The stun is longer lasting than Head Butt's stun. lvl 99 - Searing Tempest - Magical (Fire) - Baelfyr Hybrid Fire-Light (Elementals), lvl 99 - Blinding Fulgor - Magical (Light) - Baelfyr Hybrid Fire-Light (Elementals), lvl 99 - Spectral Floe - Magical (Ice?) This is due to the fact that all those spells rely on strength. It's more MP efficient than other physical damage spells for a long while (such as claw cyclone). If used when Waxing Nocturne is active, its effect will transition immediately to Waning Nocturne. lvl 16 - Sheep Song Magical Light based Sleep This spell is very useful, even toward end game. Many spells have such a long cast time that it is too hard, or impossible to self-burst off your own skillchain (like 1000 Needles). If you trigger the weakness with your blue magic spell, you won't want to cast that spell again on the NM, because triggering the same weakness multiple times can nullify the bonus you gain from triggering it once. Chance of successful attack is low. attack: damage varies with TP: Additional effect Paralyze - Seems to do decent damage, Skillchains with CDC to do Darkness. The spell does not normally appear on the last boss if you do all the mechanics properly. The spell descriptions say that certain effects of the spell are modified by TP. 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)! 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 72 - Sub-zero Smash - Physical - Frontal Cone physical damage (Blunt) with Additional Effect: Paralysis. - It's a nice attack, it's conal, so you need to be careful with it. I have no idea how much, but it does give a nice pure damage increase even if the spell has TP modifiers to ACC under chain affinity or something else. So, if you need more accuracy, you can cast Warm-Up. This is important when fighting them, always bring a buddy, pet, or a adventuring NPC when you fight them. lvl 16 - Healing Breeze Magical Restores HP in AoE This is our equivalent to Curaga. Auric. 31 HP a tick drown, that stacks with disseverment's poison, which is 22 HP a tick at lvl 99 (level dependent) when you get this spell. You must be alive as it dies in order to learn the spell. lvl 87 - Empty Thrash - Physical - 33 MP - Craver (Empty)- Does damage in an AoE, TP affects accuracy with chain affinity (Slashing damage) - Another physical AoE spell that might be suited for AoE type fights like the Blitzkrieg assault I've mentioned so much. It has a large AoE, 11 yalm range, very low spell cost (27 MP), fast casting speed, no recast, meaning it can be spammed without cease. Some spells can only be learned via Totems, which you have to earn by hitting certain Blue Mage milestones. By the time the spell animation is over, you could cast it again. There's more effective ways to do magical damage (like regurgitate). This makes Black Mages useless against these mobs, unless they want to back up heal. Combines with demoralizing roar to make Double Attack. It can also be used for getting Conserve MP. But you need to be fully healed to get the full damage from them. It hurts when Mamool Ja use it, but it's not a breath spell. Its good in ballista for getting your opponent to stand still. You need to use Unbridled Knowledge to gain access to this spell. Reflective Rebekkah from Masked Carnivale #19, On a Clear Day You Can Smell Forever.. lvl 63 - Frenetic Rip - Physical - Threefold attack (Blunt) - An very powerful, and essential physical spell, the first spell out of what many BLU call: "the big three." 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. But it's a really useful JA. Gives a severe poison effect for 30 seconds, weaker than rending deluge. 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 can miss complete, the stun can get resisted (you get a knockback animation if head butt stun is resisted, the mob will get pushed back, then return to its regular position). 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. This is what we've been waiting for! Also, if you have another BLU with you in a party, you can use CA Disseverment > CA Vertical Cleave for Darkness (or the other way around, the order doesn't matter). The effect of this action cannot be ended manually. Spells come from different kinds of mobs that serve different roles in Vanadiels ecosystems. So, soon youll find that Pollen becomes less and less useful, and you would want to replace it with another spell thats more useful. To learn spells, a Blue Mage must watch an enemy perform the spell and then defeat them. There are triggers for voidwatch NMs, which are similar to abyssea NMs, but includes more WSs, Abilities, and Spells. Deals unaspected damage with a potency of 120. lvl 20 - Claw Cyclone Physical Two-fold AoE (frontal cone) damage (Slashing) Not as strong as bludgeon, but still respectable. Some spells cause blindness, some give weight (gravity), attack down, and so forth. Not only does it have a STR 