After level 30, /THF is the way to go. A very good choice for the average Blue Mage between the levels of 30 and 49. So if you feel you can put Utusemi by the wayside, you can gain Drain Samba (party-wide on-hit drain), Curing Waltz (healing spell that costs TP instead of MP), Quickstep (evasion-down), and Animated Flourish (Provoke). This all comes at a price, however. It's so much fun, ws frequency is doubled with it, really. The Lv.52 footwear and Lv.54 legwear are fantastic defensive pieces. One can effectively give each mage a much greater MP recovered while healing, and all of the front-line fighters extra attack, extra accuracy, or extra some other stuff if you do want to. (Note that the damage-over-time effect will not feed extra TP over time, however.). ECOBlue: A chart of the Blue Mage Spell strengths and weakness (mob related). Blue Magic functions differently than any other magic in the game. You gain Cures and Status Cures at their level, but from what I've seen, the Blue Mage MP are better spent in other ways. Basically, your spells work like your weapon- the higher accuracy, the more accurate your spells are. This requires that the Blue Magic you are using is of the correct element to burst on the skillchain. After a few rough tests from me and people in my Linkshell, we concluded that it did not enhance Blue Magic in a noticable way besides the moves listed above. I tend to think more defensively and attempt to keep an above average level of damage as well. Double Attack at Lv.50 is another highly useful trait for damage-dealing and getting TP a little quicker. It will save you and your party (or trusts) a ton of MP on healing. 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. Red Mage, White Mage, Scholar, or Dancer may all do this for free-- otherwise, Silent Oils and Prism Powder will do the trick. 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). BLU spell hunting guide. If you really want to optimize yourself, swap in some strength-boosting gear before a weapon skill or some attribute that might be affiliated with a spell you're casting. Level 70 is a milestone level for another reason: Cannonball. You can use it to interrupt spells or annoying TP moves, and will even last long enough to halt an enemy attack or two. Standing always strong are the indomitable Galka. Congratulations! Using this sub against Imp's in parties can be usually fustrating as your /thf JA's get deactivated a lot via amnesia. It also provides some decent stats, but at a steep cost of 5 set points. If you've got merits to spare, Evasion, Parrying, and Critical Hit Rate are great for any situation. You will ofcourse have to choose your subs your self, but i did level 30-74 as /THF and stronglu recomend it as a way to get the most out of your MP. Try playing with it given your setup, but remove if it isn't doing the job for you. 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 . Commands Summoner as a sub also provides a boost to both the INT and MND stats. At level 58, you may set Auto-Refresh only by equipping a whopping. For example, the spell Dia will often deal more than 0, but less than 1% of a target's HP, and is very much spammable. The actual melee boosts from Red Mage are only stat boosts. Many people also wonder exactly what else Azure Lore does. This is a huge milestone! One of the best support jobs in the game for any Blue Mage Lv.60 or higher. This also means you may use it in sequence for a skillchain! Name: Azure Lore 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. Congratulations! It barely raises your WS frequency at all, in some cases it even lowers it. Keep headbutt for stun, and your recast timer on utsutsemi should've reset by the time your shadows wear off. 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). Assuming you have 0% QA, TA, and DA, that's a 50% increase in TP speed, but that's ignoring the higher delay that's hampering your attack speed. 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. 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. And Diffusion is crucial in combination with spells such as Mighty Guard, Carcharian Verve, or even Erratic Flutter. Please note that race is the absolute last thing you should worry about when picking a job. Q: How do I Set Blue Magic? /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. Level (1-99) When using /thief, you can get increased damage from spells with Sata, however malee will suffer. Using it to follow Red Lotus Blade will create a heavy-hitting Gravitation skillchain. It has also been shown that SquareEnix's wording on the offical Final Fantasy XI site was misunderstood. Elvaans can use gear to raise INT so every magical spell lands as well. 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. * Notifications for PvP team formations are shared for all languages. You'll even have to complete most of the Chains of Promathia storyline just to unlock some of the later spells such as Disseverment and Actinic Burst. Blue Mage is an advanced job added in Treasures of Aht Urhgan expansion of Final Fantasy XI. All times are UTC. With a molasses-slow 90-second recast timer, you might as well wait the other half-minute and just combine it with Burst Affinity. Each Blue Magic has a number of set points it requires to be set. By all accounts it's treated as a melee physical spell, but it has an unusually long range. This spell also replaces Sickle Slash as an effective means to close Gravitation. With that trait and Black Mage being the second-highest MP job in the game will grant you the longest duration of MP as possible. After activating it, your next "magical" blue magic spell is amplified and may be used to magic burst. I wouldn't do this combo for learning spells though (at this lvl) cause it won't help a ton, /nin is better for that. Name: Burst Affinity Scholar learns Sublimation, Raise, and Reraise, Rune Fencer gains an additional rune, Auto-Regen, and Blink, Dancer grants Drain Samba II and Healing Waltz, Red Mage gains Fast Cast II, and Warrior gets Warcry. :<. Deft and agile Mithra Blue Mages ensure their attacks and "physical" spells hit their mark in those clutch situations. Because you'll probably be spamming the spells back and forth anyway, if you do happen to use your SP ability Azure Lore, you can create a multi-part Skillchain using just these two spells! Forbidden Art of the Immortal Lions: Contains a link to a chart made by Shuurai with various information on Blue Mage. For Physical Blue Magic, macro in Strength and Dexterity. It's one of the better physical-damage spells, and imposes a halfway-decent poison to its target. Higher physical damage means you won't have to cast as much, allowing you to equip more support spells in your repertoire. In addition to White Mage, subbing Warrior becomes a viable choice at level 10. /BLM: Black Mage is second only to Summoner in the Magic Points added from the subjob. 