Will add this part in soon.
Job Traits
Magic Attack Bonus – Black mages get bonuses to their MAB at levels 10, 30, 50, 70, 84, and 91. Magic attack bonus is simply the way it sounds – it increases the power of magic spells. As a job trait these bonuses are always active.
Clear Mind – Black mages get the Clear Mind trait at levels 15, 30, 45, 60, and 75. Clear mind increases the amount of MP you’re character recovers while resting.
Conserve MP – Gained at level 20. Occasionally reduces a spells MP cost.
Magic Burst Bonus – Gained at level 45, 58, 71, 81, and 97. So what is a magic burst? During combat each skill chain has an opportunity to magic burst. Similar to completing a skill chain, a black mage’s spell must land after the animation for the skill chain has been completed. This takes careful timing and the “when to begin casting” will differ from person to person based on spell, fast cast, etc. Magic burst greatly increases magic accuracy and damage. More then one magic burst can happen at the same time (assuming that each caster is using the correct element). The chart for skill chains and the element needed to magic burst can be found
here.
Elemental Celerity – Acquired at level 50 and 90. Quickens elemental spellcasting.
Occult Acumen – Acquired at level 85. Grants the caster a TP bonus when dealing damage with elemental or dark magic.
Elemental Seal Recast (Merit) - Each level of this enhancement decreases the recast time of Elemental Seal by 20 seconds, to a minimum recast time of 8 minutes, 20 seconds.
Magic Potency (Merit) - Each level of this enhancement provides +2 Magic Attack Bonus to the associated elements' damage, up to a maximum of +10 when the element is merited five times. 6 of the 8 elements may be chosen for individual upgrading: fire, ice, wind, earth, lightning, and water. However, because the max combo for group 1 merits is 10 total, only two elements can be fully upgraded to maximum potency.
Job Abilities
Manafont – Manafont is a Black Mage’s one hour ability. When active, the MP cost of all magic is reduced to zero, allowing spells to be freely cast as long as recast timers permit. When active, the casting of any type of spell becomes uninterruptible by melee damage, an effect that is normally limited only to Songs. Movement, along with Stun, Sleep, Silence, and other such debilitating status effects that halt spellcasting may still cause interruptions.
Elemental Seal – Level 15. When activated, greatly increases the chance that user's next spell will not be resisted.
Mana Wall – Level 76. Allows you to take damage with MP & reduces damage taken by 50%. (100 Damage taken takes 50 mp away instead of 100 hp)
Enmity Douse – Level 87. Reduces the target's enmity towards you. There is a 10 minute recast. Use wisely.
Manawell – Level 95. Eliminates the cost of the next magic spell the target casts.
Support Job Selection
Red Mage
What you gain:
-Convert
-Magic Defense Bonus II
-Fast Cast
-Various spells such as Phalanx, Stoneskin, Refresh, Haste, Gravity, bar spells, up to cure IV, dispel.
Scholar
(Provided by Bikpik on Cerberus):
What you gain:
- Max MP Boost I (10MP)
- B+ skill bump (if you aren't already capped) to Dark, Elemental and Enfeebling in Dart arts, and Divine, Healing, Enfeebling, and Enhancing in Light arts.
- While in the respective arts, you get 10% reduced MP cost, and -10% casting and recast time.
- Sublimation (2HP > 3MP)
- 2 Stratagems (that takes 2 mins to recharge), which you can use are: Penury/Parsimony(half MP cost), Celerity/Alacrity(Fast cast 50%) and Accession/Manifestation(AoE certain spells).
- Weather spells up to Ice (Don't have Thunder/Light/Dark)
- All Helix spells (more Dot, and VW procs)
- All -na spells (except for Stona)(addendum: white)
- Klimaform (Increases the magic accuracy for spells of the same element as the current weather)
- Reraise (addendum: white)
- Dispel (addendum: black)
-being immune to sleep while using sublimation can be extremely helpful at times
White Mage
What you gain:
-Various spells such as Stoneskin, Haste, Pro 3, Shell 2, bar spells, up to cure IV, na spells, Teleport spells.
-Auto Regen trait
-Magic Defense II
-Tranquil Heart (Reduces enmnity when casting healing magic)
-also gains flash which can be invaluable at times, same extreme
accuracy as stun has against generic targets
-divine seal: doubles the amount cured of your next cure or curaga spell
Ninja
What you gain:
-Utsusemi Ichi/Ni
-Tonko/Monomi
-gains one yellow proc as well on 7/8 days of the week
Bard
What you gain:
- 1 Abyssea yellow proc per game day. (threnodies) Usually must use elemental seal to land these threnodies.