This sounds like it would be bad news for BLU. It was funny, though the group got hurt by me. Without further ado, heres where and how to unlock all Blue Mage spells in order of difficulty. It lowers defense and magic defense by around -10%. Once youve attained the Soul of the Blue Mage Soul Crystal after completing the quest, Out of the Blue, youll be able to get cracking with your monster hunting adventure. This is due to the fact that all those spells rely on strength. You'll never use it. This brings up another point. Is naturally weaker than Warrior's tier 1 trait. You also have the option of syncing Cutters Cry for one-and-done, which is reasonable if you can get a group. lvl 83 - Benthic Typhoon - Physical - 56MP - Murex - Conal Damage and Lowers target's defense and magic defense. Reduces damage taken by 90% and nullifies most knockback and draw-in effects. The defense and attack down effect is -25%. Diffusion combined with certain buffs can generate a considerable amount of hate, which can make them useful for tanking situations. Another important note about Blue Magic Spells: we get a few healing spells. A BLU/NIN gets the Subtle Blow job trait, so they get a larger negative bonus to the TP they get back, and even more so when your BLU/NIN has Rajas equipped, or whatever other equipment you can find that has Subtle Blow (not that there are many). Who would want to be on the receiving end of their own Disseverment? It's especially effective with quadratic continuum. Since Abyssea came out BLU are wanted for abyssea for yellow (elemental) triggers for NMs. This spell starts of weak, but when you get higher level, get more powerful, around level 70+, you will see that this is one of your strongest physical, non-SA spells. Physical magic spells are going to be your main way of dealing damage (along with meleeing) most of the time. Know your enemies well, for as a BLU, you are using your own enemies attacks against them, it is similar to how a BST needs to know how to use the creatures he charms against other enemies. This allows you to stun enemy TP moves, spells, and keep enemies from attacking so you or your party can get utsusemi shadows back up. Recast time is 1 minute and takes 3 spell points to set. It can make a fun toy for absorbing mob buffs too. Why the hell do they give us this trait? It is often an ability learned from the Blue Mage class, and allows the user to learn Blue Magic outside of the Blue Mage class. lvl 24 - Soporific Magical AoE Darkness based Sleep Similar to sheep song, this puts all enemies in the AoE to sleep. I'm reminded of Woodman's Leaf Shield from Megaman 2. Blue Mage Spells Learning Guide See also: Blue Mage and list of blue mage actions When you defeat an enemy after it has used that spell, you have a chance of learning it. Can be combined with other spells for the dual wield trait. Not really worth it, if you can max out 50% cure potency on magic fruit. I have gotten some large numbers in abyssea, due to cruor buffs. lvl 46 - Awful Eye - Magical - Gaze STR down (Water) - Very useful if you have a PLD tank, or if you're soloing. It costs a lot of MP, but it does good damage, more than the physical spells would do at the times you need it. The spell descriptions say that certain effects of the spell are modified by TP. Magical spells of one type can be resisted if used against a mob type that it is weak against. Deals fire damage with a potency of 110 to all nearby enemies at a designated location. They are always in the spell list after they have been learned. lvl 75 - Plasma Charge - Magical - Shock Spikes - This spell is essential, not for the short lived shock spikes (similar to Reactor cool, but without the defense up), but for the STR +3/DEX +3 stats it gives, AND the fact that it is part of the two spell Auto Refresh job trait combo (Actinic Burst is the other spell). Continuum makes distortion like disseverment can. Situational, you can't depend on a killer trait to always work. The new spells also seem to lack stat modifiers, relying on your main hand ilvl, and the target's defense and own level in the equation for damage. You have a net gain of 150 MP. Use this always. After this, you'll then have a chance of learning the spell, but there is a bit of RNG at play. Somewhat disappointing to see that it's not modified by enmity, but it's probably for the best. Off-guard and Peculiar Light will stack vulnerabilities if both are placed on one target, but since they share a cooldown, this requires two Blue Mages. lvl 90 - Everyone's Grudge - Magical - 185MP - Tonberry - Deals magic damage to an enemy (Darkness) - It's just basic distance nuke, no special effects, nothing