When you use the addon to equip a certain set a timers-based timer is displayed to let you know when your spells are ready. Table of Contents: The white mage class (WHM) is deceptively one of the most beginner friendly and yet uniquely obtuse healer jobs in the game. Worm bane by Amanoj: This thread is a tale of a Blue Mage's quick leveling. Ofcourse, with my setup i don't have +66 str, i think i only have +30 ish in TP gear, +55 or so in cannonball gear, but i have not sacrificed anything for my /THF, i only use it as a benefit. until you've at least caught up. Great job once again! For the actual helpful aspects, you will gain an offhand weapon at level 20 and Utsusemi: Ichi at level 24. A very good choice for the average Blue Mage between the levels of 30 and 49. After that, I strongly recommend Diffusion to level 4 or 5, with the remaining point (if any) going into Convergence. For Healing based magic attacks, macro in MND. This goes double for Blue Mage, as not only do most of the job's stats come from its equipped spells anyway, but every attribute is reflected as modifiers for spells and weapon skills. I will work on adding any information I link to as its own article, with credit given to the original author. Level 32 debuts Chaotic Eye (Couerls), a single-target gaze (enemy has to be facing your direction) spell which silences the enemy. Furthermore, it makes it so all of your "physical" spells can Skillchain, and all of your "magical" spells can Magic Burst. Q: How do I learn Blue Magic? That said, some excellent spell options make an appearance in most Blue Mage builds. If you can actually magic burst it, even better! I know this is a huge long shot, but I was wondering if someone did the work to list spells by zone you can learn them in as a sort of makeshift journey from 1-99 when it comes to learning spells. 10/10. I'm working with others to try to get the rest of the information. Blue Mage is 80% Malee, so use that. On top of this, Flash can help you keep enmity. With Addendum:White and Addendum:Black, Blue Mage gets a lot of other abilities otherwise exclusive to other magic users. Their accuracy is based off the accuracy of the weapon that the Blue Mage is using, while their damage is based off the Strength that the Blue Mage has. In Patch 4.5, by popular demand, Blue Mage (BLU) has been added to FFXIV Stormblood. Trick Attack+Frenetic Rip on your tank does some great hate control for your party. When you hit level 99 and you don't have any more pressing merits to dump, try to maximize your "Merit Capacity". Following Savage Blade with CA-enhanced Cannonball will detonate a Light skillchain (Fire, Wind, Lightning, Light). If you come across one that doesn't work, please, place your explaination of the situation on the talk page. Congratuations! Its a great weapon and youll surely use it for a few levels at least. At level 72 you can finally set Fast Cast. The Lv.52 footwear and Lv.54 legwear are fantastic defensive pieces. These formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents. Curing spells such as Pollen will increase when a player's Mind stat is increased, while damage spells such as Sandspin will increase when a player gains more Intelligence. I even once acquired a spell without fighting at all, I was medding as they fought, and my pet won unexpectedly quickly. If you are going to use this combo, I would suggest several things. So if you feel you can put Utusemi by the wayside, you can gain Drain Samba (party-wide on-hit drain), Curing Waltz (healing spell that costs TP instead of MP), Quickstep (evasion-down), and Animated Flourish (Provoke). Also with brutal earring an and haste gear and rajas, I build TP fast enough to vorpal blade for 400-600 before Chain Affinity is even back up, count in the better acc of the gear, dual wield 15% melee haste, 10% from refueling 5% for wahlran, 3% for dusk, 4% from swift, and 5% double attack from brutal, thats 38% more attacks, for 24 less str than a thf sub with far more acc, so hit rate is even better. Probably the best choice for the average Blue Mage between levels 1 and 29. Unfortunately the avatars are set as the same level as your sub, and therefore it is difficult to get much use out of them due to their low accuracy and attack. Level: 25 Since Blue Mage gains the ability to Magic Burst and Skillchain with their abilities, a subjob that adds to the STR or INT stat would be my preferred sub. Q: What do the Yellow Boxes in my Set window mean? The