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, Scholar will even provide Regen II at an early enough level to be used at Lv.74. They tend have spells miss. * Notifications for PvP team formations are shared for all languages. Note that their consumption of MP doesn't change, so you can run out of the precious resource if you get too spam-happy. It's so much fun, ws frequency is doubled with it, really. Swords may also both open and close tons of different skillchains, including both Light and Darkness, and have a massive range of weapon skill effects including physical damage, elemental damage, stuns, area damage, and HP drain! Typically I would separate Trick Attack and use a multi-hit physical spell for good non-Sneak Attack damage on the party's tank. Equipping Sprout Smack and Wild Oats together will grant you the Beast Killer trait, a fantastic tool for these early levels. With the item still in your inventory, go into the center of the pool. Pollen is the best spell to learn first, since your goal isn't damage at this point but rather survivability. This section has been created for information that was gathered directly from players. My recommendation is the potency and accuracy, as the recast on both Chain Affinity and Burst Affinity makes them almost niche abilities in the content I've attented. Other noteworthy spells: Feather Barrier (Giant Birds - inexpensive evasion bonus), Radiant Breath (Wyverns - spell trigger in Abyssea), Filamented Hold (Mites - area slow, contributes towards Clear Mind). 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. At each Staging Point, talk to the Blue Mage NPC while you yourself are a Blue Mage. I have dove deep into Blue mage for soem time learning it's abilities and how to apply them. If you can actually magic burst it, even better! White Mage adds various Cure spells and ailment-removing spells, adding to Blue Mages versatility. Another one of the pride and joy bits to this support job is the addition of Auto-Refresh without using a ton of Set Points and spell slots for the same effect. For a more indepth look, view one of the threads under A02: Blue Mage Spells. I'm working with others to try to get the rest of the information. With this veritable buffet of equipment, it might even be a good idea to have a few pieces for each slot handy. They will come eventually. Elemental Seal stacks with all Blue Magic. Be sure to answer "Yes" to both questions, as answering "No" to either will make you restart the quest. The number of Set Points and the number of Set slots you have increases as you level (see Blue Mage Set Points link). you can stop an attack in its tracks and strike an enemy instead. In Ilrusi Atoll, talk to Meyaada. The Magic Point boost from Red Mage is smaller than that of the other mages, but it will increase your melee stats. 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. Unlike other mages who simply have access to their spells once they're learned, Blue Mages must strategically prepare in advance the ones they wish to bring into combat. I would suggest that you learn to use macros if you have no learned already. Its element is light and it has a pretty significant range and duration. Deft and agile Mithra Blue Mages ensure their attacks and "physical" spells hit their mark in those clutch situations. ), and if set together for 6 points will combine to form Auto Regen. In Halvung, talk to Waudeen. "Nii'd" I say more? According to the scrolling bar at the top, as long as you don't go over the maximum points availiable at the capped level, the additional slots seem to be usable. But wait, there's more! I agree. 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. /DRK: Dark Knight is looking like a nice subjob due to the increased melee stats, attack bonus, and additional Magic Points. For 9 set points, the two spells you need to set are very likely not worth it. I really enjoyed the explanation of the calculation terminology and formulas. Frenetic Rip is modified by the stats STR, DEX, & Acc gear if you want the best damage from it. Learned from Wamouracampa (the larval stage of those giant moths in Halvung), this spell is extremely unique. I would still recommend sticking with subbing White Mage or Scholar until level 30, though-- the bonus MP and the utility of cures and status removal effects are more helpful than anything else. While this may look limiting, swords are inherently one of the most versatile weapons in the game, with a huge array of choice between raw damage-per-second, stat-loaded varieties, and everything in-between. As a result, Im going to post the ups and downs of every possible job if used as a support job for Blue Mage. spot in Dangruf Wadi I5-J5 when the weather is normal. Go down to the third option labeled "Magic". Manage all your favorite