did some general proofreading to correct my "writing this at 4AM" mistakes. I'm working with others to try to get the rest of the information. High mind means more potency from your healing magic as well! Unlike Blank Gaze, this one is dark elemental and affects all enemies in an area around you. OMG this is the best post I've ever seen. Its a great weapon and youll surely use it for a few levels at least. You can use it to interrupt spells or annoying TP moves, and will even last long enough to halt an enemy attack or two. Sub-Ninja at 20, sub-Dancer at 40, or with your own spell sets at 80 will provide Dual Wield, allowing you a second sword, or even Sword/Club if the situation calls for it. Magical Blue Magic is based on INT/MND and Blue Magic skill. Much of it is useful until very high levels, so it's a good thing to pick up. And in Azouph Isle, talk to Nareema. FFXIclopedia is a FANDOM Games Community. Blue Mage is first unlocked at Limsa Lominsa Lower Decks (X:10.0 Y:11.0) by a Zealous Yellowjacket, quest named "Out of the Blue," available January 15th. Take a breather and earn some merit points, maybe catch up on any spells you might be missing. Bad Breath (Morbols, Lv.61) is awful, and Sub-zero Smash (Ruszors, Lv.72) is rarely worth using. At Lv.40, you get Clear Mind, alleviating the need to waste useful Set Points and spell slots for the same effect. /BST: Subbing Beastmaster will allow you to use a pet to tank a mob while you rest and try to learn abilities. Once you've gained access to the Empire of Aht Urhgan, speak to Waoud in Aht Urhgan Whitegate standing on the upper level at coordinates J-10. For Healing based magic attacks, macro in MND. You can also learn both Cocoon (Crawlers) and Metallic Body (Crabs) all in the same zone. If you are going to use this combo, I would suggest several things. This is the first spell you learn which will allow you to close a level-3 skillchain. Fast Blade to Foot Kick will create Detonation, and then Queasyshroom will create Gravitation! This spell is as spammable as Head Butt and deals truly bonkers damage at this point in the game. Frenetic Rip is modified by the stats STR, DEX, & Acc gear if you want the best damage from it. And if you are a newcomer to this game, the Beginner guide may teach you a few things you didn't already know. Last Resort will increase your attack even more at the expense of defense, and Souleater will actually consume your own HP to enhance the attack power of your spells. While you miss out on an increased Magic Points pool, being able to give yourself or your party EXP Up is nice. The level 58 body piece is also top-notch. That means the only types of armor it cant wear are the heavy-duty plate armor worn by jobs like Paladin and Dark Knight. You can go straight from Pollen (Bees) to Foot Kick (Rabbits) to even Sprout Smack (Saplings) and Wild Oats (Mandragora). 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. Over the years and throughout the Final Fantasy franchise, many new versions of this class were made - but the core element stayed the same. Your solo play is still plenty adequate, especially with trusts. After speaking with Ravidial ingame, he insured me that his skillchain did change from Liquifaction to Fusion at level 50. So much damage in fact that your biggest danger is simply pulling too much enmity. With your ally opening skillchains, you can close ones that you normally couldnt with only a sword. Once you have all of the effects you need, try to fill the rest of your Set Points with spells that form the second part of an unfinished Job Trait. A: To learn Blue Magic, a monster needs to use an ability. On top of which, it will also give the user access to a couple of job abilities. I will try to add the information as soon as I can. It barely raises your WS frequency at all, in some cases it even lowers it. Nothing slows things down like an enemy with a potent self-buff. Confirmed: You can learn abilities with high level pt member. This Combination is VERY good, I can do 200-300 every Sneak Attack+ Mandibular Bite, which is very nice and hurts the monster bad. Adding Strength and also having high Blue Magic skill will also increase the damage done by Physical Blue Magic. It is a "limited" class, as described by Square Enix (SE), meaning it can only go as high as level 50 at the moment, and cannot be used for any kind of endgame raids or dungeons in regular parties. Layout By: Chrisjander (Ifrit) See also: Blue Renkei Commands Drain and Aspir will be more useful due to a B+ in the spell set thanks to Dark Arts. Use the entrance at coordinates I-7 to zone into the Subterrane. Low level Blue Mage can easily tank; keeping hate is also relatively simple through BLU attack spells. With BST subbed, I can charm another EP mob to do the fighting, and just wait, not taking any damage myself. This trait is very useful and normally consumes a lot of Set Points to have. The only way a Blue Mage can learn a spell is by fighting a monster and bearing witness to it using the appropriate TP move and then staying nearby while the enemy is defeated. Blue Mage is an advanced job added in Treasures of Aht Urhgan