blue mage spell learning

lvl 99 - Subduction - Magical (Wind) - 27 MP - Maroliths (Arcana) - Deals Wind damage in an AoE with additional effect: Gravity II - 6 Set points - A very good AoE nuke when combined with an INT/Magic ATK/Magic Damage+ set. This spell needs a lot of accuracy for all 5 hits. Trait: Dual Wield. Can be turned into a single target by facing away from the target and casting. Testing it quickly with an INT/magic attack set against marids, I got similar numbers to regurgitation with an NQ staff. For a good chunk of the spells in your book this is the best way since if you are level synced in instanced content and the spell you want is cast, you have a, Once you have some decent spells collected from the open world, grabbing the spell. Very useful in case you don't have a RDM or BRD (or if the one you have is too busy to dispel at the moment, or he sucks). One advantage to doing Cutters Cry is that several other spells are also available from trash mobs in Cutters Cry: Blood Drain (17) from Sand Bats, Self-Destruct (21) from Shrapnel, and 1000 Needles (37) from Sabotender Deserter. You only start out with a single spell, Water Cannon. The fight can be finished in under two minutes and the drop rate is pretty good. You can also get it from a synced run of Dragons Neck. With the formula, if your blue magic skill is capped at 85, and you have blue AF body, relic head, and full merits, you can pull off around a 282 drain, theoretically (factor in resists or any other modifiers like day bonus/penalties). Also has the added benefit of giving you the accuracy bonus trait on its own. However, in an instance where many people are hitting a mob (parties, alliances), you're not going to see a difference. I think it's safe to say you can replace frenetic rip with it, especially since it costs one less point than Frenetic rip (2 points vs 3). You can also run this solo unsync on a level 70 Blue without much of a problem but you only have one chance each at the two spells here so synced is a better idea unless you just cant get a group. You can also get this from Cerberus, the third boss in the World of Darkness 24 man raid. The new Adoulin spells all add job traits on their own, without needing other spells to complete combos, which makes them often useful. It's a great spell for your regular rotation of non-CA/Efflux spells. Reduces targets HP to 1. Makes Gilfinder with Everyone's Grudge. lvl 64 `- Voracious Trunk - Magical - Steals one beneficial effect (Wind) - This is dispel, but with a twist, you transfer the buff you remove to yourself, so if your target has haste, you get haste. Set this as soon as you hit 81, you will not be disappointed. However, some physical magic spells hit more than once. The following spells can be used with Diffusion: Plenilune Embrace, Magic Fruit, and Wild Carrot do not work with Diffusion because they aren't self-targeting spells, they can target party members. This spell isn't so good against mobs that have high evasion or high defense. Counters enemies with water damage every time you suffer damage. A very strong, single target, physical spell. But nothing will replace the cheap, fast Head Butt. Monster correlation (bird) will affect the amount of TP reduced (an additional -25 TP). On the other side of the matter, blue magic spells give TP similar to how regular magic spells give TP. It's nice if you burst it once you can do Gravitation. They will only cast it after their partner goes down, though, so if you kill them simultaneously you wont see this spell. This only works on your melee (not sure about ranged attack) damage. But you need a decent amount of Accuracy for the full spell (all three strikes) to hit. It makes accuracy bonus with disseverment, frenetic rip, or dimensional death. BLU gets 7% with their set trait. If you are in the open world and the mob has been tagged by someone who isnt in your party, you wont be able to learn any spells from it. 6 set points. Has no effect on enemies whose level is higher than your own. 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 content when using a pre-made party. However, as a blue mage spell, this costs 350 MP! But with a /WHM sub, and full MND gear, you can push this spell into Cure V levels. FFXIV Guild (Crafting/Gathering Leveling Guides, etc. Also, it's useful for setting in conjunction with Frost Breath or Chaotic Eye for the Conserve MP job trait. It, In order to learn all 104 spells available at level 70 BLU, you will need to have completed the main story through Stormblood (including most of the patch content), opened up all three tiers of the Alexander raid series and the Omega raid series, and finished the Hildebrand side story line up to the Battle in the Big Keep. 