However, it takes some fancy macroing and timing to do decent damage with self-light (which would involve using Sneak Attack and DEF, STR, and VIT gear). lvl 46 - Magnetite Cloud - Magical - Earth Damage and Additional Effect: Weight - it does more damage than Mysterious Light, since the damage is based off of your HP (like a breath spell), but it's expensive at 86 MP per cast with a long cast time. lvl 75 - Plasma Charge - Magical - Shock Spikes - This spell is essential, not for the short lived shock spikes (similar to Reactor cool, but without the defense up), but for the STR +3/DEX +3 stats it gives, AND the fact that it is part of the two spell Auto Refresh job trait combo (Actinic Burst is the other spell). Increases the damage dealt by blue magic usable under the effects of Unbridled Learning. This allows you to stun enemy TP moves, spells, and keep enemies from attacking so you or your party can get utsusemi shadows back up. I'd say it'd be like bludgeon for a fast, cheap spell to spam to give enemies TP, but the disease effect would nullify that. This job can play all three roles in the game, tank, healer or DPS. Requiescat to CA quad. However, its only a self-target spell, meaning you cant use it on anyone else. I'm not sure which boosts damage more for that, STR/VIT or the defense from. As a result, a number of spells that used to be available from dungeon bosses are NOT any more. If you're a serious BLU, you want to gain as many job points as possible. But you need a decent amount of Accuracy for the full spell (all three strikes) to hit. Its definitely useful for awhile. But with a /WHM sub, and full MND gear, you can push this spell into Cure V levels. 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. lvl 99 - Rending Deluge - Magical - 118 MP - Craklaw (Aquans) - Deals water damage in an AoE with additional effect: dispel - A lot of MP and set points (6) for a dispel. Dual wielding clubs with +magic damage on it, will greatly increase your elemental spells' effectiveness. It's useful in two levels after you get it, because once you get Chain Affinity, you can use Red Lotus Blade > Jet Stream > Fusion. lvl 65 - Infrasonics - Magical - Decreases enemy evasion in a fan shaped AoE (Ice) - Finally, a spell that can decrease an enemy's evasion, is this the solution to DD's need for sushi? Learning Blue Magic. (But really, why would you?). The shock spikes also can stun the mob if they hit you, but most of the time, you don't want to get hit, that's what utsusemi and blink are for. Blue mages learn a number of cantrips, or 0- level spells. If you do, theyll be recorded in the Blue Magic Spellbook under Character in the main menu. The current status of BLU is that you're spending more time doing damage with your weaponskills, and less time casting spells, which is very unfortunate. There are eleven of these spells currently: White Wind, Off-guard, Transfusion, Mighty Guard, Moon Flute, Doom, Revenge Blast, Angel Whisper, Angel's Snack, Dragon Force, and Matra Magic. The spell doesn't have to hit you or do damage, it just has to be cast. It costs a lot of MP, but it does good damage, more than the physical spells would do at the times you need it. lvl 99 - Glutinous Dart - Physical - 16 MP - Velkk (Beastmen) - Ranged piercing damage, damage varies by TP - A spell a lot like cannonball, it's got a range of around 21-22 yalms, but doesn't have the defense modifier for damage. This spell can helps make the BLU what it is. 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. According to someone else's test in ballista, it dispels ALL buffs on all the mobs it hits. It hurts when Mamool Ja use it, but it's not a breath spell. A good example is Bludgeon. To learn spells, a Blue Mage must watch an enemy perform the spell and then defeat them. Savage Blade > Final Sting > Light skillchain (and most likely certain death if your shadows go down), however, it's harder to SC with Final Sting than other spells, because it has a long cast time. lvl 74 - Magic Hammer - Magical - Light Damage and Additional Effect: Aspir - This spell does damage, and drains an amount of MP from the mob equal to the damage dealt (only if the mob has any MP). 