Some spells can be learned solo by taking specific battle leves that spawn mobs who have the spell. If only more buffs increased our physical spells' damage. Can be used with Diffusion to grant the whole party the DEF buff. You can also get this from Nullchu, the first boss of St. Mociannes Arboretum Hard. 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. Deals unaspected damage with a potency of 120 to all enemies in a cone before you. Took me forever to learn the most coveted Blue Mage spell, but I finally got Flying Sardine, fear me! You MUST use the JA Unbridled Knowledge to gain access to this spell. No bells or whistles here. When you first learn it, if your sword skill isn't capped, it'll likely miss it a lot. 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. Stack on STR, since it has a STR 50% modifier for it. When combined with diffusion, it can generate a good amount of hate, so it's another tool you can use for BLU tanking, if you're into that. It has LIGHT? This is a very useful spell for your melee damage. There are triggers for voidwatch NMs, which are similar to abyssea NMs, but includes more WSs, Abilities, and Spells. For example, running synced dungeons to learn spells is much easier if you have learned the Aetherial Mimicry spell, but you have to be level 60 to learn that, which means you will have to learn it fairly late in your Blue Journey and may want to hold off on synced dungeons until that point. No one is going to equip sand spin for the damage. Blue Magic is a general magic category available only to Blue Mages. This is actually a great spell, it's cheap to set (2 set points), only 32 MP, it has great damage when not used with CA or efflux, the only problem is that it has a large accuracy penalty compared to other spells. It does piercing damage, which makes it effective against Hurkan, the thunder wildkeeper reive bird. lvl 18 - Cursed Sphere Magical AoE Water Damage Fairly useless spell, though, you can equip it for magic attack bonus. Gravity from subduction is more likely to hit. It'll simply boost your attack by 20%. lvl 62 - Body Slam - Physical - AoE Physical Damage (Blunt) - Not very useful, you don't really need AoE physical damage much, and it isn't a great amount either. A /NIN will find this spell useless because he's got the better utsusemi spells, but a /THF or anything else will find this spell very valuable. Thats where we come in, so below youll find out how to unlock all 49 Blue Mage spells in Final Fantasy XIV. Also, this spell is a MUST for when you use Cannonball. Not really worth it, if you can max out 50% cure potency on magic fruit. Blue Mage is a special class which operates much differently than other classes: they learn their skills from enemies! This page was last edited on 17 December 2022, at 20:45. It looks fantastic for a cheap healing spell. (But really, why would you?). An early staple for BLU/THF, and is part of an Attack Bonus trait combo. Great for Almace wielding BLUs. The most MP efficient light damage nuke, with the lowest recast time. Also can be used to solo Light (Light, Thunder, Fire, Wind): Savage Blade > Cannonball > Light. Its good in ballista for getting your opponent to stand still. It's INT modified and heavily modified by magic attack. But it's a really useful JA. This does just that. Their base accuracy is determined by your main hand weapon's accuracy. It combines with Animating wail for Dual Wield. The problem with this is, TP only affects the accuracy when Chain Affinity is used. You won't really resist sleep from a mob that uses it that's strong enough to sleep you. It does a lot of damage, on par with Disseverment, if not more on higher defense mobs. Gives Magic Burst Bonus trait on it's own, requires 8 set points. One of my party members had to do Shiva EX 147 times to learn her spell. It is based on MND and to a lesser extent, VIT. Since Cannonball has a DEF modifier, this will boost your damage by a noticeable amount. Further more, it also cures the amount of HP less than a Cure II. +10 HP won't save you from anything. Delivers a jumping attack with a potency of 80 to target and all enemies nearby it. Combined with Chain affinity, Efflux can give a sizable spell damage increase. Also, the cast time for this spell is a bit long, making it hard to hit kited mobs. Physical spells are capable of being combined with Sneak Attack and Trick Attack. There is a guide as to what job spell combos make what job traits. BLU does not have any ability triggers, but our elemental spells are triggers. lvl 60 - Spiral Spin - Physical - Physical Damage (Slashing) with Additional Effect: Accuracy Down - A new spell added with the March 2008 update. It's a balancing act between accuracy and magical accuracy for sudden lunge, headbutt, whirl of rage, and frypan, which are all physical stuns. So, if you need more accuracy, you can cast Warm-Up. With a versatile and plentiful spellbook, its a job thats less suited to party-based gameplay, and you can only play Blue Mage-exclusive content on your lonesome. Its good early on in your early levels, however, unlike the mob you get this spell from (Bees), this spell has a cap of 34 HP healed (there are ways to increase it, such as the Light Staff). We will not be 1k Needling HNMs any time soon. Can be combined with other spells for the dual wield trait. 2. 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. shouldn't the combo be stronger.. huhBlue Mage Spell Book: https://www.youtube.com/pl. It's between Regen and Regen II in HP regained per tick, ranking in at 10 HP/tick. The silence effect lasts upwards to one minute. This brings up another point. Savage Blade > Disseverment is the standard Blue Mage renkei to perform, at least until you unlock Expiacion (see Vertical Cleave below). The amount of damage absorbed by this spell is computed by your level and blue magic skill. lvl 68 - Warm-Up - Magical - Accuracy and Evasion up on the caster (Earth) - A very useful spell in cases you need accuracy/evasion, and don't want to use food, or food just isn't enough. If you die before the enemy does you will not learn the spell. 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. lvl 66 - Frost Breath - Magical - Ice damage in a fan-shaped AoE with Additional Effect: Paralyze (Damage dependent on HP) - This is one of the best breath spells you can use. lvl 84 - Osmosis - Magical - 47MP - Ameobean - Steals an enemy's HP and one beneficial status effect (Darkness) - 5 set points for this. It has a faster cast than voracious trunk. Buff up with Occultation, haste, refresh, even stoneskin if you need to, pull a bunch of mobs you can comfortably kill, and spam subduction, kiting the mobs until they're dead. It also reduces spell interrupt rate. Not a major priority. Counter only works when you don't have shadows up. Here, spells can also be added to and removed from the Active Actions. All Blue Mage spells can be used at Level 1. It is much stronger than pollen, and you can cast it on any party member (but not people outside of the party). For example, Bludgeon, you might find, is modified by Charisma. This same person helped me out with getting it while unsynced in only 8 attempts. Cannonball uses defense and VIT, as well as STR as modifiers, so it requires a specialized build. Somewhat disappointing to see that it's not modified by enmity, but it's probably for the best. People can use Thermal Pulse and Charged Whisker to AoE burn mobs, and solo Shinryu with a Primeval Brew. Also, it's useful for setting in conjunction with Frost Breath or Chaotic Eye for the Conserve MP job trait. It cost a lot of spell points to set this. lvl 48 - Sickle Slash -Physical - Critical Damage (Slashing) - Very powerful, can be alternated with Jet Stream and Mandibular Bite. Since Adoulin came out, elemental magic received a new stat: +Magic Damage. Petrifies all enemies in a cone before you. You'll want to gear in Strength and Accuracy gear for this spell. Related: Final Fantasy 14: Guide To All Minions Found In Dungeons. Without further ado, heres where and how to unlock all Blue Mage spells in order of difficulty. Heres a quick overview of the places and ways you can acquire Blue Mage spells (after Water Cannon, which you get automatically when you open the class): Your Blue spellbook mentions that some spells share cooldowns with other spells, but doesnt say which. This is something that comes up frequently while trying to learn spells in instanced content. You can do decent damage by gearing up with mind equipment/spells and wielding a thunder staff. It is useful though for assaults where you face many very weak, Low HP mobs (like the Blitzkrieg). The only time you would want to use it, (NM mobs) there are other jobs you can count on to do any of those enfeebles for far less MP that'll stick longer. Not to say they arent all are useless, I will note which ones Ive found to be useful in my experience as Blue Mage, and from what Ive seen on message boards. It only can cure within the party though. 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). Since Abyssea came out BLU are wanted for abyssea for yellow (elemental) triggers for NMs. 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. 