If you are looking for THE FASTEST WAY to reach the level cap with any class or job, this FFXIV Leveling Guide by Killer Guides is a definite must have! There is nothing that comes even close in regards to level of detail and overall quality.
|Slot||Best||Next Tier||Third Tier|
|Main Hand||Lilith Rod Zeta
|Augmented Ironworks Magitek Rod
||Darklight Square Shield|
|Head||Augmented Ironworks Hood of Casting
Dreadwyrm Petasos of Casting
|Ironworks Hood of Casting
Demon Hat of Casting
|High Allagan Mask of Casting|
Platinum Circlet of Casting
|Body||Augmented Ironworks Doublet of Casting
Dreadwyrm Robe of Casting
|Ironworks Doublet of Casting
Demon Robe of Casting
|High Allagan Coat of Casting|
|Hands||Augmented Ironworks Gloves of Casting
Dreadwyrm Gloves of Casting
|Ironworks Gloves of Casting
Demon Gloves of Casting
Wolfliege Long Gloves
Evenstar Gloves of Casting
High Allagan Gloves of Casting
Kirimu Gloves of Casting
|Legs||Dreadwyrm Tonban of Casting
Augmented Ironworks Breeches of Casting
|Ironworks Breeches of Casting
Demon Skirt of Casting
|High Allagan Breeches of Casting|
Arachne Culottes of Casting
|Feet||Dreadwyrm Shoes of Casting
Augmented Ironworks Boots of Casting
|Ironworks Boots of Casting
Demon Sandals of Casting
|High Allagan Boots of Casting|
Kirimu Boots of Casting
|Waist||Dreadwyrm Belt of Casting
Augmented Ironworks Belt of Casting
|Ironworks Belt of Casting
Demon Belt of Casting
Evenstar Sash of Casting
High Allagan Belt of Casting
Kirimu Belt of Casting
|Neck||Augmented Ironworks Choker of Casting
Dreadwyrm Choker of Casting
|Ironworks Choker of Casting
||High Allagan Choker of Casting|
Werewolf Choker of Casting
Evenstar Necklace of Casting
|Ear||Dreadwyrm Earring of Casting
Augmented Ironworks Earrings of Casting
|Ironworks Earrings of Casting
Werewolf Earrings of Casting
High Allagan Earrings of Casting
|Rings||Augmented Ironworks Ring of Casting
Dreadwyrm Ring of Casting
|Ironworks Ring of Casting
||Evenstar Ring of Casting|
Werewolf Ring of Casting
High Allagan Ring of Casting
Judgment Ring of Casting
|Wrist||Augmented Ironworks Bracelet of Casting
Dreadwyrm Bracelet of Casting
|Ironworks Bracelet of Casting
True Ice Bracelet of Casting
High Allagan Bracelets of Casting
Werewolf Bracelet of Casting
Evenstar Armillae of Casting
||Jul 01, 2014 - 22:23:06 | Location: Durham, United Kingdom|
Insomnius the guide doesn't mention Bio, but the comments do. I think during the early beta testing BLM could use Bio and it was taken away.
||Jun 15, 2014 - 11:27:48 | Location: Nowhere, In a Box|
I'm running a black mage now and both in the guide and in the text on this site you state you can use the BIO dot.
I can confirm you can't.
||Dec 15, 2013 - 05:53:30 | Location: Nowhere, In a Box|
What is the Best Grand Company for a Black Mage.
||Nov 01, 2013 - 18:32:58 | Location: Durham, United Kingdom|
It was 30% in beta phase 3 which is when I started writing this.
||Oct 31, 2013 - 19:07:01 | Location: Nowhere, In a Box|
the chance to get the free fire 3 is 40%, not 30^^ but the rest is ok
||Oct 10, 2013 - 00:47:00 | Location: Durham, United Kingdom|
Yeah this guide was written before anyone got to Coil so I didn't know about the accuracy requirements. I think part of the reason we see these issues is because we're doing Coil undergeared, IE we should have been getting ilevel 80 gear from Crystal Tower before doing Coil but since we can't there's issues.
