After writing something up in the "noob questions" thread, I figured we need a thread that covers, well everything, especially the basics.
With the advent of Abyssea, BLU has been getting a lot more attention, and rightly so. With our ability to generate EVERY light, our own sub-set of procs that cannot be gained via sub job, covering Sword and Most club procs, and our amazing ability to solo any regular mob - people are finally seeing what BLU really is.
Unfortunatly, there's a lot of people who really don't know what to do, or are just plain doing it wrong.
There isn't a unified thread with all the information right in front of you, so I figured, lets do one.
Let me start by saying: Blue Mage was my first job at 75, I worked my ass of making bird parties to get it fully merited and I LOVE it. Nothing is more satisfying that ripping it up on BLU and having everyone gawk. CW parties are hillarious when you see people say "I didn't know BLU could do that!!"
But the thing is, you have to do it right.
Index:
1: Starting off
2: Decide what you want to be
3: Spells
4: Spell Sets/Traits/Merits/Food
5: Sub-jobs
6: Weapons
7: Gear
8: Atmas/Abyssite
9: The Game Changer
10: Myth/Facts
1: Starting off:
Welcome to being a Blue Mage. You've passed the tests and you're a brand new Immortal. Congrats! Now the work begins!
I'm not going to cover levels or gear below 90. There's no point. There's plenty of guides, wiki's and info all over the net - go look into it. Besides, you're just going to get to 30 and key whore in Abyssea, right?
Some things to know though. You start off with 0 skill and 0 spells. Grab yourself some +chr food, head to Windy. You're going to want to learn Foot Kick and Pollen right away. Do not level, do not do anything until you have those 2 spells. Once you have them, SPAM THEM.
They Key to BLU is our Blue Magic Skill. Keep it capped at all times. Trust me.
Also, if this is the first job you're going to take to 90, our G5 fight is EVIL. It's harder than RDM Maat. So be prepaired.
Skills we need:
Sword Skill - this is your main weapon. Cap it and merit it. Your skill in your main-hand weapon affects Physical Spell Damage and accuracy.
Blue Magic Skill - This affects every faccet of our job. Keep it capped, Merit it fully.
Club - our B ranked weapon. Helpful for procing or messing around with. Good to have capped
Evasion - ours sucks. But, it can save your life.
Parry - It's a lie ;). It's really hard to skill up, but worth the effort...ish.
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2: Deciding what you want to be
The joy of being a Blue Mage is the fact that you can take on many different rolls. The biggest factor in being a good mage is deffining these roles and doing them to the best. If you try and blend gear and spell sets from different roles, you end up half-assing everything.
So, what do you want to play today?
Want to be the melee guy, wading into the thick of things, swords swinging, spells flying, kicking ass and chewing bubblegum? Awesome, throw on your TP gear, set your Melee job traits and Biggest Spells and go get some.
Want to stand back and nuke? Be the guy throwing out the enfeebs, finding a monsters weakness and exploiting it? Spiffy, grab your Mage-y set, toss on your magical spells and stand back and watch the fireworks
The big key here is that these are Two seperate roles, and need to be treated such. You cannot walk into every situation with the same spell set and gear and expect to do both things well. It doesn't work that way. Be prepaired to commit at least 50 (probably closer to 80) slots for all your gear and other items.
Again, if you half-ass-gimp out, that's all you're going to be.
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3: Spells
This is a really simple part: Get them all. Period.
There is no reason not to have all your spells. At 90, if you're missing a few, go back and get them, spend an hour farming them up.
The best part of Blue Magic is also it's most frustrating part. Your spells don't cost a single Gil. They just take time and effort to get them.
I've seen plenty of threads that ask which spells people can skip. I think it should be more of "which spells should I prioritize getting?"
This comes back to "what role do you want to play".
So, here's a couple of quick and dirty lists for spells:
Physical:
Head Butt - yes, it's the level 12 spell that EVERYONE still sets. Fast casting time, low MP and STUN. It WILL be your single most used spell
Uppercut - Low point cost spell that creates Attack bonus, also give +2STR, +1 DEX
Disseverment - Still one of the big three, though it has dropped back from our main source of damage. Part of the Acc Bonus Trait. The 21/Tic poison is also quite smexy
Final Sting - It costs 1 point, it's pretty useful to fill in a slot. Also, watching Zanshin proc on BLU is hillarious
Goblin Rush - It makes LIGHT. Beyond that, Skillchain bonus trait, +HP and +Dex... and IT MAKES LIGHT.Oh... and it's nice to hit the goblins with it... revenge is nice...
Benthic Typhoon - It makes DARKNESS. STR, VIT, Def/Mag Def down. It's also the other half of Skillchain bonus.
Quadratic Continuum - This is your go-to guy for DDing. +Dex, Dual Weild Trait, HUGE damage potential (OVER 9000!!! - on Qutrubs... with CA and Efflux.... in abyssea....).