level 58 body piece is also top-notch. Theory on Blue Mage's Role in Parties: This link provides a discussion on how Blue Mages have performed in parties as certain roles. I focused on /nin at first and that is actaully a strong part for the Blue Mage. Frenetic Rip is modified by the stats STR, DEX, & Acc gear if you want the best damage from it. Commands After level 30, /THF is the way to go. A very overlooked support job. This latter strategy is only really useful if your fights tend to be a few minutes long and assuming you dont have a Corsair in the party already. The Magic Point boost from Red Mage is smaller than that of the other mages, but it will increase your melee stats. What I found odd was that Wild Oats stacked while Feather Storm did not. Level 12 is when you have access to one of the best spells in the game: Head Butt from Quadavs. It even provides Resist Sleep in combination with Magic Fruit, which you'll have set anyway. Keep your dex high to improve your malee as well as have +ACC gear. You can always just use it whenever it's ready for a little bonus damage on a spell you've already got set. Scholar as a support job gives the Blue Mage some curing power as well as relatively decent dark arts power. Your character will be one of the toughest in all of Vanadiel, proving to have endured all of the many trials now behind you. You can also get the useful spell Raise at Lv.50 and at the same time a free Auto-Regen, also saving Set Points and spell slots. When using /thief, you can get increased damage from spells with Sata, however malee will suffer. A large amount of Blue Mages have been seen using this combo. So much damage in fact that your biggest danger is simply pulling too much enmity. FFXIclopedia is a FANDOM Games Community. Race-specific gear is some of the best equipment you can have on hand for Blue Mage. Definitely useful when fighting spellcasters, and skyrockets in usefulness at level 65 when it can be combined to make Conserve MP. Since your Chain Affinity is generally still cooling down when you are finally at 100% TP, you can convert some of that TP into enfeebles and cures. As of right now, little is know about Blue Mage and their skillchains. Red Mage, White Mage, Scholar, or Dancer may all do this for free-- otherwise, Silent Oils and Prism Powder will do the trick. In my opinion, the whole THF sub is overrated with the exceptions of fights where feeding TP the mob would be a great disadvantage to the party/alliance as a whole (Ultima, Kirin, etc.) After activating it, your next "magical" blue magic spell is amplified and may be used to magic burst. If someone can make the rules I'll spend the next hour dumping all that info into the gearsets. Level 72 also brings Disseverment from Aerns in Lumoria. Assimilation will get you up to 5 bonus set points, which is a massive bonus no matter how you spend those points. Then the tank would have an easier time keeping hate off of you once you Sneak Attack + Chain Affinity + Death Scissors. In addition to being very well-tailored to the job, the story you dive into while questing for it is dripping in sublime lore. [pre]. Warrior, Ninja, Thief, and Dancer will probably still be your go-to. Subbing this makes using shields even more useful, providing the Shield Mastery trait. I'll be using this guide for sure. You'll even have to complete most of the Chains of Promathia storyline just to unlock some of the later spells such as Disseverment and Actinic Burst. Also, Monks high vitality will also generate more damage through vitality-based spells. These stack very well with Sneak Attack and the Chain Affinity ability. There may even be some rare situations where a staff is required to bolster your "magical" spells, especially if you are called on to heal from the back line. If this list isn't correct, I will add my own list under this section. A "blue jewel found at the bank of a certain river" refers to the Siren's Tear, which may be found just outside of Port Bastok in North Gustaberg. It enables you to cast Regen on yourself, keeping your Hit Points and Magic Points up. You can even hit yourself with an Etude to enhance the potency of a particular spell, or lower the monsters resistance to a particular element with a Threnody, but with halved skill and no instrument, expect the enemy to resist it. I do admit that BLU/THF builds tp abit slower than a /NIN, but the difference is pretty marginal. The only time it will become extreme rather then the 90-200 