Somewhat disappointing to see that it's not modified by enmity, but it's probably for the best. It lowers defense and magic defense by around -10%. Since youll be subbing Thief, you dont get a damage bonus from using Trick Attack. However, you need a specialized build to get the most out of it. This is a new trait, it makes spells burst for more damage. lvl 64 `- Voracious Trunk - Magical - Steals one beneficial effect (Wind) - This is dispel, but with a twist, you transfer the buff you remove to yourself, so if your target has haste, you get haste. lvl 79 - Animating Wail - Magical - Haste (15%) (Wind) - 15% haste that lasts for 5 minutes. Gives the Magic Attack Bonus trait alone when set. But it's a really useful JA. That way, no one has to change elements in case a High Vulnerablity or Extreme Vulnerability happens to be a BLU spell. By this time, you have auto-refresh. lvl 75 - Vertical Cleave - Physical - Physical Damage (Slashing) - This spell does very good damage, especially when you sub /THF and use Sneak Attack. It cost a lot of spell points to set this. When you first learn it, if your sword skill isn't capped, it'll likely miss it a lot. It's efficient, but in abyssea, breath damage isn't that useful. For example, Bomb Toss, the spell we learn from goblins, is very powerful in the hands of a goblin. As mentioned before, Blue Mage gets a massive bonus to experience from defeating enemies in the open world (outside of FATEs and duties). lvl 99 - Embalming Earth - Magical - 57 MP - Matamata (Lizards) - Deals AoE earth damage: Additional effect Slow (+25% Slow) - An earth nuke with slow effect. Our spells and everyone else's WSs will produce more TP than this will be able to control. lvl 61 - Seedspray - Physical - Three-fold damage (Slashing) with Additional Effect: Defense down - Another new spell, it's notably weaker than Frenetic Rip, but stronger than Bludgeon. Not much to say about it. Not a big deal for most BLU spells, because they're already fast, but with homam legs, loq. You can learn spells during fights in the Masked Carnivale. With pollen, cocoon, provoke (sub WAR), and high damage spells, you can cure tank like a Paladin does (maybe even better in the dunes). Plus, the Job can be extremely useful during Itinerant Moogle sessions for blazing through content with specialized groups and load-outs. lvl 94 - White Wind - Magical - 145 MP - Puk (Dragon) - Heals party members in the AoE (Wind). The effect decays over time, so the mob will regain VIT gradually. This is a Level 2 Blue Mage ability that requires 20 ABP to learn - and once you've got it, you can of. Deals unaspected damage with a potency of 120 to all enemies in a cone before you. It does cost only 2 set points, and is combined with Enervation to form the Counter job trait. But it may not last the whole fight, and if there are any other mobs around you, if can aggro them too if they're in front of you. I guess it's because since colibri are like parrots, they can and will copy the incantations of other spell casters, and blue magic is so complex that they can't copy it. 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. Blue mage is known as a limited job. Meditation, Warcry, etc.). lvl 81 - Final Sting - Physical - 88MP - Bees - Deals physical damage proportional to HP. This is a nice upgrade, it'll give you +100 TP bonus to physical spells when using efflux. Blue Mage is a magical ranged limited job in Final Fantasy XIV that specializes in learning the spells of the enemies they've defeated in the past. You'll never use it. Learning is a Level 2 Blue Mage ability that requires 20 ABP to learn. You will need to learn this spell to gain access to the level 60 Class Quest Blue Scream of Death. 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. You can also get this from the boss of the Coil of Bahamut, Turn 1, Caduceus. lvl 40 - Mysterious Light - Magical - AoE Wind Damage and Additional Effect: Weight - An expensive alternative (73 MP) to the Red Mage's Gravity spell. Two Blue Mages can make any skillchain in the game with their combination of sword/spell, club/spell (though most Blue Mages dont use clubs due to the poor choice of clubs available and lower skill in them), or spell/spell (with two Blue Mages both using chain affinity)! When playing as a blue mage, it is possible to participate in duties with other players in preformed or undersized parties. 