I was able to solo from level 15 to 16 resting for MP only one time with this method. Learned from Wamouracampa (the larval stage of those giant moths in Halvung), this spell is extremely unique. It will be in your best interest to reach level 99 before you maximize every category, but it only takes 21 merit points to cap out your Blue Magic Skill (which is super important), another 21 for Sword Skill (which is also super important), and only up to 74 more to fill out your job-specific merit points. Having at least one of the two set is always a good idea. I feel that Dark Knight would provide better boosts to a melee heavy Blue Mage, while Red Mage would be better for those who are heavier on casting, but still enjoy to melee (more casting would require more resting, unless you have Refresh and Juices). An illustrated guide to hunting Blue Magic Spells High mind means more potency from your healing magic as well! 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. The B- in clubs is no laughing matter, either. Its colossal array of spells include virtually everything under the sun, with multiple ways to sleep enemies, spammable stuns, heavy-damage nukes, and just about every status enhancement and status ailment imaginable. Head back to Waoud and receive your reward. If you are going to use this combo, I would suggest several things. Name: Burst Affinity The number of Set Points and the number of Set slots you have increases as you level (see Blue Mage Set Points link). When it is not needed, you will be able to use attack food. Standing always strong are the indomitable Galka. Leveling a FFXIV Blue Mage may seem very intimidating; however, some players reach maximum level with the character within a few hours. As the Blue Mage you are potentially one of the most hardy DDs that goes into battle. FANTASY is a registered trademark of Square Enix Co., Ltd. Use it wisely! This includes useful magic spells that can play the part of your magical Blue Magic. Since this support job isnt useful until Lv.60, youd be better off subbing Thief in a lot more cases. Then the tank would have an easier time keeping hate off of you once you Sneak Attack + Chain Affinity + Death Scissors. The Blue Mage Hunting Grounds . Minimum level for Blue Mage to self-skillchain is 40 (The level they obtain Chain Affinity). * Notifications for standings updates are shared across all Worlds. Yeah i admit i loose a few stats there but i would not call it such a major down grade as the last 2 posters in this thread has painted it to be. For races other then Mithra, Dex should be slightly higher then the STR, this way every sword hit, hits, and every pysical spell lands. 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. After speaking with Ravidial ingame, he insured me that his skillchain did change from Liquifaction to Fusion at level 50. Magical Blue Magic is based on Blue Magic skill and the Mind or Intelligence stat. Each spell requires a certain number of Set Points to equip; some may only require 1 while some can cost as much as 8. One game day must pass, and then trade Waoud the item. Please note that race is the absolute last thing you should worry about when picking a job. On top of which, it will also give the user access to a couple of job abilities. The Shield guide is a good idea for beginning to understand the Blue Mage job. Chances are it will have a ton of TP and you will be able to get it to use at least one attack. For the actual helpful aspects, you will gain an offhand weapon at level 20 and Utsusemi: Ichi at level 24. BLU spell hunting guide. Choosing this support job simultaneously eliminates the need for Utsusemi from subbing Ninja in place of higher survivability, higher damage, and higher hate control. Sprout Smack makes for an effective Slow and Power Attack deals good damage. Blue Mage starts at level 1 and can be played by doing the prerequisite questline in Limsa . There is no need to have 100% tp when using SACA Cannonball(or Death Scissors). All Blue Magic will cost you a certain amount of Magic Points. 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. But if you have a group of people you can really shine. After this you've got some pretty significant levels ahead. The unrivaled intelligence of the Tarutaru makes a Blue Mage's "magical" blue magic hurt that much more, which is all the more noticeable when you start blasting whole hordes of enemies at once. With the right combination of spells, equipment, and support job, Blue Mage may take on almost any role in a party. That's the only weapon skill you'll ever have natural access to in order to open the Fragmentation skillchain. Summoner as a sub also provides a boost to both the INT and MND stats. Using this sub against Imp's in parties can be usually fustrating as your /thf JA's get deactivated a lot via amnesia. Group 2: This one's a bit more cut and dry. Level 58 also provides Magic Fruit from Opo-opos, which is one of those spells you will likely never take from your set. Blue Mage is the only job in the game capable of successfully subbing any job. Duration: 0:00:30 These formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents. If you have Beastmaster at a high enough level, its actually