
Originally Posted by
Zilon
1- First of all, I regularly see rotations that start with ice magic. In my head, ice magic is good for gaining mana. Since at the start of a rotation I still haven't used any mana, why start a rotation with ice?
You can start with Fire III, just be aware that you will have to pay Fire III's base cost of 2000MP because you didn't start in Umbral Ice, and you will have to pay full price for all your spells because you don't have any Umbral Hearts, which means your first fire phase will be shorter than normal because ...:

Originally Posted by
Jeeqbit
casting Blizzard IV gives you 3 ice stacks umbral hearts. Each of these stacks hearts allow you to cast a fire spell for no MP its base cost. So once you switch back to Astral Fire, you get 3 Fire IV for free the base cost and the rest costs the usual double MP
Without Umbral Hearts fire elemental spells cast under Astral Fire cost double their base cost. Umbral Hearts let you cast a fire spell for no increased cost. You still have to pay the base cost of the spell. Effectively, each Umbral Heart gets you half an extra fire spell in your fire phase, and these 1.5 extra fire spells should be a Fire IV and a Despair.

Originally Posted by
Zilon
3- Some spells use all mana. I imagine the goal when using one of these spells is to use manafont afterwards?
4- Fire IV has 300 firepower. Despair has 340 firepower, but it uses all mana. Is it really a benefit to use Despair for 40 more?
Flare and Despair use all MP, but they have a minimum cost of 800 MP. You can confirm this by reducing your MP below the 800 MP minimum and then checking the Action Help for Flare or Despair. Incidentally, this 800 MP is the base cost of Fire and Fire IV, or half of their Astral Fire cost. Remember the part where each Umbral Heart gets you an extra half spell in Astral Fire? One of those 800 MP savings should be spent on a Despair when you're below 2400 MP.
If you have 2400 MP you have enough to cast Fire IV (1600 MP) followed by Despair (800 MP).
So the most basic BLM rotation at Lv80 goes like this:
loop:
Blizzard III [Umbral Ice 3]
Xenoglossy
Blizzard IV [UI3, 3 Umbral Hearts]
Thunder III
Fire III [Astral Fire 3, 3UH, 100,00MP]
Fire IV [AF3, 2UH, 92,00MP]
Fire IV [AF3, 1UH, 84,00MP]
Fire IV [AF3, 0UH, 76,00MP]
Fire [refresh AF3 timer, 50,000MP]
Fire IV [AF3, 44,00MP]
Fire IV [AF3, 28,00MP]
Fire IV [AF3, 12,00MP]
Despair [refresh AF3 timer, 0MP]
The Fire (I) in the middle that refreshes that AF3 timer can come one slot earlier or later depending on your speed and situation comfort but in order to get all six Fire IVs and Despair you must cast Fire in the middle somewhere. If at any point you find yourself below 2400MP, skip Fire IV and go straight to Despair.
In re: Manafont, you can use this after Flare or Despair but you should cast an Instant spell first so that you don't lose a second of time to activating Manafont. For example,
Despair > Xenoglossy/Thundercloud/Firestarter (Manafont) > Fire IV > Despair.
In AoE you can triple Flare using Manafont. Bonus points if you have an Ether HQ or better, since Ether HQ gives you 800 MP, the minimum cost for another (fourth) Flare:
Blizzard II > Freeze[3UH] > Fire II[3UH] (Triplecast) > Fire II[2UH] > Fire II[1UH] > Flare[0UH] (Triplecast) > Flare[0MP] (Manafont) > Flare[0MP] (EtherHQ) > Flare[0MP]

Originally Posted by
Zilon
2- I don't understand the Umbral soul spell at all. (level 76) I may well reread the spell, but I don't see the point. Can someone explain it to me?

Originally Posted by
Jeeqbit
In my experience it's most useful for AoE. After you have got off your flares, going back to Umbral Ice and using that gives you ice stacks which will allow you to do extra flares by mitigating the MP cost.
You shouldn't use Umbral Soul for this purpose. Freeze grants Umbral Hearts while also doing damage.
Umbral Soul is for prolonging Umbral Ice between pulls or when a boss is untargetable. It also builds up Umbral Hearts so that when combat resumes you're ready to go into a full fire phase.

Originally Posted by
Zilon
4- Fire IV has 300 firepower. Despair has 340 firepower, but it uses all mana. Is it really a benefit to use Despair for 40 more?
Without going into a big maths lecture on how to compare BLM spells to each other accurately, it's 72 more potency but only if they have the same cast time, which they do under Swift-/Triple- cast. It would be only about a 33 potency gain after account for Despair taking 0.2s longer to hardcast. Still, yes, cast Despair and get that extra potency. At the point you would choose Despair, you usually don't have enough MP to cast Fire IV anyway. Just remember the 2400MP threshold. At 2400MP or higher, cast Fire IV. Below 2400MP, cast Despair. If your timer is running out because you had to improvise to handle a mechanic and there is no longer enough time for Fire IV and Despair, you might cut your losses with a premature Despair and then restarting your rotation.