blue mage spell learning

It's an upgraded version of cocoon, it's good for cannonball, but who really uses cannonball post 75 cap? Blue mages begin with 4 0- level spells and gain an additional 0- level spell every three levels after 1st level. People can use Thermal Pulse and Charged Whisker to AoE burn mobs, and solo Shinryu with a Primeval Brew. It's AoE, but it has a small radius, the gravity effect isn't guaranteed, and the damage based on CHR. lvl 82 - Magic Barrier - Magical - 29MP - Arihman - Magic Shield Effect (Darkness) - A magic shield like rampart (like magic stoneskin). It's a breath spell, and the strongest we get. You can pump up your defense with cocoon, you can refresh yourself now, and you can reduce the damage done by the enemy further with Demoralizing Roar. You need to have full HP to do full damage with this spell, so if you get hit, you'll do less damage with it. You're better off using your TP making sure the mob dies rather than keeping it from doing a TP move, or stunning it's attacks. Magic accuracy won't increase their chance to hit. Has a strong bind effect that has a chance of not breaking when the bound target is damaged. lvl 60 - Dimensional Death - Physical - Physical Damage (Blunt) - Another spell that's good with Sneak Attack. lvl 08 - Queasyshroom Physical Damage (Piercing) and Additional Effect: Poison (3 HP/tick) This spell has some use, while it has a weak poison effect, in ballista, this spell STRIPS all shadows from Utsusemi, which is useful. That means dual wielding magic damage clubs to maximize damage. It cost a lot of spell points to set this. lvl 93 - Dark Orb - Magical - 153 MP - Gargouille (Demon) - Deals darkness damage (Darkness) - A magical spell that'll probably not see a lot of use. Cannot be executed while bound. Job points increase certain aspects of each job (such as Hasso's STR bonus for Samurai, or Ammo Consumpion for Corsair). Enhances the potency of Conserve MP while under the effects of Unbridled Wisdom. Theyre as varied as the enemies that give us our spells. Deals unaspected damage with a potency of 50. Not really worth it, if you can max out 50% cure potency on magic fruit. Depending on your MP pool or set points, you may want to stick with magic fruit until you get a higher base MP (or if you need more important spells set). Its low cost, and still usable at level 75, though it wont take a whole lot of punishment. Used for the Double Attack/Triple Attack job trait. Don't bother using it unless for fun, or for a Fast Cast trait when combined with Sub-Zero Smash. ), You can also get it from the Bestial Node from Stage 15 Masked Carnivale The Me Nobody Nodes. 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. Cannonball uses defense and VIT, as well as STR as modifiers, so it requires a specialized build. You must be facing the target's face in order for the spell to be effective. Petrifies all enemies in a cone before you. They're synergistic in that regards. Crashing thunder is learned later than thunderbolt, and costs more MP, but seems less useful. ), and physical magic comes in the three different damage types (blunt, piercing, and slashing). 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. If uninterrupted, and proper timing, you can also Magic Burst MP Drainkiss off your Darkness Skillchain (if the mob has MP and is not undead). This spell needs a lot of accuracy for all 5 hits. Another important note about Blue Magic Spells: we get a few healing spells. You have your Magical/Elemental spells, and those are divided into nukes that can do damage to enemies and sometimes have an additional effect like an enfeeble (Maelstrom for example gives a STR down effect to all mobs hit by the spell), you have plain magical enfeebles like Chaotic Eye's silence, you have magical buffs/enhancing that can be only self-cast (like Metallic Body or Pollen), and party cast (such as Wild Carrot and Magic Fruit), and then you have physical spells. Deals unaspected damage with a potency of 100 to all nearby enemies. I tried a crashing thunder and a thunderbolt against rocs, both with burst affinity up, and the thunderbolt did more damage with the benefit of stunning for a good long time. Shrapnel in Cutters Cry. Tag a mob with disseverment poison, hit him with gates of hades, and he'll be taking around 39 HP/tick in damage. There is a guide as to what job spell combos make what job traits. lvl 16 - Sheep Song Magical Light based Sleep This spell is very useful, even toward end game. Circle Blade > Mandibular Bite > Induration. lvl 74 - Reactor Cool - Magical - Defense bonus and Ice Spikes (Ice) - This spell increases your defense, and gives you ice spikes that can paralyze when a mob hits you. You have zephyr mantle when you're not /NIN, and utsusemi when you are. It hits more times than thrashing assault, with STR and DEX mods. It's still useful for BLU/NIN or BLU/DNC. Not only that you need to be aware of the elements as well. It's dark based, it's like sleep II (90 seconds), so if you need an extra sleep, it's there. lvl 69 - Regurgitation - Magical - Water Damage with Additional Effect: Bind - Another bind spell, it seems to stick quite well in early tests, and costs a single magic set point. But it stuns all the targets it hits (unresisted). lvl 61 - Eyes On Me - Magical - Darkness Damage - Another, stronger Darkness based nuke. The only time you would want to use it, (NM mobs) there are other jobs you can count on to do any of those enfeebles for far less MP that'll stick longer. It is based on MND and to a lesser extent, VIT. Recast time is 1 minute and takes 3 spell points to set. Powerleveling. If it is a spell cast by a mob in the overworld, it is a percentage chance, though yes you do have to see it cast, which can be tricky since some mobs only cast things at low hp. I don't know how potent the attack down is on this spell. This is something that comes up frequently while trying to learn spells in instanced content. It does a lot of damage, on par with Disseverment, if not more on higher defense mobs. Deals earth damage with a potency of 130 to all nearby enemies. Magic bursting is rare for Blue mage, but it does affect the magic damage a little bit when you use burst affinity. It has defense down (-33% defense), however the additional effect is broken, because the magic accuracy of this spell, and several others are floored; meaning that you cannot get your magic accuracy high enough to land it on anything high level, it can land on very low level things, but nothing that won't be one shot by it. Savage Blade + Disseverment gives you Distortion, and Savage Blade + Cannonball gives you Light. However, spells you get inside of dungeons, like Mind Blast, will require you to meet the level requirements of that dungeon. 2. A Thunder Staff always helps. The Blue Mage is a heavy spell user, but in order to cast spells, they must be learned first. lvl 26 - Screwdriver Physical Critical Damage (Piercing) This spell is useful against amorph mobs (like hecteyes). So, for example, if you want Veil of the Whorl and you plan to unsync the fight, your odds of getting the spell are better on unsynced Whorleater (Extreme) than on unsynced Whorleater (Hard). Bristle and Whistle cannot both be active at the same time, even though they do not share a cooldown. This process must be repeated until the spell is learned. The damage this spell does isn't considerable, but the paralysis can come in handy. This increases the damage of spells like gates of hades, thunderbolt, tourbillion, etc. Creates the Skillchain Bonus job trait with other 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. 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. Blue Mage is not a regular DPS class like any of the other jobs in the game, and it is instead a "limited job". In my experience, your best option is to power level your Blue Mage to 70, then set about gathering your spells, so this guide is oriented toward that approach. It does little damage, but it replaces our old friend Head Butt. How do you know what stat to boost for what spell. I love fast cast. Also, it's best used when you have a bit of TP built up. lvl 18 - Blastbomb Magical Fire damage and Additional Effect: Bind The damage isnt very good on this spell, but bind is always nice to have. Not much to say about it. The turtle is vulnerable to death and flat damage spells; Missile works very well. Gives Attack bonus job trait on it's own. It would only do a bit more damage than a bludgeon, but at a much higher cost. Can be combined with other spells for the dual wield trait. Also supposedly does more damage when you cast facing away from the mob. Can be used for Gravitation, Red Lotus Blade > Sickle Slash > Gravitation (Earth & Darkness). By this time, you have auto-refresh. Increases magic damage taken by all nearby enemies by 30%. It can be cast from a bit of a distance, and it will always hit three utsusemi shadows in Ballista. It's weird, it seems less accurate than vertical cleave. These enemies can be found in the open world, dungeons, raids, trials, and the Masked Carnivale. lvl 96 - Quadrastrike - Physical - 98 MP - Kindred (Demons) - Delivers a four-fold attack: chance at critical damage varies by TP (Slashing) - This spell has good damage without chain affinity or efflux (not as much as heavy strike though), and can be a great CA/Efflux spell against things with high defense. Because the latter might be a self-appointed role, it's worth adding he's also fond of RPG games, Red Dead Redemption 2, and indie games. Not as strong as bludgeon, but if you do a BCNM such as Under Observation, youll want to use it, since it gains a damage bonus due to both its piercing damage, and its aquan nature. Your Blue Magic Skill needs to be at a certain minimum value to learn the spell, such that you may only learn up to about 10 levels in advance. It's not even enough MP for an extra head butt. Min Lv indicates the minimum level that the spell can be attained. lvl 44 - Blitzstrahl - Magical - Damage (Thunder) and Additional Effect: Stun - It does low damage unless you stack up on INT and MND gear, slow casting and recast time, this isn't a suitable stunning spell, since when you want to stun something, you want to stun it fast, and this spell is anything but fast. Not worth it. Physical spells are different from magical nukes. Learning Blue Magic. Deals fire damage with a potency of 220 to all enemies at a designated location. You can also get this spell from the Wamoura trash mobs in The Lost City of Amdapor if you prefer. It is much stronger than pollen, and you can cast it on any party member (but not people outside of the party). 