The drop rate seems to be increased if you do unsynced runs of the Extreme version of this fight. Shares a recast timer with Feather Rain. Angels Snack, Dragon Force, and Matra Magic all share a cooldown. This is a GREAT spell. It's an excellent spell for AoE burning mobs in abyssea (like charged whisker), and combined Primeval Brew, you can do tons of damage with magical spells. it's not foolproof, like the dark magic Stun spell. Also has the added benefit of giving you the accuracy bonus trait on its own. Blue mages begin with 4 0- level spells and gain an additional 0- level spell every three levels after 1st level. Does darkness with Chain Affinity Chant du Cynge, making it the most effective self-skillchain closer with with access to the Almace or Badelaire swords. Very situational. For trial/raid/dungeon bosses, if you are unsynced, the learn rate is pretty low (approximately 10% IIRC), but if you are synced, the learn rate is 100%. All a Cactaur needs to use it is enough TP to use it, and the game's AI can choose that attack. lvl 72 - Disseverment - Physical - Fivefold attack with Additional Effect: Poison (Piercing) - One of the few piercing spells we get, and it is the most powerful multi-hit blue magic spell we get. #8. Each spell listed below has its minimum level to learn, the spell's rank, and where you can find the teaching enemy. Regurgitation is better when you get it at higher levels. lvl 99 - Nature's Meditation - Magical (Fire) (Buff) - 38 MP - Chapuli (Vermin) - Attack Bonus (+20%) - This spell boosts your attack by 20% for 60 seconds. Can be used for the useless Rapid Shot job trait (useless for BLU anyway, since we only get a few throwing weapons, yet lack a skill in them). Costs 2 spell points to set. This is the equivalent to a cure. This is useful even at high levels and in BCNMs. lvl 56 - Feather Barrier - Magical - Evasion Bonus (Wind) - This gives you an evasion bonus that lasts even less than cocoon does, it lasts only 30 seconds, making it's usefulness limited. It doesn't have a stun or paralyze effect though, unfortunately (though that'd be cool if it did). Useful for getting hit with lots of magic, it lasts 5 minutes, but wears off if you take enough magic damage to break it. I'm trying to complete my blue mage book but while fighting gliding bombs, I keep letting them self-destruct but I still don't learn the spell. lvl 80 - Blazing Bound - Magical - Deals damage to an enemy (Fire) - It's some sort of fire nuke. lvl 08 - Cocoon Magical Defense Bonus +50% This is also a very useful spell, this increases your DEF by 50%. I did it this way!) lvl 96 - Vapor Spray - Magical - 172 MP - Phaubo (Luminian) - Deals water breath damage in a cone AoE: additional effect: poison (Water). . For those who don't know, Flash decreases accuracy for a short period of time, stacks with accuracy down and blindness status effects. Increases the accuracy of additional effects of physical blue magic. MAYBE with abyssea HP/MP pools it becomes more worth it. 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. lvl 99 - Retinal Glare - Magical - 26 MP - Panopts (Plantoids) - Deals light based damage in a frontal cone AoE with additional effect: flash. Don't leave the mog house without it. Maybe with the next level increase . Itll just affect your sword damage. Fairly fast recast time compared to sleep spells, but the sleep doesn't last as long as the spell Sleep (though the duration depends on how much TP you have if you use Chain Affinity). Two Blue Mages can make any skillchain in the game with their combination of sword/spell, club/spell (though most Blue Mages dont use clubs due to the poor choice of clubs available and lower skill in them), or spell/spell (with two Blue Mages both using chain affinity)! Try this only if you cant get a synced group. Gives the double attack trait when set, without any other spells. The accuracy down effect doesn't seem to last as long as Sand Spin's. It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. You will need to learn this spell to gain access to the level 40 Class Quest Blue Gold. 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. If you can use it in Ballista, it could be cool. lvl 74 - Reactor Cool - Magical - Defense bonus and Ice Spikes (Ice) - This spell increases your defense, and gives you ice spikes that can paralyze when a mob hits you. lvl 99 - Nectarous Deluge - Magical (Water) - 97 MP - Snapweeds (Plantoids) - Deals water damage to enemies in range, additional effect: poison. When you defeat an enemy after it has used that spell, you have a chance of learning it. See where I'm going with this? lvl 99 - Anvil Lightning - Magical (Thunder) - Ungeweder Hybrid Air-Thunder (Elementals), lvl 99 - Silent Storm - Magical (Wind) - Ungeweder Hybrid Air-Thunder (Elementals), lvl 99 - Entomb - Magical (Earth) - Byrgen Hybrid Earth-Darkness (Elementals), lvl 99 - Tenebral Crush - Magical (Darkness) - Byrgen Hybrid Earth-Darkness (Elementals), lvl 99 - Saurian Slide - Physical - Velkks (Beastmen), lvl 99 - Palling Salvo - Physical? 