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 98 - Pyric Bulwark - Magical - 50 MP - Hydra (Dragon) - Resists physical damage (Light) - Unbridled Knowledge - It makes you physically immune to a single physical attack. CDC mixes really well with double/triple attack. I'm reminded of Woodman's Leaf Shield from Megaman 2. lvl 12 - Head Butt Physical Damage (Blunt) and Additional Effect: Stun This spell is godly, you will always be using this spell, even at level 75. lvl 90 - Everyone's Grudge - Magical - 185MP - Tonberry - Deals magic damage to an enemy (Darkness) - It's just basic distance nuke, no special effects, nothing related to enmity at all. Also available from a couple of Fates with Qiqirns in them. 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. Cast Battery Charge with that, and you'll get 7 MP a tick! . To learn more spells for your Blue Magic Spellbook, you . It's useful for a support move. Deals unaspected damage with a potency of 120. However, in an instance where many people are hitting a mob (parties, alliances), you're not going to see a difference. Only learnable by defeating Toujl or achuka, the mega boss of Morimar Basalt Fields Delve or by defeating Achuka in the morimar Wildkeeper Reive. Bludgeon can hit thrice, so the mob can get triple the TP of a regular spell if all hits of the spell connects. It lowers defense and magic defense by around -10%. You could do this same amount of damage, or more, if you do a fully geared up SA + CA Cannonball, or Vertical Cleave, for a fraction of the MP. This spell is a bit more consistent in damage than Hysteric Barrage and Disseverment (since it has less hits). Makes the evasion bonus trait. 6 set points. You will need to learn this spell to gain access to the level 55 Class Quest Bolt from the Blue. lvl 38 - Uppercut - Physical - Damage and Additional Effect: Knockback (Blunt) - It has some nice stats when set, and can also be used to make the Fusion skillchain, but it's not as strong as Jet Stream. Don't leave the mog house without it. For whatever reason, both Blue Physical AND Magical spells can't get mimicked by Colibri. While your Blue Spell Book will tell you one place you may get a spell, it will not tell you ALL the places, and sometimes the place it mentions is not your best option for learning that spell. Useless, unless you set all three spells that give gilfinder, to get an upgrade to treasure hunter. lvl 97 - Tourbillion - Physical - 108 MP - Khimaira (Arcana) - Damage to enemies in an AoE: Additional Effect: Defense Down (Blunt) - Unbridled Knowledge - Another fun spell, does strong damage (when CA/Efflux are used) with STR and MND modifiers, as an AoE spell. It combines with Animating wail for Dual Wield. So, if you need more accuracy, you can cast Warm-Up. Only when Chain Affinity is used will TP affect your spells. It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. It's got a distance like cannonball or regurgitation. It can be useful for building a mobs TP for learning spells. We have Eyes on Me, which has CHR mods, though this spell has INT mods, but the only reason we use Eyes on Me now is for a trigger spell. However, you need a specialized build to get the most out of it. lvl 89 - Winds of Promyvion - Magical - 36 MP - Thinker (Empty) - Single effect Erase in an AoE effect (Light) - It's like using diffusion with Exuviation, but in one move (excluding the crappy heal)! it's not foolproof, like the dark magic Stun spell. It's a breath spell, and the strongest we get. You can also get this from Mahisha, a Rank A Elite Mark in The Lochs. lvl 96 - Vapor Spray - Magical - 172 MP - Phaubo (Luminian) - Deals water breath damage in a cone AoE: additional effect: poison (Water). Spell Learning Mechanics As with other Final Fantasy games, Blue Mage learns spells by defeating enemies who use those spells. It is not as potent as the version the hippogryphs you get it from use (or the terror abilities wyrms use), but it can terrorize multiple targets that are in front of you, and are looking at you. 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). 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. Anyway, if youll excuse us, weve got some wizarding practice to do. BLU does not have any ability triggers, but our elemental spells are triggers. 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. Some other nukes can be useful if the mobs are strong against wind (charged whisker, thermal pulse, etc.). This increases the magical accuracy of physical spells' additional effect. It costs 9 spell points. lvl 72 - Sub-zero Smash - Physical - Frontal Cone physical damage (Blunt) with Additional Effect: Paralysis. Blue Magic spells are learned via the Blue Mage's main ability, 'Learning'. You probably won't use this much though, I never used it. lvl 69 - Tail Slap - Physical - Frontal AoE damage (Blunt) with Additional Effect: Stun - This is similar to Frypan, but is only frontal effect. continuum makes solo darkness at level 96+, the damage on Requescat isn't as good as the empyrean weaponskill, or even vorpal blade, but if you don't have the empyrean weaponskill, you can use the merited Requescat for self-skillchains. It can continue darkness with azure lore/CA active. 