a potent support job even in party scenarios. MP Drainkiss (Leeches) at level 42 is fun to use. Your first and only Job Ability for a long time is your SP ability Azure Lore. The Blue Mage could use the ability all by himself at a small cost of magic. Nasomi Community FFXI Server Board index International Jobs Blue Mage. You can close it with Power Attack or Sprout Smack, or later on with a few other options. By setting Enervation (Trolls, Lv.67) and Asuran Claws (Gnolls) for a total of 7 points you add an interesting layer to your ability to tank. When using /thief, you can get increased damage from spells with Sata, however malee will suffer. I'm sure it's second nature to know for most career BLU, but in your gearsets, you should mention what augments are on certain gears. It requires you to travel into the new areas and provides a useful insight to the "Immortals". Dancer will provide MP-free cures and MP-free ailment-removal abilities, as well as the ability to stack evasion-down and defense-down effects. It costs 5 set points, but it also contributes towards Accuracy Bonus. 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. Theory on Blue Mage's Role in Parties: This link provides a discussion on how Blue Mages have performed in parties as certain roles. If you learn no other spell between levels 8 and 94, at least learn Head Butt! Ninja provides the. Personally I'd save /nin until 74, and maybe sub in /rdm 66+ for phalanx. awesome job, this is what this website used to be about before pictures of unicorns and stuff took over! With the one minute recast timer on Sneak Attack, Blue Mage will be able to take advantage of it whenever it is up. Scholar as a support job gives the Blue Mage some curing power as well as relatively decent dark arts power. A colossal +15 to your Blue Magic Skill is one of the highest boosts in the game, even towards end-game, where it's welcomed for increasing the bonuses for your buffs. Level 72 also brings Disseverment from Aerns in Lumoria. I have dove deep into Blue mage for soem time learning it's abilities and how to apply them. However, this spell makes you self-sufficient. 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. 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. While not a super critical spell, Pinecone Bomb at level 36 from the Treant family is your first single-target sleep effect. Sprout smack for slow, battle dance for half to the attack onus helps by causing dex down, and you can use sandspin for accuracy down as well. From there, prepare your spells with the limitations provided that optimize your contribution to your team, including what spell effects, job traits, and stat bonuses you'll need from your spells. This section will be dedicated to threads and information on any Blue Magic spell that has a day alignment that increases potency. 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.) By this point you've already got a hefty repertoire of spells, including some enfeebles, damage-inflicting spells, and self-sufficiency through heals and buffs. Not to mention that you now have the ability to Trick Attack at level 60. Geist Wall (Efts) available to set at 46 is another Dispel ability. /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. Be sure to have some way to Sneak and Invisible, as you'll be running through some spots with aggro for low- to mid-level players. And in Azouph Isle, talk to Nareema. Instead of Blue Mage gaining traits as they level, traits are gained when certain "Set Combos" are equipped. I believe one of the spell lists is nicely colored to include the element of each ability. Not to mention Aspir Samba, which can drain an enemy's MP every hit, assuming it has any. Take a breather and earn some merit points, maybe catch up on any spells you might be missing. In my TP set I'm sitting at 3% QA, 11% TA, 29% DA. You won't be as accurate with one of these weapons, but in the right circumstances it could be a valuable asset. In Dvucca Isle, talk to Nahshib. Don't forget about your artifact equipment, either. Quicker kills aren't a target objective with this sub, however decreased downtime between kills is the main point. Sickle Slash from level 48 and now Tail Slap from Merrows. Choco Trishot. It's one of the better physical-damage spells, and imposes a halfway-decent poison to its target. Here are my results. Magical Blue Magic is based on INT/MND and Blue Magic skill. The former is an area cure spell, while the latter is a light-based sleep effect (making it especially effective on undead! A lot of other spells wont work very well due to low skill. /NIN sub I noticed is good for learning spells, multi-spell spammers, solo skillchaining with weaponskill, and mainly soloing. Bookmarked. In fact, it only provides about half as much as the first tier of Fast Cast. I see alot of blues having STR to high for their race, and dex to low. Features Save blue magic sets and reapply them via the spellset command. But wait, there's more! Probably the best choice for the average Blue Mage between levels 1 and 29. The blue mage has earned its reputation in Final Fantasy XI as arguably the game's most versatile and complex job. 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