related to enmity at all. With pollen, cocoon, provoke (sub WAR), and high damage spells, you can cure tank like a Paladin does (maybe even better in the dunes). (Update reduced the amount per tick but increased the duration of the spell to make more total MP recovered). If you only get 2 hits in, the mob gets 20 TP. lvl 77 - Leafstorm - Magical - Damage in an AoE surrounding the caster (Wind) - From treants, we learn another spell. A very strong, single target, physical spell. - GefyrstHybrid Water-Ice (Elementals) Heres a quick overview of the places and ways you can acquire Blue Mage spells (after Water Cannon, which you get automatically when you open the class): Your Blue spellbook mentions that some spells share cooldowns with other spells, but doesnt say which. Physical spells are capable of being combined with Sneak Attack and Trick Attack. lvl 38 - Uppercut - Physical - Damage and Additional Effect: Knockback (Blunt) - It has some nice stats when set, and can also be used to make the Fusion skillchain, but it's not as strong as Jet Stream. We will not be 1k Needling HNMs any time soon. Again, +HP gear can help squeeze some extra damage out of your breath spells (but you still need to be at full HP for it to count). Blue Magic healing spells cannot target someone outside the party, so you cant use them to power level someone, you cannot even target someone in another party, but is in the same alliance. It costs 9 spell points. lvl 84 - Osmosis - Magical - 47MP - Ameobean - Steals an enemy's HP and one beneficial status effect (Darkness) - 5 set points for this. lvl 68 - Firespit - Magical - Fire damage to a single target - This one of the few single target magical nukes we get. Deals earth damage to all enemies in a cone before you with a potency of 310 for the first enemy, 30% less for the second, 60% less for the third, and 70% less for all remaining enemies. The only time you would want to use it, (NM mobs) there are other jobs you can count on to do any of those enfeebles for far less MP that'll stick longer. Also Sand Bat, level 38, in Cutters Cry. If you can use it in Ballista, it could be cool. Even if you're pulling, it wouldn't matter to have this trait, it's useless. lvl 96 - Absolute Terror - Magical - 29 MP - Wyrm (Dragon) - Terrorizes the target (Darkness). I dont personally like this method since you must do the fights solo and the drop is not guaranteed (which I think is a design mistake) but there are some spells that can be gotten this way if you really want. lvl 04 - Power Attack Physical Critical Damage (Blunt) No thrills, low damage physical spell. This is called Monster Correlation (BLUs AF helm enhances this effect, as do one of our group one merits). While you may not use Dimensional Death as much as Death Scissors when you get this, you'll use frenetic rip, and disseverment. This one is very strong when combined with Sneak Attack. Don't bother using it unless for fun, or for a Fast Cast trait when combined with Sub-Zero Smash. You could also do this as a synced run to just past the first boss, where the first Page 64 mob appears. Though it has a rather high MP cost (99 MP), it is useful for fights against mobs with strong AoE attacks. Gives the Fast Cast trait when set alone. Also used for an auto refresh job trait. I can't even use this spell yet. lvl 71 - Heat Breath - Magical - Fire damage in a fan-shaped AoE (damage dependent on HP) - Another breath spell, this one is very useful against mobs resistant to physical damage (such as gods, sea jailers, and some mobs in Limbus). It can continue darkness with azure lore/CA active. With a versatile and plentiful spellbook, its a job thats less suited to party-based gameplay, and you can only play Blue Mage-exclusive content on your lonesome. Combines with Animating Wail to make the dual wield trait. It's slightly cheaper MP-wise than Filamented Hold, but I've yet to see information on the potency of it. Learned from Wildkeeper Reive Shark, or Shark in Delve. The damage isn't very good though, and if you sub /NIN, enmity is never a trouble, since you can blink through most things with shadows. A light staff can help the potency of this spell. It can make the magic attack bonus trait. It's got good enough damage, probably better than eyes on me. You can use CA/Efflux to increase the damage, but it doesn't have good skillchain properties for self-SCs. Its definitely useful for awhile. You can also use burst affinity to burst off your own skillchains to help increase damage, however, this is most worth it in the cases of spells like Digest, MP Drainkiss, or Magic Hammer, since those spells give you HP or MP back. Does AoE damage for a cheap cost, with