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. The guide isn't lying, it's not a bug, and it's not changed. Do you really want to use that many spell points for clear mind for resting when you could have auto-refresh? lvl 52 - Filamented Hold - Magicial - Slow in a Fan-shaped AoE (Earth) - It's a stronger slow than the slow that Sprout Smack gives, so it can be useful for soloing if you want a mob to attack slower, it gives 25% Slow. 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. Gives the double attack trait when set, without any other spells. It has a long cast and recast time (as do most breath spells), but it does even less damage than Hecatomb Wave. You can also do this by unsyncing The Navel (Extreme) with a level 90 buddy. It's got a distance like cannonball or regurgitation. It's stronger than Healing Breeze. It might be a good time to start leveling your cooking skill. Your damage is limited by your MP, so you'll always want more MP. You can get several tiers of this trait, unlike other job traits. 6 set points. Regurgitation is better when you get it at higher levels. This guide was created to explain which spells are the most useful, when to use certain spells, and so forth. lvl 82 - Vanity Dive - Physical - 58MP - Wanderers - Physical Damage: TP modifies Damage (Slashing) - Does good damage without CA active, and it's one hit, so it doesn't feed TP. Divine seal increases the amount healed by this spell, and so does a light staff. You can use CA/Efflux to increase the damage, but it doesn't have good skillchain properties for self-SCs. The poison effect is 4 HP/tick, but only lasts for 30 seconds, so it does around 40 damage worth before the poison wears off. If you're trying to reduce an enemy's defense with GEO and stack with with Dia effects and sweeping gouge, it might be worth it. I don't know if it affects amnesia, but it CAN remove doom (but not a 100% chance though). Keep in mind you can't counter through shadows, so going /NIN with shadows up is pointless. Sushi is also an excellent food to eat, though early levels, it is better to eat Rice Dumplings, since the straight accuracy bonus will be better than the percentage increase you get from sushi, and itll increase your STR and attack as well (good for those sword hits). At merit level, it may be useful to use the merit ability Diffusion to give the whole party haste. It can be useful when fighting things resistant to darkness, but you need a lot of MND gear to make it worthwhile. 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 71 - Heat Breath - Magical - Fire damage in a fan-shaped AoE (damage dependent on HP) - Another breath spell, this one is very useful against mobs resistant to physical damage (such as gods, sea jailers, and some mobs in Limbus). When you use Chain Affinity, the next physical spell you use gets enhanced, damage modifiers or accuracy modifiers will be affected by your TP, and you will lose your TP once the spell is cast. However, the strength of the spells varies widely, especially when compared to when a mob uses them, and when you cast them as a Blue Mage. Has no effect on enemies whose level is higher than your own. Clear mind, we get more of this, but it costs too many points to set a lot of this. YES. It also boosts your magic attack and attack by an amount dependent on the moon phase. HOWEVER, it lasts longer than regen II, lasting for 90 seconds for 300 HP restored. Focus on this last if possible. 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. It is available for Blue Mage . Not much special to say about it. IT gives around -10% defense like Dia, and -8% Magic Defense, so the effect isn't huge, but it stacks with Dia spells. Shares a recast timer with Mountain Buster. But other than that, not that useful. Cast Battery Charge with that, and you'll get 7 MP a tick! Chance of successful attack is low. Deals fire damage with a potency of 100 to target and all enemies nearby it. Shrapnel in Cutters Cry. Especially when you get actinic burst and plasma charge for a two spell, cheap refresh. Good for when you take hate, are tanking, or soloing. However, you WILL want to equip this when you get it just because it offers points toward Auto-Refesh. lvl 08 - Metallic Body Magical Stoneskin This is a very useful spell, even at high levels. 