Whirl of Rage - +STR, +DEX, AoE Stun, and the other half of Zanshin.
Vanity Dive - Acc Bonus trait, and VERY smexy with Sneak Attack. Downside... short range.
Delta Thrust - Plague, and decent numbers.
Support/Enfeeb:
Cures: You need these. They keep you alive, they keep other people alive. I personally love Embrace, others opt for the lower MP cost Magic Fruit. Either is viable.
Pollen - Your first healing spell, get it
Exuvation - Erase + Heal. If you want to tank, use this spell with Diffusion. Also part of the Resist Sleep trait
Magic Fruit - Powerful Healing spell, lower MP cost
Plenilune Embrace - Good Healing, +att +mab based on moon phase.
Winds of Promyvion - AoE Erase and part of Auto-Refresh.
Sleeps: These WILL save your ass.
Soporific - Dark Sleep
Sheep Song - Light Sleep
Yawn - Light sleep II - ONLY if the mobs are looking at you (Stand by the person with hate, if it's not you)
Dream Flower - Dark Sleep II
Make me better spells:
Memento Mori - MAB +, also combines for the MAB trait.
Triumphant Roar - Att +
Reactor Cool - Ice Spike/Def +, and the MAB Trait.
Plasma Charge - +STR, +DEX, Shock Spikes AND the Auto-refresh Trait!
Animating Wail - 5 Min, 15% Spell Haste and the other half of Dual Wield trait... what more do you want?
Battery Charge - 5 Min, 3/tic Refresh
Magic Barrier - Rampart for BLU. Also part of the Max MP+ trait
Occultation - Up to 8 Blink type shadows, and part of the Evasion Trait.
Other Fun:
Blank Gaze - Gaze based, Light Dispel
Giest Wall - AoE Dark Dispel
Actinic Burst - AoE Flash and part of Auto-Refresh
Temporal Shift - AoE Stun and part of the Attack Bonus Trait
Regurgitation - Water Damage and Bind - You will love this spell, trust me. It is one of the most reliable Bind's in the game and it has a great range.
Enervation - AoE Def/Magic Def Down. Great set up for nukes
Nukes:
Fire Spit - Single Target Fire Damage, also part of the Conserve MP trait
Frost Breath - Breath attack, Ice based, adds Paralyze and the other half of Conserve MP
Osmosis - Drain's HP and a Beneficial effect from a target.
Everyone's Grudge - Dark Damage, and can actually put out some surprising numbers. It is not affected by Tonberry Hate. But it is nice to get the little buggers back!
Thermal Pulse - AoE Fire Damage and Blind. Nice damage, your 2nd best nuke
Charged Whisker - AoE Thunder Damage. This is your big boom. 4k easy with the right atmas, more, most deffinatly.
Procs: These spells are pretty useless at 90, except that they can proc Grellow on Abyssea NM's
Heat Breath: Fire Proc
Magnetite Cloud: Earth Proc
Maelstrom: Water Proc
Mysterious Light: Wind Proc
Ice Break: Ice Proc
Mind Blast: Thunder Proc
Radiant Breath: Light Proc
Eyes On Me: Dark Proc
Some notes on Spell types:
There are some things you're going to need to know about your spells. There are 2 catagories: Physical and Magical. Physical spells are treated like a physical attack, though they cost MP, will agro magic and generate Azure light. Their accuracy and damage is based off the weapon you have in your main hand.
Physical Spells also gain "types" of Damage. Blunt, Slashing and Piercing. Check each spell to see what it is.
Magical Spells are more similar to your traditional "spells". They heal, they hurt or enfeeble or enhance. They generally have a higher MP cost.
Magical spells have sub-sets: Enemy Target, Party Target, Self Target, Breath, Conal and Gaze.
Quick run-down:
Enemy Target - Only targets an Enemy Monster
Party Target - Only Targets members in your party (and yourself). No BLU spell can target someone outside your party.
Self Target - Only targets you. Can be made AoE (party) via the JA Diffusion
Breath - Treated like a monsters Breath Attack. Is affected by HP and +Breath Attack gear. Also works like a conal spell
Conal - Works in a ~90 Degree are in front of you. Any mob in that are will be hit. If you're facing the other way, damage will be reduced.
Gaze - Means you have to be looking the monster in the eyes. If you're not, it won't work.
Note on AoE: A lot of BLU Spells have a rather large Area of Effect. Meaning that any monster (or player in your party) within that area is going to be hit. This can cause for some unpleasent agro. Keep an eye on it. The JA Convergence will make the spell a single target.
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4A: Spell Sets
Blue Mage is a situational Job. You can alter your spell set depending on the mob you're going to fight, as well as what's needed by the party. As a general rule, there is no "set it and forget it" spell set. Things need to be adjusted as you play. That being said, most BLU's have a couple of spell sets that they've fallen in love with and use as the basis for what ever they're doing.
