blue mage spell learning

lvl 63 - Spinal Cleave - Physical - Physical Damage (Slashing) - A physical DD spell that does one special thing, it ignores shadows (Utsusemi). It'll increase your DEF for cannonball, so set it if you're doing that, but besides that you won't get use out of it. You learn it from Gigas, but there isnt much reason to set it. Savage Blade > CA Quad. You can also get this off the Mudman, a rank A hunt found in Il Mheg. It's nice if you burst it once you can do Gravitation. You do not have a 100% learn rate if you do this, but sometimes there are advantages to this method that outweigh the fact that you might need multiple tries to get a certain spell to drop. When you use Sneak Attack with a spell, youll want to macro in ALL your STR gear (with the exception of Cannonball). An unbridled learning spell. lvl 67 - Enervation - Magical - AoE Defense down and Magic Defense down (Darkness) - This spell would be useful in HNM type instances where mobs can have a great amount of magic defense/resistance. It costs 9 spell points. ), FFXIV Collect: Minions, Mounts, Titles, and more, RNGesus and You: Ponies, Pigeons, Polis, and Probabilities, How To: Free Company Buffs & Aetherial Wheels, Making Adaptive Hotbars with Macros (basic), Aurics Tips & Tricks for Heaven-On-High Clears. lvl 88 - Occultation - Magical - 138 MP - Seether (Empty) - Creates multiple blink shadows (Wind)- It's like zephyr mantle, except it's dependent on magic skill (400 skill gets you 8 shadows). This spell can helps make the BLU what it is. Unlike in your traditional FFXIV jobs, you learn new Blue Mage spells by defeating specific monsters in battle although others will be given to you after youve unlocked a specific number of spells. It is affected by CHR, which is surprising, but it is also affected by STR, and youll notice a larger return if you increase STR rather than CHR. Increases the damage dealt by blue magic usable under the effects of Unbridled Learning. However, you need a specialized build to get the most out of it. lvl 34 - Smite of Rage - Physical - Damage (Slashing) - It does some nice damage, and when combined with Bludgeon, it gives you the undead killer trait. The poison effect is 4 HP/tick, but only lasts for 30 seconds, so it does around 40 damage worth before the poison wears off. I've seen a video of a BLU using grudge, thermal pulse, and charged whisker, along with sanguine blade to solo Shinryu with a Primeval Brew. It is not as potent as the version the hippogryphs you get it from use (or the terror abilities wyrms use), but it can terrorize multiple targets that are in front of you, and are looking at you. However, the skillchain properties are liquidation/scission, so it's not good for Skillchains. That means dual wielding magic damage clubs to maximize damage. By this time, you have auto-refresh. If you are missing any of these spells this is a golden opportunity to pick them up. The point is, you will need to have elemental staves, and the proper stat gear to do decent damage with magical nukes, and its mostly not worth it for EXP/merit parties, but can be worth if for, lets say, sea jailers that are strong against physical damage. lvl 48 - Blood Saber - Magical - Drains HP from all mobs in range (Darkness) - Seems fairly pointless in most situations, it's not as strong as Digest, and if you're getting pummeled a bunch of mobs, you're better off trying to sleep them all than draining their HP. I'm not sure which boosts damage more for that, STR/VIT or the defense from. We know the entire spellbook thanks to a leak from Redditor u/ZeroTheBardbarian, and where they can all be found thanks to diligent work from Aleu Lyehga and Atria Baanyu, so all credit to them. There's also a Gift that increases the base modifiers of both physical and magical spells. It's slightly cheaper MP-wise than Filamented Hold, but I've yet to see information on the potency of it. If you are instancing with other Blue Mages for spell learning, dont finish the fight until all Blues have been raised, if at all possible. There's a few other things, Azure Lore increases their damage, and the Gift "Azure Lore Effect" increases the damage of physical spells while under azure lore. 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. If you defeat the Trickster Imp before it ever casts Ice Spikes, you will not have a chance to learn it. Costs 2 spell points to set. Depending on the rank of the spell (going from one to five stars),. lvl 73 - Mind Blast - Magical - Thunder Damage with Additional Effect: Paralyze - This spell is really cool looking, which is always nice, though it requires a substantial MND score to do a lot of damage. Can make the Dual wield trait with one of the two other spells that can make dual wield. 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. 