Thank you, Tint & Frizze! I will get over my fear and try out the BLM job this weekend. I have been secretly wanting to play it for some time!It's easy to learn because the rotation is really simple.
Blizzard 3 > Blizzard 4 > Thunder 3 > Xeno
Is the hardest part to remember. That's the ice phase. Fire phase is basically just counting to 3:
Fire 3 > Fire 4 > Fire 4 > Fire 4 >
Fire 1 > Fire 4 > Fire 4 > Fire 4 > Despair
And everything starts from the beginning.
And to make it easier for new BLMs: Everytime you move (more than 1 second) just cast Fire 1 afterwards and then start counting to 3 again with the Fire 4s. That's not optimal play, but makes it easier to maintain your buff. Optimizing comes later...
The biggest part that confuses me is Fire 1. It's like, why do we stick that in when we have access to F3 & F4?
The cast time and MP cost of Fire 3 is too big. You only use it to get the 3 stack Astral Fire buff and when you have a Firestarter procc, wich removes the MP cost and cast time from Fire 3. Same for Blizzard 3, you only use it to get the 3 stack Umral Ice buff.
Fire 4 does not extend the timer of the Astral Fire buff. So you have to use Fire 1 after 3 (or at most 4) Fire 4 casts or your Astral Fire buff will run out.
Fire 3 and Blizzard 3 are incredibly cheap (free once you get to level 72) and fast casting, but only when you're in the opposite element phase. Casting them in the same element phase makes them slow and expensive. So the purpose of Fire 3 and Blizzard 3 is to quickly switch your stacks over when you're done with your element phase.
Tl;dr:
Fire 3: Use to switch to fire while in ice phase, or to move/deal damage with a Firestarter proc
Blizzard 3: Use to switch to ice while in fire phase.
Fire: Use to refresh your fire stacks while in fire phase.
Fire 4: Deals the most damage but doesn't refresh your fire stacks.
It sounds like you got this, but ill put a little bit of the math in a reply incase anyone searches up this topic and has more questions.
So for Fire 4, the reason it cant be our only attack spell is that it doesnt refresh the astral fire buff window. If it was all we had access to, then our "burn" phase would be F4 F4 F4 F4 and then we would be at the limit of the timer and need to switch back to ice quickly to keep the Eno buff rolling(the alternative of only using 4 or 5 buffed spells every 30 seconds is much worse). We get 6 of these spells in(plus other spells) per cycle rather then 4 by using the rest of our toolkit.
The reason that Fire 3 doesnt take up the mantle of primary nuke is cost and strength. At full power Fire 3 is an approx 646 potency attack spell(base potency 240, 1.8 multiplier for astral 3, 30% boost for M&M trait, 15% boost for eno). It takes 3.5 seconds to cast, along with 4000 mana. At the same power level Fire 1 is an approx 484 potency spell(base 180 same boosts). It takes 2.5 seconds to cast, along with 1600 mana. So with F3 only your burn phase would last 7 seconds, would only be 2 spells before you couldnt continue, and would be roughly 1292 potency(or 184.6 pot per sec). With F1 only you end up with a phase that goes 15 seconds over 6 casts, and an approx potency of 2904(193.6 pps). Fire 1 also has the bonus of a 40% chance to give you a free cast of F3(no mana, no cast time - still triggers GCD though) raising the average value of an F1 cast(assuming all procs are used without being overwritten) to roughly 742 potency(so effectively a 212 pps rotation). But Fire 1 only still doesnt outpace the version Tint spelled out that included Fire 4(for comparison, Fire 4 is roughly 807 pot and the despair at the end of the cycle is roughly 1023 pot - for a burn phase with roughly 279 pps if we ignore the DoT you should have running).
As another new player to this game and one that just happened to pick BLM as their starting Job, I would like to thank everyone in this thread for both the thoughtful questions and incredibly helpful replies! I've taken notes on everything mentioned as like NYCLouisGamer said, I'm really looking forward to seeing what I can do with BLM.
^_^
Adding my two cents here since I don't think anyone really said it.
BLM is extremely easy to play and a job that anyone can pick up and play for most content.
Astral Fire for damage
Umbral Ice to restore mp after fire phase.
Keep thunder dot up.
That's essentially all there is to BLM. You add enochian and the mechanics associated to it as you get passed lvl55 but it will always boil down to fire, ice, and thunder.
The reason why everyone says BLM is hard to master is because it requires planning and fight mastery to optimize. Looking at BLM at a beginner level, you think that you lack any kind of movement and will get destroyed by aoes or lose a lot of DPS to move.
But BLM actually has a lot of movement options. Procs(firestarter and thundercloud), xeno, tripcast and swiftcast which all allow instant cast spells.
The idea of BLM is too maximize damage while keeping all unnecessary movement at a minimum. It sounds easy but FFXIV raiding requires a lot of movement and you need to learn when to use your abilities to not lose dps
Last edited by zcrash970; 05-13-2021 at 12:49 PM.
I'm just some guy...
So much so that I have to actively spend Xenos during ice phase otherwise I overwrite stacks. This is especially true on Diamond x(... all those wasted Xenos
The reason why everyone says BLM is hard to master is because it requires planning and fight mastery to optimize. Looking at BLM at a beginner level, you think that you lack any kind of movement and will get destroyed by aoes or lose a lot of DPS to move.
But BLM actually has a lot of movement options. Procs(firestarter and thundercloud), xeno, tripcast and swiftcast which all allow instant cast spells.
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