Just be mindful of this fact. Tests show a 15 foot range. However, as a blue mage spell, this costs 350 MP! This is a list of the elemental BLU spells placed in the correct order. if you do, say 2000 damage on a bloodrake, you drain back 2000 HP, pretty much giving you a full heal. I love fast cast. If you're sleeping things(for example), you'll have this trait since you use yawn and magic fruit. It's not worth it. Also, if you have another BLU with you in a party, you can use CA Disseverment > CA Vertical Cleave for Darkness (or the other way around, the order doesn't matter). Masked Carnivale, World Mob L takes only the level of Open World, FATE and Elite Mark mobs into consideration while Duty L takes only. Do not end the fight dead! 2. First speak to Waoud at (J-10) in Aht Urhgan Whitegate. Reflective Rebekkah from Masked Carnivale #19, On a Clear Day You Can Smell Forever.. To learn them, once youve fulfilled the requirements, speak to Wayward Gaheel Ja in Uldah at (12.5, 13.0) (the Milvaneth Sacrarium) and he will give you totems. If you have two BLUs in the party, coordinate with the other BLU to have all the BLU spells covered, set the elements he doesn't have set. When effect expires, the target will be KOd. However, the spikes don't last very long, and most of the time, you're going to not want to get hit, you could be subbing /NIN for utsusemi shadows, or /THF for Sneak Attack and using Zephyr Mantle for blink. Blue Mage Spell Information Description Deals wind damage to enemies within range. lvl 67 - Diamondhide - Magical - AoE Stoneskin to all party members in range (Earth) - This is spell is stronger than Metallic Body, and is just like Earthen Ward. Deals fire damage with a potency of 110 to all nearby enemies at a designated location. It looks fantastic for a cheap healing spell. Can pick up at the same time as Rams Voice (33), Dragons Voice (34) and 1000 Needles (36) if you need those. lvl 22 - Poison Breath Magical Water Damage and Poison in a fan shaped AoE (Damage based on HP) This spell is your first breath spell, however, it is rather weak. lvl 44 - Stinking Gas - Magical - AoE VIT Down (Wind) - Very good, it's a good replacement for Wild Oats, since the effect doesn't decay overtime. However, this isn't the case for Blue Magic. The ones with actual status effects on them? Zanshin can increase your accuracy by letting you attack again after missing an attack. Here, spells can also be added to and removed from the Active Actions. If you get a link, perhaps while fighting undead, whip out sheep song, and all the mobs in a small AoE (centered around you) will fall asleep. However, you'll want to equip this as soon as you can, because it can be used for auto-refresh. Situational, I never really use it much, but you can get a. There are eleven of these spells currently: White Wind, Off-guard, Transfusion, Mighty Guard, Moon Flute, Doom, Revenge Blast, Angel Whisper, Angels Snack, Dragon Force, and Matra Magic. Needs to be cast with Unbridled Knowledge. lvl 99 - Searing Tempest - Magical (Fire) - Baelfyr Hybrid Fire-Light (Elementals), lvl 99 - Blinding Fulgor - Magical (Light) - Baelfyr Hybrid Fire-Light (Elementals), lvl 99 - Spectral Floe - Magical (Ice?) It does a lot of damage, on par with Disseverment, if not more on higher defense mobs. Deals ice damage to all enemies in a wide arc to your fore and flanks with a potency of 290 for the first enemy, 15% less for the second, and 30% less for all remaining enemies. Can be combined with other spells for the dual wield trait. History Blue Mage Abilities and Traits Unlike other jobs, Blue Mage must select which spells and job traits to go into battle with via the magic menu set spells. One advantage to doing Cutters Cry is that several other spells are also available from trash mobs in Cutters Cry: Blood Drain (17) from Sand Bats, Self-Destruct (21) from Shrapnel, and 1000 Needles (37) from Sabotender Deserter. Sabotender Deserter in Cutters Cry. Rate of Triple Attack is 5%. The most MP efficient light damage nuke, with the lowest recast time. lvl 99 - Subduction - Magical (Wind) - 27 MP - Maroliths (Arcana) - Deals Wind damage in an AoE with additional effect: Gravity II - 6 Set points - A very good AoE nuke when combined with an INT/Magic ATK/Magic Damage+ set. This does just that. It is a ranged spell, similar to Cannonball. Also, summoner's magical (or Physical) blood pacts also don't get mimicked by