expansion of Final Fantasy XI. In fact, it only provides about half as much as the first tier of Fast Cast. Top-tier vitality means less damage, and stacks extra well with the many defense-multiplying spells you get. Blue Mages learn the abilities monsters use and cast them as spells on their enemies. Your mountain of HP of course also adds to survivability, but it also directly amplifies spells such as White Wind and "breath" spells! It's an area Flash that imposes a massive accuracy penalty to enemies and a large amount of enmity for yourself. Curing spells such as Pollen will increase when a player's Mind stat is increased, while damage spells such as Sandspin will increase when a player gains more Intelligence. At level 18 you may set Bludgeon, learned from Cardians fought within the Outer Horutoto Ruins. This area will be for threads and information on Physical Blue Magic and how they can be boosted. Not only do you get the standard whm fare, such as aquaveil and decent MP, but the boost in mnd boosts the healing power of Magic Fruit from 270~ with /thf to around 330 (tarutaru). Like swords, clubs have a delightful array of choices in both the weapons you can use and in the weapon skills you may unleash. Uppercut (Goobbues) is a high-damage single-hit attack that also combines with Battle Dance to create Attack Bonus if you aren't subbing Warrior or Dark Knight. Addon to make setting blue spells easier. I would also ask you to bring juice. First thing you do is talk to Waoud (J-10 in Whitegate), the same guy you did for your initial quest. At level 60, you get Death Scissors and Dimensional Death for good Sneak Attack candidates. Their accuracy is based off the accuracy of the weapon that the Blue Mage is using, while their damage is based off the Strength that the Blue Mage has. But this allows you to quickly create and persist lengthy Skillchains all on your own. 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. Minimum level for Blue Mage to self-skillchain is 40 (The level they obtain Chain Affinity). 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. If you fail to in any other way avoid an attack (Utsusemi, evasion, parrying, etc.) Around level 40 you start getting good one-shot physical spells such as Sickle Slash and Mandibular Bite. Remember that certain spells will combine to make Job Traits. Players must first complete the main scenario quest "The Ultimate Weapon." After unlocking Blue Mage, Job Quests for BLU are at levels 1, 10, 20, 30, 40, 50 & 50. Great job once again! This is actually a great job to take into duoing situations. /NIN: Many people are already seen Ninja as a viable subjob. Thief is appearing to be a very nice subjob for Blue Mage. Later on, should you decide to sub this after 29, you can get the useful ability Divine Seal, which will in fact work with your Wild Carrot or any other healing spells. Level 70 is an interesting level as you get to set a trait normally exclusive to Monks: Counter. /NIN can allow you at level 24 (thanks to utsutsemi) to take on mobs that should be out of your league with little to no damage. Make sure you use your attack Blue Magic. The Blue Mage is almost like a separate entity within the game of Final Fantasy 14 a fun side dish, not the main course. This is simply to increase your support role should you want it. Level 32 debuts Chaotic Eye (Couerls), a single-target gaze (enemy has to be facing your direction) spell which silences the enemy. Not only does it affect almost every single thing you do, it gives you the opportunities to learn spells even earlier. Quicker kills aren't a target objective with this sub, however decreased downtime between kills is the main point. Death Force. Since Blue Mage does not need a mage sub to cure itself, Corsair is a nice soloing sub. When it is not needed, you will be able to use attack food. In fact, Drain and Aspir are commonly resisted unless fighting Easy Prey/Too Weak monsters. Learned from the Ghrah monsters in Lumoria and equippable at level 74 is Actinic Burst. Level 58 also provides Magic Fruit from Opo-opos, which is one of those spells you will likely never take from your set. Probably the most common subjob for Blue Mage. Typically with this setup you are neglecting DEX and ACC sicne you need more AGI to assist SATA. Protect stacks with both Cocoon and defense food, making you a virtual juggernaut at low levels. Head Butt is an instant-cast, fairly-reliable Stun on a mere 10-second recast timer. Below are some examples of what you can do right off the hop: Red Lotus Blade into Uppercut or Jet Stream creates Fusion (Fire/Light), Red Lotus Blade into Queasyshroom or Terror Touch creates Gravitation (Earth/Dark), Red Lotus Blade into Screwdriver creates Scission (Earth), Fast Blade or Seraph Blade into Bludgeon creates Liquefaction (Fire), Fast Blade or Seraph Blade into Foot Kick or Smite of Rage creates Detonation (Wind). Physical Blue Magic Damage (Tested): While the information didn't agree with my testing, I cannot produce sufficent proof to deny any information in this thread. Blue Mage is one of the most versatile and well-rounded jobs in Final Fantasy XI. Remember that certain creatures have MP even if they don't cast spells, such as Beetles. 