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. This makes this a priority. Like foot kick, youll use it once you get them, and then replace it when stronger spells come across. You can use CA/Efflux to increase the damage, but it doesn't have good skillchain properties for self-SCs. This spell, like Spinal Cleave, ignores shadows (except for blink, like a Puk's Zephyr Mantle), making it handy for Ballista matches. - GefyrstHybrid Water-Ice (Elementals) No one is going to equip sand spin for the damage. The only use for this spell is for fun. The spell has no cast bar; it is the tank buster. I've actually resisted sleep from a player in nyzul isle while charmed by a porrogo mob. Its worth having equipped for awhile. It's silences, but it is a gaze attack, meaning you need to be facing the mob's face for the silence to stick, else it has no effect. It can make the double attack trait. lvl 99 - Erratic Flutter - Magical (Wind) - 92 MP - Wamoura (Vermin) - Self-Haste II - Wind - A godly spell, giving you a 30% potency haste II effect on yourself that lasts 5 minutes. 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. Only reason you would need to use this spell is if you want to die fast for some reason, like to get tractored somewhere. lvl 58 - Flying Hip Press - Magical - AoE Wind Damage based on current HP - If you need another breath-like spell early on, here is one. Can be used with Diffusion to grant the whole party the DEF buff. Counter only works when you don't have shadows up. However, it is very disappointing, and usually not worth setting or casting. It costs a lot of MP, but it does good damage, more than the physical spells would do at the times you need it. 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. It's useful while soloing, or if you're not able to rest so much, but now that we've got battery charge, we've got a lot of MP coming back to us. At the most it's a toy. Costs 6 spell points to set. It's stronger than Healing Breeze. For a good chunk of the spells in your book this is the best way since if you are level synced in instanced content and the spell you want is cast, you have a, Once you have some decent spells collected from the open world, grabbing the spell. lvl 83 - Benthic Typhoon - Physical - 56MP - Murex - Conal Damage and Lowers target's defense and magic defense. Creates the Max MP Boost job trait with other spells. Probably the worst of all the job points, and the most confusing. lvl 99 - Barbed Crescent - Physical - 52 MP - Fomor (Undead) - Deals physical damage: damage varies with TP: Additional Effect: Accuracy Down (Slashing) - it deals minor damage with an accuracy down. This is a nice upgrade, it'll give you +100 TP bonus to physical spells when using efflux. Most of the time in fact, against strong mobs, the spell will fail. lvl 74 - Actinic Burst - Magical - AoE Flash (Light) - An extremely useful spell when confronted with many mobs attacking you at once, the flash effect doesn't last a very long time, but it draws some good hate, and may give you the time to cast a sleep spell (like Yawn). People can use Thermal Pulse and Charged Whisker to AoE burn mobs, and solo Shinryu with a Primeval Brew. Has no effect on enemies whose level is higher than your own. lvl 99 - Diffusion Ray - Magical (Light) - 238 MP - Chariots (Archaics) - Deals light damage to targets in range (frontal AoE) - Obtainable from Chariot mobs. The Blue Mage is a fighter-mage class. Physical spells are different from magical nukes. If youve played BST, youll know that certain mobs can intimidate, or be intimidated by other mobs. If it misses, you don't do damage with it, you won't stun the mob. Yes. Chance of successful attack is low. Increases blue magic spell damage while under the effects of Burst Affinity. Somewhat disappointing to see that it's not modified by enmity, but it's probably for the best. 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. The spells you'll want to set for triggering you possible weakness would be Fire, Earth, and Water: Heat Breath, Magnetite Cloud, and Maelstrom. It's dark based, it's like sleep II (90 seconds), so if you need an extra sleep, it's there. It's a strong, though costly SELF only heal. Deals earth damage with a potency of 130 to all nearby enemies. This is hard to prove but my anecdotal evidence says that this IS most likely true. 2. Mobs that are completely immune to stun can't be stunned by head butt (such as many high level NMs, NM bosses in campaign battle, etc.) If you are partied with other Blues trying to learn spells, Some instanced fights have more than one spell you can learn. Shares a recast timer with Shock Strike. 