Just like a DD needs accuracy to hit a mob, a Blue Mage needs accuracy to insure not just their sword hits connect, but their spells connect too. People say our physical spells are fast enough, which is true, but what about the magical spells? It can also be used to solo Detonation (Wind): Vorpal Blade > Hysteric Barrage > Detonation. This process must be repeated until the spell is learned. Or you can get this from the same dungeon run of Temple of the Fist that you get Rose of Destruction from. However, light is not always effective against many mobs. lvl 73 - Ram Charge - Physical - Physical Damage (Blunt) with Additional Effect: Knockback - A rather useless spell that has the same stat modifiers as the Sword Weapon Skill Savage Blade (STR 30% MND 50%). Some of them are a lot easier to learn than their "outside" options (Frenetic Rip/Animating Wail for example). Click on the totems in your inventory and you will learn the spells. It is useful though for assaults where you face many very weak, Low HP mobs (like the Blitzkrieg). Further more, it also cures the amount of HP less than a Cure II. Useful for support situations in parties, though it draws in hate. There's a theory that SAMs that own the. Here, spells can also be added to and removed from the Active Actions. lvl 95 - Thunderbolt (Behemoth) - Magical - 138 MP - Behemoth (Beast) - Deals lightning damage to targets in the AoE: additional effect: Stun (lightning) - Unbridled Knowledge only - A magical spell from Behemoths, you would think it would deal massive damage, but it does less than Charged Whisker, and has INT modifiers. Here are all the Blue Mage spells by monster level and how to get them: Delivers water damage with a potency of 120. No knockback effect, just a -100 TP effect to enemies in effect. Do you really want to use that many spell points for clear mind for resting when you could have auto-refresh? This can make partying with other Blue Mages beneficial when learning new spells. Here are all 49 abilities and how to unlock them. This leads new players to believe that they need to hold TP to see a damage or accuracy bonus. It has a faster cast than voracious trunk. If you don't have the empyrean WS, you'll want to solo darkness with Requiescat and Quad. It deals 25% of your current HP in wind damage to anything in the AoE. lvl 71 - Triumphant Roar - Magical - Self-targeting, short lasting +15% (38/256) Attack bonus - This spell is like Warcry, but self-targeting (unless you use diffusion). I tend to stack on STR and MND gear, and hope the MND affects the paralysis potency. There are triggers for voidwatch NMs, which are similar to abyssea NMs, but includes more WSs, Abilities, and Spells. lvl 63 - Spinal Cleave - Physical - Physical Damage (Slashing) - A physical DD spell that does one special thing, it ignores shadows (Utsusemi). 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. However, this isn't the case for Blue Magic. It has a long cast and recast time (as do most breath spells), but it does even less damage than Hecatomb Wave. lvl 58 - Light of Penance - Magical - Reduces TP with Additional Effect: Blind and Bind (Light) - This sounds useful, but it really isn't since there's no way of telling how much TP you're removing from the target, it isn't as strong as the full TP wipe that the Tonberry get when they use it. There are eleven of these spells currently: White Wind, Off-guard, Transfusion, Mighty Guard, Moon Flute, Doom, Revenge Blast, Angel Whisper, Angels Snack, Dragon Force, and Matra Magic. lvl 30 - Wild Carrot Magical Restores HP to one party member (Light) This is a VERY useful spell, and I wish I had it early on in my BLU career (it wasnt learnable when I started leveling BLU right after the Expansion came out). lvl 61 - Maelstrom - Magical - AoE Water Damage with Additional Effect: STR Down - Another costly nuke that has INT as a main modifier, with a MND secondary modifier. This is a Level 2 Blue Mage ability that requires 20 ABP to learn - and once you've got it, you can of. I am fixing these as I find out about them, but in the meantime, please be aware that any recently-changed dungeon boss might NOT have the spell listed. But it stuns all the targets it hits (unresisted). However, most BLUs won't opt for that, because they can probably find other uses for those add-on pieces, such as a godly WS hat, or a free BLU hauby (ACC+ ATK+ 10) or something for another job. I dont recommend this. Magical spells have different element types (earth, fire, wind, etc. Deals earth damage with a potency of 130 to all nearby enemies. There are eleven of these spells currently: White Wind, Off-guard, Transfusion, Mighty Guard, Moon Flute, Doom, Revenge Blast, Angel Whisper, Angel's