Colibri. Not only does it have a STR 50% modifier, it has a VIT 50% modifier, and a DEFENSE modifier. It's got a distance like cannonball or regurgitation. Deals damage equal to half targets current HP. Spell Learning Mechanics As with other Final Fantasy games, Blue Mage learns spells by defeating enemies who use those spells. Whatever the reason, you can cast MP Drainkiss on any colibri, and get MP back, and not have to worry about another MP Drainkiss being sent back at you. This is a new trait, it makes spells burst for more damage. As of now, there are well over 100 blue mage spells. Terraria meets Rimworld in intergalactic sandbox game, demo out now, Escape From Tarkov motivates FPS Road to Vostoks big demo update, The first Diablo 4 patch notes prove that Blizzard is listening, Valheim dev teases vehicle mechanics for Viking survival game, Resident Evil 4 hides a secret trick for making millions in cash, Follow us for daily PC games news, guides and reviews on, The next FFXIV expansion isn't planned for 2023, Fancy a free PC game? This can be useful with a ninja tank for keeping up shadows. Oh, and you can do Induration with it if you want the mages to magic burst Ice off of your skillchains. It can make gilfinder with charged whisker. You don't want to get a Thunder IV spell or whatever mimicked (it's not reflect, reflect would imply that the spell is bounced back without affecting the mob that you cast the spell at, the colibri is still vulnerable to spells, it just casts it back if it's still alive after getting hit) back at you or your tank. Set this as soon as you hit 81, you will not be disappointed. However, you need a specialized build to get the most out of it. lvl 82 - Vanity Dive - Physical - 58MP - Wanderers - Physical Damage: TP modifies Damage (Slashing) - Does good damage without CA active, and it's one hit, so it doesn't feed TP. Need the Unbridled Knowledge ability active to cast this spell. This trait is shared by Vertical Cleave. lvl 12 - Feather Storm Physical Damage (Piercing) and Additional Effect: Poison This is similar to queasyshroom, fairly low damage combined with low damage poison. Also, it's best used when you have a bit of TP built up. Recovers X HP over time. . This gives you Stoneskin, though it is weaker than the white magic spell Stoneskin. Deals unaspected damage with a potency of 100 to all nearby enemies. Now if only SE will give us the wivres' stoneskin Granite Hide attack. It can make the double attack trait. Here's where to find each one and how to learn them. Very costly light base fan-shaped nuke. Despite these limitations, Blue Mage is a lot of fun and can scratch that collector's itch as you learn all the spells. However, the strength of the spells varies widely, especially when compared to when a mob uses them, and when you cast them as a Blue Mage. Eventually, when a BLU gets to level 75, they get the chance to put in merits. Its low cost, and still usable at level 75, though it wont take a whole lot of punishment. Obtaining the Blue Mage job To obtain the Blue Mage job, you must complete the quest An Empty Vessel . You may also learn the spell while in a party. Magical spells of one type can be resisted if used against a mob type that it is weak against. lvl 48 - Jettatura - Magical - Gaze attack, enemies in a fan shaped AoE are afflicted with Terror (Darkness) - This is a unique spell, in that it's the only player spell that gives the status effect terror. The sleep is Darkness based. But beware that it's not cure, it's regen. I have a gear set for fast casting utsusemi. Gives Magic Burst Bonus trait on it's own, requires 8 set points. You can also get this from a level 45 Battlecraft levequest at St. Coinachs Find in Mor Dhona. Other places you can get this spell include: Apademak from Stage 21 Masked Carnivale Chimera on a Hot Tin Roof; Azulmagia from Stage 25 Masked Carnivale Dirty Rotten Azulmagia; and Shadowcourt Hound from Dun Scaith. lvl 99 - Crashing Thunder - Magical - 172MP - AoE thunder damage - Waktza (Birds) - Obtainable from waktza (Hurkan and Cailimh) from Marjami Ravine WKR and delve. I think it's safe to say you can replace frenetic rip with it, especially since it costs one less point than Frenetic rip (2 points vs 3). Stronger than subduction, but very costly with a long recast timer. There's a few other things, Azure Lore increases their damage, and the Gift "Azure Lore Effect" increases the damage