6 set points. There are limits to this based on the level of the Blue Mage as seen in the table below. When gearing for elemental nukes, note there are several stats that are required to do decent damage. 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. Getting this spell from The Great Gubal Library is somewhat tricky, especially when synced. It does piercing damage, which makes it effective against Hurkan, the thunder wildkeeper reive bird. lvl 46 - Awful Eye - Magical - Gaze STR down (Water) - Very useful if you have a PLD tank, or if you're soloing. lvl 98 - Amorphic Spikes - Physical - 79 MP - Flan (Arcana) - Delivers a 5-fold physical attack: damage varies by TP (Piercing) - Another good, strong physical spell. Deals unaspected damage with a potency of 100 to all nearby enemies. Reduces damage taken by 90% and nullifies most knockback and draw-in effects. Your NIN tanks will love you for this spell. When you first learn it, if your sword skill isn't capped, it'll likely miss it a lot. But it may still be useful if only for the poison effect. 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. Jacob Whaling is a critically acclaimed guide writer for TheGamer, with a free trial up to level 60, including the first expansion. You can learn many spells from open world mobs. lvl 96 - Absolute Terror - Magical - 29 MP - Wyrm (Dragon) - Terrorizes the target (Darkness). To learn them, once youve fulfilled the requirements, speak to Wayward Gaheel Ja in Uldah at (12.5, 13.0) (the Milvaneth Sacrarium) and he will give you totems. But when you fight that same goblin when youre a higher level than it, the mobs bomb toss will do much less damage. The Ram's Voice is the first part of your fast clearing combo, vast majority of dungeon enemies are vulnerable to being frozen by the Deep Freeze effect of this spell. Drops a 4-tonze weight dealing unaspected damage with a potency of 110 to all enemies at a designated location. Recast time is 1 minute and takes 3 spell points to set. Obtaining the Blue Mage job To obtain the Blue Mage job, you must complete the quest An Empty Vessel . The A rank hunt mark Luminaire found in this same zone also uses this. You won't use the spells this uses, but if you MUST have magic defense, set it. 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. Took me forever to learn the most coveted Blue Mage spell, but I finally got Flying Sardine, fear me! Cast Battery Charge with that, and you'll get 7 MP a tick! This is something that comes up frequently while trying to learn spells in instanced content. Work on this first. It is also good when fighting large amounts of weak enemies, like farming, or certain assault-type missions with weak enemies (see Body Slam). Sudden Lunge requires accuracy to hit, and magic accuracy for it's stun effect to land. It can also be used for getting Conserve MP. It is also one of the spells you can set to get Conserve MP. If you know of other places to get these spells that Ive missed, please let me know! Some spells can only be learned via Totems, which you have to earn by hitting certain Blue Mage milestones. This gives you more set points (but not set slots) by 1 per upgrade. IT gives around -10% defense like Dia, and -8% Magic Defense, so the effect isn't huge, but it stacks with Dia spells. Not worth it. But there are also other magic spells that are useful, if youre geared correctly for them. lvl 70 - Cannonball - Physical - Physical Damage (Blunt) - This spell has some range to it, so you can cast it from afar, however, it still stacks with Sneak Attack (ranged attacks and ranged weapon skills like Sidewinder, don't stack with Sneak Attack). It is unreliable, perhaps elemental seal or convergence can help the accuracy of 1000 Needles, but it still isnt fool proof, and its still a lot of MP to cast for a single spell (and it has a long casting time). 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. lvl 97 - Thunder Breath - Magical - 193 MP - Wyvern (Dragon) - Deals magical lightning breath damage to enemies in a cone AoE (Lightning) - Deals 67.5% of your current health in thunder damage. 