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. Blue Mage Spell Information Description Deals wind damage to enemies within range. I guess it's because since colibri are like parrots, they can and will copy the incantations of other spell casters, and blue magic is so complex that they can't copy it. It DOES work with diffusion, unlike with one of Scholar's abilities unable to make WHM or RDM haste AoE for the party. The problem with this is, TP only affects the accuracy when Chain Affinity is used. Note that the drop isnt guaranteed so you may need to repeat the leve multiple times. The Thieving Namazu in the Rice and Shine FATE in this zone also drop it. Rate of Triple Attack is 5%. Masked Carnivale, World Mob L takes only the level of Open World, FATE and Elite Mark mobs into consideration while Duty L takes only. 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). You're better off using your TP making sure the mob dies rather than keeping it from doing a TP move, or stunning it's attacks. Combines with Animating Wail to make the dual wield trait. Deals a fixed 1,000 damage which is shared by all enemies around you. 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. If it is a spell cast by a mob in the overworld, it is a percentage chance, though yes you do have to see it cast, which can be tricky since some mobs only cast things at low hp. Must use Unbridled Knowledge to gain access to the spell. Chance of successful attack is low. 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. Why the hell do they give us this trait? You would be disappointed the first time you cast this spell and it does minimal damage. Blue Mage is a special class which operates much differently than other classes: they learn their skills from enemies! Creates the Gilfinder trait with other spells. To unlock Blue Mage spells, you have to first witness a monster using that spell in combat and then defeat the monster. lvl 26 - Screwdriver Physical Critical Damage (Piercing) This spell is useful against amorph mobs (like hecteyes). When playing as a blue mage, it is possible to participate in duties with other players in preformed or undersized parties. So does Rusalka, a Rank A hunt mark in The Tempest. lvl 32 - Sound Blast - Magical - AoE INT Down (Fire) - Lowers INT, making enemy spells do slightly less damage, and decreasing magic defense (which is dependent on INT). Also, this spell is a MUST for when you use Cannonball. Efflux increases the TP bonus of spells, and stacks with chain affinity. You can also pick this up from the Mechanoscribe in Act Two of the Masked Carnivale fight #24 Amazing Technicolor Pit Fiends. No bells or whistles here. You can also get this from Nullchu, the first boss of St. Mociannes Arboretum Hard. Deals wind damage with a potency of 180 to all enemies at a designated location. No idea how potent the effect on this spell is. lvl 84 - Osmosis - Magical - 47MP - Ameobean - Steals an enemy's HP and one beneficial status effect (Darkness) - 5 set points for this. 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. HP+ gear can help a bit to squeeze out more damage, but the cast time is rather long, so it is hard to hit kited mobs with it. It gives resist silence on it's own. Whirl of Rage and Final Sting can make the Zanshin trait. Also available from a couple of Fates with Qiqirns in them. As fun as it is to go pew pew, I don't see this being THAT useful unless you need light damage. Like Weapon Skills, they also use a variety of modifiers. In this sense, the Blue Mage is designed for solo play. Maybe use it as a buffer under shadows while blink tanking. 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. It lasts for a good few seconds unresisted. Wear magic damage boosting clubs and other magic attack bonus gear when using. It lasts longer than the white magic Haste spell too, though it's slightly less haste. So it only potentially has use when you're using /THF (cannonball), /RDM (magic nukes), or /SCH (healing, campaign battle). Chance of successful attack is low. Makes Dual Wield with Blazing Bound set. Used for the Double Attack/Triple Attack job trait. But it may still be useful if only for the poison effect. Delivers a jumping attack with a potency of 80 to target and all enemies nearby it. A way to keep your MP up without a red mage! But they are for the accuracy down. It cost a lot of spell points to set this. Main article: Blue Magic These spells cannot be set. For Blue Mage, learning spells from enemies is more akin to leveling up other jobs. It has a longer cast time/recast time than head butt, plus it costs more to cast. lvl 80 - Blazing Bound - Magical - Deals damage to an enemy (Fire) - It's some sort of fire nuke. Creates Skillchain Bonus job trait with Goblin Rush, which is a nice thing to have when self-skillchaining. lvl 92 - Water Bomb - Magical - 67 MP - Poroggo (Beastmen) - Inflicts water damage to enemies in an AoE: additional effect silence (Water). You can also solo unsync a run of Tam Tara (Normal) and get it from the last boss. 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