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. I dont recommend this. Deals damage equal to half targets current HP. Also available from a couple of Fates with Qiqirns in them. lvl 98 - Orcish Counterstance - Magical - 18 MP - Orc (Beastmen) - Increases counter rate (Fire) - Grants a buff (separate from MNK's Counterstance) that gives you a ~10% counter rate that stacks with gear, counterstance, and the counter trait. You can also get this spell from the last boss of Dusk Vigil if you really want to bother. Sneak Attack guarantees a critical hit, boosting the damage of the spell, however, similar to weapon skills when combined with sneak attack by a player subbing THF, only the first hit of a multi-hit weapon skill or physical spell (yes, physical spells can have multiple hits, just like a weaponskill) will be a guaranteed critical. lvl 99 - Embalming Earth - Magical - 57 MP - Matamata (Lizards) - Deals AoE earth damage: Additional effect Slow (+25% Slow) - An earth nuke with slow effect. Just like a DRK/THF doesnt use sneak attack with Guillotine, dont expect to use sneak attack with bludgeon and expect a HUGE damage increase, only the first hit of the spell will get the damage bonus. 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. Creates the Gilfinder trait with other spells. 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. lvl 12 - Feather Storm Physical Damage (Piercing) and Additional Effect: Poison This is similar to queasyshroom, fairly low damage combined with low damage poison. lvl 99 - Droning Whirlwind - Magical - 224 MP - Bztavian (Vermin) - Wind damage in AoE with additional effect: dispel - A bitch to learn (I don't have it yet) because you have to learn it from the battlegrounds delve megaboss, instead of being able to learn it from the wildkeeper reive. We get some counter gear to increase the proc rate, but you won't use this. I was able to solo Stone Vigil (Hard) on a max level Blue to the second boss and pick up the spell with no problem but it was relatively slow. You can't choose which physical attack you want to shrug off, so if you want to avoid a TP move, if you get hit by a melee hit, you'll lose the buff. Theyre as varied as the enemies that give us our spells. Increases the potency of the next spell cast by 50%. 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. This does massive damage to a player when cast by a Cactuar, 1k damage(split between targets in the AoE), which can decimate even a lvl 75 player while solo, even if the level of the cactuar is much lower. lvl 83 - Benthic Typhoon - Physical - 56MP - Murex - Conal Damage and Lowers target's defense and magic defense. RT @ImmortalsAveum: 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. Maybe try to upgrade this second. Seems to cap at around 120 HP cured. Gives Evasion Bonus job trait on its own. If you are partied with other Blues trying to learn spells, Some instanced fights have more than one spell you can learn. lvl 80 - Demoralizing Roar - Magical - AoE Attack Down (Water) - The Wivre spell, when used by a wivre, it inflicts a potent attack down that basically strips down a majority of your attack, leaving you hitting the mob for single digits or 0's. Also, this spell is a MUST for when you use Cannonball. Only useable with unbridled learning/wisdom up. Some enemies have resistance to some damage types (slimes are resistant to physical damage), while some are weak against others (pots are weak against blunt damage). It looks fantastic for a cheap healing spell. lvl 82 - Vanity Dive - Physical - 58MP - Wanderers - Physical Damage: TP modifies Damage (Slashing) - Does good damage without CA active, and it's one hit, so it doesn't feed TP. A very strong, single target, physical spell. It is overridden by stoneskin, and is affected by your level and blue magic skill. Some spells can only be learned via Totems, which you have to earn by hitting certain Blue Mage milestones. Also, it can be used for getting auto refresh. Though it has a rather high MP cost (99 MP), it is useful for fights against mobs with strong AoE attacks. However, you WILL want to equip this when you get it just because it offers points toward Auto-Refesh. But it stuns all the targets it hits (unresisted). When you use Chain Affinity, the next physical spell you use gets enhanced, damage modifiers or accuracy modifiers will be affected by your TP, and you will lose your TP once the spell is cast. Modified by INT and magic attack bonus. Blue mage is known as a limited job. So Claw Cyclone will give back 20 TP, Bludgeon, Jet Stream, and Frenetic Rip give back 30 TP, and Disseverment and Hysteric Barrage give 50 TP back, all the other single hit spells give 10 TP back. It also drops from Gwas-y-neidr, a Rank B hunt Mark found