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. This spell has replaced Sub-zero smash for my normal casting set: auroral drape + wind breath makes the Fast Cast I trait. A lot cheaper than magic fruit. If you use regeneration and have this trait, you'll be able to heal a bit more HP with it. This is often the easiest way since you can do it solo without needing a partner or a group. It's more expensive for a cure, but as you gain higher levels, you get higher cures and more HP. Some enemies have resistance to some damage types (slimes are resistant to physical damage), while some are weak against others (pots are weak against blunt damage). (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. Anyway, combines with Acrid Stream to make the Double Attack trait. I haven't had trouble with most mobs with the gravity landing, except for certain high-high-high level mobs (excluding mobs that outright resist all forms of gravity). lvl 70 - Asuran Claws - Physical - Six-fold Damage, accuracy varies with TP (Blunt) - This is a new spell, learned from Gnoles. Great for Almace wielding BLUs. It, In order to learn all 104 spells available at level 70 BLU, you will need to have completed the main story through Stormblood (including most of the patch content), opened up all three tiers of the Alexander raid series and the Omega raid series, and finished the Hildebrand side story line up to the Battle in the Big Keep. 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). Costs 6 spell points to set. This is a GREAT spell. 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. lvl 99 - Droning Whirlwind - Magical - 224 MP - Bztavian (Vermin) - Wind damage in AoE with additional effect: dispel - A bitch to learn (I don't have it yet) because you have to learn it from the battlegrounds delve megaboss, instead of being able to learn it from the wildkeeper reive. It's a second AoE stun like Temporal Shift, but less reliable, but it costs less spell points to set. Enhances the potency of Conserve MP while under the effects of Unbridled Wisdom. I didn't check the range, unfortunately. If you trigger the weakness with your blue magic spell, you won't want to cast that spell again on the NM, because triggering the same weakness multiple times can nullify the bonus you gain from triggering it once. lvl 76 - Plenilune Embrace - Magical - Recovers HP and increases Attack and Magic Attack (Light) on party target - The new Cure IV. It'll save your life if you're solo or something. MND has no effect on it. 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. To see the spell, you must, You can also get this from the second boss in the Lost City of Amdapor dungeon (the big annoying moth.). It's based off of CHR though, so you need specialized gear to make it worthwhile. Counter only works when you don't have shadows up. Only useable with unbridled learning/wisdom up. Learning blue mage spells is associated with the following achievements: From Final Fantasy XIV A Realm Reborn Wiki, Alexander - The Burden of the Father (Savage), https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Blue_Magic_Spellbook&oldid=497900, About Final Fantasy XIV A Realm Reborn Wiki. - Fluterinis (Butterfly) (Elemental?) Blue Mage is not a regular DPS class like any of the other jobs in the game, and it is instead a "limited job". You will need to learn this spell to gain access to the level 20 Class Quest Why They Call It The Blues, Also Surf Eft in Brayflox Longstop (Normal). Clubs with magic damage give this more usage, but I haven't used it much. Has no effect on enemies whose level is higher than your own. Use subduction instead of this for it has a bigger AoE, more efficent damage, and gravity II effect. 6 set points. 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. The big example of this is 1000 Needles. It can be gained from many locations, but is probably easiest Solo from either Masked Carnivale . However, its only a self-target spell, meaning you cant use it on anyone else. Despite these limitations, Blue Mage is a lot of fun and can scratch that collector's itch as you learn all the spells. Regular blink gives you 2 shadows, this spell gives you 4 shadows. At first look, it's weaker than other high level spells, but it costs 16 MP, and is our most MP efficient spell, damage to MP. See the section below on Ways to Learn Blue Mage Spells for more info!). 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. Note that I haven't done voidwatch yet, but I dug around and found some information about it. Blue Mage Spells have become so much easier to obtain. You blow yourself up. To learn more spells for your Blue Magic Spellbook, you . lvl 73 - Ram Charge - Physical - Physical Damage (Blunt) with Additional Effect: Knockback - A rather useless spell that has the same stat modifiers as the Sword Weapon Skill Savage Blade (STR 30% MND 50%). There is a rumor that having more Blue Mages in your unsync party improves the odds of getting the rare spells to drop. It hits more times than thrashing assault, with STR and DEX mods. Or you can get this from the same dungeon run of Temple of the Fist that you get Rose of Destruction from. Do you really want to use that many spell points for clear mind for resting when you could have auto-refresh? Has a very expensive MP cost. So, if you need more accuracy, you can cast Warm-Up. 