Black Mage
The Black Mage is a job favorite of people no doubt, but it might become an annoyance here to some people because you have to buy all your spells rather than just getting them. A Black Mage is the nuking job as it is called, you will blow stuff up or enfeeble things, though enfeebling is often left to the Red Mage But the job of Black Mage is an important one that most party will want and demand if possible, though not as required for parties as a White Mage is, Black Mage are a popular job that party leaders will seek out.
Being a Black Mage though is a job that require skill and timing, because not only is nuking fun, its powerful and creates enmity. Knowing when too much is a skill that Black Mage will learn quickly or else they die painfully and get the tank mad. Plus there is the importance of the Magic Burst will do even larger amounts of damage than a spell alone.
Attribute | Hume | Elvaan | Tarutaru | Mithra | Galka |
---|---|---|---|---|---|
HP |
25 |
27 |
21 |
25 |
30 |
MP |
24 |
22 |
30 |
24 |
18 |
Strength |
5 |
6 |
4 |
5 |
6 |
Dexterity |
7 |
7 |
7 |
9 |
7 |
Vitality |
5 |
6 |
5 |
5 |
7 |
Agility |
7 |
6 |
8 |
8 |
7 |
Intelligence |
8 |
7 |
10 |
8 |
8 |
Mind |
6 |
7 |
6 |
6 |
6 |
Charisma |
6 |
6 |
6 |
5 |
5 |
Job Abilities
Ability | Level | Wait to Recast | Duration | Target | Description |
---|---|---|---|---|---|
Manafont |
1 |
2 hours |
30 sec |
Self |
Spells cost 0 MP |
Elemental Seal |
15 |
10 min |
N/A |
Self |
Increases accuracy of next spell |
Job Traits
Trait | Level | Description |
---|---|---|
Magic Attack Bonus |
10 |
Increases power of magic spells |
Clear Mind |
15 |
Increases amount of MP recovered during healing |
Conserve MP |
20 |
Sometimes cuts down MP cost of spells |
Magic Attack Bonus |
30 |
Increases power of magic spells |
Clear Mind |
30 |
Increases amount of MP recovered during healing |
Clear Mind |
45 |
Increases amount of MP recovered during healing |
Magic Attack Bonus |
50 |
Increases power of magic spells |
Clear Mind |
60 |
Increases amount of MP recovered during healing |
Magic Attack Bonus |
70 |
Increases power of magic spells |
Clear Mind |
75 |
Increases amount of MP recovered during healing |
Magic Spells
Spell Name | Level | Magic Skill | MP | Cast Time (sec) | Wait to Recast (sec) | Description |
---|---|---|---|---|---|---|
Stone |
1 |
Elemental |
9 |
1.5 |
6.5 |
Deals earth damage |
Poison |
3 |
Enfeeble |
5 |
1 |
5 |
Slowly takes HP |
Blind |
4 |
Enfeeble |
5 |
2 |
10 |
Reduces accuracy of enemy |
Water |
5 |
Elemental |
13 |
1.75 |
7.75 |
Deals water damage |
Bind |
7 |
Enfeeble |
8 |
2 |
40 |
Binds an enemy to a spot |
Aero |
9 |
Elemental |
18 |
2 |
9 |
Deals wind damage |
Bio |
10 |
Dark |
22 |
1.5 |
5 |
Weakens attacks and takes HP |
Blaze Spikes |
10 |
Enhancing |
8 |
3 |
10 |
Defensive flames that deal damage when you are hit |
Drain |
12 |
Dark |
21 |
3 |
60 |
Absorbs HP from enemy |
Fire |
13 |
Elemental |
24 |
2.25 |
10.25 |
Deals fire damage |
Stonega |
15 |
Elemental |
37 |
2.5 |
11 |
Deals earth damage to area |
Shock |
16 |
Elemental |
25 |
2.5 |
10 |
Lowers Mind and takes HP |
Blizzard |
17 |
Elemental |
30 |
2.5 |
11.5 |
Deals ice damage |
Warp |
17 |
Enhancing |
100 |
4 |
10 |
Transports you to your home point |
Rasp |
18 |
Elemental |
25 |
2.5 |
10 |
Lowers Dexterity and takes HP |
Waterga |
19 |
Elemental |
47 |
2.75 |
12.25 |
Deals water damage to area |
Choke |
20 |
Elemental |
25 |
1.5 |
10 |
Lowers Vitality and takes HP |
Ice Spikes |
20 |
Enhancing |
16 |
3 |
10 |
Ice defense that deals damage when you are hit |
Sleep |
20 |
Enfeeble |
19 |
2.5 |
30 |
Puts enemy to sleep |
Thunder |
21 |
Elemental |
37 |
3 |
13 |
Deals lightning damage |
Frost |
22 |
Elemental |
25 |
2.5 |
10 |
Lowers agility and takes HP |
Aeroga |
23 |
Elemental |
57 |
3 |
13.5 |
Deals wind damage to area |
Poisonga |
24 |
Enfeeble |
44 |
2 |
10 |
Poisons area |
Burn |
24 |
Elemental |
25 |
2.5 |
10 |
Lowers intelligences and takes HP |
Aspir |
25 |
Dark |