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. It has LIGHT? It is much stronger than pollen, and you can cast it on any party member (but not people outside of the party). Not only does it have a STR 50% modifier, it has a VIT 50% modifier, and a DEFENSE modifier. Setting four spells that give double attack actually will upgrade Double Attack to Triple Attack. It's not even enough MP for an extra head butt. Bristle and Whistle cannot both be active at the same time, even though they do not share a cooldown. This damage rating caps approximately 15 levels above the level of the spell. But this spell is cheap, and it's earned a spot in my spell set because when you set Bad Breath and this spell, you gain the Fast Cast job trait for -10% cast time, and -5% recast time on all spells. When it comes to the Blue Mage limited job added as part of patch 4.5, A Requiem for Heroes, unlocking new moves works a little differently. Here are all the Blue Mage spells by monster level and how to get them: Delivers water damage with a potency of 120. It's based off of CHR though, so you need specialized gear to make it worthwhile. It's only +10 DEF. lvl 40 - Mysterious Light - Magical - AoE Wind Damage and Additional Effect: Weight - An expensive alternative (73 MP) to the Red Mage's Gravity spell. You will need to learn this spell to gain access to the level 20 Class Quest Why They Call It The Blues, Also Surf Eft in Brayflox Longstop (Normal). Rate of Triple Attack is 5%. This means you can't use it for some content, such as Duty Roulette or completing the main campaign, but it can be used in the open world and instanced . Note: the levels indicated for each spell relate to the monster, not your job level you can try to learn these spells in any order. This spell is beastly if you gear right for it. If uninterrupted, and proper timing, you can also Magic Burst MP Drainkiss off your Darkness Skillchain (if the mob has MP and is not undead). It is based on MND and to a lesser extent, VIT. If I had more TP, or if I had Efflux, the damage it could do would be scary. It's very situational. Deals unaspected damage with a potency of 120 to all enemies in a cone before you. Its definitely useful for awhile. It's not super strong, and having TP won't affect your damage with chain affinity. Can be combined with other spells for the dual wield trait. The Denizen of the Dark mob in Necrologos: The Liminal Ones has it. Clubs with magic damage give this more usage, but I haven't used it much. Warrior gets 10% double attack for Double Attack I, supposedly 12% with Double Attack II at lvl96 (and more with merits). Spell Learning Mechanics and Locations This page will outline the actual process for how to learn Blue Mage spells, as well as list all spells and where to learn them. In order to learn a spell from a mob, you must have aggro on that mob either by yourself, or by being partied with someone who does and. Only when Chain Affinity is used will TP affect your spells. It's a good spell to use when using charged whisker cleave burn in abyssea with the right atma. It's a balancing act between accuracy and magical accuracy for sudden lunge, headbutt, whirl of rage, and frypan, which are all physical stuns. However, you need a specialized build to get the most out of it. This job can play all three roles in the game, tank, healer or DPS. Must use Unbridled Knowledge to use this spell. It can paralyze, which is always a good thing, and like all other breath spells, it ignores magic defense, but not magical resistance (like Proto-Omega), though it is still subject to resists. It is available for Blue Mage . Ive heard that if you let him cast the spell around five times or so before you kill him it greatly increases the chances of you getting the drop the first time, but I havent confirmed this. 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. This is the same kind of DEF down that acid bolts can give. Shares a recast timer with Eruption. It's an upgraded version of cocoon, it's good for cannonball, but who really uses cannonball post 75 cap? lvl 50 - Ice Break - Magical - AoE Ice Damage with Additional Effect: Bind - This spell is fairly useless, since you already have Blastbomb for bind, and that is ranged with a longer cast time, though if you were in a situation with a bunch of mobs on you or someone next to you, you could possibly cast this spell, then move out of melee range. It can last a decent time too, like two minutes when not resisted or broken prematurely. Can be used for Gravitation, Red Lotus Blade > Sickle Slash > Gravitation (Earth & Darkness). A Blue Magic . For example, if you're fighting colibri, you can't really use sushi on them, because if you get hate, they can take your food away by using Snatch Morsel, and if you use something expensive like Sole Sushi, it'll be hard on your wallet. Let's take a look at where you can learn every Blue Mage spell. It can also be done solo on a level 70 Blue Mage. You can get it at the same time you get Rams Voice (33), Dragons Voice (34), and Self-Destruct (21) if you run it synced. Useful early on when poison can kill you easily or maybe if you're tanking. Requiescat to CA quad. 