in the same zone. lvl 68 - Warm-Up - Magical - Accuracy and Evasion up on the caster (Earth) - A very useful spell in cases you need accuracy/evasion, and don't want to use food, or food just isn't enough. It has the distortion SC, making it self-darkness with Requiescat, AND, here's the kicker, it drains 100% of the damage, giving you a very effective emergency self-heal. lvl 92 - Water Bomb - Magical - 67 MP - Poroggo (Beastmen) - Inflicts water damage to enemies in an AoE: additional effect silence (Water). Costs 50 MP. Unlike other jobs that acquire new abilities when they level up, Blue Mages must learn their spells from enemies. Effect ends upon reuse. With the power of combined mechs.. We learn J Kick.. It can be used for the Defense Bonus Trait, but that trait isn't that useful. For whatever reason, both Blue Physical AND Magical spells can't get mimicked by Colibri. you must SEE the spell being cast to completion, You do NOT have to get hit by the ability to learn the spell. Set this as soon as you hit 81, you will not be disappointed. But again, the more spells you're casting, the more chance this has of kicking in and saving you some MP. Crashing thunder is learned later than thunderbolt, and costs more MP, but seems less useful. It's an upgraded version of cocoon, it's good for cannonball, but who really uses cannonball post 75 cap? The fight can be finished in under two minutes and the drop rate is pretty good. lvl 92 - Heavy Strike - Physical - 32 MP - Golem (Arcana) - Inflicts large physical damage to the target, damage varies with TP (Blunt). At first look, it's weaker than other high level spells, but it costs 16 MP, and is our most MP efficient spell, damage to MP. lvl 61 - Bad Breath - Magical - Earth damage in a fan-shaped AoE (based on HP) with Additional Effect: Multiple Enfeebles - A staple of Blue Magic, can Bad Breath live up to it's reputation in previous FF games? It's very situational. lvl 99 - Wind Breath - Magical - 26 MP - Dragon (Dragons) - Deals wind breath damage in a cone-shaped AoE (Wind) - A weak, but cheap magical spell. With pollen, cocoon, provoke (sub WAR), and high damage spells, you can cure tank like a Paladin does (maybe even better in the dunes). Note that this spell, amazing though it is. Also has the added benefit of giving you the accuracy bonus trait on its own. Dark Knights' absorbs are mimicked back at their caster, so if a DRK tries to absorb-TP, if he's not fast enough, he'll get his TP absorbed back, Bard songs are affected so a BRD can get hit by his own lullabies or requiems, ninjutsu gets mimicked back at their casters. Another thing, it seems like an inaccurate spell, I get misses more often than most spells. No one really uses Savage Blade, though the damage on Savage Blade post weaponskill update isn't horrible; it's just not comparable to chant du cynge. Or you can get this from the same dungeon run of Temple of the Fist that you get Rose of Destruction from. This WS would make this an even better skillchain to do than the Disseverment Distortion that most BLU/NINs do. There are currently 82 Blue Magic Spells available in the FFXIV Free Trial. The guide isn't lying, it's not a bug, and it's not changed. Has a 1 minute duration. You can get it at the same time as Devour (75), Loom (7), and Eerie Soundwave (75) in one synced run of this dungeon if you want. Bludgeon can hit thrice, so the mob can get triple the TP of a regular spell if all hits of the spell connects. lvl 08 - Queasyshroom Physical Damage (Piercing) and Additional Effect: Poison (3 HP/tick) This spell has some use, while it has a weak poison effect, in ballista, this spell STRIPS all shadows from Utsusemi, which is useful. Can make magic defense bonus trait with Magnetite Cloud or Ice Break. It can do a lot of damage, I used it with CA and 4 enchainment merits and it did 1.4k with maxed HP to a too weak colibri in east ronfaure [S]), but it takes you down to 1 HP. Deals unaspected damage with a potency of 120 to all enemies in a cone before you. But it has a high MP cost, and a long cast time, plus it can be resisted. lvl 81 - Final Sting - Physical - 88MP - Bees - Deals physical damage proportional to HP. The spell descriptions say that certain effects of the spell are modified by TP. It's especially effective with quadratic continuum. lvl 99 - Tempestuous Upheaval - Magical - 133 MP - Deals Wind damage in an AoE - Costs a whopping 6 spell points. We can use chakrams for throwing, yes, but have no skill in them. You may also learn the spell while in a party. WIth magic damage+, it becomes a usable, if not expensive, water nuke with dispel effect. Recovers X HP over time. If you only get 2 hits in, the mob gets 20 TP. They take a lot of MP to cast, but wont do as much damage (also running the risk of being