Unfortunately, inFinal Fantasy 14s PvP modes, the latter is harder to achieve.

Thankfully 6.1s overhaul gave the PvP version of Black Mage options for quick burst combos and instant-cast barrages.

If given breathing room, a Black Mage can single-handedly turn the tide of battle.

Official Concept Art of the Black Mage from Final Fantasy 14, stood between a fiery inferno and an icy arena.

If focus-fired, they can feel like dead weight.

If youve only played tanks or melee DPS in PvP before, this can take some adjustment.

Job Action Breakdown

Black Mages abilities center around two combos,starting with eitherFireorBlizzard.

A Black Mage from Final Fantasy 14, stood in front of an evil obelisk in a dark void.

Unlike theirPvE counterpart, the PvP version of Black Mage doesnt have to manage their MP outside of usingRecuperate.

No cast time if under the effect of Umbral Ice.

Afflicts target with a stack of Astral Warmth for 15s, up to a maximum of three.

A Black Mage from FF14 stood in front of a Flare he has cast.

Grants Astral Fire II for 30s.

Fire IV

Deal fire damage with a potency of 6,000.

Requires Astral Fire II to cast.

A Black Mage from Final Fantasy 14 in the crystal-damaged landscape of Mor Dhona, casting a powerful spell.

Afflicts target with a stack of Astral Warmth for 15s, up to a maximum of three.

Grants Astral Fire III for 30s.

Requires Astral Fire III to cast.

A Black Mage from Final Fantasy 14 using their Job’s PvP Limit Break, Soul Resonance.

Afflicts target with a stack of Astral Warmth for 15s, up to a maximum of three.

Ends Astral Fire III upon execution.

Blizzard

Deal ice damage with a potency of 4,000.

A Black Mage from FF14 using the Common PvP Action, Guard.

No cast time if under the effect of Astral Fire.

Afflicts target with a stack of Umbral Freeze for 15s, up to a maximum of three.

Grants Umbral Ice II for 30s.

A Black Mage from FF14, pondering battle strategies with a mammet in a library.

Blizzard IV

Deals ice damage with a potency of 6,000.

Requires Umbral Ice II to cast.

Afflicts target with a stack of Umbral Freeze for 15s, up to a maximum of three.

A Black Mage from Final Fantasy 14 saluting next to a Storm Personnel Officer near an armoury.

Grants Umbral Ice III for 30s.

Requires Umbral Ice III to cast.

Afflicts target with a stack of Umbral Freeze for 15s, up to a maximum of three.

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Ends Umbral Ice III upon execution.

Paradox

15s

Instant

Deals unaspected damage with a potency of 8,000.

Superflare also applies an additional effect based on whether the target has Astral Warmth or Umbral Freeze.

Final Fantasy 14

Astral Warmth Afflicts enemies with burns, dealing fire damage with a potency of 3,000 over 6s.

Duration increases by 3s for each stack of Astral Warmth, up to a maximum of 12s.

This ability can still be used without a target, causing the Black Mage to stay in place.

Night Wing

30s

Afflicts target and all enemies within 5y with Half-asleep for 3s.

Targets succumb to Sleep for 3s when Half-asleep expires.

Foul

Deals unaspected damage with a potency of 16,000 to target and all enemies within 5y of it.

Burst

20s

1.92s

Deals lightning damage to all enemies within 5y of self with a potency of 16,000.

Creates a barrier around self that absorbs damage equal to a heal of 12,000 potency.

These combos are your bread and butter.

As for which combo is better, that depends entirely on what you want to achieve.

These combos have a lot of interactions with the rest of the Black Mage’s toolkit.

Read on for our full list of Black Mage combos!

Mastering these abilities can turn you from a fragile mage into a force to be reckoned with.

Each of these abilities has multiple use cases, giving Black Mage a high skill ceiling in PvP.

Keep an eye on your opponent’s MP, viewable in the enemy party list.

Each use of Flare or Freeze consumes a stack of Soul Resonance.

Take advantage of your instant cast times under Soul Resonance.

We also recommend using Night Wing into Foul for the additional bonus damage and crowd control.

Just confirm not to get separated from your team, or you’ll go down quick.

Common Actions Breakdown

Recuperate

1s

A self-heal with 15,000 potency and a very short cooldown.

Guard

An instant shield that slows your movement by 50% and ends upon using another ability.

Use this ability when you’re in danger or are about to be hit by a Limit Break.

It can sometimes be worth it to cancel Guard early to throw your opponent’s timing off.

Standard-issue Elixir

5s

Restores all HP and MP, with a cast time of 4.5s.

If used while under any of the above effects, you gain Resilience for 5s.

Resilience nullifies any of the above effects for its duration.

Sprint

1.50s

Buffs your movement speed by 50 percent until another action is used.

Related:Is Final Fantasy 14 Worth Playing?

Rushing in and dying is just as bad as playing too conservatively and not dealing damage at all.

When pushing a crystal, it’s a good idea to hang back.

The quick recharge rate of your Limit Break is also a great help.

You should be usingSoul Resonanceliberally and often.

Next:Final Fantasy 14: Complete Guide