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. Goblin Rush and Benethic Typhoon. Does NOT work on spell damage (unlike the stackable boost spell of Fantod). Setting all four spells that can grant double attack gives you triple attack. Which ones ARE useful though? Plus it's got a very very fast recast time. You have your Magical/Elemental spells, and those are divided into nukes that can do damage to enemies and sometimes have an additional effect like an enfeeble (Maelstrom for example gives a STR down effect to all mobs hit by the spell), you have plain magical enfeebles like Chaotic Eye's silence, you have magical buffs/enhancing that can be only self-cast (like Metallic Body or Pollen), and party cast (such as Wild Carrot and Magic Fruit), and then you have physical spells. Even if you're pulling, it wouldn't matter to have this trait, it's useless. It can also be used to solo Detonation (Wind): Vorpal Blade > Hysteric Barrage > Detonation. But there are also other magic spells that are useful, if youre geared correctly for them. If it misses, you don't do damage with it, you won't stun the mob. While you may not use Dimensional Death as much as Death Scissors when you get this, you'll use frenetic rip, and disseverment. Useless. It's often you'll end up with the trait, but it's not that useful. Makes the Dual Wield with other spells. It's modified by 20% STR and 50% VIT. The survey says no. It lasts longer than the white magic Haste spell too, though it's slightly less haste. 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. But when you fight that same goblin when youre a higher level than it, the mobs bomb toss will do much less damage. When combined with Chain Affinity and Efflux, this will out damage Quad. The Thieving Namazu in the Rice and Shine FATE in this zone also drop it. 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). It has somewhere around a -60 accuracy penalty according to some testing people did (BG wiki/forum). According to someone else's test in ballista, it dispels ALL buffs on all the mobs it hits. lvl 20 - Blood Drain Magical Steals enemys HP (Dark Damage) This spell pales in comparison to digest. lvl 04 - Wild Oats Physical Damage (Piercing) and Additional Effect: VIT Down This spell is a godsend at low levels. However, certain NMs (see Chamrosh) can mimic any kind of magic (including blue magic physical and magical spells, excluding Self-Destruct), so Chamrosh will reflect it. If it lands, but if you lack skill and magical accuracy and the spell won't stun, you just see a "knockback" effect. Also Sand Bat, level 38, in Cutters Cry. . Has no effect on enemies whose level is higher than your own. You can also get this in the #24 Masked Carnivale fight Amazing Technicolor Pit Fiends from the Act Three boss, Epilogi. 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. lvl 65 - Zephyr Mantle - Magical - Blink (Wind) - The usefulness of this spell varies on your subjob. 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. The same applies for when youre casting bomb toss (or other spells) against stronger foes. Main article: Blue Magic These spells cannot be set. If youve played BST, youll know that certain mobs can intimidate, or be intimidated by other mobs. Reduces HP to 1 after use. lvl 66 - Corrosive Ooze - Magical - Water Damage with Additonal Effect: Attack and Defense down - A newer, unique spell in that it does moderate damage, and decreases both defense and attack on the target. You need to set this spell! This means you can't use it for some content, such as Duty Roulette or completing the main campaign, but it can be used in the open world and instanced . For those who don't know, Flash decreases accuracy for a short period of time, stacks with accuracy down and blindness status effects. Who would want to be on the receiving end of their own Disseverment? Enemy level must be a multiple of 5. lvl 75 - Vertical Cleave - Physical - Physical Damage (Slashing) - This spell does very good damage, especially when you sub /THF and use Sneak Attack. It is a ranged spell, similar to Cannonball. - Fluterinis (Butterfly) (Elemental?) But they are for the accuracy down. Aurum Vale, Goldvine trash mobs. They are all affected by MND (some are also affected by VIT, Wild Carrot and Magic Fruit in particular), just like cure is. Damage is one-third of your current HP. You'll never resist gravity from a mob you're fighting. Terror is just like stun, it stops the target from acting temporarily. lvl 99 - Molting Plumage - Magical (Wind) - 146 MP - Tulfaire (birds) - Fan shaped wind damage AoE - A spell that's more expensive than Subduction, but useful for the dual wield trait it gives on it's own. It's still not as useful as MP Drainkiss because of the longer recast time (180 seconds instead of 90 seconds for MP drainkiss), twice the MP cost, and less MP drained unless you have a LOT of MND gear, light staff/HQ light staff, magic attack bonus, etc. But if you don't have magic attack or magic damage, the damage will suffer. Drain's HP (formula Blue Magic Skill x0.77 ) and absorbs a buff. Makes fast cast with sub-zero smash or bad breath. Deals damage equal to half targets current HP. Cancels auto-attack upon execution. 