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Beginner Black Mage PVP Guide

By Docmarkev

Avatars of destruction and masters of the esoteric, BLMs are a sight to be feared due to the amount of sheer destruction they unleash against any hapless target or a group in the wrong place and time. Burning anything that lives to a crisp or freezing anything that moves to an icicle statue, their arsenal of spells is something to be both amazed and terrified of in equal measure.

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Fire, Fire IV, Flare

Your Fire combo is composed of Fire, Fire IV, and Flare, all sharing a 1.44s cast time with 2.4s of recast time and a range of 25y from you. They all give a stack of Astral Fire to yourself, upgrading the spell into the next of the sequence, and a stack of Astral Warmth to the target upon landing for 15s up to a max of 3 stacks. The spell sequence is as follows:

  • Fire deals 4k damage to a single target. As the starting spell for the fire series, it also gets a special property in that is instantly cast when under the effect of Umbral Ice.
  • Fire IV deals 6k damage to a single target.
  • Flare deals 12k damage to the main target and 8k to any nearby enemies within 5y of the main target.

Upon casting Flare, you’ll start back again with Fire, with no Astral Fire stacks.

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Blizzard, Blizzard IV, Freeze

Your Ice combo is composed of Blizzard, Blizzard IV, and Freeze, all sharing a 1.44s cast time with 2.4s of recast time and range of 25y from you. They all give a stack of Umbral Ice to yourself, upgrading the spell into the next in the sequence, and a stack of Umbral Freeze to the target upon landing for 15s up to a max of 3 stacks. The spell sequence is as follows:

  • Blizzard deals 4k damage to a single target. As the starting spell for the ice series, it also gets a special property in that is instantly cast when under the effect of Umbral Ice.

  • Blizzard IV deals 6k damage to a single target.

  • Freeze deals 12k damage to the main target and 8k damage to nearby enemies within 5y of the main target.

Upon casting Freeze, you’ll start back again with Blizzard with no Umbral Ice stacks.

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Paradox

Paradox is a special spell among the BLM’s arsenal, instantly dealing 8k damage to a target within 25y of you and a 15s independent recharge time, following GCD rules. If the target has any amount of Astral Warmth or Umbral Freeze stacks, Paradox immediately caps them up to the maximum of 3.

Alone, Paradox’s damage is between the 2nd and 3rd tier of the fire/ice spells; but when used appropriately to cap out the stacks on one target, you can then focus on spreading other stacks on a different target. Taking advantage of Fire/Blizzard being instant if you have their opposite buff on yourself makes setting up an instant cap on the target’s Astral Warmth/Umbral Freeze stacks easier to then follow up with Superflare.

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Superflare

Superflare is an ability with 2 charges, recharging once every 15s, dealing 3k damage to any target within 15y of your current position that has a stack of either Umbral Ice or Astral Fire. If any target has up to 3 stacks of Umbral Freeze or Astral Warmth, the damage will increase up to 9k (3k damage per stack). An added effect is triggered to any target with stacks, immediately afflicting said target(s) with a debuff accordingly based on the type of stack(s) they have.

Under Astral Warmth, enemies will have Burns, dealing damage over time for 3k for 6s (total 6k damage) and increasing in duration up to 12s with 3 stacks (+3 seconds past the 1st stack, +6 seconds total) making the total damage over time 12k damage.

On the other side of the aspect spectrum, enemies under Umbral Freeze will be subjected to a specific control skill for 2s based on the number of stacks they have. One stack will trigger Heavy (slowing down movement speed), two stacks will trigger Bind (preventing movement and use of movement abilities) and three places them with Deep Freeze (prevent all movement and actions).

Astral Warmth promotes softening targets with full/big hp pools the longer a fight goes on/they stay alive. Umbral Freeze helps in controlling a target or groups by shutting down their movement or actions all together. Knowing when and where to use Superflare allows a BLM to cripple enemies with debilitating sustained DoT or shut down pushes or retreats. The DoT will waste their healing resources and the control can also force them to use their Purify and leave them open to further control.

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Burst

Burst is your lightning spell, dealing 16k damage to any enemies within an AoE around 5y of you with a cast time of 1.92s and an independent charge time for 20s, following GCD rules. Once cast, it’ll grant a barrier equivalent to 16k hp for 10s.

Compared to the other spells, Burst is unique in that it can be used without a target since it's centered around you. This allows you to sacrifice the damage potential in exchange for the shield, but ideally you’ll use this when you need to hold a position or when enemies are gathering in an area for both the damage and shield. Since the AoE range is short, you’ll need to make a high risk, high reward play to use the damage as you’re inside melee range; though the shield should counter the inherent short range, remember all your main spells have cast times rendering you unable to move.