of physical spells while under azure lore. Deals a 20-yalm knockback to all enemies in a cone before you. You must be facing the target's face in order for the spell to be effective. Grants the effect of Waxing Nocturne, increasing damage dealt by 50% and movement speed by 30%. The Thieving Namazu in the Rice and Shine FATE in this zone also drop it. The turtle is vulnerable to death and flat damage spells; Missile works very well. It's very unreliable, being it's a hit-or-miss spell. Makes fast cast with sub-zero smash or bad breath. It has somewhere around a -60 accuracy penalty according to some testing people did (BG wiki/forum). However, you would want to equip this spell since it is one of the spells that can give you the attack bonus job trait. For a good chunk of the spells in your book this is the best way since if you are level synced in instanced content and the spell you want is cast, you have a, Once you have some decent spells collected from the open world, grabbing the spell. This sounds like it would be bad news for BLU. lvl 99 - Atramentous Libations (Atra. Anyway, combines with Acrid Stream to make the Double Attack trait. This is helpful on high agility/evasion mobs since it's very strong (more than -35 AGI) but the effect decays over time, and does 18 damage per tick. This WS would make this an even better skillchain to do than the Disseverment Distortion that most BLU/NINs do. Set it for a nice bonus. (Important Note:A new spell called Basic Instinct, made available with the most recent set of Blue Mage spells, makes it possible for a Blue Mage with a decent set of spells to solo every 4-man instanced dungeon up to level cap while synced, and even some of the easier 8-man synced content. For example, if you're fighting colibri, you can't really use sushi on them, because if you get hate, they can take your food away by using Snatch Morsel, and if you use something expensive like Sole Sushi, it'll be hard on your wallet. Doing instances either premade with no Unrestricted options selected or with both Unrestricted and Level Sync options make the spell a 100% learn rate. You'll need to dedicate 8 spell slots to get this trait, and a LOT of spell points. You can also get this from Mahisha, a Rank A Elite Mark in The Lochs. I have heard stories from some of my other fellow Blue mages on how hard it was to learn the Primal spells before the current patch. lvl 97 - Gates of Hades - Magical - 156 MP - Cerberus (Beast) - Deals fire damage in an AoE: additional effect: Burn (Fire) - Unbridled Knowledge - A strong fire spell with STR and DEX modifiers. lvl 38 - Blank Gaze - Magical - Gaze attack Dispel (Light) - It's unique because it's a light based dispel like BRD's magic finale. Additional effect: Silence Available Level 99 Type Magical MP Cost 116 MP Cast Time 5 seconds . I'm trying to complete my blue mage book but while fighting gliding bombs, I keep letting them self-destruct but I still don't learn the spell. Also Sand Bat, level 38, in Cutters Cry. It has a faster cast than voracious trunk. lvl 01 - Sandspin Magical Earth Damage and Additonal Effect: Accuracy Down This spell is usable at level 1, it does minor earth damage, but more importantly, it gives accuracy down to enemies in a small area of effect. Not a major priority. It lasts for 60 seconds, so you can use it before a weapon skill for increased damage. It can be useful when fighting things resistant to darkness, but you need a lot of MND gear to make it worthwhile. This makes the Blue Mage extremely versatile skillchain partners once we reach level 40 for Chain Affinity. What was SE thinking? Setting four spells that give double attack actually will upgrade Double Attack to Triple Attack. Creates the Auto-Regen job trait with other spells. It's dark based, it's like sleep II (90 seconds), so if you need an extra sleep, it's there. It does piercing damage, which makes it effective against Hurkan, the thunder wildkeeper reive bird. You need to set this spell! Deals a fixed 1,000 damage which is shared by all enemies around you. Can be used with Diffusion to grant the whole party the DEF buff. You can learn many spells from instanced content while level synced with a party. Colibri and Greater Colibri mimic normal magic spells, but not Blue Magic, making this safe to cast against them. You can stay out of range of his deadly TP moves, and spam it over and over. Regurgitation would not work, because