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. But it's really hard to burst the damaging ones off your own skill chains, but you CAN burst MP Drainkiss off your own self-darkness. The stun effect doesn't last too long, it might be better to use Actinic Burst to flash everything to use Yawn than this. Finally! Note that the drop isnt guaranteed so you may need to repeat the leve multiple times. This was one of my standard spells until I reached the three big multi-hit spells (hysteric barrage, frenetic rip, and disseverment). The Blue Magic Spellbook displays all learned blue magic spells for blue mages. It is affected by CHR, which is surprising, but it is also affected by STR, and youll notice a larger return if you increase STR rather than CHR. Because of this, it has limited usage. lvl 12 - Battle Dance Physical AoE Damage (Slashing) and Additional Effect: DEX Down This spell can help you decrease accuracy further (though not as well as Sandspin), but the damage isnt stellar, and you dont see a huge change. A light staff can help the potency of this spell. You can also get this from a level 45 Battlecraft levequest at St. Coinachs Find in Mor Dhona. You can also get this in the #24 Masked Carnivale fight Amazing Technicolor Pit Fiends from the Act Three boss, Epilogi. MND has no effect on it. One of the job abilities and traits we can merit is Diffusion, which when a self-target buff is cast after the job ability is used, the buff gets turned from a self target to a AoE Buff for all party members. If only more buffs increased our physical spells' damage. Shares a recast timer with Veil of the Whorl. There is a rumor that having more Blue Mages in your unsync party improves the odds of getting the rare spells to drop. There is no level requirement to learn a spell, meaning you can run into a level 60 area as a level 1 Blue Mage and learn spells there, as long as you can survive the enemy's attacks. When combined with phalanx or barrier tusk, it can make a good defensive buff. Zanshin can increase your accuracy by letting you attack again after missing an attack. I have no idea how much, but it does give a nice pure damage increase even if the spell has TP modifiers to ACC under chain affinity or something else. Though this CAN be useful later on, just when you want to spam a low damage spell just feed a mob TP so you can learn a spell. The Arch Demon final mob in the level 58 Ishgard levequest Necrologos: His Treasure Forhelen can drop this spell, though its not guaranteed and if he doesnt drop it youll have to truck all the way back to Ishgard and pick up the levequest again to redo it. But it can do a lot of damage, especially against birds and imps. Also, it's useful for setting in conjunction with Frost Breath or Chaotic Eye for the Conserve MP job trait. For Blue Mage, learning spells from enemies is more akin to leveling up other jobs. lvl 84 - Auroral Drape - Magical - 51MP - Weeper - AoE Blind and Silence (Wind) - It blinds and silences the target, a nice two-for-one enfeeble. Useful for support situations in parties, though it draws in hate. However, light is not always effective against many mobs. lvl 83 - Benthic Typhoon - Physical - 56MP - Murex - Conal Damage and Lowers target's defense and magic defense. To learn Blue Magic, all spells (with the exceptions of those listed under "Special Means") are learned by defeating a mob after it has used the spell you're looking for. The effect of this action cannot be ended manually. Chance of successful attack is low. lvl 71 - Heat Breath - Magical - Fire damage in a fan-shaped AoE (damage dependent on HP) - Another breath spell, this one is very useful against mobs resistant to physical damage (such as gods, sea jailers, and some mobs in Limbus). I have a gear set for fast casting utsusemi. Blue Magic skill determines the damage rating (D-rating) of physical blue magic. It's silences, but it is a gaze attack, meaning you need to be facing the mob's face for the silence to stick, else it has no effect. That 's good with Sneak attack a distance, and the damage rating ( D-rating ) of Blue! Clubs to maximize damage get inside of dungeons, like Mind Blast, will require to! Aoe, but it can do a lot of damage, but order! 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