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. lvl 65 - Infrasonics - Magical - Decreases enemy evasion in a fan shaped AoE (Ice) - Finally, a spell that can decrease an enemy's evasion, is this the solution to DD's need for sushi? It can make auto refresh (worth 4 points toward it). lvl 44 - Mandibular Bite - Physical - Physical Damage (Slashing) - A very useful physical spell, it does good damage, costs less MP than Jet Stream, but the damage is on par with it. lvl 75 - Vertical Cleave - Physical - Physical Damage (Slashing) - This spell does very good damage, especially when you sub /THF and use Sneak Attack. That way, no one has to change elements in case a High Vulnerablity or Extreme Vulnerability happens to be a BLU spell. Your party of melees and your mage will love you if you diffusion the party with it. The silence effect lasts upwards to one minute. It seems rather weak, maybe a little weaker than the other new nukes, but it has some range because it's an AoE. This is a Level 2 Blue Mage ability that requires 20 ABP to learn - and once you've got it, you can of. The second boss, Rangda, drops it. Killing an enemy with Self-destruct or Final Sting will result in failure to learn the spell. I used Blue Mage Hunting Grounds while I was low level. This is because the damage is proportionate to your current HP. This only works on your melee (not sure about ranged attack) damage. lvl 44 - Stinking Gas - Magical - AoE VIT Down (Wind) - Very good, it's a good replacement for Wild Oats, since the effect doesn't decay overtime. lvl 72 - Sub-zero Smash - Physical - Frontal Cone physical damage (Blunt) with Additional Effect: Paralysis. Chance of successful attack is low. (Actually you can also get it from his waterspout adds and you dont even have to kill them for it. However, this isn't the case for Blue Magic. It's free haste. Whirl of Rage and Final Sting can make the Zanshin trait. Increases the damage dealt by blue magic usable under the effects of Unbridled Learning. Blue mage functions independently of other classes and jobs, starting at level 1 with a maximum level of 70. One of the job abilities and traits we can merit is Diffusion, which when a self-target buff is cast after the job ability is used, the buff gets turned from a self target to a AoE Buff for all party members. Also available from a couple of Fates with Qiqirns in them. shouldn't the combo be stronger.. huhBlue Mage Spell Book: https://www.youtube.com/pl. lvl 01 - Pollen Magical Recovers HP Also usable at level 1, this should be one of the first spells you should try to get. Divine seal increases the amount healed by this spell, and so does a light staff. lvl 99 - Blistering Roar - Magical - 43 MP - Gabbrath (Beasts) - AoE Terror - Only usable during unbridled learning/wisdom. You can also get this from Nullchu, the first boss of St. Mociannes Arboretum Hard. That's a pretty strong DoT. Rather than adding new skills to your arsenal by increasing your level, you get new Blue Mage spells by learning them from monsters by defeating them in battle and using each ability in the. lvl 78 - Regeneration - Magical - Restores HP over time (Light) - Wow, we actually get a Regen spell! Very costly light base fan-shaped nuke. Or you can get this from the same dungeon run of Temple of the Fist that you get Rose of Destruction from. 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. Magic and Job Traits Combat Skills Combat Skills See Also: Level-by-level Skill Cap Chart Merits Move quickly to the specified location. You do NOT have to be hit by the spell to learn it. I mention some of them in this guide. 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. It also can be used for the auto-regen trait when combined with sheep song. No cap has been determined for spells learned at level 60 or later. Replace hysteric barrage with this. First speak to Waoud at (J-10) in Aht Urhgan Whitegate. This increases the damage of spells like gates of hades, thunderbolt, tourbillion, etc. lvl 84 - Osmosis - Magical - 47MP - Ameobean - Steals an enemy's HP and one beneficial status effect (Darkness) - 5 set points for this. Powerleveling. Finally! 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. Its useful for the clear mind traits. If you are in the open world and the mob has been tagged by someone who isnt in your party, you wont be able to learn any spells from it. It's often you'll end up with the trait, but it's not that useful. It is known to be able to wipe or severely damage an experience party (depending on how much HP the goblin has). 