fandoms in one place! Elvaans can use gear to raise INT so every magical spell lands as well. Recast: 0:02:00 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. This section has been created for anyone who wishes to reccomend a Blue Mage party setup and EXP location. FINAL Limited Job, would you like more of them? Reply With Quote But some situations may call for Scholar or Red Mage. Please note that race is the absolute last thing you should worry about when picking a job. With a simple set up, I prep before each battle by casting utsutsemi, refueling (which is a MUST have once you hit lvl 48) and then metallic body which is a spell I've constantly used since lvl 8. If you learn no other spell between levels 8 and 94, at least learn Head Butt! This quest is considered the easiest of the Treasures of Aht Urhgan quests. Moreover, it contributes 4 points towards Auto-Refresh, making it capable of replacing up to 3 spells and refunding up to 4 set points. Table: 8th-Level Blue Mage Spells. FFXIclopedia is a FANDOM Games Community. Recast: 2:00:00 An important thing to note is that the traits you equip and the traits from your subjob don't stack, and will only provide you with the highest tier of the two. This support job may not be as useful as others, but having additional TP means more weapon skills. At Lv.40, you get Clear Mind, alleviating the need to waste useful Set Points and spell slots for the same effect. Target gains immunity to Death spells and effects. Due to its incredibly high vitality and HP, subbing Monk can actually benefit your spells as well as your survivability. This combo combined with Chain Affinity allows other players to blurt out the ever cliche phrase "BLU is overpowered!" FANTASY is a registered trademark of Square Enix Co., Ltd. Both are fantastic spells anyway, and combined only use up 4 set points. Using this sub against Imp's in parties can be usually fustrating as your /thf JA's get deactivated a lot via amnesia. I'm going through all the suggested skills for the task and where/how to get them and how to utilize them in your solo runs. Balance the job. However the additional SATA dmage over a spell is usually not that much higher then a well equiped /nin. /PUP: The Automaton is nearly as strong as you are for the first couple of levels, and even up to level 10 will be a potent tank while you are soloing, thanks to certain Attachments - in particular, the Shock Absorber produces a 100HP Stoneskin for your Automaton at any level. MP Drainkiss (Leeches) at level 42 is fun to use. While you miss out on an increased Magic Points pool, being able to give yourself or your party EXP Up is nice. 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. Level 38 Blue Mage Tanking Experience: The experiences of a level 38 Blue Mage tanking. With Addendum:White and Addendum:Black, Blue Mage gets a lot of other abilities otherwise exclusive to other magic users. Blue Mage is unlike any of the current jobs in Final Fantasy XI. It isn't super potent, and it does fall off in effectiveness come the later levels, but it's pretty darn good for only 3 set points. The sword is the perfect companion to a job as variable as Blue Mage. Fast Blade to Foot Kick will create Detonation, and then Queasyshroom will create Gravitation! For races other then Mithra, Dex should be slightly higher then the STR, this way every sword hit, hits, and every pysical spell lands. Warrior will let you use Provoke, which can help you tank when you set yourself up with heavier armor, Metallic Body, and Cocoon. Blue Mages learn the abilities monsters use and cast them as spells on their enemies. Oh yeah, and Thiefs naturally highest dexterity and agility are no laughing matters either. Samurai provides its user with a ton of TP. 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. Summoner as a sub also provides a boost to both the INT and MND stats. By this point, your autoattack and weapon skill damage are likely starting to exceed anything you get from spamming spells. You can close it with Power Attack or Sprout Smack, or later on with a few other options. Its a great weapon and youll surely use it for a few levels at least. Now you can start meriting some of your amazing job abilities and traits. Learned from the Ghrah monsters in Lumoria and equippable at level 74 is Actinic Burst. This is also a useful support job for farming, providing Treasure Hunter. The hardest part was NOT killing it. After level 30, /THF is the way to go. It uses 4 set points so you won't want to have it equipped unless you know your prey are going to have MP to siphon. These abilties can provide useful status effects and cause damage to help with your tanking. With /thief your malee suffers alot,softer hits, you miss more often and 1/4-1/2 the malee damage total. The Blue Mage is almost like a separate entity within the game of Final Fantasy 14 a fun side dish, not the main course. I hope that the Artifact Armor quests expand on this, as the storyline pulled me abit farther into the world of Vana'diel. 