However, it can be resisted easier than stun. lvl 99 - Polar Roar - Magical - 126 MP - AoE ice damage with additonal effect bind - Cehuetzi (beasts) - Obtainable from Cehuetzi (Kumhau and Uktux) and kahmir drifts WKRs and Delve. Dependent on MND. Best use for this spell is for the Attack Bonus trait. This WS would make this an even better skillchain to do than the Disseverment Distortion that most BLU/NINs do. It's efficient, but in abyssea, breath damage isn't that useful. 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. Read more: Heres what its like to attend Final Fantasy XIV Fan Fest. Does AoE damage for a cheap cost, with the main benefit of removing all status effects from yourself. Expiacion + Vertical Cleave > Darkness. Can be used with other spells for the HP Boost trait. Deals lightning damage with a potency of 90 to all nearby enemies. I was able to solo Stone Vigil (Hard) on a max level Blue to the second boss and pick up the spell with no problem but it was relatively slow. Most of the time in fact, against strong mobs, the spell will fail. Whirl of Rage and Final Sting can make the Zanshin trait. Good for when you take hate, are tanking, or soloing. lvl 99 - Carcharian Verve - Magical - 65 MP - Rockfin (Aquan) - Self-buff, raises ATK, M.ATK, and reduces spell interruption rate - Increases attack by 17-18% according to reports. Also available from Reverse Engineering FATE in North Thanalan, Also available from Magitek Vangob G-III in Brayfloxs Longstop Hard (second boss. Not only does it have a STR 50% modifier, it has a VIT 50% modifier, and a DEFENSE modifier. You can also get it from the B-rank hunt target Gyorai Quickstrike in this same zone. Needs to be cast with Unbridled Knowledge. 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. Let's take a look at where you can learn every Blue Mage spell. How do you know what stat to boost for what spell. Must use Unbridled Knowledge to gain access to the spell. Stronger than subduction, but very costly with a long recast timer. I initially used this before I started equipping vertical cleave for self-darkness when I got. 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). It heals yourself and all party members in range (but not alliance members). lvl 99 - Retinal Glare - Magical - 26 MP - Panopts (Plantoids) - Deals light based damage in a frontal cone AoE with additional effect: flash. A Blue Mage might need to completely re-gear himself with INT in order to get any reasonable amount of damage from Bomb Toss. You can learn this spell from Trickster Imp in Central Shroud. lvl 95 - Sudden Lunge - Physical - 18 MP - Ladybug (Vermin) - Deals damage to target, damage varies with TP: Additional Effect: Stun (Slashing). Makes fast cast with sub-zero smash or bad breath. Testing it quickly with an INT/magic attack set against marids, I got similar numbers to regurgitation with an NQ staff. You need to use Unbridled Knowledge to gain access to this spell. You'll never resist gravity from a mob you're fighting. Situational, you can't depend on a killer trait to always work. But it doesn't matter, since TP won't affect your magic normally. Deals fire damage with a potency of 110 to all nearby enemies at a designated location. Reduces damage taken by 90% and nullifies most knockback and draw-in effects. Savage Blade > CA Quad. Has no effect on enemies whose level is higher than your own. CDC mixes really well with double/triple attack. Reflective Rebekkah from Masked Carnivale #19, On a Clear Day You Can Smell Forever.. If you're a serious BLU, you want to gain as many job points as possible. This is called Monster Correlation (BLUs AF helm enhances this effect, as do one of our group one merits). You can also get this from Nullchu, the first boss of St. Mociannes Arboretum Hard. To learn the spell, you need to be at the same level. It probably works similarly to Leafstorm and Acrid Stream in that it's INT based and heavily modified with magic attack. So does Rusalka, a Rank A hunt mark in The Tempest. 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. Fairly fast recast time compared to sleep spells, but the sleep doesn't last as long as the spell Sleep (though the duration depends on how much TP you have if you use Chain Affinity). 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! lvl 70 - Cannonball - Physical - Physical Damage (Blunt) - This spell has some range to it, so you can cast it from afar, however, it still stacks with Sneak Attack (ranged attacks and ranged weapon skills like Sidewinder, don't stack with Sneak Attack). I tend to stack on STR and MND gear, and hope the MND affects the paralysis potency. Both of these will stack with Moon Flute. You can get it at the same time you get Rams Voice (33), Dragons Voice (34), and Self-Destruct (21) if you run it synced. It affects the buffs, like Pyric Bulwark and Harden Shell's duration. Damage varies with TP (Piercing). Makes Dual Wield with Blazing Bound set. 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. Situational, but not really useful. It cost a lot of spell points to set this. 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. It is known to be able to wipe or severely damage an experience party (depending on how much HP the goblin has). 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. However, if you deck yourself out in full CHR gear, youll find you may not do as much damage as if you decked out in STR. Took me forever to learn the most coveted Blue Mage spell, but I finally got Flying Sardine, fear me! You can pump up your defense with cocoon, you can refresh yourself now, and you can reduce the damage done by the enemy further with Demoralizing Roar. lvl 12 - Battle Dance Physical AoE Damage (Slashing) and Additional Effect: DEX Down This spell can help you decrease accuracy further (though not as well as Sandspin), but the damage isnt stellar, and you dont see a huge change. 