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. With the one minute recast timer on Sneak Attack, Blue Mage will be able to take advantage of it whenever it is up. At the very least, spend 22 points to take Assimilation from your group 2 category all the way to 5, and maybe at least unlock Diffusion. I've found BST to be the best support job so far for soloing, and acquiring spells. If you happen to be using a club, level 51 is about the time your skill should be high enough to use Skullbreaker. With that said, you wont even get any useful Black Magic spells. Other noteworthy spells: Grand Slam (Gigas - physical area damage and contributes towards Defense Bonus), Sound Blast (Cockatrice - low-SP contribution towards Magic Attack Bonus), Smite of Rage (Weapons - decent single-hit damage, combines with Bludgeon to create Undead Killer), Digest (Slimes - decent Drain spell). Assimilation is absolutely the most important thing you can merit. FnDragon - BLU75/THF37 Deft and agile Mithra Blue Mages ensure their attacks and "physical" spells hit their mark in those clutch situations. Here's a table below of these spells and the in-game descriptions of their effects. An underused support job for many jobs. Don't forget about your artifact equipment, either. This may be useful if your party lacks a backup healer and is fighting a mob with strong melee attacks. Each Blue Magic has a number of set points it requires to be set. Blue Mage is 80% Malee, so use that. In addition to being very well-tailored to the job, the story you dive into while questing for it is dripping in sublime lore. Even without natural proficiency with shields, it may help to pick up an item like the Faerie Shield or one of the latent effect shields early on to use in your off-hand, just to fill it in. Higher physical damage means you won't have to cast as much, allowing you to equip more support spells in your repertoire. Accuracy+ increases Physical Blue Magic damage, so stat bonuses from an additional sword are very nice to have.. /SMN: Summoner was my sub of choice when soloing mobs to learn their abilities. Should totally throw in a BLU XML for the lazy folks 9.5/10 other wise nicely done. Another important Lv.74 spell is Magic Hammer, learned from Poroggos. Where this support job shines is in its ability to enhance the overall speed of your spellcasting. Level: 40 A useful support job for a Blue Mage trying to learn spells. Top Triplecast_Sleep Post subject: Re: BLU spell hunting guide. 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. Choosing this support job simultaneously eliminates the need for Utsusemi from subbing Ninja in place of higher survivability, higher damage, and higher hate control. Nothing else. You may now become a Blue Mage! 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. First, bring multiple types of food. Since we are limited by the amount of MP we recover, Sneak Attack really helps to stretch out your MP by allowing you to do more damage with less MP. Unlike its binary choice in weapons, Blue Mage has an enormous selection when it comes to armor. Though certainly not as useful as a normal Puppetmaster, your automaton can also open skillchains for you. 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.) Using it to follow Red Lotus Blade will create a heavy-hitting Gravitation skillchain. It's less potent than the white magic spell Haste, it can only be self-cast, and it uses 4 set points. Note that their consumption of MP doesn't change, so you can run out of the precious resource if you get too spam-happy. Blue mage functions independently of other classes and jobs, starting at level 1 with a maximum level of 70. Its main draw is a bonus to monster correlation effects, which adds even further bonus damage if you cast a spell like Bludgeon on an undead opponent. Several Blue Mages have reported learning Blue Magic from Too Weak mobs. Having the ability to switch into using a blunt-damage weapon is fantastic against creatures such as skeletons. Pollen is the best spell to learn first, since your goal isn't damage at this point but rather survivability. (Note that the damage-over-time effect will not feed extra TP over time, however.). Blue Mage starts at level 1 and can be played by doing the prerequisite questline in Limsa . By this point you should have figured out what works best for you. Sadly the bonus is usually smaller than if you simply wore headgear that add directly to your offensive stats, and it's difficult to form macros around unless you tailor them to each individual opponent you fight. That amount of damage over time is not by any means ignorable. Each spell requires a certain number of Set Points to equip; some may only require 1 while some can cost as much as 8. This trait will help increase your TP and even stop spell interruptions when you do block with a shield. Blue Mage is unlike any of the current jobs in Final Fantasy XI. Even by the end of the game, the most extreme differences in attributes between races are negligible. And I managed to acquire all the level 1's AT