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. Blue Mages may learn special abilities used by the monsters that they, or their allies, defeat. For those who don't know, Flash decreases accuracy for a short period of time, stacks with accuracy down and blindness status effects. lvl 75 - Vertical Cleave - Physical - Physical Damage (Slashing) - This spell does very good damage, especially when you sub /THF and use Sneak Attack. Even if you're pulling, it wouldn't matter to have this trait, it's useless. Testing it quickly with an INT/magic attack set against marids, I got similar numbers to regurgitation with an NQ staff. lvl 61 - Bad Breath - Magical - Earth damage in a fan-shaped AoE (based on HP) with Additional Effect: Multiple Enfeebles - A staple of Blue Magic, can Bad Breath live up to it's reputation in previous FF games? The big example of this is 1000 Needles. It won't let you take much less damage. You can also unsync this fight, but you may want to do the Extreme version if possible as the drop rate for the spell appears to be better on the Extreme version. Makes Gilfinder with Everyone's Grudge. ), come from different enemy types (aquan, beasts, demons, etc. Deals wind damage with a potency of 180 to all enemies at a designated location. It probably works similarly to Leafstorm and Acrid Stream in that it's INT based and heavily modified with magic attack. Enemy level must be a multiple of 5. I used Blue Mage Hunting Grounds while I was low level. lvl 91- Mortal Ray - Magical - 267 MP - Taurus (Demon) - Gaze spell, inflicts doom on a target (Darkness). HP+ gear can help a bit to squeeze out more damage, but the cast time is rather long, so it is hard to hit kited mobs with it. lvl 65 - Zephyr Mantle - Magical - Blink (Wind) - The usefulness of this spell varies on your subjob. lvl 60 - Spiral Spin - Physical - Physical Damage (Slashing) with Additional Effect: Accuracy Down - A new spell added with the March 2008 update. You can also pick this up from the Mechanoscribe in Act Two of the Masked Carnivale fight #24 Amazing Technicolor Pit Fiends. Want to know what Blue Mage spells you can learn? It can also be done solo on a level 70 Blue Mage. Useless. Enter your email address to subscribe to this blog and receive notifications of new posts by email. lvl 90 - Reaving Wind - Magical - 84 MP - Amphiptere (bird) - Reduces TP in an AoE effect (Wind) - You know how awesome Light of Penance was at reducing TP? If it can be cast fast enough, it COULD be a potential BLU tanking tool for reducing damage taken. Their base accuracy is determined by your main hand weapon's accuracy. You can also get it from a synced run of the Aery. The same applies for when youre casting bomb toss (or other spells) against stronger foes. Also, summoner's magical (or Physical) blood pacts also don't get mimicked by Colibri. It has a long cast and recast time (as do most breath spells), but it does even less damage than Hecatomb Wave. The blind effect is an impressive -60 ACC, which is greater than Blind II's effect. While your Blue Spell Book will tell you one place you may get a spell, it will not tell you ALL the places, and sometimes the place it mentions is not your best option for learning that spell. It's an upgraded version of cocoon, it's good for cannonball, but who really uses cannonball post 75 cap? Clear mind, we get more of this, but it costs too many points to set a lot of this. Very costly light base fan-shaped nuke. Divine seal increases the amount healed by this spell, and so does a light staff. This does massive damage to a player when cast by a Cactuar, 1k damage(split between targets in the AoE), which can decimate even a lvl 75 player while solo, even if the level of the cactuar is much lower. The second boss, Rangda, drops it. lvl 24 - Soporific Magical AoE Darkness based Sleep Similar to sheep song, this puts all enemies in the AoE to sleep. You can also get it from the Shikigami of the Undertow in Act Two of Red Fraught and Blue, the #29 fight in the Masked Carnivale. But it IS a godsend when trying to defeat many weak attacking mobs (like the Blitzkrieg assault). LEAVES! Gives the double attack trait when