the main benefit of removing all status effects from yourself. lvl 18 - Bludgeon Physical Three-fold damage (Blunt) This spell will be your basic, bread and butter attack for awhile. Spell chances in the open world or Masked Carnivale are RNG based on the number of stars for that spell. This can be useful with a ninja tank for keeping up shadows. Here is my list of the suggested best ways to learn the 104 spells available to level 70 Blue Mages. It's INT modified and heavily modified by magic attack. However, it isn't that useful, since your sword damage isn't as good as say a WAR's dual wielding axe with rampage, or any higher level G-Axe skill. It's a gaze attack where you need to be right in front of the mob with it facing you. It'll save your life if you're solo or something. Not sure how potent the magic defense down effect is, but it can help a group cast stronger nukes on a mob. You need to have full HP to do full damage with this spell, so if you get hit, you'll do less damage with it. Deals fire damage with a potency of 100 to target and all enemies nearby it. For example, Subduction has Gravity II as an additional effect, it'll slow down the enemy's movement speed greatly. The damage this spell does isn't considerable, but the paralysis can come in handy. Work on this first. Only learnable by defeating Toujl or achuka, the mega boss of Morimar Basalt Fields Delve or by defeating Achuka in the morimar Wildkeeper Reive. It does cost only 2 set points, and is combined with Enervation to form the Counter job trait. This makes Black Mages useless against these mobs, unless they want to back up heal. Increases physical blue magic skillchain damage while under the effects of Chain Affinity. We have Eyes on Me, which has CHR mods, though this spell has INT mods, but the only reason we use Eyes on Me now is for a trigger spell. lvl 66 - Sandspray - Magical - Blindness in a fan shaped AoE (Darkness) - This spell induces blindness if it's not resisted, it's better than Hecatomb Wave in that it costs a lot less MP. Helps azure lore physical spells' damage a bit. Can be used with other spells for the HP Boost trait. Not a major priority. Glass dance shares with Veil of the Whorl, The Rose of Destruction shares with Chelonian Gate, Peculiar Light and Off-Guard (your tooltips actually mention this one). To learn Blue Magic, all spells (with the exceptions of those listed under "Special Means") are learned by defeating a mob after it has used the spell you're looking for. Increases blue magic spell damage while under the effects of Burst Affinity. Creates the Max MP Boost job trait with other spells. I haven't had trouble with most mobs with the gravity landing, except for certain high-high-high level mobs (excluding mobs that outright resist all forms of gravity). if your skill and magic accuracy isn't high enough the gravity won't land. Not only that you need to be aware of the elements as well. lvl 64 - Yawn - Magical - AoE Sleep for all enemies facing you (Light) - A very useful spell, though enemies need to be facing you, so maybe it might be useful for you do to do a spell like Actinic Burst to get their attention, then hit them with Yawn to put them to sleep. Adds the Skillchain Bonus trait when set, with no other spells required. lvl 77 - Acrid Stream - Magical - Damage in a fan-shaped AoE, additional effect: Magic DEF down (Water) - One of the new spells from Abyssea mobs. It makes attack bonus when paired with other spells that make that trait. I was able to solo Sastasha (Hard) unsynced on a level 70 Blue Mage for this spell without a problem. 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. Some other nukes can be useful if the mobs are strong against wind (charged whisker, thermal pulse, etc.). We get the. 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. lvl 69 - Regurgitation - Magical - Water Damage with Additional Effect: Bind - Another bind spell, it seems to stick quite well in early tests, and costs a single magic set point. Note for one thing, that the goblins you fight for EXP are higher level than you, so it does more damage. You will need to learn this spell to gain access to the level 58 Class Quest Blue in the Face. Blue Magic Skill Required to Learn: 393+ Monster Level Zone Map Ungeweder So you MUST set this spell and Plasma Charge, because it frees up spell points you'd otherwise be using for Auto Refresh. Blunt ) No thrills, low damage physical spell learn this spell without a problem % potency! I 've yet to see that it is useful for tanking situations if... On me they give us this trait fun, or for a Fast Cast trait when with. 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