It feels complicated at first but when you do it, you realize there's almost no other way to do it and in the current version of the game, what you press next mostly highlights.
High Blizzard II > High Thunder II > Foul > Freeze > High Fire II > Flare > Flare > Flare Star
Thunder is just in case it needs refreshing. Foul can be activated from the start with Amplifier from level 86.
So let's break down how this works:
- Blizzard II restores your MP, so you can eventually use Fire and cast Fire faster.
- Freeze grants you Umbral Hearts, so fires consume less MP.
- Fire II puts you into Astral Fire, so your fire attacks are stronger (including Flare).
- Flare is a very powerful AoE attack, consuming all your MP...unless you have Umbral Hearts, so Umbral Hearts allow 2 of them.
- Flare Star is available at level 100 after doing all those.
- Thunder is just used to keep the DoT up from start of pull, otherwise skip.
- Foul consumes those purple crystals in your job gauge, powerful AoE.
Unfortunately, this just happens. I strongly recommend that you target an enemy with the most health, closest to the center of the pack, if possible. If the enemies die quickly, the content is a joke anyway ie. ARR and Heavensward content, which often don't scale well due to battle system changes over the years.i find myself not landing some of my AOEs cause my target (BLM needs a target to cast any attack) dies by the rest of my party and since i dont have a target anymore the cast gets interrupted leaving me to restart my cast on another enemy.
Transpose can switch to Umbral Ice and Umbral Soul can help you build Umbral Hearts and restore MP when out of battle, such as between mob packs.
All casts now have an equivalent single target version on BLM. So you can resume your rotation with the respective single target versions if a boss is next:
Blizzard III > High Thunder > Xenoglossy > Blizzard IV > Paradox > Fire III > Fire IV x6 > Paradox > Despair > Flare Star
Normally, you weave "Abilities" between "Spells" while the "Spells" are on cooldown. If you press an Ability instead of a Spell, it delays said spell from being used for a bit. This is usually regarded as not being optimal, but in this specific scenario, it's a way to increase damage in a way Square Enix obviously did not intend.
The reason it has to clip is because Black Mage casts are very long and it is difficult to weave an Ability between some of them.



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