back when Black Mage only had 270 potency DPS spells with Fire, the occassionally instant 360 potency of Firestarter, and the 300 + 240 dot Thunder III burst through Thundercloud, Scathe was our goto on the move ability when we had to suffer through AoE hell abilities, since it wasn't a massive DPS loss (well, as massive as 270 vs 100 with a 20% chance to be 200 was). But with the likes of Triple+Swiftcast and the ability to guarantee Firestarter or Thundercloud, Scathe has seriously lost a place in our roster. This particularly baffles me because of how easy it is to replace, improve or do something with, as this ability is actually worse than Tri-Bind in any form. Yes, even pre-buff Tri-Bind is better than Scathe.
- Blizzard II: It's Tri-Bind. But worse. And centered around the Black Mage. The only use this ability had was on White Mages who didn't get Holy, and on Summoners who had a worse skill than this (when Tri-Bind was actually worse).
- Freeze: A placement AoE style utterly wrecks this spell. If it was simply a target-AoE, it'd be fine, but there's still better spells and it still lacks a place.
Solutions? All pretty simple, I think.
- Sleep: Perhaps inflict a Drowsy effect that increases Foul's potency by 100 or something. I dunno. Just do something that Black Mages can benefit from this.
- Scathe: Either increase its potency or remove this ability so a better one can be put in place. That's all people want.
- Blizzard II: Honestly, no idea how to make this useful. Maybe make it a target AoE. Iunno.
- Freeze: Let each successful cast give Umbral Hearts. Three casts to give three Umbral Hearts. Make our AoE rotation actually be a mostly pure AoE rotation. Maybe also increase its potency by 50-150, and give it Flare's dropoff mechanic. DEFINITELY MAKE THIS A TARGET AOE.
2.) Umbral Hearts? More like Umbral Farts.
This one's a common complaint that I didn't get for the longest time before I really spent time looking into it. Sure enough, the net gain of using Umbral Hearts vs not using them is... one Fire IV. At least Convert gives two.
As a result, Umbral Hearts really should be improved in one of the following ways:
- Give Fire spells casted with Umbral Hearts an additional (at least) 20 base potency per cast.
- Completely negate Fire costs in Astral Fire (allowing for an extended Astral Fire phase but one that can be easily ruined by greediness. Breed some skill!)
- Something interesting. Giving a bonus Fire IV doesn't really help in our single target rotation.
As it currently stands, there's nothing absolutely useful about Blizzard IV in the singletarget rotation. In our AoE rotation, however, being able to Double Flare or have 2 Fire IIs and a Double Flare is far more intriguing and useful... and it baffles me how such a powerful AoE boon is on a single target ability.
3.) Damage over contribution?
A bit more minor, but... Compared to most other jobs, Black Mage's rDPS suffers when not playing at the skill of the highest percentile, and even then doesn't match other classes when comparing the same percentile. This is because Black Mage's DPS is too low despite not having the proper support tools. Although most of the QoL changes suggested above SHOULD do the trick, it wouldn't hurt to give an additional 10 potency to Fire, Fire III and Fire IV as needed. But maybe it's not really needed. Who knows?
This may have been a massive post, but I think I've covered all that I think is neccessary to help BLM become a better job.