points additional, is when Aure love is used, then you lay in a SATA WS. Nothing else. With the one minute recast timer on Sneak Attack, Blue Mage will be able to take advantage of it whenever it is up. At each Staging Point, talk to the Blue Mage NPC while you yourself are a Blue Mage. I tend to think more defensively and attempt to keep an above average level of damage as well. Several Blue Mages have reported learning Blue Magic from Too Weak mobs. Thief is appearing to be a very nice subjob for Blue Mage. But since this is a comprehensive guide I feel like it might be helpful. Addon to make setting blue spells easier. The Blue Mage is almost like a separate entity within the game of Final Fantasy 14 a fun side dish, not the main course. Final Fantasy XIV is a massively multiplayer online role-playing game (MMORPG) set in the fantasy realm of Eorzea.. Chances are it will have a ton of TP and you will be able to get it to use at least one attack. The former is an area cure spell, while the latter is a light-based sleep effect (making it especially effective on undead! When it is not needed, you will be able to use attack food. However the additional SATA dmage over a spell is usually not that much higher then a well equiped /nin. At level 65 you can also equip the spell Zephyr Mantle for extra shadow protection. Rate This Guide. Don't forget about your artifact equipment, either. Assuming you have this job leveled already, you can provide yourself with extra soloing potential via a healer, nuker, damage-dealer, or even tank buddy. This includes, but is not limited to, job abilities from other jobs and increases in Strength. It's a very noticeable bonus at these levels. I was able to solo from level 15 to 16 resting for MP only one time with this method. I hope that the Artifact Armor quests expand on this, as the storyline pulled me abit farther into the world of Vana'diel. This guide takes you through basics of clearing dungeons alone as sole Blue Mage in Final Fantasy XIV (mostly to get the associated skills from them). Since this support job isnt useful until Lv.60, youd be better off subbing Thief in a lot more cases. Level 38 comes with a bunch of extremely useful spells. The difference in my gear as /THF and /NIN for tp building is offhand weapon > Acheron Shield. Duration: 0:00:30 If nothing else, it's 4 set points and contributes towards Magic Attack Bonus, so if it's enough to also lift your dependence on Auto-Refresh it's even better! And if you are a newcomer to this game, the Beginner guide may teach you a few things you didn't already know. Keep in mind that "physical" blue magic spells share accuracy with your weapon, and your skill proficiency is directly correlated to accuracy. /RDM: Red Mage is like Dark Knight in the fact that it also provides a boost to the magical and melee abilities of the Blue mage. It's an area Flash that imposes a massive accuracy penalty to enemies and a large amount of enmity for yourself. At this point you will receive a cutscene. Make sure you use your attack Blue Magic. If you fail to in any other way avoid an attack (Utsusemi, evasion, parrying, etc.) Note that all of your "physical" blue magic spells are basically treated like weapon attacks, so Attack, Accuracy, Strength, and Dexterity are hugely important, in addition to specific modifiers unique to each spell. All of Blue Mage's healing spells are just like Cures. Dancer and Summoner get a few nice boosts as well. Having the ability to switch into using a blunt-damage weapon is fantastic against creatures such as skeletons. It's a costly 5 set points, but provides some decent stats and inflicts reasonable damage for its 61 MP cost. Players must first complete the main scenario quest "The Ultimate Weapon." After unlocking Blue Mage, Job Quests for BLU are at levels 1, 10, 20, 30, 40, 50 & 50. Not to mention that you now have the ability to Trick Attack at level 60. Using it to follow Red Lotus Blade will create a heavy-hitting Gravitation skillchain. I will do my best to keep up with the any new information that is found, but if I have not added it, feel free to inform me. Currently only works as blu main. Also Widescan is a useful feature of the job, especially when trying to weed-out monsters for learning spells or camping notorious monsters. Forbidden Art of the Immortal Lions: Contains a link to a chart made by Shuurai with various information on Blue Mage. Accuracy Bonus is a nice bonus, giving yourself +10 accuracy from 20-59 and +22 accuracy from 60-75, but generally not good enough to be all that useful. Combining the Red Mage exclusive trait Fast Cast with spells like Head Butt and Bludgeon can actually completely eliminate the need for any survivability. Also unusual is its secondary modifier of Defense. While you miss out on an increased Magic Points pool, being able to give yourself or your party EXP Up is nice. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty. For 9 set points, the two spells you need to set are very likely not worth it. The B- in clubs is no laughing matter, either. There's a lot of spells. This requires the Blue Mage to use his/her sword and keep the skill close to cap to allow for maximum accuracy. Manage all your favorite fandoms in one place! Beastmaster provides a weak Widescan, allowing you to find monsters easier too. This quest is considered the easiest of the Treasures of Aht Urhgan quests. The original poster is still updating and testing, so I hope to see more information revealed. This trait will help increase your TP and even stop spell interruptions when you do block with a shield. It may be tempting just to grab the bare minimum and carry on, but you'd be surprised how even the most obscure spells may come into play eventually. Congratulations! OMG this is the best post I've ever seen. After a few rough tests from me and people in my Linkshell, we concluded that it did not enhance Blue Magic in a noticable way besides the moves listed above. (Note that the damage-over-time effect will not feed extra TP over time, however.). This generates a lot of hate, but having Utsusemi definitely helps to minimize damage, and Dual Wield allows me to increase overall damage. You can even use Flourishes to do neat things like Provoke the target monster. We don't get Magic Fruit until all the way up at level 56, and subbing White Mage allows us to get access to better curing spells much, much earlier than through our main job alone. Level: 1 Your solo play is still plenty adequate, especially with trusts. In Ilrusi Atoll, talk to Meyaada. Both are fantastic spells anyway, and combined only use up 4 set points. Souleater is less potent when Dark Knight is used as a support job, but it can still be used to deal extravagant amounts of damage when using multi-hit spells such as Hysteric Barrage. Notice that the same abilities that stacked with Sneak Attack stack with Souleater. I may also recommend adding a note to your party as part of the macro that you are performing a self-skillchain, otherwise they may interrupt it. This is a working guide. The same holds true for all "magical" Blue Magic. This job can play all three roles in the game, tank, healer or DPS. I would choose a Dark Knight sub over this for increase meleeing ability. For example, the Head Butt that Blue Mages learn for level 12 may only be learned from Quadavs, even though Mandragoras use an ability with the exact same name. On top of this, the useful Third Eye job trait can save you an attack if you do get enmity. Moreover, it's the first spell in your arsenal that can close a Darkness skillchain, if used to follow up the Requiescat weapon skill. Level 69 brings with it Store TP. Now you can start meriting some of your amazing job abilities and traits. You can close it with Power Attack or Sprout Smack, or later on with a few other options. The Shield guide is a good idea for beginning to understand the Blue Mage job. This combo combined with Chain Affinity allows other players to blurt out the ever cliche phrase "BLU is overpowered!" Some people may suggest things such as having Azure Lore active or facing the enemy will increase the chances, but these theories have been proven wrong. You do not need over 1000 TP in order for it to take part in a skillchain either, meaning you can use it to follow your own weapon skill to skillchain all by yourself! There are some I haven't seen (and haven't gotten other Blue Mages to say they've seen). Nobody forces you to use CA when you are /THF in my experience even only using SA Dimensional Death (better damage than Death Scissors when no CA is involved) every min will more or less make you on par with /NIN. ), (Discuss the many, many things available to you at level 99 and beyond), (Discuss Blue Mage's role in end-game content. Any breath-type spell is affected solely by the users current hit points, so both inducing Monks high HP and Max HP Boost trait will enhance any attacks of that sort. While not necessary, it will speed up the party and allow you to use your MP as you feel fit. In Dvucca Isle, talk to Nahshib. Magical Blue Magic damage TESTED: thread on Blue Magic Magical damage and how to increase it. It's not critical until you've got the gear for it, but once you start accessorising for it, you can keep yourself from running dry fairly reliably. 