blue mage spell learning
Makes the evasion bonus trait. Deals fire damage with a potency of 100 to target and all enemies nearby it. 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. However, early on, you may find you can pseudo-cure tank in the dunes. But this spell is cheap, and it's earned a spot in my spell set because when you set Bad Breath and this spell, you gain the Fast Cast job trait for -10% cast time, and -5% recast time on all spells. No cap has been determined for spells learned at level 60 or later. Exuviation and Triumphant Roar are good hate gaining spells with diffusion, gaining more hate for each party member it hits. 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. The power of this spell is notably much weaker than Disseverment, Frenetic Rip, or Hysteric Barrage while costing more MP than any of them. If you prefer the slow-and-steady style of leveling you will need to adjust some of these recommendations. The drop rate seems to be increased if you do unsynced runs of the Extreme version of this fight. This increases your physical spells' damage. Water Bomb can be used for Conserve MP. If you're a serious BLU, you want to gain as many job points as possible. Trait: Dual Wield. Makes the Dual Wield with other spells. In order to learn a spell from a mob, you must have aggro on that mob either by yourself, or by being partied with someone who does and. Spell Learning Mechanics As with other Final Fantasy games, Blue Mage learns spells by defeating enemies who use those spells. 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. Also, the MP Drain won't work against undead. A ~ means there is no relevant information (such as there being no open world mob with the spell). It's free haste. It has a fairly long range compared to MP Drainkiss for example. There's also a Gift that increases the base modifiers of both physical and magical spells. When combined with Chain Affinity and Efflux, this will out damage Quad. It gives resist silence on it's own. It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. 5 Set points to set. It doesn't require any INT to work well, but just slap on your AF hat when using it against Colibri to increase it's effectiveness (since it has the Monster Correlation increase on it). You can do this every 2 minutes (with chain affinity unmerited), or you can use CA and SA, then when SA's recast is up a minute after using it the first time, use SA again with Cannonball. With the power of combined mechs.. We learn J Kick.. It's +10 MP, which you'll spend in one spell. As mentioned before, Blue Mage gets a massive bonus to experience from defeating enemies in the open world (outside of FATEs and duties). 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. lvl 04 - Sprout Smack Physical Damage (Blunt) and Additional Effect: Slow This spell does something neat, it gives the enemy the Slow status effect, around 15% Slow. However, you need a specialized build to get the most out of it. This guide was created to explain which spells are the most useful, when to use certain spells, and so forth. Normally, physical spells give 10 TP per hit. The turtle is vulnerable to death and flat damage spells; Missile works very well. INT based modifiers. We can use chakrams for throwing, yes, but have no skill in them. Deals unaspected damage with a potency of 50. Recast time is 1 minute and takes 3 spell points to set. So, this isnt worth casting. 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. What about utsusemi? Warrior gets 10% double attack for Double Attack I, supposedly 12% with Double Attack II at lvl96 (and more with merits). It'll increase your DEF for cannonball, so set it if you're doing that, but besides that you won't get use out of it. Most of the time in fact, against strong mobs, the spell will fail. Acquisition Duties Gives the Magic Attack Bonus trait alone when set. Deals earth damage with a potency of 130 to all nearby enemies. lvl 54 - Hecatomb Wave - Magical - Wind damage in fan shaped AoE with Additional Effect: Blindness (based on HP) - Not so useful, it is very MP costly (116) and has a long cast time, though it does damage proportionate to your HP like a breath spell, but it is a lower tier breath spell, at 75 with 1195 HP, it should do around 350 damage, while later breath spells do a greater proportion of your HP in damage. lvl 81 - Goblin Rush - Physical - 76MP - Goblins - Three hit Physical damage: TP modifies Accuracy - (Blunt) - This spell is really good. This WS would make this an even better skillchain to do than the Disseverment Distortion that most BLU/NINs do. lvl 68 - Firespit - Magical - Fire damage to a single target - This one of the few single target magical nukes we get. List of Spells See also: Blue Mage Spells Learning Guide and List of blue mage actions When you defeat an enemy after it has used that spell, you have a chance of learning it. Aurum Vale, Goldvine trash mobs. 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. 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). Always keep this equipped, you can alternate using this spell with other DD physical spells. Anyway, combines with Acrid Stream to make the Double Attack trait. Why is this a physical spell instead of water? 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. It however has poor skillchain properties, as creates a Light Skillchain when preceeded by Savage Blade. Creates the Skillchain Bonus job trait with other spells. 