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. You can also get this from Cerberus, the third boss in the World of Darkness 24 man raid. You will need to learn this spell to gain access to the level 55 Class Quest Bolt from the Blue. Set it for a nice bonus. Gives Attack bonus job trait on it's own. However, light is not always effective against many mobs. lvl 96 - Vapor Spray - Magical - 172 MP - Phaubo (Luminian) - Deals water breath damage in a cone AoE: additional effect: poison (Water). lvl 99 - Erratic Flutter - Magical (Wind) - 92 MP - Wamoura (Vermin) - Self-Haste II - Wind - A godly spell, giving you a 30% potency haste II effect on yourself that lasts 5 minutes. 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. But they are for the accuracy down. -. This is the same kind of DEF down that acid bolts can give. Don't bother using it unless for fun, or for a Fast Cast trait when combined with Sub-Zero Smash. Deals ice damage with a potency of 130 to all nearby enemies. The Thieving Namazu in the Rice and Shine FATE in this zone also drop it. 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. But it takes a lot of MND equipment to do decent damage, as well as magic attack bonus spells, equipment, and equipping spells for the trait Magic Attack Bonus (unless you sub BLM or RDM). These enemies can be found in the open world, dungeons, raids, trials, and the Masked Carnivale. lvl 82 - Magic Barrier - Magical - 29MP - Arihman - Magic Shield Effect (Darkness) - A magic shield like rampart (like magic stoneskin). Limited Job. It is affected by MND, and has a soft cap at 180 HP. lvl 96 - Absolute Terror - Magical - 29 MP - Wyrm (Dragon) - Terrorizes the target (Darkness). Also, the MP Drain won't work against undead. lvl 99 - Foul Waters - Magical - 76 MP - Acuex (Amorphs) - Frontal Cone AoE water damage with the additional effect: drown (31 HP/tick) - This is an interesting one. It also looks funny, it's an actual frying pan being banged in front of you. Makes Gilfinder with Everyone's Grudge. So it only potentially has use when you're using /THF (cannonball), /RDM (magic nukes), or /SCH (healing, campaign battle). I dont recommend this. 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. It's very situational. lvl 98 - Pyric Bulwark - Magical - 50 MP - Hydra (Dragon) - Resists physical damage (Light) - Unbridled Knowledge - It makes you physically immune to a single physical attack. All Blue Mage spells can be used at Level 1. Here, spells can also be added to and removed from the Active Actions. ), come from different enemy types (aquan, beasts, demons, etc. This does massive damage to a player when cast by a Cactuar, 1k damage(split between targets in the AoE), which can decimate even a lvl 75 player while solo, even if the level of the cactuar is much lower. This is hard to prove but my anecdotal evidence says that this IS most likely true. Also supposedly does more damage when you cast facing away from the mob. The Blue Magic Spellbook displays all learned blue magic spells for blue mages. You do NOT have to be hit by the spell to learn it. More like this:Grind away in thebest MMOson PC. Creates the Counter job trait. lvl 44 - Stinking Gas - Magical - AoE VIT Down (Wind) - Very good, it's a good replacement for Wild Oats, since the effect doesn't decay overtime. Gives Evasion Bonus job trait on its own. That is why the recast time is longer than blink, it's basically a double blink, but still goes by the rules that it has a chance of blocking attacks instead of always blocking attacks like utsusemi shadows do. Has no effect on enemies whose level is higher than your own. The most MP efficient light damage nuke, with the lowest recast time. Replace hysteric barrage with this. It can also be used to solo Detonation (Wind): Vorpal Blade > Hysteric Barrage > Detonation. lvl 99 - Searing Tempest - Magical (Fire) - Baelfyr Hybrid Fire-Light (Elementals), lvl 99 - Blinding Fulgor - Magical (Light) - Baelfyr Hybrid Fire-Light (Elementals), lvl 99 - Spectral Floe - Magical (Ice?) It gives resist silence on it's own. 31 HP a tick drown, that stacks with disseverment's poison, which is 22 HP a tick at lvl 99 (level dependent) when you get this 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. lvl 28 - Bomb Toss Magical Fire AoE Damage This spell is useful for only one thing, the STR +2 stat bonus it gives when set. It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. Also, it's best used when you have a bit of TP built up. Not worth it. Spell Learning Mechanics As with other Final Fantasy games, Blue Mage learns spells by defeating enemies who use those spells. Most of the time, the spell will fail, unless convergence is used, a light staff, and/or magic accuracy gear is equipped, and no damage will be dealt, while you waste 350 MP. Gives store TP trait on its own, and costs 6 spell points to set. I've yet to see this damage bonus though. It hits more times than thrashing assault, with STR and DEX mods. The Denizen of the Dark mob in Necrologos: The Liminal Ones has it. Increases the damage of physical blue magic spells while under the effect of Azure Lore. CDC and Chain Affinity Sinker Drill creates a darkness skillchain, making it much more favorable than Savage Blade to Thrashing Assault's Light (or CDC to Thrashing Assault's lvl 2 skillchain). Useful for support situations in parties, though it draws in hate. Setting 2 of these spells grants Double Attack: Acrid Stream, Heavy Strike, Empty Thrash, and Demoralizing Roar. It's not even enough MP for an extra head butt. Combines with Cimicine Discharge to make Magic Burst Bonus. But once you get it, it'll be one of your favorite spells. 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.. 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