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). Reduces damage taken by 40% while reducing damage dealt by 70% and increasing enmity generation. It is based on MND and to a lesser extent, VIT. lvl 30 - Grand Slam Physical AoE (Blunt) damage Not very useful in most cases. Move quickly to the specified location. The Damage-Over-Time effects of Song of Torment, Aetherial Spark, and Nightbloom all overwrite each other, so you can only have one up on your target at a time. ), NOTE: These mobs may no longer be present in Castrum after patch 6.1. However, early on, you may find you can pseudo-cure tank in the dunes. Its worth having equipped for awhile. It can make a fun toy for absorbing mob buffs too. They should have made it a light sleep to replace yawn (which isn't as useful because of the gaze attack thing). lvl 42 - MP Drainkiss - Magical - Steals enemy's MP (Darkness) - Very useful when fighting mobs like crabs and Colibri (it's an Amorph spell, making it very effective against birds). Increases physical blue magic skillchain damage while under the effects of Chain Affinity. Mobs that are completely immune to stun can't be stunned by head butt (such as many high level NMs, NM bosses in campaign battle, etc.) lvl 99 - Nectarous Deluge - Magical (Water) - 97 MP - Snapweeds (Plantoids) - Deals water damage to enemies in range, additional effect: poison. Magical spells of one type can be resisted if used against a mob type that it is weak against. When you defeat an enemy after it has used that spell, you have a chance of learning it. Resting means you're not doing damage, but auto-refresh gives you MP while you're fighting. You can learn this spell from Trickster Imp in Central Shroud. This increases your skillchain damage when you're using chain affinity and trying to skillchain, usually your self-skillchains (like Chant Du Cynge + Sinker Drill = Darkness). I'm not sure which boosts damage more for that, STR/VIT or the defense from. If your spell misses, youll see a message like: *Your Name here*s spell has no effect. You dont want to see that, so youll end up gearing yourself similar to any other damage dealer, like DRG, SAM, DRK, MNK, or WAR for example. lvl 34 - Death Ray - Magical - Darkness based damage - It's interesting since it's one of the few darkness based nukes, but at 49 MP, (opposed to Bludgeon's 16 MP cost) it'd be cheaper to just cast anything else instead, besides the fact that you need CHR to get it to do decent damage. or if you want to earn an achievement such as those needed to earn the Morbol Mount. Most of the time in fact, against strong mobs, the spell will fail. Costs 7 spell points. Limited Job. Triggering yellow weakness greatly enhances the drop rate for upgrade items for trials/empyrean equipment, and it stops the mob from casting magic for a short period of time. lvl 20 - Claw Cyclone Physical Two-fold AoE (frontal cone) damage (Slashing) Not as strong as bludgeon, but still respectable. 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. You only start out with a single spell, Water Cannon. When you use chain affinity, it gains a bigger boost from CHR, but since STR affects all your physical spells it is important to concentrate on STR gear. It'll likely only make it last less. lvl 50 - Ice Break - Magical - AoE Ice Damage with Additional Effect: Bind - This spell is fairly useless, since you already have Blastbomb for bind, and that is ranged with a longer cast time, though if you were in a situation with a bunch of mobs on you or someone next to you, you could possibly cast this spell, then move out of melee range. If you're sleeping things(for example), you'll have this trait since you use yawn and magic fruit. It's dark based, it's like sleep II (90 seconds), so if you need an extra sleep, it's there. With 15% haste AND refresh, it puts on par with RDMs for soloing some things, IMO. A nice trait, especially for CDC now. lvl 67 - Enervation - Magical - AoE Defense down and Magic Defense down (Darkness) - This spell would be useful in HNM type instances where mobs can have a great amount of magic defense/resistance. At level 99, post Adoulin, Job Points and Gifts were added. Useful for support situations in parties, though it draws in hate. This spell needs a lot of accuracy for all 5 hits. So, if you like collect-a-thon, single-player experiences, this limited job could be for you. This gives you Stoneskin, though it is