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 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. ), wearing item level weapons and equipment, blue magic skill (increases each spell's base damage to a certain cap depending on the spell), and things that increase attack (like Nat. Can make the Dual wield trait with one of the two other spells that can make dual wield. Use subduction instead of this for it has a bigger AoE, more efficent damage, and gravity II effect. Has Distortion and Liquification skillchain properties, so it can supposedly make darkness with Requiescat, but it's not worth it, the damage isn't that strong. All Blue Mage spells can be used at Level 1. Has the fragmentation SC property. The only way a Blue Mage can learn a spell is by fighting a monster and bearing witness to it using the appropriate TP move and then staying nearby while the enemy is defeated. It does little damage, but it replaces our old friend Head Butt. BLU has a lot of spell triggers, one BLU can only cover half the triggers, you set one half of the elements for BLU try to proc. A very strong, single target, physical spell. People make magic accuracy magian swords thinking it helps their spells, it'll help prevent resists from head butt stun or other additional effects of spells, it won't help the spell ITSELF to hit, just additional effects. So, for example, you claim your NM on Earthsday. This action does not share a recast timer with any other actions. 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. lvl 99 - Sweeping Gouge - Physical (Slashing) - 29 MP - Raaz (Beasts) - Two hit attack: additional effect defense down - A weaker attack, but gives a defense down effect. You could also unsync this as its only at the first boss so you can get several runs done quickly if necessary to get the spell to drop. Youd better buy those woodsman/sniper rings, and wear that life belt. lvl 52 - Cold Wave - Magical - AoE Frost - This gives an agility decreasing frost effect on all enemies in the AoE. The first few abilities are pretty simple to get, but youre going to need some skills to get them from the monsters who level in the 50s. 3. level 2. lvl 74 - Actinic Burst - Magical - AoE Flash (Light) - An extremely useful spell when confronted with many mobs attacking you at once, the flash effect doesn't last a very long time, but it draws some good hate, and may give you the time to cast a sleep spell (like Yawn). Has no effect on enemies whose level is higher than your own. Learned from Wildkeeper Reive Shark, or Shark in Delve. Unlike other jobs that acquire new abilities when they level up, Blue Mages must learn their spells from enemies. Good for when you take hate, are tanking, or soloing. It's modified by 20% STR and 50% VIT. You can also get this from a synced or unsynced run of Sastasha (Hard). Damage varies with TP - Probably going to see as much usage as self-destruct sees, which means, it'll likely never get used. Enemies within an 8-yalm radius will be unaffected. You'll need to cast your spell when the NM is: not using a TP move (regular attacks from Iron Giant NMs count as TP moves for some reason), not casting a spell, and not affected by a weakness. If you can do so, you can also magic burst MP Drainkiss if you're EXPing on something with MP (like Crabs). No idea how potent the effect on this spell is. 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. The spell doesn't have to hit you or do damage, it just has to be cast. Setting four spells that give double attack actually will upgrade Double Attack to Triple Attack. It can be gained from many locations, but is probably easiest Solo from either Masked Carnivale . TP modifier is accuracy. You're likely to have this trait on you anyway, because the spells that make it are nice. It's got good enough damage, probably better than eyes on me. 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. A basic, bread and butter spell you will be using for awhile, since after you get this and sickle slash, there is a drought of physical spells. 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. Can make magic defense bonus trait with Magnetite Cloud or Ice Break. Some of them are a lot easier to learn than their "outside" options (Frenetic Rip/Animating Wail for example). lvl 81 - Final Sting - Physical - 88MP - Bees - Deals physical damage proportional to HP. Since Cannonball has a DEF modifier, this will boost your damage by a noticeable amount. 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.. Dark Knights' absorbs are mimicked back at their caster, so if a DRK tries to absorb-TP, if he's not fast enough, he'll get his TP absorbed back, Bard songs are affected so a BRD can get hit by his own lullabies or requiems, ninjutsu gets mimicked back at their casters. Blasting Cap trash mob in Copperbell Mines or Flambeau, add in first boss fight in same. People say our physical spells are fast enough, which is true, but what about the magical spells? You can also pick up Aqua Breath (3) from this fight. Cannot use when bound. I dont personally like this method since you must do the fights solo and the drop is not guaranteed (which I think is a design mistake) but there are some spells that can be gotten this way if you really want. I couldn't test it for very long because the marid I was fighting wanted to flatten me. 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. Gives Magic Burst Bonus trait on it's own, requires 8 set points. 