10 |
3 |
60 |
Absorbs MP |
Tractor |
25 |
Dark |
26 |
3 |
10 |
Pulls dead character to your spot |
Stone II |
26 |
Elemental |
43 |
3.25 |
14.5 |
Deals earth damage |
Drown |
27 |
Elemental |
25 |
2.5 |
10 |
Lowers strength and takes HP |
Firaga |
28 |
Elemental |
71 |
3.5 |
15.25 |
Deals fire damage to area |
Escape |
29 |
Enhancing |
125 |
15 |
60 |
Transports party outside of dungeon |
Water II |
30 |
Elemental |
51 |
3.5 |
15.75 |
Deals water damage |
Shock Spikes |
30 |
Enhancing |
24 |
3 |
10 |
Lightning defense that deals damage when you are hit |
Blizzaga |
32 |
Elemental |
82 |
3.75 |
16.5 |
Deals ice damage to area |
Aero II |
34 |
Elemental |
59 |
3.75 |
17 |
Deals wind damage |
Bio II |
35 |
Dark |
66 |
1.5 |
5 |
Lowers attack and takes HP |
Thundaga |
36 |
Elemental |
95 |
4 |
17.75 |
Deals lightning damage to area |
Fire II |
38 |
Elemental |
68 |
4.25 |
18.5 |
Deals fire damage |
Stonega II |
40 |
Elemental |
109 |
4.25 |
19 |
Deals stone damage to area |
Warp II |
40 |
Enhancing |
150 |
5 |
10 |
Transports a member to home point |
Sleep II |
41 |
Enfeeble |
29 |
3 |
30 |
Puts enemy to sleep |
Blizzard II |
42 |
Elemental |
77 |
4.5 |
19.75 |
Deals ice damage |
Poison II |
43 |
Enfeeble |
38 |
1 |
5 |
Poisons enemy |
Waterga II |
44 |
Elemental |
123 |
4.5 |
20.25 |
Deals water damage to area |
Stun |
45 |
Dark |
25 |
.5 |
45 |
Temporarily stops enemy completely |
Thunder II |
46 |
Elemental |
86 |
4.75 |
21 |
Deals lightning damage |
Aeroga II |
48 |
Elemental |
138 |
5 |
21.75 |
Deals wind damage to area |
Freeze |
50 |
Elemental |
307 |
17.75 |
41.5 |
Deals ice damage and reduces resistance to ice |
Stone III |
51 |
Elemental |
92 |
5.25 |
22.5 |
Deals earth damage |
Tornado |
52 |
Elemental |
332 |
18 |
42.25 |
Deals wind damage and reduces resistance to wind |
Firaga II |
53 |
Elemental |
152 |
5.25 |
23.25 |
Deals fire damage |
Quake |
54 |
Elemental |
337 |
18.25 |
42.75 |
Deals earth damage and reduces resistance to earth |
Water III |
55 |
Elemental |
98 |
5.50 |
24 |
Deals water damage |
Burst |
56 |
Elemental |
352 |
18.5 |
43.25 |
Deals lightning damage and reduces resistance to lightning |
Blizzaga II |
57 |
Elemental |
175 |
5.5 |
24.5 |
Deals ice damage to area |
Flood |
58 |
Elemental |
368 |
18.75 |
43.75 |
Deals water damage and reduces resistance to water |
Aero III |
59 |
Elemental |
106 |
5.75 |
25.25 |
Deals water damage |
Flare |
60 |
Elemental |
383 |
19 |
44.5 |
Deals fire damage and reduces resistance to fire |
Thundaga II |
61 |
Elemental |
193 |
6 |
26 |
Deals lightning damage to area |
Fire III |
62 |
Elemental |
113 |
6 |
26.5 |
Deals fire damage |
Stonega III |
63 |
Elemental |
211 |
6.25 |
27.25 |
Deals earth damage to area |
Blizzard III |
64 |
Elemental |
120 |
6.25 |
27.75 |
Deals ice damage |
Waterga III |
65 |
Elemental |
231 |
6.5 |
28.5 |
Deals water damage to area |
Thunder III |
66 |
Elemental |
128 |
6.75 |
29.25 |
Deals lightning damage |
Aeroga III |
67 |
Elemental |
252 |
6.75 |
29.75 |
Deals wind damage to area |
Stone IV |
68 |
Elemental |
138 |
7 |
30.75 |
Deals earth damage |
Firaga III |
69 |
Elemental |
277 |
7.25 |
31.5 |
Deals fire damage to area |
Water IV |
70 |
Elemental |
144 |
7.25 |
32 |
Deals water damage |
Blizzaga III |
71 |
Elemental |
299 |
7.5 |
32.75 |
Deals ice damage to area |
Aero IV |
72 |
Elemental |
150 |
7.5 |
33.25 |
Deals wind damage |
Fire IV |
73 |
Elemental |
157 |
8 |
34.75 |
Deals fire damage |
Thundaga III |
73 |
Elemental |
322 |
7.75 |
34 |
Deals lightning damage to area |
Blizzard IV |
74 |
Elemental |
164 |
8.25 |
36 |
Deals ice damage |
Thunder IV |
75 |
Elemental |
171 |
8.5 |
37.25 |
Deals lightning damage |
Life as a Black Mage