it's these 8 specific elemental BLU spells (be thankful they removed 1000 Needles from the list of possible triggers). Rinkashikachi. Obtainable from gears. This spell is beastly if you gear right for it. Since most of them drop powerful Blue Magic spells and the chance to learn it is 100% when Synced, which ones are viable to get as a solo BLU? I've seen bigger numbers with CA and efflux than any other spell so far. Time bomb from Pharos Sirius (Hard); could get at the same time you pick up Aetherial Mimicry (77), Arena Cherry Bomb from Masked Carnivale #8, Bomb-edy of Errors.. The SC does more than what you close the chain with. Rather than adding new skills to your arsenal by increasing your level, you get new Blue Mage spells by learning them from monsters by defeating them in battle and using each ability in the form of blue ranged DPS magic. Deals fire damage with a potency of 900 to all nearby enemies while incapacitating self. But it does have a long range like cannonball. Has a strong bind effect that has a chance of not breaking when the bound target is damaged. The spell has no cast bar; it is the tank buster. Increases damage you deal target by 50%. Ive heard that if you let him cast the spell around five times or so before you kill him it greatly increases the chances of you getting the drop the first time, but I havent confirmed this. One of my party members had to do Shiva EX 147 times to learn her spell. Works similarly to Paralyzing Triad in terms of damage: it doesn't seem to have a stat mod. It can make the magic attack bonus trait. Deals wind damage with a potency of 180 to all enemies at a designated location. It stacks with other attack bonus buffs too (P. Embrace ATK or Triumphant Roar ATK, P.Embrace's M. Attack, Amplification or Memento Mori). lvl 72 - Disseverment - Physical - Fivefold attack with Additional Effect: Poison (Piercing) - One of the few piercing spells we get, and it is the most powerful multi-hit blue magic spell we get. lvl 62 - Body Slam - Physical - AoE Physical Damage (Blunt) - Not very useful, you don't really need AoE physical damage much, and it isn't a great amount either. But it takes a lot of MND equipment to do decent damage, as well as magic attack bonus spells, equipment, and equipping spells for the trait Magic Attack Bonus (unless you sub BLM or RDM). Shares a recast timer with Shock Strike. Auric. Very situational. lvl 95 - Harden Shell - Magical - 20 MP - Adamantoise (Aquan) - Increases Defense (Earth) - Unbridled Knowledge - Gives a large (+100%) defense buff. But nothing will replace the cheap, fast Head Butt. Flavor Text One of several voidsent curses that rely upon the hubris that living creatures fall prey to upon reaching certain growth malmstones, this spell twists its way into a victim's mind, causing such acute distress that the body's organs are forced to shut down. It's a breath spell, and the strongest we get. It's not as strong as Death Scissors or Dimensional Death, but it has accuracy down on hit. lvl 81 - Goblin Rush - Physical - 76MP - Goblins - Three hit Physical damage: TP modifies Accuracy - (Blunt) - This spell is really good. You do NOT have to be hit by the spell to learn it. The famous blue magic spell White Wind. Must use Unbridled Knowledge to gain access to the spell. I've also heard it has a very large AoE range. It won't let you take much less damage. With Chain Affinity, TP modifies damage. lvl 86 - Thermal Pulse - Magical - 151 MP - Wamouracampa - Does fire damage in an AoE and additonal effect Blindness (Fire) - The first of a few good magical damage spells. Can make magic defense bonus trait with Magnetite Cloud or Ice Break. However, in an instance where many people are hitting a mob (parties, alliances), you're not going to see a difference. It could be useful if you have a bunch of mobs around you and you've got them slept, enfeeble them all with slow. lvl 85 - Quadratic Continuum - Physical - 91MP - Gorgers - Four hit damage: Damage Varies by TP (Piercing) - Could be a good addition to our bread and butter physical spells (the big 3 or 4 if you count Vertical Cleave). It hurts when Mamool Ja use it, but it's not a breath spell. Trait: Dual Wield. Damage varies with TP - Probably going to see as much usage as self-destruct sees, which means, it'll likely never get used. Just note that stun can be resisted, it helps to have magic accuracy as well as haste in your gear set