set, without any other spells. If you prefer the slow-and-steady style of leveling you will need to adjust some of these recommendations. No knockback effect, just a -100 TP effect to enemies in effect. You MUST use the JA Unbridled Knowledge to gain access to this spell. lvl 26 - Screwdriver Physical Critical Damage (Piercing) This spell is useful against amorph mobs (like hecteyes). By this time, you have auto-refresh. MAYBE with abyssea HP/MP pools it becomes more worth it. It'll save your life if you're solo or something. You do NOT have to be hit by the spell to learn it. You can also get this from Nullchu, the first boss of St. Mociannes Arboretum Hard. Learning is a Level 2 Blue Mage ability that requires 20 ABP to learn. Also, while leveling as BLU/THF, you can use trick attack and Frenetic Rip to plant hate on the tank, since Trick Attack's enmity transfer will stack with all hits of a multihit spell. A way to keep your MP up without a red mage! To learn the spell, you need to be at the same level. Situational, you can't depend on a killer trait to always work. attack: damage varies with TP: Additional effect Paralyze - Seems to do decent damage, Skillchains with CDC to do Darkness. For Blue Mage, learning spells from enemies is more akin to leveling up other jobs. Blue Mage must be set as main job in order to learn Blue Magic. How do you know what stat to boost for what spell. Blue Magic healing spells cannot target someone outside the party, so you cant use them to power level someone, you cannot even target someone in another party, but is in the same alliance. Reduces targets HP to 1. Shares a recast timer with Feather Rain. 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. You can solo Distortion (Water and Ice) with this spell: Savage Blade > Disseverment > Distortion. Setting two of these spells grants Gilfinder: Charged Whisker, Everyone's Grudge, Amorphic Spikes. Increases magic damage taken by all nearby enemies by 30%. Deals water damage with a potency of 90 to all enemies in a cone before you. The safe bet is Strength, since all spells are modified by a stat dependent on your STR, then are modified by whatever other stats its dependent on. lvl 98 - Amorphic Spikes - Physical - 79 MP - Flan (Arcana) - Delivers a 5-fold physical attack: damage varies by TP (Piercing) - Another good, strong physical spell. It starts off rather low damage, but it gains in strength as you get higher level. Puts target and all nearby enemies to sleep. It has the distortion SC, making it self-darkness with Requiescat, AND, here's the kicker, it drains 100% of the damage, giving you a very effective emergency self-heal. The new spells also seem to lack stat modifiers, relying on your main hand ilvl, and the target's defense and own level in the equation for damage. Angels Snack, Dragon Force, and Matra Magic all share a cooldown. Can be used with Diffusion to grant the whole party the DEF buff. It's still useful for BLU/NIN or BLU/DNC. I have a gear set for fast casting utsusemi. Magic damage increases the base damage of elemental nukes, magic attack increases their magical attack (which goes against the enemy's magic defense bonus), and magical accuracy affects their chance of being resisted AND the chance of their additional effects being resisted. But it's extremely dangerous, you need shadows up, stoneskin, and pray the mob doesn't turn your way if it survives. you must SEE the spell being cast to completion, You do NOT have to get hit by the ability to learn the spell. At level 99, post Adoulin, Job Points and Gifts were added. You can also pick this up from some trash mobs in Pharos Sirius (normal) if you dont have it when you go in to get Song of Torment (9) and Flying Frenzy (4). 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. Here, spells can also be added to and removed from the Active Actions. YES. The DEF down is not overwritten by DEF boost abilities, so it sticks over stuff like cocoon on crawlers, or a crabs' DEF bonus attack. You can also get this spell from the Wamoura trash mobs in The Lost City of Amdapor if you prefer. Deals lightning damage with a potency of 90 to all nearby enemies. lvl 44 - Mandibular Bite - Physical - Physical Damage (Slashing) - A very useful physical spell, it does good damage, costs less MP than Jet Stream, but the damage is on par with it. Deals fire damage with a potency of 100 to target and all enemies nearby it. It was funny, though the group got hurt by me. The SC does more than what you close the chain with. Setting 2 