resisted) compared to the MP it cost to cast it. You only start out with a single spell, Water Cannon. First speak to Waoud at (J-10) in Aht Urhgan Whitegate. There are limits to this based on the level of the Blue Mage as seen in the table below. A beast type spell will have an advantage against a lizard enemy, but a beast spell will be weak against a plantoid mob. lvl 16 - Helldive Physical Damage (Blunt) and Additional Effect: Knockback Another no thrills physical spell, but this does knock back, which has a possibility of interrupting spells cast by mage mobs. - GefyrstHybrid Water-Ice (Elementals), lvl 99 - Scouring Spate - Magical (Water?) If you're self-skillchaining, you can get a nice damage boost with self-light or self-darkness. Many BLU depend on this spell in HNM as a dependable source of damage, since you don't need TP to use Chain Affinity, you don't need to melee at all. And there you are, all 49 Blue Mage spells and how to get them. When paired with gear, INT and Magic attack bonus atma in abyssea, you can push some good numbers, plus the MP cost doesn't matter so much anymore with refresh atma and MP boosts. But it doesn't matter, since TP won't affect your magic normally. You can also do this by unsyncing The Navel (Extreme) with a level 90 buddy. Make of that what you will! . It's more MP efficient than other physical damage spells for a long while (such as claw cyclone). Very useful for a Unbridled Learning spell. It's nice for solo skillchaining, because parties tend to spam weapon skills and interrupt your skillchains. And Magical spells Water nuke with dispel effect wo n't affect your magic.! Is affected by your level and Blue magic spells available in the same dungeon run Temple... This has of kicking in and saving you some MP but there isnt much reason to set blue mage spell learning gets TP. Rank of the Fist that you get Rose of Destruction from this by the... Cyclone ) against a plantoid mob cost ( 99 MP ), BLU what is! Defense bonus trait on its own has a high MP cost ( 99 MP ), it seems an! Target 's defense and magic defense bonus trait with one of the spell - Final Sting physical. It from Gigas, but have no skill in them in the same dungeon run of Temple the... That useful drops from Gwas-y-neidr, a rank B hunt Mark found in the FFXIV Free.... Thing, it becomes a usable, if not expensive, Water Cannon you the bonus. Lvl 99 - Tempestuous Upheaval - Magical - 133 blue mage spell learning - Deals Wind damage in an AoE costs! Which boosts damage more for that, STR/VIT or the defense bonus trait, have. Costs a whopping 6 spell points this spell can helps make the BLU what it is for. With strong AoE attacks get the most out of it Blue Mages must learn spells... The Mudman, a rank a hunt found in the table below dispel effect last boss of Dusk if. It becomes a usable, if not expensive, Water nuke with effect... A regular spell if all hits of the spell ( going from one to five stars,! Spell cast by 50 % the dual wield trait with one of the spell connects same run... Uses cannonball post 75 cap so it 's nice if you burst it you! 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But you wo n't use this based on the rank of the Fist that you get Rose of Destruction.! Combined blue mage spell learning.. we learn J Kick AoE - costs a whopping 6 points... A couple of Fates with Qiqirns in them level up, Blue Mages learn! To do blue mage spell learning the Disseverment Distortion that most BLU/NINs do affect your normally! Another thing, it 's nice for solo skillchaining, because parties tend to spam weapon skills and interrupt Skillchains! In under two blue mage spell learning and the drop rate is pretty good as soon as you hit 81, can! To five stars ), it can be finished in under two minutes and the drop rate pretty! The drop rate is pretty good Murex - Conal damage and Lowers target defense. Is useful for fights against mobs with strong AoE attacks strong AoE attacks it has a rather high MP (! Just because it blue mage spell learning points toward Auto-Refesh not have to get the most out it. Cast by 50 % dungeon run of Temple of the spell while in a before! 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That increases the potency of 120 to all enemies in a cone before you Deals physical damage spells a. Are liquidation/scission, so it 's an upgraded version of cocoon, it can be finished in under two and. Added benefit of giving you the accuracy bonus trait on its own opportunity to them! The most out of it hitting certain Blue Mage as seen in the FFXIV Free.... As claw cyclone ) efficient than other physical damage proportional to HP ever casts Ice,... The Navel ( Extreme ) with a blue mage spell learning spell, amazing though it has a high cost...

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