As a Black Mage you will most often been a career job or a sub to a White Mage or a Red Mage. Being a sub job as a Black Mage you will be taking advantage of the extra MP and spells that become available with the Black Mage. However, most White Mages use next to none of the spells of a Black Mage until higher levels with Escape and Warp become available. A Black Mage is more useful to a Red Mage, though their spells tends to overlap a lot to the point where the use of the Black Mages few extra spells are limited to an enfeebling spell and Warp and Escape making the situation as with a White Mage almost pointless as well.
A Black Mage is a fun job to be as a career job, you will have powerful spells and people will want you in the party. The only down side to being a Black Mage is that some of the spells in the higher levels will get expensive to buy. But considering it is only an one-time deal unlike other jobs, it's a small price to pay which you can make back up. As a Black Mage, the stats important you are Intelligence and MP, the more MP you have the better because you can cast more spells and having more INT will increase the damage of the spells. This makes the idea of having a SMN sub job questioned as a possibility, however considering the often need for healing back up, a WHM sub job is more advised for a Black Mage.
Leveling your Black Mage early on as you begin will sometimes become a chore because of the Black Mage's heavy reliance on MP to do any form of damage. This results in a lot of resting on part of the Black Mage. However, considering that the Black Mage's spells are quite powerful, easy prey enemies will no doubt fall at your hands with only one spell and maybe a nice whack from your staff. Because of this, it can be quick to level. However, to fight tougher monsters, your HP or defense will not allow you to stay in battle for long periods. A wise Black Mage uses Bind to their advantage holding the enemy at bay while you are free to nuke the monster till its dead. Remember though that the Magic Skill points come in very important in fighting monsters, especially enfeebling spells. The higher your enfeeble the better chances of it not being resisted and last longer. It is important that your enfeeble is high.
Why would you pick Black Mage as a sub job, because as anyone knows sub jobs power is cut in half. So why would you want half the power of a Black Mage. Well, you really do not want their power, per say, but some of the abilities and spells. Subbing Black Mage with a mage job will naturally give you the extra MP and the job traits that come with it, which is of great value. Though even more important are the spells Warp and Escape, lifesavers as many know already from experience. Being able to take your party to safety in the event your main Black Mage cannot is important. This is why you will find a great many WHM and RDM subbing BLM, also for the Warp, but that is just secondary.
Things to remember as a Black Mage are that your spells will create lots of enmity on the monsters. When you hit a monster for a hundred damage, they will not like you for it. But will ignore you because the tank is being more annoying. However, you hit them too much too often, they will find you more annoying than a tank. Thus enters the problem of the Black Mage, they have all this power and are unable to us it to full potential because they will die otherwise. Learning to know when it is safe to fire off another spell becomes important, and it will be something that you will learn and adapt as each tank is different, or else you'll find yourself dead a lot. And a note to those wanting to be Black Mages, important strategy on selecting spells to cast, never ever, I do mean never cast your largest most powerful spell first. Why? Because the tank has not built up the hate to hold the monster, you will quick find yourself facing down the monster, and all these melee shooting off provokes trying for the life of them to pull it off you. Then the White Mage goes and cures you a big Cure III and the monster hates that even more and kills the White Mage because all the provokes gone. There is nothing left to do and the party gets mad and screwed. Do not ever do that, start off small and work into it.