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. In addition, you get the extended line of status curative -na spells, which are incredibly helpful while fighting alone. However, from my parser results, BLU damage is approximately 50% melee hits and 50% spell damage. But don't stress out if you don't have the money or inventory space for squeezing every bit from your equipment early on. Blu > Blu Skillchain Guide (Work In Progress), Blue Mage (BLU) Fact vs Fiction: The Search for the Truth, Everything You Need To Know About Which Stat To Raise, Adennak's Skillchain Chart, Now with Blue Mage Hotness, Do Not Sell or Share My Personal Information. Bad Breath (Morbols, Lv.61) is awful, and Sub-zero Smash (Ruszors, Lv.72) is rarely worth using. A useful support job for a Blue Mage trying to learn spells. I was quite surprised to see that I had learned the ability. Nothing slows things down like an enemy with a potent self-buff. Pro-Tip: Monsters will always use their TP moves when they reach 1000 TP if their HP is less than 25%. It usually lasts between 0.2 and 0.5 seconds, depending on server ping and the actual length of the attack. Level (1-99) Your mountain of HP of course also adds to survivability, but it also directly amplifies spells such as White Wind and "breath" spells! * Notifications for standings updates are shared across all Worlds. Particularly noteworty are Warrior's Defender (and Attack Bonus), Thief has access to Trick Attack, Dark Knight becomes a high-risk, high-reward sub with Souleater (and a second tier of Attack Bonus), Samurai gives Meditate (and even more Store TP), and Scholar gets a truckload of stuff (7 spells and 2 traits). Pro-Tip: Using a really weak weapon is a good way to feed the monster TP without killing it too quickly. This is simply to increase your support role should you want it. Effect: Enhances the effects of blue magic spells. Other option for Ammo: Mavi Tathlum Other option for Waist: Witful Belt Other option for Back: Cornflower Cape (Augmented Blue Magic skill 5-15) 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. Instead of Blue Mage gaining traits as they level, traits are gained when certain "Set Combos" are equipped. This makes it a lot less dangerous to use in a crowd of enemies. Boosting yourself with Cocoon, Protect, and Defender will significantly enhance this spell. One game day must pass, and then trade Waoud the item. Below are some examples of what you can do right off the hop: Red Lotus Blade into Uppercut or Jet Stream creates Fusion (Fire/Light), Red Lotus Blade into Queasyshroom or Terror Touch creates Gravitation (Earth/Dark), Red Lotus Blade into Screwdriver creates Scission (Earth), Fast Blade or Seraph Blade into Bludgeon creates Liquefaction (Fire), Fast Blade or Seraph Blade into Foot Kick or Smite of Rage creates Detonation (Wind). Finally the spells that this sub provides: Drain, Aspir, Warp, and Bio. If you're already tanking with sub-Warrior, it will now provide Defense Bonus. In Halvung, talk to Waudeen. Remember that certain creatures have MP even if they don't cast spells, such as Beetles. One or two extra job traits and spells, plus the bonus stats they provide. ), Saline Coat (Xzomit - enormous reduction of magic damage that can be combined with Diffusion for your teammates), Temporal Shift (Hpemde - reliable area stun that also contributes to Attack Bonus), Exuviation (Wamoura - self-target Erase with a small HP recovery attached), Vertical Cleave (Euvhi - inexpensive heavy damage and can close a Darkness skillchain). Providing Blue Mage with a little bit of both White Magic and Black Magic. Blue mage functions independently of other classes and jobs, starting at level 1 with a maximum level of 70. For example, if you set Uppercut as a damaging spell, you might want to equip Battle Dance. However, this spell makes you self-sufficient. A little extra defense and whatever other bonuses they provide could be useful! Aside from that, this quest offers little danger. It's around this point that Blue Mage starts to transition from tedious to straight fun. 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