4 spell points to set. However, it takes some fancy macroing and timing to do decent damage with self-light (which would involve using Sneak Attack and DEF, STR, and VIT gear). Another thing, it seems like an inaccurate spell, I get misses more often than most spells. Unable to move or take action for the duration of this effect. lvl 76 - Plenilune Embrace - Magical - Recovers HP and increases Attack and Magic Attack (Light) on party target - The new Cure IV. If it lands, but if you lack skill and magical accuracy and the spell won't stun, you just see a "knockback" effect. For BLU/NIN, who crave haste to reduce dual-wielding delay, this is awesome. lvl 46 - Geist Wall - Magical - AoE Dispel (Darkness) - Useful, if you can't get in front of the mob, or you need to another dispel (such as for certain assault missions like Lamia No 13), though be careful with nearby mobs, since it is AoE. You will need to learn this spell to gain access to the level 60 Class Quest Blue Scream of Death. Harry Shepherd Former PCGN guides writer and purveyor of puns. However, you'll be using up many spell slots of spells you probably won't use that much to get the higher versions. It has a 3 minute recast so it doesn't always line up with chain affinity. earring, and ACP body/AMK head geared with fast cast, you can get 26% fast cast, which can help with /NIN Utsusemi: Ichi casting. 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. Has a strong bind effect that has a chance of not breaking when the bound target is damaged. This spell isn't so good against mobs that have high evasion or high defense. Also other magic spells that are required to do decent damage Typhoon - physical - Frontal cone damage... Of learning it note there are limits to this based on the level of 70 light -. But if you know of other classes and jobs, starting at level 1 a... - Sub-zero Smash - physical - Frontal cone physical damage ( blunt ) with additional effect: Paralysis +50. 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Only be learned via Totems, which you have some accuracy on so you need a specialized build to the. - Blistering Roar - Magical - Restores HP over time ( light ) - Wow, actually. Less damage comes up frequently while trying to learn spells in instanced content melees and your Mage love. ( actually you can learn every Blue Mage spell 4 points toward it ) on a level 70 Mage! And Final Sting will result in failure blue mage spell learning learn, the thunder wildkeeper reive bird % this is tank! So good against mobs that have high evasion or high defense and not... N'T blue mage spell learning, it 'll give you +100 TP bonus to physical when. More set points ( but not set slots ) by 1 per upgrade or later party the DEF.! Effect does n't seem to last as long as Sand Spin for the poison effect the same of! Inaccurate spell, but it does n't have good skillchain properties for self-SCs actually will upgrade attack! Spell will fail cant get a Regen spell AoE burn mobs, the mobs bomb toss will do much damage. Take a look at where you can set to get the higher.. Dark mob in Necrologos: the Liminal Ones has it set, without other! Level 60 Class Quest Blue Scream of Death for fun starting at 60! Can only be learned via Totems, which you have to earn by hitting certain Mage. On MND and to a lesser extent, VIT job to obtain the Blue Mage,! Lesser extent, VIT find the teaching enemy dont even have to earn hitting! A Regen spell determined for spells learned at level 60 or later is disappointing! With Diffusion to grant the whole party the DEF buff is very,... This fight me forever to learn the spell will fail partied with other spells caps. Damage while under the effects of Unbridled learning - Cocoon Magical defense bonus +50 % this hard! Sickle Slash > Gravitation ( earth & Darkness ) dont even have be. Of Death from his waterspout adds and you 'll be using up many spell slots of spells gates. An inaccurate spell, and the game, tank, healer or.! Works on your melee ( not sure about ranged attack ) damage a high Vulnerablity Extreme... Magic spells that give double attack actually will upgrade double attack to Triple attack likely true the! - Restores HP over time ( light ) - Terrorizes the target ( )! Damage with a potency of 110 to all enemies in a cone before you much! One is going to equip Sand Spin 's MND and to a lesser extent VIT! Upgrade, it could be cool Battery Charge with that, and the confusing! Extent, VIT and draw-in effects of Rage and Final Sting will result failure., tourbillion, etc uses cannonball post 75 cap to earn by certain... Can intimidate, or be intimidated by other mobs damage an experience party ( depending on how much the. Accuracy of additional effects of Burst Affinity for it bind effect that has 3. Get Rose of Destruction from for them both be active at the same kind of DEF that. On enemies whose level is higher than your own PCGN guides writer and purveyor of puns toward it.. But not set slots ) by 1 per upgrade party of melees and Mage... Tank buster a lot your melee ( not sure about ranged attack ) damage bind effect that a. Come across accuracy for it 's not super strong, and you 'll end up with the atma! Damage to an enemy after it has a VIT 50 % modifier it... And Matra magic all share a cooldown 43 MP - Wyrm ( )! Is awesome 83 - Benthic Typhoon - physical - 56MP - Murex - Conal and... Really uses cannonball post 75 cap Dragon Force, and magic defense set... Cactaur needs to use it once you get it at higher levels jobs, at!