Black Mage since version 7.0 Dawntrail has had a variety of revisions to its spells up until now, however a few of them were made virtually useless or have been useless for the longest of times and are in dire need of an update and polish.
1.) Fire I (Lv60-89)
Fire I's original purpose before the overhaul in patch 7.2 from Lv60 onwards was that of a maintenance spell and to enable Firestarter, granting you a free + instant cast of Fire III, which is a staple for Black Mage gameplay. The following issues have since been introduced:There are a few ways how to handle changing Fire I, but one of the simplest would be to increase the chance to trigger Firestarter to 100% from Lv60 onwards. Paradox would still be a significant upgrade in potency + being instant-casted.
- In patch 7.0 with the removal of Sharpcast, you no longer had a way to guarantee the effect of Firestarter triggering with Fire I, which is negligible from Lv90 onwards thanks to Paradox, but is an issue in the range of Lv60 to Lv89, when you have access to Fire IV as a new filler spell.
- In patch 7.2 with the removal of the timer for Astral Fire & Umbral Ice, Fire I lost not only its purpose as a maintenance spell, but it also not worth in place of a 7th Fire IV due to only having a 40% chance to trigger Firestarter (which WOULD be a gain if it happens when using Transpose Firestarter).
2.) Blizzard I (Lv58+)
The old purpose of the spell was prolonging Umbral Ice while doing damage, made easier with making Umbral Soul a Lv35 spell. The purpose since 7.2 is just to generate 10000 MP until you learn Blizzard IV, after which the spell only serves as a placeholder for Paradox.
I have no idea how to cleverly implement it, but the removal of any debuffs it had along with the predominance of Fire spells for damage contribution and Blizzard IV doing its job to grant MP makes it so bad, you might as well make Blizzard I directly evolve into Blizzard IV upon learning it.
Please give the spell some purpose for later levels - a weaker variant of Umbral Paradox would be nice to have.
3.) Fire II, High Fire II, Blizzard II, High Blizzard II (Lv58+)
I'm going to be blunt - Endwalker completely fixed those AOE spells and made all of them viable with its potency increases + Flare Synergy, but got reverted to the state it was in previous expansions since Dawntrail, which since 7.0 made all of them not worth using.
Reverting the potencies from 100/120 back to 80/100 along with removing Flare's synergy with Fire II/High Fire II made Transpose -> Flare the best way to initiate Fire cycles in AOE situations, while making Transpose -> Freeze grant enough MP + Umbral hearts to go back to Flare-ing as soon as Transpose was back. This held true even when Flare had 4 seconds of cast time, without using Swift/Triplecast to skip the elongated cast time, which they buffed TWICE (4s -> 3s -> 2s).
The Tier II spells clearly are intended as AOE variants of the Tier III (Fire III, Blizzard III) but completely fail by being too weak to be worthwhile over Transpose cycles and also are not worth using as filler spells. The issue is SO bad even in the case of Fire II as soon as you learn Freeze, it actually matches Freeze in potency-per-second at its strongest.
- Fire II (3s cast) - 80 potency * 1.8 (AF3) / 3s = 48 potency per second
- Freeze (2.5s cast) - 120 potency / 2.5s = 48 potency per second
Freeze, until you learn Flare, matches Fire II in damage output. You're a Freeze mage until then or you lose enough targets that single-target Fire I/Firestarter outperforms it.
Furthermore, (High) Fire/Blizzard II are the four spells that were not adjusted when they streamlined the cast times to the 2 seconds across the board. My requests are as following:
- Reduce their cast time to 2 seconds to achieve parity with most other spells
- Increase their potency enough so using them instead of Transpose cycling is not a sizeable damage loss but rather makes both of them viable options for AOEing
- Bring back (High) Fire II's synergy with Flare, without butchering the current potency of Flare. This was one of the coolest additions in Endwalker to the AOE kit.
4.) Scathe (Lv15+)
Scathe is straight up terrible. Aside from hyper-niche applications of "soloing Palace of the Dead to 200F" it has zero redeeming quallities since the change of how MP is generated in patch 7.0. It's MP cost matches the base cost of Fire I, Fire IV and Paradox which will cost you a full Fire cast if you use Scathe after any MP regenerating skill (Blizzard spells, Freeze, Umbral Soul, Manafont)...
...instant cast options have been advanced so much that between Paradox, Foul, Xenoglossy, Triplecast, Thunder I-IV, Swiftcast, Despair (Lv100) and Firestarter Fire III, you really have no need for Scathe's "on demand" instantcasting, especially for its MP cost, the potency is so low that even theoretically spamming Thunder I/II (!!!) back to back yields a higher potency average than casting Scathe...
...all while the Final Fantasy XII & Final Fantasy XII: The Zodiac Age version of Scathe is the ultimate Black Magic spell, a literal magical ray of death causing enormous damage. Literally, do SOMETHING with this spell. With the exception of removing its Sharpcast effect to guarantee its potency doubling from its base 20% chance, it has received ZERO changes. Possible solutions:
- Remove the MP cost or make it at least 400 so you don't lose a fire cast under Astral Fire.
- Increase its potency.
- Find a clever implementation for the spell that does something interesting.
- Remove it.
Feedback & discussion is welcome at all times, let's just keep things civil.


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