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. OA2-4 Khadga has a 1.9~2.0 attacks/round average, we'll go with 2.0 because it's a prettier number. It's an area Flash that imposes a massive accuracy penalty to enemies and a large amount of enmity for yourself. Physical Blue Magic attacks act like a weaponskill. Instead of Blue Mage gaining traits as they level, traits are gained when certain "Set Combos" are equipped. The head piece sadly doesn't get as much use as one would hope. Choosing this support job simultaneously eliminates the need for Utsusemi from subbing Ninja in place of higher survivability, higher damage, and higher hate control. Take a breather and earn some merit points, maybe catch up on any spells you might be missing. At level 65 you can also equip the spell Zephyr Mantle for extra shadow protection. Now select the "Set" option below Manuel sort. Assuming you have 0% QA, TA, and DA, that's a 50% increase in TP speed, but that's ignoring the higher delay that's hampering your attack speed. Depending on the mob, defense food may or may not be needed. Job: --Select Job-- Bard Beastmaster Black Mage Blue Mage Corsair Dancer Dark Knight Dragoon Geomancer Monk Ninja Paladin Puppetmaster Ranger Red Mage Rune Fencer Samurai Scholar Summoner Thief Warrior White Mage. For a long time this was it: the highest level in the game. The stat you should focus on to allow max damage potential from it is STR since Death Scissors is insanely modified by a high hidden STR stat. 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. Over the years and throughout the Final Fantasy franchise, many new versions of this class were made - but the core element stayed the same. Next I did tests with Souleater, basing a work or not work on HP loss and damage. Dark Knight also has a number of spells, albeit generally useless. Protect stacks with both Cocoon and defense food, making you a virtual juggernaut at low levels. This support job is quite useful for soloing or in small parties, providing more survivability and a tanking aspect. 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). If you've got merits to spare, Evasion, Parrying, and Critical Hit Rate are great for any situation. Table of Contents: Scholar also provides Clear Mind and Resist Silence. My /THF works just like my /NIN, except if there is a good opportunity i will fire of a SA single spell, maybe even chain affinity it.. but not always. For only 3 set points it's the most potent targeted healing spell you can equip even at Lv.99. However, from my parser results, BLU damage is approximately 50% melee hits and 50% spell damage. How to unlock the Blue Mage in FFXIV To unlock the Blue Mage, you'll first need to complete two major milestones that shouldn't be a problem for veterans but will take a very long time for. Even pre-75, every 10 levels gives you 1 level from every category. Subject gains Reraise, Float, and Haste status. 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. First off, I hope youve acquired all of your Staging Points already. This is simply to increase your support role should you want it. Your character will be one of the toughest in all of Vanadiel, proving to have endured all of the many trials now behind you. Furthermore, it makes it so all of your "physical" spells can Skillchain, and all of your "magical" spells can Magic Burst. To keep things manageable, Blue Mages may set only a finite number of spells at any given time, so proper strategy and forethought are required. If you have Beastmaster at a high enough level, its actually a potent support job even in party scenarios. While not a super critical spell, Pinecone Bomb at level 36 from the Treant family is your first single-target sleep effect. Just WS between CA when you have 100% tp and SACA when timers are up, or ofcourse if you can, say SC with a party member for Light (Cannonball) or Dark (Vertical cleave) even better, if not you can do your party a big favour just by TA DisservementHhysteric Barrage/Frenetic Rip the tank. This is actually a great job to take into duoing situations. Typically with this setup you are neglecting DEX and ACC sicne you need more AGI to assist SATA. 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. Store TP with Samurai will increase your TP per hit, and Meditate at Lv.60+ will almost instantly grant you 60% TP. These stack very well with Sneak Attack and the Chain Affinity ability. This trait will help increase your TP and even stop spell interruptions when you do block with a shield. 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