Snack, Dragon Force, and Matra Magic. People make magic accuracy magian swords thinking it helps their spells, it'll help prevent resists from head butt stun or other additional effects of spells, it won't help the spell ITSELF to hit, just additional effects. It can be cast from a bit of a distance, and it will always hit three utsusemi shadows in Ballista. This is due to the fact that all those spells rely on strength. They will only cast it after their partner goes down, though, so if you kill them simultaneously you wont see this spell. It's only one spell point though, so you could set it with Cursed Sphere for a cheap Magic Attack Bonus trait. Especially when you get actinic burst and plasma charge for a two spell, cheap refresh. This is called Monster Correlation (BLUs AF helm enhances this effect, as do one of our group one merits). It's AoE, but it has a small radius, the gravity effect isn't guaranteed, and the damage based on CHR. Shares a recast timer with Mountain Buster. With haste, you can spam this thing all day long on a very short cooldown. If you prefer the slow-and-steady style of leveling you will need to adjust some of these recommendations. It's good for saving spell points to more easily fit in the Triple Attack Trait when you set other double attack spells (you need two extra double attack trait spells to get triple attack). Early on, our skillchain of choice is Fusion and Gravitation (if you use a club, you can do Fragmentation). What was SE thinking? This is a GREAT spell. The defense and attack down effect is -25%. However, when a blue mage sets Bomb Toss, the results are much different. 6 set points. lvl 74 - Magic Hammer - Magical - Light Damage and Additional Effect: Aspir - This spell does damage, and drains an amount of MP from the mob equal to the damage dealt (only if the mob has any MP). lvl 48 - Refueling - Magical - Self-Haste (Wind) - This spell gives you about 10% haste, with a fast cast time, and fairly fast recast. It's a strong, though costly SELF only heal. Bristle and Whistle cannot both be active at the same time, even though they do not share a cooldown. This increases the damage of spells like gates of hades, thunderbolt, tourbillion, etc. If the leve doesnt appear on the list at first, take another leve and finish it and this one should appear. You won't really resist sleep from a mob that uses it that's strong enough to sleep you. You can also get this from the Rank A Elite Mark Slipkinx Steeljoints in the Dravanian Hinterlands, but he can be a pain to find and to gather enough people to kill. Its not a guaranteed drop, however. lvl 84 - Auroral Drape - Magical - 51MP - Weeper - AoE Blind and Silence (Wind) - It blinds and silences the target, a nice two-for-one enfeeble. Deals wind damage with a potency of 180 to all enemies at a designated location. 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. The stats it gives when equipped are useful (+3 STR) but heat breath costs 1 less set point, so once you get that, you might want to set that instead of this. Chance of successful attack is low. I mention some of them in this guide. 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. Gives the Fast Cast trait when set alone. This spell does generate a lot of hate, so it can be used as a hate tool. Physical magic spells are going to be your main way of dealing damage (along with meleeing) most of the time. 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. List of Spells See also: Blue Mage Spells Learning Guide and List of blue mage actions When you defeat an enemy after it has used that spell, you have a chance of learning it. Rinkashikachi. Damage is one-third of your current HP. Besides oversharing about FFXIV lore, he enjoys snapping together model kits, reading comics, and Monster Hunter-ing. Drops a 4-tonze weight dealing unaspected damage with a potency of 110 to all enemies at a designated location. I havent found this to be true but its extremely difficult to gather evidence for this theory one way or the other. Max this out immediately, it's the most important job point you can get. This job can play all three roles in the game, tank, healer or DPS. This action does not share a recast timer with any other actions. If you are missing any of these spells this is a golden opportunity to pick them up. But beware that it's not cure, it's regen. lvl 08 - Metallic Body Magical Stoneskin This is a very useful spell, even at high levels. Tested on a player with 10 buffs up. The amount of damage absorbed by this spell is computed by your level and blue magic skill. However, darkness based enemies, and enemies resistant to darkness can resist this spell. 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