||Oct 09, 2013 - 22:28:13 | Location: Nowhere, In a Box|
Decent guide but you do not go into what the Accuracy cap is for caster's which is important for coil. Casters get that from mind so it is an important stat and anything with Accuracy affect both physical and magic attacks. The cap is known for physical damage but no one seems to know what the cap is for casters. If your missing spells that is a huge loss in dps.
||Sep 19, 2013 - 23:37:20 | Location: Nowhere, In a Box|
Thanks guys lots of good info here .I all ready did most of it but im leaving here happy and well informed
Thanks again guys
||Sep 10, 2013 - 08:09:27 | Location: Nowhere, In a Box|
The quest to become BLM is found in the Thaumaturge's guild upon reaching level 30. It is a level 30 quest and requires you to have done the class quests up to that point
||Sep 05, 2013 - 10:30:17 | Location: Nowhere, In a Box|
hi there i have a Thaumaturge of lvl 31 now and an archer lvl 15 i am in uldah but the quest to become a black mage doesnt appear can anyone tell me what i should do ?
||Aug 13, 2013 - 10:26:36 | Location: Durham, United Kingdom|
It definitely works on spells, I was using it in phase 3. I was surprised too. Perhaps it was a bug but I doubt it.
||Aug 13, 2013 - 10:02:31 | Location: Nowhere, In a Box|
Quote;"What is extremely useful from Archer is Raging Strikes. This will increase your spell damage by 20%."
However, skill description says it increases attack power by 20%, and the stats list tells me that attack power = physical damage.
||Aug 05, 2013 - 15:20:45 | Location: Unknown, United States|
Vivi - the problem with applying Thunder I (and possibly Thunder II) is you're taking away from Fire I X N into Firestarter time. That's where 80% of BLM's DPS comes from. Each cast of AH3 Fire I does more than Thunder II, and there will be a 40% proc chance of going into by far the most damaging per second move BLM has, Firestarter Fire III, for 0 MP. The only reason we apply Thunder at all is because we have down-time while waiting for MP to regain, though having one up at all times for Thunder III's Thundercloud proc is probably better than no Thunder.
In fact, if we party with Bards who choose the MP refresh song, I dare say we as BLMs will be spamming Fire I > Firestarter more often than not.
||Aug 04, 2013 - 20:03:15 | Location: Nowhere, In a Box|
First of all, can't they please rename them Fire, Fira, Firaga etc. that would be azum!
Also agreeing with Kazumi on the Flare part, since Flare takes all mp and Transpose uses no mp it should be optimal to use it when you are out of mp from casting Fire.
Also wondering about Thunder, it seems that with these changes it would be optimal to only use Thunder III in order to get the most out of the Thundercloud proc but won't you lose a lot of DPS by not reapplying all forms of DOT's since they stack? (at least they did in phase 3)
In my opinion, not counting Thundercloud/Firestarter/Swiftcast, the optimal rotation would be:
THU III > THU II > THU I > FIR III > FIR I (until out of MP) > FLARE > TRANSPOSE > BLI III > ...repeat (but add TRANSPOSE after recasts of all THU since TRANSPOSE has a cooldown of 12 sec and the combined cast time of BLI III + all THU is exactly 12 sec)
||Aug 04, 2013 - 09:06:14 | Location: Durham, United Kingdom|
Thanks for that Kazumi. All very good points. Bio sounds awesome.
I am going to hold off until phase 4 before updating the ability lists since sites listing them have had take down notices. I saw this coming to be honest, especially after the forum warning the other day.
||Aug 04, 2013 - 01:29:37 | Location: Unknown, United States|
They took down the xivdb info, but I wrote down what changed. Here's how BLM changed in phase 4:
Scathe does 120 Potency now, up from 100.
Thunder total potency up to 240, up from 190.
Thunder II total potency up to 295, up from 250.