I'm going to put my 2 main spell sets up here (Standard TP and Standard Nuking) - and then offer suggestions for what you might like:
Standard TP:
Head Butt - derp
Uppercut - Stats and Att Bonus
Disseverment - DD, Poison, Acc Bonus
Temporal Shift - Stats, AoE Stun, Att Bonus
Plasma Charge - Stats, Auto-Refresh
Actinic Burst - AoE Flash, Auto-Refresh
Regurgitation - 1 Spell point, Painic button Bind
Plenilune Embrace - Heal, Att/MAB +, +STR
Animating Wail - Spell Haste, Dual Wield
Battery Charge - Refresh
Final Sting - 1 Spell point, Zanshin
Goblin Rush - +DEX, Skillchain Bonus, LIGHT
Vanety Dive - DD, Acc Bonus
Whirl of Rage - +STR/DEX, AoE Stun, Zanshin
Benthic Typhoon - +STR/VIT, Def Down, Skillchain Bonus, DARKNESS
Quad. Cont. - Massive DD, Dual Wield, +DEX
Fantod - Boost!!
So you could easily pull Fantod, Regurg and Final sting and toss in another DD/whatever spell. But this is a pretty nice set up.
Nuking:
Firespit - Conserve MP
Frost Breath - Conserve MP
Memento Mori - MAB, MAB Trait
Metallic Body - Max MP Boost
Actinic Burst - Flash, Auto Refresh
Eyes on Me - MAB Trait
Regurg - Bind
Battery Charge - Refresh
Magic Barrier - Max MP Boost
Osmosis - Drain
Enervation - Mag Def Down
Everyone's Grudge - Nuke
Winds of Promy - Auto Refresh, Erase
Thermal Pulse - Nuke
Charged Whisker - Nuke
Nice little set, most spells are set to help out CW and TP. You can easily remove the Auto Refresh and Max MP Boost spells for more fun stuff, esp if you're getting ISL boxes.
4B: Traits
So, I'm sure someone asked "What's all these Traits he keeps going on about?"
Short version, pairing 2 or more certian spells in your set can generate a job trait. Eartly on, you're fairly limited, but at 90, you have access to almost every job trait in the game. A few things to know though.
Most traits are the Tier 1 version. Though a few traits (Dual Wield and Clear Mind for example) can go to higher tiers.
If you're getting the trait from a sub job, usually not much point setting it (IE: Setting MAB while subbing BLM or RDM).
Auto-Refresh is weird. You must set certian spells, to generate enough "Auto Refresh Points" for the Job Trait to activate. While you can start setting spells as low as 44, you cannot actually get Auto Refresh until 58.
There's enough info out there, especially on Wiki, about Job Traits, that I'm not going to reprint it here.
4C: Merits
Sick of hearing how versitle Blue Mage is? Well, it only gets worse. In some cases, Merits are a no-brainer, in others, it's up to your play style. So here's the run down:
Generic:
HP/MP - I've always found +MP to be much more useful than +HP, unless you're a Tarutaur. No one would fault you for 12/12
Stats - STR and DEX are always the safe bet. They're mods for most physical spells, help attack, acc and Crit hits.
Combat - Sword FULL MERITS. Acc/Damage boost on your main weapon
Magic - FULL BLUE MAGIC MERITS. You're a Blue Mage.
Other - I went Full Crit+ and Full Spell Interupt Down. Other options are fine
Job Specific:
Group 1:
Chain Affinity Recast - Reduces Recast by 4 seconds to a max recast of 1:40
Burst Affinity Recast - Same as above, only for BA
Monster Corrilation - Enhances the Effect - pretty much useless
Physical Potency - +2 Acc per merit - a safe bet to max out
Magical Accuracy - +2 Macc per merit - again, a safe one
Group 2:
Assimilation - Adds 1 Blue Spell Set Point per Merit - 5/5 ALWAYS. Our job is dependant on our spell sets. 5 more spell points is HUGE
Enchainment - 10% TP bonus for Chain Affinity. Has it's uses
Diffusion - Makes a Self-target Spell AoE for your party. Does not affect our healing magic spells - Can be useful
Convergence - Makes an AoE Magic spell single target and gives it an Macc bonus
So, some things are cut and dry. You will need 5/5 in assimilation, there is no arguement. Everything else is up to play style.
Food:
What, people still use food?
Seriously though, while you may hit your fSTR cap in Abyssea, you can still benefit from some Att + foods, and maybe even some Acc (though.. probably not). I would suggest things like Hellsteaks, Bison Steaks, Hedgehog Pies, even simple Meat Kabobs. I'm a fan of the 3hr food myself, but I also tend to die alot. Outside Abyssea, Marinara Pizza/+1 is still godly.