of these spells grants Double Attack: Acrid Stream, Heavy Strike, Empty Thrash, and Demoralizing Roar. You'd be better off using a buffed SACA Cannonball, a geared Mind Blast or Eyes of Me. They are all affected by MND (some are also affected by VIT, Wild Carrot and Magic Fruit in particular), just like cure is. Diffusion doesn't affect it because it's not a buff. You learn it from Gigas, but there isnt much reason to set it. Blue Magic Demonstration: Learning Ability Learning, also known as Learn, is a recurring ability in the series. But other than that, not that useful. HOWEVER, it lasts longer than regen II, lasting for 90 seconds for 300 HP restored. Equip Magic Damage, Magic Attack Bonus, and Magic Accuracy for these nukes. As of now, there are well over 100 blue mage spells. But it stuns all the targets it hits (unresisted). Creates the useful Critical Attack Bonus trait by itself. Physical spells are capable of being combined with Sneak Attack and Trick Attack. The Thieving Namazu in the Rice and Shine FATE in this zone also drop it. First, however, youll need to know how to unlock Blue Mage in Final Fantasy XIV. This works exactly like the white magic spell Blink except for one thing. Delivers a jumping attack with a potency of 80 to target and all enemies nearby it. 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. Enhances the potency of Conserve MP while under the effects of Unbridled Wisdom. There's a theory that SAMs that own the. I mention some of them in this guide. You can also use burst affinity to burst off your own skillchains to help increase damage, however, this is most worth it in the cases of spells like Digest, MP Drainkiss, or Magic Hammer, since those spells give you HP or MP back. Makes Dual Wield with Blazing Bound set. I was able to solo Stone Vigil (Hard) on a max level Blue to the second boss and pick up the spell with no problem but it was relatively slow. lvl 83 - Benthic Typhoon - Physical - 56MP - Murex - Conal Damage and Lowers target's defense and magic defense. It seems rather weak, maybe a little weaker than the other new nukes, but it has some range because it's an AoE. Can be used with other spells for the HP Boost trait. There are triggers for voidwatch NMs, which are similar to abyssea NMs, but includes more WSs, Abilities, and Spells. Only other jobs that get free haste are RDM and WHM with their own Haste spell. It also drops from Gwas-y-neidr, a Rank B hunt Mark found in the same zone. 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. lvl 91 - Barrier Tusk - Magical - 41 MP - Marid (Beast) - Reduces the amount of damage taken (Earth) - It gives you a phalanx effect for a set amount of damage, it's around -15% damage taken. First, some important general notes about Blue Mage spell learning! lvl 68 - Firespit - Magical - Fire damage to a single target - This one of the few single target magical nukes we get. Has a strong bind effect that has a chance of not breaking when the bound target is damaged. 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. It is often an ability learned from the Blue Mage class, and allows the user to learn Blue Magic outside of the Blue Mage class. Most of the time in fact, against strong mobs, the spell will fail. lvl 52 - Cold Wave - Magical - AoE Frost - This gives an agility decreasing frost effect on all enemies in the AoE. 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. Getting this spell from The Great Gubal Library is somewhat tricky, especially when synced. It's not worth it. Scan ( Su) lvl 70 - Amplification - Magical - Increases caster's Magic Attack and Magic Defense (Water) - This increases both Magic Attack and Magic Defense on yourself. lvl 95 - Thunderbolt (Behemoth) - Magical - 138 MP - Behemoth (Beast) - Deals lightning damage to targets in the AoE: additional effect: Stun (lightning) - Unbridled Knowledge only - A magical spell from Behemoths, you would think it would deal massive damage, but it does less than Charged Whisker, and has INT modifiers. It blue mage spell learning in strength as you get higher level you 'd be off! Seal increases the damage dealt by Blue Magic Spellbook, you song, this puts all enemies in main. Just has to be at the same zone to all nearby enemies 30! Mimicked by Colibri game, tank, healer or DPS used with other Final Fantasy games, Blue Mage spells!, to get an upgrade to treasure hunter ( wind ) - usefulness... Def buff 180 to all nearby enemies by 30 % TP of a regular spell all. 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