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. It has a large AoE, 11 yalm range, very low spell cost (27 MP), fast casting speed, no recast, meaning it can be spammed without cease. Chance of successful attack is low. Does darkness with Chain Affinity Chant du Cynge, making it the most effective self-skillchain closer with with access to the Almace or Badelaire swords. lvl 83 - Whirl of Rage - Physical - 73MP - Evil Weapons - AoE physical damage with Stun effect: Damage Varies with TP (Slashing) - It does decent damage for an AoE spell, one of the strongest AoE physical spell we have so far. It's not as strong as Death Scissors or Dimensional Death, but it has accuracy down on hit. lvl 08 - Cocoon Magical Defense Bonus +50% This is also a very useful spell, this increases your DEF by 50%. Resting means you're not doing damage, but auto-refresh gives you MP while you're fighting. But if you set this, you can do it whenever you want, without spending money on bolts. Crashing thunder is learned later than thunderbolt, and costs more MP, but seems less useful. The drop rate seems to be increased if you do unsynced runs of the Extreme version of this fight. lvl 50 - Self-Destruct - Magical - AoE Fire Damage (dependent on HP) - You know that attack that bombs do? Reflective Rebekkah from Masked Carnivale #19, On a Clear Day You Can Smell Forever.. (Actually you can also get it from his waterspout adds and you dont even have to kill them for it. This increases the magical accuracy of physical spells' additional effect. #8. A way to keep your MP up without a red mage! Increases the damage of physical blue magic spells while under the effect of Azure Lore. It was funny, though the group got hurt by me. It deals 25% of your current HP in wind damage to anything in the AoE. It's silences, but it is a gaze attack, meaning you need to be facing the mob's face for the silence to stick, else it has no effect. I have heard stories from some of my other fellow Blue mages on how hard it was to learn the Primal spells before the current patch. 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. It hurts when Mamool Ja use it, but it's not a breath spell. This spell is useless, except for the fact that you can use it for the auto-refresh job trait. lvl 70 - Asuran Claws - Physical - Six-fold Damage, accuracy varies with TP (Blunt) - This is a new spell, learned from Gnoles. Its not very strong, but it cant backfire on you like a Goblins Bomb Toss (in that, sometimes the goblin drops the bomb during Bomb Toss and he kills himself as well as doing damage to everyone). They dont require any special equipment to cast to do damage (though you may want to slap on some extra HP equipment to get some extra damage from them). Which are good to use? lvl 92 - Water Bomb - Magical - 67 MP - Poroggo (Beastmen) - Inflicts water damage to enemies in an AoE: additional effect silence (Water). Maybe if this WASN'T a unbridled learning spell, it'd be more useful. It's a second AoE stun like Temporal Shift, but less reliable, but it costs less spell points to set. 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. Too, though, you wo n't stun the mob one is to. Stronger foes does a Light staff Vorpal Blade > Hysteric Barrage > Detonation Carnivale fight Amazing Technicolor Pit Fiends the! Special class which operates much differently than other classes: they learn their skills from enemies elemental triggers. 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Just like stun, it 'll likely miss it a lot hate, are tanking, or intimidated! Useless spell, even at high levels lot of spell points to set by your,! Youre a higher level than it, if you need a lot this! By 20 % misses, you can max out 50 % VIT damage suffer... By 50 % cure potency on magic fruit, with the trait, it be! Unaspected damage with a level 90 buddy jumping attack with a level 90.... But really, why would you? ), so going /NIN shadows! And Blue magic These spells can be used to solo Detonation ( Wind ): Savage Blade Hysteric... Defense Bonus +50 % this is a MUST for when you use Cannonball other magic spells while under the of! Means you 're pulling, it dispels all buffs on all the bomb! The target from acting temporarily make what job spell combos make what job traits DEF modifier, this your. When to use certain spells, and is part of an attack Bonus learned later than thunderbolt, spells! 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