weaker than the white magic spell Stoneskin. Magical spells have different element types (earth, fire, wind, etc. But it's extremely dangerous, you need shadows up, stoneskin, and pray the mob doesn't turn your way if it survives. Though it has a rather high MP cost (99 MP), it is useful for fights against mobs with strong AoE attacks. These spells are cast like any other spell, but they do not consume MP and may be used again. Must use Unbridled Knowledge to gain access to the spell. The damage from the spell using CA is greater than Disseverment, and if the skillchain is not resisted by the mob, the resulting Darkness skillchain will mirror the damage of Vertical Cleave. With haste, you can spam this thing all day long on a very short cooldown. That means dual wielding magic damage clubs to maximize damage. 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. Glass dance shares with Veil of the Whorl, The Rose of Destruction shares with Chelonian Gate, Peculiar Light and Off-Guard (your tooltips actually mention this one). Inflicts Doom on target. An unbridled learning spell. Not that useful due to broken magic accuracy (the magic accuracy is floored for anything worth a damn). Also, from the September 2008 update, the new Blue Mage Job-specific Mythic WS Expiacion allows you to solo Darkness. This is due to the fact that all those spells rely on strength. Also, this spell is a MUST for when you use Cannonball. You can get a 5% (new moon) to at least ~12.25% increase in attack (Waxing Gibbeous). However, this boost is only +10 Magic Attack and +10 Magic Defense, while Memento Mori gives +20 Magic Attack, not to mention this spell has a longer cast time. However, when a blue mage sets Bomb Toss, the results are much different. 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. After this, you'll then have a chance of learning the spell, but there is a bit of RNG at play. If you need another stun that can do decent damage, you can set this (also part of the Store TP trait combo). However, it's self-targeting and works with Diffusion. The spell descriptions say that certain effects of the spell are modified by TP. If you're a BLU/THF you can use SA when you use Sickle Slash for a guaranteed critical hit, it does some nice damage. Unlike a black magic nuke, which can be cast when youre at 1 HP, a breath spell needs to be cast while you have 100% HP to get the most out of it, else you will do less damage. RT @ImmortalsAveum: Master your magic: Pre-order the #ImmortalsOfAveum Standard Edition and get the Purified Arclight, a unique blue sigil that will unleash more power for some of Jak's spells. lvl 36 - Digest - Magical - Steals HP from enemy (Darkness) - This is much better than Blood Drain, and dependent on Blue Magic Skill, but the exact formula is unknown. Colibri and Greater Colibri mimic normal magic spells, but not Blue Magic, making this safe to cast against them. Unlike in your traditional FFXIV jobs, you learn new Blue Mage spells by defeating specific monsters in battle although others will be given to you after youve unlocked a specific number of spells. You would be disappointed the first time you cast this spell and it does minimal damage. Can be used with Diffusion to grant the whole party the DEF buff. Learned from the bee wildkeeper reive or bee in delve. Its useful for the clear mind traits. Too bad Saline Coat doesn't make this job trait, saline coat is useful for something like astral flow in dynamis, and maybe set magic defense bonus while using that. If you are in the open world and the mob has been tagged by someone who isnt in your party, you wont be able to learn any spells from it. You need to use Unbridled Knowledge to gain access to this spell. Deals unaspected damage with a potency of 130 to all enemies in a cone before you. Shares a recast timer with Feather Rain. 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. The effect of this action cannot be ended manually. Combines with Leafstorm to make the new Magic Burst Bonus trait. First speak to Waoud at (J-10) in Aht Urhgan Whitegate. Blasting Cap trash mob in Copperbell Mines or Flambeau, add in first boss fight in same. lvl 60 - Dimensional Death - Physical - Physical Damage (Blunt) - Another spell that's good with Sneak Attack. lvl 79 - Battery Charge - Magical - Self-Targeting Refresh (Light) - A 3 hp/tick refresh only targetable on the caster, but can be combined with diffusion for an AoE refresh! Read more: Heres what its like to attend Final Fantasy XIV Fan Fest. You will need to learn this spell to gain access to the level 30 Class Quest Scream Blue Murder, You can also get this from the last boss of Amdapor Keep (Normal). 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