for casting this spell. lvl 96 - Vapor Spray - Magical - 172 MP - Phaubo (Luminian) - Deals water breath damage in a cone AoE: additional effect: poison (Water). It's more MP efficient than other physical damage spells for a long while (such as claw cyclone). You can't choose which physical attack you want to shrug off, so if you want to avoid a TP move, if you get hit by a melee hit, you'll lose the buff. Important Note! Just like a DD needs accuracy to hit a mob, a Blue Mage needs accuracy to insure not just their sword hits connect, but their spells connect too. lvl 40 - Mysterious Light - Magical - AoE Wind Damage and Additional Effect: Weight - An expensive alternative (73 MP) to the Red Mage's Gravity spell. It also very useful because you can set both this spell and Plasma Charge in order to get a cheap Auto Refresh trait. Just like a DRK/THF doesnt use sneak attack with Guillotine, dont expect to use sneak attack with bludgeon and expect a HUGE damage increase, only the first hit of the spell will get the damage bonus. You can also get this from the boss of the Coil of Bahamut, Turn 1, Caduceus. So, if you need more accuracy, you can cast Warm-Up. This is useful even at high levels and in BCNMs. First boss has it. Not much special to say about it. You can also get it from a synced run of the Aery. It is also good when fighting large amounts of weak enemies, like farming, or certain assault-type missions with weak enemies (see Body Slam). lvl 99 - Wind Breath - Magical - 26 MP - Dragon (Dragons) - Deals wind breath damage in a cone-shaped AoE (Wind) - A weak, but cheap magical spell. But it stuns all the targets it hits (unresisted). lvl 66 - Frost Breath - Magical - Ice damage in a fan-shaped AoE with Additional Effect: Paralyze (Damage dependent on HP) - This is one of the best breath spells you can use. You will need to learn this spell to gain access to the level 60 Class Quest Blue Scream of Death. Not worth it. You cannot learn a spell if you are dead when the mob that cast it dies! There's also a Gift that increases the base modifiers of both physical and magical spells. ), and physical magic comes in the three different damage types (blunt, piercing, and slashing). Harry Shepherd Former PCGN guides writer and purveyor of puns. They all have a variety of effects. This spell needs a lot of accuracy for all 5 hits. Also available from a couple of Fates with Qiqirns in them. However, light is not always effective against many mobs. This guide was created with the intention of informing aspiring Blue Mages of the usefulness of spells at different levels. Limited Job. It is unreliable, perhaps elemental seal or convergence can help the accuracy of 1000 Needles, but it still isnt fool proof, and its still a lot of MP to cast for a single spell (and it has a long casting time). It can be useful for soloing, though it'll drain your MP fast. However, when a blue mage sets Bomb Toss, the results are much different. Blue Mage was added to Final Fantasy 14 in patch 4.5, and there are currently 104 unique Blue Mage spells to learn and master. It's especially effective with quadratic continuum. No reason not to set this if you're meleeing and casting physical spells. Let's use Ice Spikes as an example. Also, this spell can create Darkness (Darkness, Earth, Water, and Ice) when used in a skillchain with another BLU (Vertical Cleave) or any other weaponskill that has a Gravitation property (see a Skillchain chart). This is hard to prove but my anecdotal evidence says that this IS most likely true. Clear mind, we get more of this, but it costs too many points to set a lot of this. It's all situational of course, but there are several which you WILL want to use most of the time. Finally! Set this. Often known as "The Immortals", they possess the ability to mimic enemy techniques. When I was able to solo in Abyssea I actually learned a TON of spells across all the zones. This spell is useless, except for the fact that you can use it for the auto-refresh job trait. It's VERY strong, TP modifies damage, and it's a great spell to use with Efflux, which gives a large TP bonus, AND it gives a further damage bonus. You need to use Unbridled Knowledge to gain access to this spell. lvl 34 - Smite of Rage - Physical - Damage (Slashing) - It does some nice damage, and when combined with Bludgeon, it gives you the undead killer trait.

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