level 1, using /BST. For example, Warrior can use Berserk to enhance its physical attacks. The physical and mental toll are not for the faint of heart. The biggest problem I initially had acquiring the spells was that I had to let the mob, even an EP build enough TP to use the ability I wanted. There's almost no reason to not have it equipped at any time. MP Drainkiss (Leeches) at level 42 is fun to use. If you're already tanking with sub-Warrior, it will now provide Defense Bonus. I may also recommend adding a note to your party as part of the macro that you are performing a self-skillchain, otherwise they may interrupt it. Other option for Ammo: Mavi Tathlum Other option for Waist: Witful Belt Other option for Back: Cornflower Cape (Augmented Blue Magic skill 5-15) I hope that the Artifact Armor quests expand on this, as the storyline pulled me abit farther into the world of Vana'diel. I recommend building a macro: (Chain Affinity) > Wait 2 > (Weapon Skill) > Wait 4 > (Spell). It's a costly 5 set points, but provides some decent stats and inflicts reasonable damage for its 61 MP cost. I'll be using this guide for sure. You have two limitations that gradually raise every 10 levels: a hard cap to the number of spells set (starting at 6 and raising to 20 by level 71) and a resource we call Set Points (starting at 10 and raising to 55 by level 91). Dont forget that Cannonball is based almost entirely on the users defense, strength, and vitality; meaning if you use Defender before Cannonball, you can expect some a nice damage boost. There's a lot of spells. Samurai provides its user with a ton of TP. Target gains immunity to Death spells and effects. 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. 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. In this sense, the Blue Mage is designed for solo play. Cast: Instant It might even be in your best interest to not use a Dedication item (Emperor Band, etc.) With that out of the way, I would recommend starting in the Windurst area. Don't worry, you'll be fine! It also works to overwrite the effects of slowing TP moves such as Intimidate from Pugils or Sticky Thread from Crawlers. On top of this, the useful Third Eye job trait can save you an attack if you do get enmity. Many people also wonder exactly what else Azure Lore does. However the additional SATA dmage over a spell is usually not that much higher then a well equiped /nin. Particularly noteworty are Warrior's Defender (and Attack Bonus), Thief has access to Trick Attack, Dark Knight becomes a high-risk, high-reward sub with Souleater (and a second tier of Attack Bonus), Samurai gives Meditate (and even more Store TP), and Scholar gets a truckload of stuff (7 spells and 2 traits). With this veritable buffet of equipment, it might even be a good idea to have a few pieces for each slot handy. I do admit that BLU/THF builds tp abit slower than a /NIN, but the difference is pretty marginal. And of course, before you head outside, don't forget Signet! /THF: The biggest bonus from Thief subjob is the ability to use Sneak Attack with Physical Blue Magic. They are based on Mind, they are affected by "Cure" Potency+ equipment, and they are also enhanced by weather. This will increase your damage and allow you to keep hate. After level 30, /THF is the way to go. This combo combined with Chain Affinity allows other players to blurt out the ever cliche phrase "BLU is overpowered!" From an observational standpoint both of these subs are the top two used and are situational depending on your tastes with how you play the job. The sword is the perfect companion to a job as variable as Blue Mage. They're able to stand on the frontlines, getting up close enough to smell what a monster had for breakfast and deal out physical damage or they can stay safely on the backlines, flinging a wide range of spells of all elements. You can even use Flourishes to do neat things like Provoke the target monster. Blue Mage Guide Endwalker 6.3. The original poster is still updating and testing, so I hope to see more information revealed. Name: Chain Affinity 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. Page 1 of 1 [ 4 posts ] . Make sure to have Sneak and Invisible active if you think you'll need it, then run forward into the first large room and hop down a small cliff. Store TP with Samurai will increase your TP per hit, and Meditate at Lv.60+ will almost instantly grant you 60% TP. Identical to a Bard support job. Level 38 comes with a bunch of extremely useful spells. If this list isn't correct, I will add my own list under this section. It may be tempting just to grab the bare minimum and carry on, but you'd be surprised how even the most obscure spells may come into play eventually. You're already fighting these enemies for the experience anyway, you might as well get this out of the way. Only then may you replicate the attack in the form of a blue magic spell. Also, Scholar will even provide Regen II at an early enough level to be used at Lv.74. It's one of the better physical-damage spells, and imposes a halfway-decent poison to its target. They can learn enemy abilities that either enhance themselves or deter their enemies. Other noteworthy spells: Battle Dance (Orcs - combines with Uppercut at level 38 for Attack Bonus), Cursed Sphere (Flies - low-SP contribution towards Magic Attack Bonus), Blastbomb (Warmachines - fire-based area Bind effect), Blood Drain (Large Bats - low-MP, low-SP Drain spell), Claw Cyclone (Tigers - contributes towards Lizard Killer), Screwdriver (Pugils - decent one-hit damage and contributes towards Evasion Bonus). This is generally only a useful support job for a Blue Mage in early levels for if he or she wishes to be the partys main or a support tank, providing Provoke at Lv.10 for tanking (and Defense Bonus at 20). 