50% modifier, it has a VIT 50% modifier, and a DEFENSE modifier. It has a 3 minute recast so it doesn't always line up with chain affinity. It does good damage, could even replace vertical cleave. The amount of TP given back to mobs can be reduced by subtle blow, so a BLU/THF with Raja's ring for example, gives 5% less TP to the mob with all their attacks, including physical magic. Magic accuracy is determined by magic accuracy+, and blue magic skill (INT and/or MND might have an effect too). The survey says no. Abyssea and Elemental Spells (Trigger Spells), Physical Spell Stat Modifiers and Accuracy, Do Not Sell or Share My Personal Information. I'm not sure of the max range on this thing, but I was duoing whiro with someone, and it was moving out of normal BLU melee casting range, yet I could cast osmosis on it while it was still moving (and it went unresisted too). Create a free website or blog at WordPress.com. Blue Mages may learn special abilities used by the monsters that they, or their allies, defeat. 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. This only works on your melee (not sure about ranged attack) damage. lvl 24 - Soporific Magical AoE Darkness based Sleep Similar to sheep song, this puts all enemies in the AoE to sleep. No knockback effect, just a -100 TP effect to enemies in effect. lvl 91 - Barrier Tusk - Magical - 41 MP - Marid (Beast) - Reduces the amount of damage taken (Earth) - It gives you a phalanx effect for a set amount of damage, it's around -15% damage taken. Your damage is limited by your MP, so you'll always want more MP. Increases physical blue magic skillchain damage while under the effects of Chain Affinity. It doesn't work on the megabosses, but the other bosses you fight, like say, the chapuli NM, ARE able to be terrored, which will let your melee burn them down without fear of retaliation. That means you can stop storing your TP and not using any weapon skills before you get chain affinity. The most MP efficient light damage nuke, with the lowest recast time. This is a new trait, it makes spells burst for more damage. Can be used with Diffusion to grant the whole party the DEF buff. It lowers defense and magic defense by around -10%. continuum makes solo darkness at level 96+, the damage on Requescat isn't as good as the empyrean weaponskill, or even vorpal blade, but if you don't have the empyrean weaponskill, you can use the merited Requescat for self-skillchains. Set it for a nice bonus. You can also run this solo unsync on a level 70 Blue without much of a problem but you only have one chance each at the two spells here so synced is a better idea unless you just cant get a group. lvl 40 - Mysterious Light - Magical - AoE Wind Damage and Additional Effect: Weight - An expensive alternative (73 MP) to the Red Mage's Gravity spell. lvl 99 - Paralyzing Triad - Physical - 33 MP - Umbril (Elementals) - Three-fold (slashing?) But if you set this, you can do it whenever you want, without spending money on bolts. It's a breath spell, and the strongest we get. There's also a Gift that increases the base modifiers of both physical and magical spells. But it's really hard to burst the damaging ones off your own skill chains, but you CAN burst MP Drainkiss off your own self-darkness. If you're sleeping things(for example), you'll have this trait since you use yawn and magic fruit. Here, spells can also be added to and removed from the Active Actions. For those who don't know, Flash decreases accuracy for a short period of time, stacks with accuracy down and blindness status effects. However, darkness based enemies, and enemies resistant to darkness can resist this spell. The new Adoulin spells all add job traits on their own, without needing other spells to complete combos, which makes them often useful. I can't even use this spell yet. But youll need help to kill him and Im not sure its a guaranteed drop. We get the. You're likely to have this trait on you anyway, because the spells that make it are nice. Depending on the rank of the spell (going from one to five stars),. It doesn't last very long though. You only start out with a single spell, Water Cannon. So, if you like collect-a-thon, single-player experiences, this limited job could be for you. You can also get this from a synced or unsynced run of Sastasha (Hard). ), NOTE: These mobs may no longer be present in Castrum after patch 6.1. But again, the more spells you're casting, the more chance this has of kicking in and saving you some MP. This one is very strong when combined with Sneak Attack. lvl 96 - Quadrastrike - Physical - 98 MP - Kindred (Demons) - Delivers a four-fold attack: chance at critical damage varies by TP (Slashing) - This spell has good damage without chain affinity or efflux (not as much as heavy strike though), and can be a great CA/Efflux spell against things with high defense. 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