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. Don't forget about your artifact equipment, either. Convergence itself is also pretty questionable, but you may need to turn an area-effect spell into single-target from time to time. Geist Wall (Efts) available to set at 46 is another Dispel ability. 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. FFXIclopedia is a FANDOM Games Community. I really enjoyed the explanation of the calculation terminology and formulas. For attack magic, macro in INT. Choosing weapons with higher damage and delay is often your better choice as a Blue Mage. If you happen to be using a club, level 51 is about the time your skill should be high enough to use Skullbreaker. Note this spell gives you 'Mage Blink' and not Ninja shadows, in otherwords the mob can sometimes still hit you through the blink. So much damage in fact that your biggest danger is simply pulling too much enmity. When I tallied up the damage using great gear, /nin tends to come slightly ahead with better malee, more chains and over all damage. 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. Remember that certain creatures have MP even if they don't cast spells, such as Beetles. It's not critical until you've got the gear for it, but once you start accessorising for it, you can keep yourself from running dry fairly reliably. Swords may also both open and close tons of different skillchains, including both Light and Darkness, and have a massive range of weapon skill effects including physical damage, elemental damage, stuns, area damage, and HP drain! Make sure you use your attack Blue Magic. 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. That seriously cuts in to the effectiveness of the weapon's OA2-4, the high delay causing more issues by actually significantly slowing your attack rounds as compared to a Shikargar. I even once acquired a spell without fighting at all, I was medding as they fought, and my pet won unexpectedly quickly. 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. Subbing this makes using shields even more useful, providing the Shield Mastery trait. And in Azouph Isle, talk to Nareema. I know this is a huge long shot, but I was wondering if someone did the work to list spells by zone you can learn them in as a sort of makeshift journey from 1-99 when it comes to learning spells. Blue Mage is unlike any of the current jobs in Final Fantasy XI. 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. Each spell requires a certain number of Set Points to equip; some may only require 1 while some can cost as much as 8. I have dove deep into Blue mage for soem time learning it's abilities and how to apply them. Skill Calculator. This guide will NOT tell you specifics such as end-game gear sets. Any breath-type spell is affected solely by the users current hit points, so both inducing Monks high HP and Max HP Boost trait will enhance any attacks of that sort. Now select the "Set" option below Manuel sort. Unfortunately the avatars are set as the same level as your sub, and therefore it is difficult to get much use out of them due to their low accuracy and attack. For example, the damage for Bludgeon is enhanced with Charisma. Level: 40 Dancer and Summoner get a few nice boosts as well. 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). Otherwise, remember that the universal merit categories will also have an impact on your other jobs. Since BLU has such a high CHR it makes the BST sub a lot more viable, as you are able to easily charm even matches. Another is that it will increase the TP modifier of spells to around 350%, allowing all spells to become far more effective. Your character will be one of the toughest in all of Vanadiel, proving to have endured all of the many trials now behind you. The only other argument that I can make is that at later levels you can use your ninja sub for sneak/invis without worrying about it lowering your mp. Since Blue Mage gains the ability to Magic Burst and Skillchain with their abilities, a subjob that adds to the STR or INT stat would be my preferred sub. Other option for Ammo: Mavi Tathlum Other option for Waist: Witful Belt Other option for Back: Cornflower Cape (Augmented Blue Magic skill 5-15) Much of it is useful until very high levels, so it's a good thing to pick up. Level 24 lets you set Soporific from Flytraps. Q: People said I could learn Blue Magic from Too Weak mobs, is this true? 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). Your spells are limited not only by your MP and level, but by "Set Points". Group 2: This one's a bit more cut and dry. Level 48 also brings with it Sickle Slash from Spiders, a high-damage single-hit physical spell that combines extra well with Chain Affinity. This means that at almost all times you will want to have a sword in your main hand. Adennak's Skillchain Chart, Now with Blue Mage Hotness. You can also learn both Cocoon (Crawlers) and Metallic Body (Crabs) all in the same zone. With the item still in your inventory, go into the center of the pool. 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. 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