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). Shares a recast timer with Glass Dance. It'll save your life if you're solo or something. This is also an important upgrade. You may also learn the spell while in a party. They are always in the spell list after they have been learned. I can't even use this spell yet. When they blow themselves up? So this actually has a use. It lasts for three minutes, but wears off after you get hit by a physical attack. They're as varied as the enemies that give us our spells. Also, it can be used for getting auto refresh. See where I'm going with this? Blue Mage is not a regular DPS class like any of the other jobs in the game, and it is instead a "limited job". It might be a good time to start leveling your cooking skill. lvl 04 - Power Attack Physical Critical Damage (Blunt) No thrills, low damage physical spell. It's not like utsusemi, and /THF is mostly dead, so if you're /NIN, you wouldn't bother with this spell at all. There is a guide as to what job spell combos make what job traits. So increasing Accuracy will allow you to hit with them. You may use a high damage, single hit spell with sneak attack (like Death Scissors), then shed some of the hate by trick attacking someone else with Frenetic Rip. It also looks funny, it's an actual frying pan being banged in front of you. Your party of melees and your mage will love you if you diffusion the party with it. You can also get this from Mahisha, a Rank A Elite Mark in The Lochs. Savage Blade + Disseverment gives you Distortion, and Savage Blade + Cannonball gives you Light. (NOT just Battle on the Big Bridge keep going! It's a gaze attack where you need to be right in front of the mob with it facing you. Unbridled Knowledge - It's a long lasting stun (terror), stronger than Jettaura, and actually useful for delve I (Shark, T-Rex, and Bee) boss runs. Can be used for the useless Rapid Shot job trait (useless for BLU anyway, since we only get a few throwing weapons, yet lack a skill in them). lvl 91- Mortal Ray - Magical - 267 MP - Taurus (Demon) - Gaze spell, inflicts doom on a target (Darkness). Manage all your favorite fandoms in one place! Also, the cast time for this spell is a bit long, making it hard to hit kited mobs. lvl 85 - Fantod - Magical - 12MP - Hippogryphs - Enhances Attack and Magic Attack (Fire) - It stacks with itself like boost, it stacks 10 times, and gives a boost to regular attack, and magical damage (physical blue magic AND elemental blue magic). But it IS a godsend when trying to defeat many weak attacking mobs (like the Blitzkrieg assault). 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). It combines with Animating wail for Dual Wield. The SC does more than what you close the chain with. You get it from Whalaqee Totem that requires you to learn 10 Blue Magic Spells. Another killer trait. Only usable under unbridled learning/wisdom. -. It can be useful when fighting things resistant to darkness, but you need a lot of MND gear to make it worthwhile. 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. This spell needs a lot of accuracy for all 5 hits. However, you'll want to equip this as soon as you can, because it can be used for auto-refresh. shouldn't the combo be stronger.. huhBlue Mage Spell Book: https://www.youtube.com/pl. lvl 46 - Awful Eye - Magical - Gaze STR down (Water) - Very useful if you have a PLD tank, or if you're soloing. Doing darkness with this spell, if it hits multiple targets, it does several darkness SCs on the mob you were initially targeting. Chance of successful attack is low. It's not worth it. It is overridden by stoneskin, and is affected by your level and blue magic skill. Replace vanity dive with this. It's dependent on INT and MND, so it requires a specialized build (Fire Staff helps too). You can also get this from a level 45 Battlecraft levequest at St. Coinachs Find in Mor Dhona. 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. They are all affected by MND (some are also affected by VIT, Wild Carrot and Magic Fruit in particular), just like cure is. lvl 84 - Auroral Drape - Magical - 51MP - Weeper - AoE Blind and Silence (Wind) - It blinds and silences the target, a nice two-for-one enfeeble. The damage isnt significant, the VIT down effect is important, especially on mobs like Crabs that have High VIT and DEF. Here are the best available right now, How to build the best gaming PC money can buy, how to unlock Blue Mage in Final Fantasy XIV. However, the White Magic Cure spells have one advantage that Magic Fruit and Wild Carrot dont have. With haste, you can spam this thing all day long on a very short cooldown. So, if youre struggling with the game, check out our Final Fantasy XIV new player guide youll be rolling EX raids in no time. Its good in ballista for getting your opponent to stand still. Set it for a nice bonus. 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). First, some important general notes about Blue Mage spell learning! Dual wielding clubs with +magic damage on it, will greatly increase your elemental spells' effectiveness. You cannot learn a spell if you are dead when the mob that cast it dies! 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. Reduces targets HP to 1. Increases blue magic spell damage while under the effects of Burst Affinity. Magic accuracy won't increase their chance to hit. The spell has no cast bar; it is the tank buster. 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. It could be useful to cast this before a nuke near a full moon. It hits more times than thrashing assault, with STR and DEX mods. The amount of TP given back to mobs can be reduced by subtle blow, so a BLU/THF with Raja's ring for example, gives 5% less TP to the mob with all their attacks, including physical magic. 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