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Aetherial Manipulation

Aetherial Manipulation is your main movement ability for repositioning by instantly rushing towards the targeted ally or enemy’s location. It holds 2 charges at any given time and recharges every 10s. When used it grants the Swiftcast buff, removing the cast time of any spell used within the following 10s. A hidden property of this ability is that you can use it without any target, granting you Swiftcast in exchange for standing in place as the animation happens.

This bestows the BLM a lot of mobility for an otherwise “immobile” turret, granting both movement to a target’s location and Swiftcast for more flexibility on the next spell as no cast time means it can be cast on the move. Practice targeting allies or enemies with hotkeys to allow you specific targeting on where and who to go towards in a flash. Using it for the Swiftcast alone can allow you to set up a target for a quick Astral/Umbral stack, followed by Paradox then Superflare to inflict a specific target with the full strength of either the damage of Superflare+DoT or damage+Deep Freeze for your allies to follow up for a potential quick kill. You can combine both charges for Burst to get in then move out if an ally hangs back or begins to retreat.

Remember, allies and enemies are free game to reposition! You can make use of it while you have Guard up, soaking a few hits, only for your enemies to suddenly be caught by surprise as you've now repositioned in a short amount of time AWAY from them!! This will remove Guard as you use it, but given the distance or the coordination you can achieve to zip to someone's location will confuse and blind side most if they lack similar movement abilities or those without draw-ins/pulls.

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Night Wing

Night Wing is a peculiar support ability, placing the targeted enemy 25y of you and any others near 5y of the target with Half-Asleep for 3s, afterwards transforming into full Sleep which renders them unable to move or use actions (except Purify) for 3s. Any enemy under Sleep takes extra damage of 8k when hit by any attack (excluding DoT), prematurely ending the Sleep effect.

An extra layer of control against enemies with a delayed effect for them to either waste a Guard to prevent Sleep from taking hold or Purify, you can control someone for 3s of no movement/actions or set them up for extra damage along with a decent hit. The more people you can afflict the better.

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Soul Resonance

Soul Resonance, BLM’s LB with 60s of charge time, is when annihilation and destruction follow in their footsteps. Upon execution, it grants 6 stacks of Soul Resonance to the BLM for 60s and Polyglot for 60s; upgrading their base Fire and Blizzard spells into Flare and Freeze for the duration of the buff or until all stacks are used up. As an added effect, it reduces the recast time of Superflare by 15s (IE: one free charge). This increases BLM’s mobility and damage output significantly as you can cast your AoE spells freely and on the move. Along with a free recharge to Superflare, this gives you a lot of damage potential as you can dish out DoT or control skills a lot more easily.

Along with the effects mentioned previously, upon executing your LB you'll also be granted the Apocatastasis buff, reducing all damage taken by 10% for 15s. While the combination of buffs will allow you to be more mobile and and keep up with the frontline of fights, be mindful of your hp values and your allies.

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Foul

The Polyglot buff transforms Soul Resonance into Foul. Able to be used for 60s after Soul Resonance, it instantly deals 16k damage to the main target 25y of you and any other nearby enemies within 5y of them with 2.4s recast time. Compared to Freeze and Flare, it deals full damage with no falloff for additional enemies. Thus making Foul a potent spell to use against a single target to drop them quickly or for grouped enemies for massive damage.

As you can instantly cast Freeze for the duration of Soul Resonance stacks, you should be able to set up a group with ease by using 2-3 Freeze casts followed by Superflare for the Bind/Deep Freeze to prevent enemies from moving out of range.

Tips

  • AoE is your main strength. Manage the Astral Warmth/Umbral Freeze stacks on the target(s) with your arsenal accordingly and devastation will follow with Superflare. You can freely swap between fire/ice spells so long you have one stack of Astral Fire/Umbral Ice to instantly use the opposite spell, then subsequently follow up with Paradox to cap stacks on a target. You can mix and match stacks this way to burn or control a specific target to soften them or lock them down.

  • Balance damage against team support based on the situation. Umbral Freeze stacks and Night Wing shut down mobility enabling follow ups for your allies, while Astral Warmth and Burst have strong damage potential against tanks and full hp targets.

  • Before getting Soul Resonance, you’ll be casting most of the time behind the back row of your allies. Make use of Aetherial Manipulation’s movement and/or instant casts for quick repositioning or faster spell flinging. Once you have Soul Resonance, don’t neglect your positioning for better damage and mobility as you’re squishier than the other mages.