I do not know of any good MAB food (since with atmas, Macc shouldn't be an issue) - if someone knows, please let me know!
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5: Sub-Jobs
There have been MANY disscusions about subs, especially in a post-90 universe. I plan on updating this when we hit 95-99, but for 90, here we go.
Main Subs:
Ninja - This is your Go-To sub for any melee situation. DW III and Shadows allow you to hit faster and survive longer. If you have any Ninjutsu skills, you can also bring Ninja Grellow procs to the table.
Dancer - Great for soloing, MP free heals, Sambas, Steps, Flourishes all help you out.
Thief - Still a great sub for HNM's. It can SATA and make for some amazing SSC's. Lacks any real defensive properties though... other than Flee...
Red Mage - Native MAB, Fast Cast, Cures, Stoneskin, Blink, etc. Great sub if you're playing a support or Nuking role
Black Mage - Native MAB, Conserve MP, Elemental Seal, D2... Less Deffensive than RDM, but still as fun.
White Mage - Purely if you're playing support/main heal
Scholar - More of a support oriented Sub
Warrior - Heavy DD, no defensive.
Everything else is suituational or suituationally useless.
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6: Weapons
Ah, here comes one of the fun parts. Everyone has a thought as to what you should be doing. I'm going to run over the most common/best swords you should be using. I will even run over some clubs we can use and their uses.
Firmament - This should be your starting point as a level 90 BLU, just starting out. Get them from Dominion Tacticians in Abyssea - Altepa. DO NOT settle for anything less than Damage +5. Damage +9 is the max, and what you should be aiming for. Beyond Sheer damage, these don't bring anything to the table.
Isador - This is what you main while you're working on a Magian Sword. High base damage, +Acc and Fast Cast. A very nice sword
Shamshir +2, The Elemental Magian Sword - This is your Main hand bread and butter and work nicely as an off-hand sword. Base damage is nice and high (54) and has some awesome stats. Please let me be clear, IMO there are only 2 swords to go for with a 3rd being situational:
STR/Att - +9/+20 respectively. This is your big DD sword, not much more to say.
DEX/Acc - +9/+15. Great for outside abyssea and an awesome off-hand for a CdC build.
AGI/Eva - +9/+20. This is a great sword if you're going for an Eva Tank build, but for standard TP, it falls behind the other two
VIT/PDT - +9/-10%. I can see an arguement for Dual Wielding 2 of these while pulling in a PDT set for CW/AoE farming. Again outside of that niche, STR/DEX swords are much better.
Khanda +2, the Physical Magian Sword - This sword is an interesting off-hand variety. For a very long time, BLU was denied an OAX sword/Club. Along comes the Magian system and we're off to the races.
+2 OAT - Sort of like a Joyuse +1. Nice base damage, about a 40% proc on the OAT Feature
+2 OAX - Low damage, but great TP Build
+2 Double Attack - There's some thread on here that say that the Double Attack sword actually beats out the OAT/X swords for TP gain. I think it's a personal preference on which path you want to take. All are acceptable for off-hand weapons.
Badelaire +2 - Chant du Cyge sword! This is through the Magian trials and Walk of Echoes. It doesn't have the base Damage nor stat boost that Almace has, but inside abyssea is stil a great main-hand sword.
DO NOT USE: Magian MACC, MAB or WS swords, Wight Slayer (unless you're breaking latent), Ifrit's Sword, ETC. These swords have fallen behind the swords listed above. MAB swords do not replace Elemental Staves for nuking and fall behind STR/DEX swords for TPing. Again, if you mix and match styles, you half ass either damage output.
Clubs:
Kclu... oh wait, we can't use it... not that I'm bitter....
Raphael's Rod - This is our Highest Damage club. Also drops from Absolute Virtue... Good luck with that.
Warp Cudgle - Everyone carries one, and it's sufficent for Club Procs
Club Hammer - Reward from Moblin Maze Mongers - ONLY USED FOR PROCING. But, it squeeks when it hits!!
Staves:
Only used when nuking. HQ Elemental Staves will give you the most bang, period. At the very least, you need a Vulcan (TP), Pluto (HMP and EG) and Ramuh's Staff (CW, deffinatly a must) - a Neptune's wouldn't hurt either (Regurg).
NQ Staves are acceptable, but you really should look into upgrading, considering how cheap they are now.
Grips - I tend to use the corrisponding Elemental Grip, but Vivid and a few others are also great.
Ammo - Personal choice and it depends on your gil situation. I use Mavi Tathlum. It's free and the +BLU skill is quite nice.
Alright, I had to go do work and this is deffinatly a work in progress. I'll add more tonight.
Please don't post until I've got everything done. Please and thank you.
Edited, Jul 17th 2011 3:52am by AshokaPrime
Edited, Jul 17th 2011 4:07am by AshokaPrime