Thunder III total potency up to 340, up from 300.
All Thunder spells last longer, which is both a nerf and a buff since you can't put them into your rotation as often but you'll be able to chain Thundercloud multiple times without truly recasting them.
Fire III does 220 potency now, up from 200.
Blizzard III does 220 potency now, up from 200.
Firestarter has a 40% proc chance, up from 30%.
Thundercloud procs its next damage off of the Thunder which procs it and replaces the current potency (IE Thunder I proc means the next Thunder I, II, or III has 240 initial potency)
Aetherial Manipulation recast time down to 30s from 180s.
Based off of these things, we got these PPS values for the spells:
Fire I = 60PPS, 120PPS at AH3.
Fire II = 33.33PPS, 66.66PPS at AH3.
Fire III = 62.85PPS, 125.7PPS at AH3, 176PPS with Firestarter proc (highest in the game outside of limit breaks, possibly)
Flare = 65PPS, 130PPS at AH3
Blizzard I = 60PPS
Blizzard II = 40PPS
Blizzard III = 62.85PPS
Thunder I = 96PPS
Thunder II = 98.33PPS
Thunder III = 97.14PPS
Scathe = Average of 57.6PPS after adding in 20% double damage proc trait
Also, Bio I from Arcanist has a PPS of 96 and can be used by BLM, so that should be considered since there's no other cross-class skill for BLM that matches that in PPS.
I'd conjecture, based off of the data we have so far, this string:
Thunder III > Thunder II > (whichever Thunder has the least time) > Fire III > Fire I X N > (Firestarter 40% procs) > Flare > Transpose > non-GCD buffs and debuffs > repeat
Thunder III probably wants to stay in now that its PPS is better and it's needed to proc the best Thundercloud. In fact, I'd say if it's one or the other it should be Thunder III now.
||Aug 03, 2013 - 10:23:12 | Location: Durham, United Kingdom|
It seems Scathe got boosted and Thunder DoT nerfed a bit for phase 4 onwards so I'm not sure if your point still holds Kazumi lol.
||Aug 01, 2013 - 12:02:19 | Location: Durham, United Kingdom|
That is interesting regarding Scathe. The reason I cast it there is because I'm under Umbral Ice and don't want to be dealing damage with Fire. But you could be right that it is more worthwhile to apply another Thunder DoT instead, especially given the maths you did. I'll update the guide later to reflect this.
||Jul 31, 2013 - 20:06:35 | Location: Unknown, United States|
Let me correct myself real quick:
As of right now, in current beta 3 gameplay, you wouldn't want to use Scathe in an optimal rotation, or virtually ever, unless you're looking to cast at least 2 non-GCD buffs after.
||Jul 31, 2013 - 19:22:45 | Location: Unknown, United States|
As right now, in current beta 3 gameplay, you wouldn't want to use Scathe in an optimal rotation, or virtually ever, unless you're looking to cast at least non-GCD buffs after. Scathe has a potency of 100 over 2.5 seconds, AKA 40 Potency Per Second (PPS). Even factoring in the double damage 20% proc, it's still only an average of 48PPS. Thunder I, a DoT which potentially gives more Thundercloud proc chance, has a PPS of 76 if it lives out its full duration.
Also, you're right about Thunder II being the best, it has 100PPS vs Thunder III's 85.71PPS. However, it's best to start off a fight with Thunder III if you can time it so the tank has already pulled, effectively negating its start-up.
Summarily, I believe an optimal rotation might look like this at 50:
Thunder III > Thunder II > (Thundercloud proc = Thunder III) > Fire III > Fire I until out of MP > (Fire III proc) > Flare potentially (PPS of an AH3 Flare is 130 to AoE, very strong) > Transpose > (Thunder II > Thunder > Fire III > Fire I > Flare > Transpose) X N until the opponent is dead, plus buffs, CC, debuffs, and procs.
I'm unsure of how bad Flare's downtime is in practice, or if you can activate Transpose before you truly have downtime. It will have to be tested.
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