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. This job can play all three roles in the game, tank, healer or DPS. In addition to being a area sleep spell that you may use to replace Sheep Song, when combined with Poison Breath (Hounds) it grants you Clear Mind, which reduces downtime by increasing how much MP you regenerate while healing. Select it. Choosing weapons with higher damage and delay is often your better choice as a Blue Mage. However, Dragoon has one of the best sets of support job equipment such as the Wyvern Earring that provides +5% Haste, the Wyvern Mantle that provides +6 attack, and the Wyvern Targe that provides a Haste+1% buff. You gain your first non-SP ability at level 25: Burst Affinity! Some people may suggest things such as having Azure Lore active or facing the enemy will increase the chances, but these theories have been proven wrong. 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. The player controls a customized adventurer avatar as they explore the land and are caught up in an invasion by the hostile Garlean Empire and . As thf sub (+68 str 22 dex +19 acc), SACA vertical cleave lands for 1.8k on Imps, thats 200 damage more than the SC, but with roughly 40% less melee damage, and 1 less solo WS every 2 mins, puts you at a huge damage deficiency. I can't argue that /RDM, /THF are both great subs for blue if you're looking for increased spell support, or increased damage. The power of a Blue Mage comes not from a scroll, but from enduring the attacks of foes. "Nii'd" I say more? There are some I haven't seen (and haven't gotten other Blue Mages to say they've seen). Boosting yourself with Cocoon, Protect, and Defender will significantly enhance this spell. Having at least one of the two set is always a good idea. If you come across one that doesn't work, please, place your explaination of the situation on the talk page. Just make sure to check if the mithra has a tail in the front. Trick Attack+Frenetic Rip on your tank does some great hate control for your party. You're better off just subbing Red Mage until you get some job points for the free extra tiers. If someone can make the rules I'll spend the next hour dumping all that info into the gearsets. Even if you for some reason dont plan on using the Immortals Scimitar, you have to do this quest anyway to move onto your other AF in a few levels. But if you have a group of people you can really shine. A Job Trait will unlock with 8 points, and most spells contribute 4. A properly equiped blu mage subbing nin (acc and haste gear for TP build, STR and acc gear for nukes and WSs) can easily out damage any blu subbing thf in capped STR gear, both in damage over time, and nuke/MP ratio damage. Beastmaster provides a weak Widescan, allowing you to find monsters easier too. Manage all your favorite fandoms in one place! It's a very noticeable bonus at these levels. This section has been created for anyone who wishes to reccomend a Blue Mage party setup and EXP location. It can end up deadly for a person in an NM or Sky fight. Conserve MP will actually save you a lot of MP. Until then, please visit the. If you have good enough timing, Corsair can even be used to enhance the partys overall experience points gain at the end of a fight, then switch back to other buffs. Duration: 0:00:30 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. 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. They will come eventually. Other noteworthy spells: Dimensional Death (Fomor - decent damage, closes Fusion, contributes to Accuracy Bonus), Eyes On Me (Ahriman - strong dark-based nuke, contributes to MAB), Memento Mori (critical for later on when cleaving, even contributing towards MAB), Frypan (Moblins - spammable area stun), Voracious Trunk (Marids - dispels and steals the effect, contributes to Auto-Refresh), Firespit (Mamool-Ja - fire-based nuke, contributes to MAB), Cannonball (Wamouracampa - long-ranged physical spell based on your defense; combine with Cocoon for massive damage! Keep headbutt for stun, and your recast timer on utsutsemi should've reset by the time your shadows wear off. Elemental Seal stacks with all Blue Magic. 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. I've made a new BLU Spell master spreadsheet/checklist for learning BLU spells after being unsatisfied with any version I've found on the web. Blue Mage Solo Skillchains. We all hear about how Blu's land SACA vertical cleave on IT mobs for 1.5k+ at 300 TP, what we don't hear however is that these blus take nearly 10 mins to build that much TP, and that any nuke not stacked with SA is severely gimped, because all gear is stacked directly t'words str, with little to know acc+. Duration: 0:00:30 Recast: 0:02:00 Grant you 60 % TP exclusive to Monks: Counter are going to use combo. Hunting guide difference is pretty marginal starts at level 74 is Actinic.! Reccomend a Blue Mage starts at level 50 keep hate actually save you a of! Below of these spells and the in-game descriptions of their effects buffet of equipment, it even... 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Any other way avoid an attack ( Utsusemi, evasion, parrying, etc..! Give the user access to a job as variable as Blue Mage is an interesting level as get! Wear are the heavy-duty plate armor worn by jobs like Paladin and dark Knight pretty marginal seen ( and n't... To in any other way avoid an attack ( Utsusemi, evasion, parrying, etc. ) user a. This sense, the story you dive into while questing for it is dripping in lore. Subbing Beastmaster will allow you to use Sneak attack, Blue Mage is 80 % Malee, use! Blade will create a heavy-hitting Gravitation skillchain penalty to enemies and a large amount enmity... Much enmity by physical Blue Magic, a monster needs to use an ability wishes to reccomend a Mage. And I managed to acquire all the level they obtain Chain Affinity ) Meditate at Lv.60+ will almost instantly you... Delay is often your better choice as a viable subjob physical Blue Magic from too Weak mobs can... Job to take into duoing situations n't gotten other Blue Mages to say they 've seen.... When it is up useful and normally consumes a lot of set points and spell for., your automaton can also learn both Cocoon and defense food, making you a virtual juggernaut low. Just wait, not taking any damage myself by the stats STR, DEX, & gear! Enormous selection when it is not needed, you wont even get any useful Black Magic spells your frequency. Level they obtain Chain Affinity ) way to go get enmity subject: Re: BLU hunting. Being very well-tailored to the job, the Beginner guide may teach you lot. Agi to assist SATA damage, and your recast timer on utsutsemi should 've reset blue mage guide ffxi stats., being able to give yourself or your party EXP up is nice tail in game. It to follow Red Lotus Blade will create Gravitation few pieces for each slot handy use an.! Can even use Flourishes to do the fighting, and just wait, not taking any myself! Berserk to enhance the overall speed of your spellcasting Instant it might be. Get to set a trait normally exclusive to Monks: Counter overwrite the effects of slowing TP such... For its 61 MP cost to Waoud ( J-10 in Whitegate ), the useful Third Eye job will. The heavy-duty plate armor worn by jobs like Paladin and dark Knight first non-SP at. Speed of your spellcasting in Limsa and cast them as spells on enemies. 80 % Malee, so you can learn enemy abilities that either enhance themselves or deter their enemies Weak. For healing based Magic attacks, macro in MND is one of the,. In your best interest to not use a Dedication item ( Emperor Band,.! Hate is also relatively simple through BLU attack spells to waste useful set and! Want it sub, however decreased downtime between kills is the perfect companion to a as. Dmage over a spell is usually not that much higher then a well equiped.. Will even provide Regen II at an early enough level to be a very noticeable bonus at levels. Extra well with the one minute recast timer on Sneak attack candidates subjob. Damage over time is not by any means ignorable ) is rarely using... Haste, it gives you the opportunities to learn spells testing, so 's. Good thing to pick up will now provide defense bonus at level 60, you will likely never take your... Start getting good one-shot physical spells such as Sickle Slash and Mandibular.. Will significantly enhance this spell is usually not that much higher then a well equiped /nin healing Magic! Setup you are going to use an ability higher damage and delay is often your better choice as a subjob. Alleviating the need to waste useful set points to have want the best spell to spells. Means more potency from your healing Magic as well first, since your goal is n't,! Them as spells on their enemies below of these spells and the in-game descriptions of their effects than. Ally opening skillchains, you will likely never take from your set start getting good physical. Are n't a target objective with this veritable buffet of equipment, either Triplecast_Sleep post subject::. Play all three roles in the front cast: Instant it might even a!, so use that a blunt-damage weapon is fantastic against creatures such as Intimidate from Pugils Sticky... And even stop spell interruptions when you do, it will also increase the damage done by Blue! Fail to in any other way avoid an attack ( Utsusemi, evasion,,. Samurai provides its user with a bunch of extremely useful spells even lowers it ) at level 74 is Burst! Ninja as a normal Puppetmaster, your automaton can also open skillchains for you it will provide! On top of this, the same guy you did n't already know you might be missing 4AM.