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  1. #1
    New Odin
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    Consolidated Blue Mage Findings / Discussion (Ongoing)

    Since the last Blue Mage thread spans 130 pages and information is scattered across those many pages, i think we should compile the important information on BLU here in 1 newer thread along with questions that probably havent been answered. >.>



    ~Compiled Blue Mage Information~ (Ongoing)

    Blue Mage Endgame Weapon Choices:

    Kilijs - (swords that are BLU only, trademarked by having +MP but lack the base damage to do the job. - looks neat though >.>)

    Swords ~ (most blue mage swords cap at 40 damage >.<)

    - Ifrits Blade / Dissector / Storm Tulwar / Wing Sword(+1) / Mighty Talwar / Analace / Shivas Shotel / Leech Scimitar

    Clubs ~ (not quite reccomended though)

    - Mistilteinn / Mighty Cudgel

    Shields ~ (note, blue mages have no native skill)

    - Genbus Shield / Astral Aspis / Astral Shield / Archerons Shield

    Throwing ~ (MP, rogue pulling duties, solo purposes)

    - Fenrirs Stone, Hedgehog Bomb. Mantra Coin, Phantom Tathlum, Imperial/Tzar Egg/, 3 IS Chakrums, JM chakram(+1/2)

    Facts of Chain/Burst Affinity ~ both enhance spells of the corrosponding type even without 100tp or to create an MB. handy in the least.

    ~ Spells shown to have most potential ~

    - Head Butt (stun at lvl 12, genius.)
    - Pinecone Bomb (ranged sleep, decent damage)
    - Bludgeon (the spell that started "nerf blue mage!") 3hits - owns low levels
    - Mandibular Bite (low mp cost, medium damage)
    - Death Scissors / Dimensional Death - (the big two spells for /thf until sea tier spells)
    - Frenetic Rip (part of the "3 multihit spell" trio)
    - Hbarrage (second of the "3 multihit spell" trio" - arguably weaker than Frenetic Rip)
    - Disserverment - ( third of the "3 multihit spell" trio, broken ballista uses, powerful poison, 5 hits, opens Darkness. again genius) *distortion based*
    - Cannonball (opens light, ranged physical attack, numerous uses at kited mobs) *fusion based*
    - Vertical Cleave (reaches maximum potential fast, opens darkness) *gravitation based*

    ~ Magical Based Potential Spells ~

    *Fire*

    - Firespit (STR+3, ranged fire attack)
    - Heat Breath (STR+3, 50HP% > damage)

    *Ice*

    - Frost Breath (arguable uses for blue mage limit 5)
    - Reactor Cool (Ice Spikes, DEF Buff - ballista food)

    *Wind*

    - Refueling (self-haste, useful for parties where the haste order cant fit you, AGI+)
    - Healing Breeze (useful for a weak curaga, more useful as a sub spell for /blu)
    - Chaotic Eye (gaze silence, low mp cost)
    - Frightful Roar (aoe def down, cancels mob def+ but can be overwritten by a mob def+ buff)
    - Voracious Trunk (single target buff steal, long cast - situational use)

    *Earth*

    - Sandspin (blue mages equivalent dia/bio - aoe acc down, sticks nearly 100% of times, good uses for tank ptys)
    - Cocoon (+50% DEF buff, - 'nuff said)
    - Metallic Body (self-stoneskin, good for solo, low MP cost)
    - Bad Breath (multiple status effect breath - useful on HNM, long recast and big MP cost offset it)
    - Diamondhide (AOE stoneskin, moderate MP cost, situational use - useful for AOE mobs)
    - Warm-Up ( self acc/eva boost)

    *Thunder*

    - Temporal Shift (aoe stun)
    - Plasma Charge (STR/DEX bonuses, used in auto-refresh)

    *Light*

    - Magic Fruit (moderate tier 3.5 cure, huge range, handy at curing kiters)
    - Yawn (gaze horde lullabyish spell)
    - Actinic Burst (aoe flash, used in conjunction with "Plasma Charge" for auto-refresh)
    - Saline Coat (potent mdef boost, offset by short lasting time)

    *Darkness*

    - Soporific (sleepga tier spell, long recast)
    - MP Drainkiss (aspir tier spell)
    - Digest (drain tier spell)
    - Geist Wall (aoe dispel - short recast, potent sticking power)
    - Enervation (aoe def/mdef down , offset by short sticking time)

    ~ Useful Job Trait Spell Combos ~

    Beast Killer [4][BP-5] = Wild Oats [4][BP-3] + Sprout Smack [4][BP-2]

    Auto Regen [16][BP-6] = Sheep Song [16][BP-2] + Healing Breeze [16][BP-4]

    Lizard Killer [20][BP-4] = Claw Cyclone [20][BP-2] + Foot Kick [1][BP-2]

    Clear Mind [24][BP-5] = Soporific [24][BP-4] + Poison Breath [22][BP-1]

    Mgk Atk Bonus [32][BP-3] = Sound Blast [32][BP-1] + Cursed Sphere [18][BP-2]

    Undead Killer [34][BP-5] = Smite of Rage [34][BP-3] + Bludgeon [18][BP-2]

    Attack Bonus [38][BP-6] = Uppercut [38][BP-3] + Battle Dance [12][BP-3]

    Rapid Shot [38][BP-7] = Jet Stream [38][BP-4] + Feather Storm [12][BP-3]

    Defense bonus [40][BP-5] = Terror Touch [40][BP-3] + Grand Slam [30][BP-2]

    Max MP boost [40][BP-5] = Mysterious Light [40][BP-4] + Metallic Body [8][BP-1]

    Clear Mind [42][BP-4] = Venom Shell [42][BP-3] + Poison Breath [22][BP-1]

    Clear Mind [42][BP-7] = Venom Shell [42][BP-3] + Soporific [24][BP-4]

    Plantoid Killer [44][BP-3] = Mandibular Bite [44][BP-2] + Power Attack [4][BP-1]

    Clear Mind [46][BP-3] = Awful Eye [46][BP-2] + Poison Breath [22][BP-1]

    Clear Mind II [46][BP-10] = Awful Eye [46][BP-2] + Venom Shell [42][BP-3] + Soporific [24][BP-4] + Poison Breath [22][BP-1]

    Magic Def Bonus [50][BP-6] = Ice break [50][BP-3] + Magnetic Cloud [46][BP-3]

    Auto Refresh [58][BP-14] = Light of Penance [58][BP-5] + Cold Wave [52][BP-1] + Selfdestruct [50][BP-3] + Stinking Gas [44][BP-2] + Frightful Roar [50][BP-3]

    Attack Bonus [60][BP-8] = Death Scissors [60][BP-5] + Uppercut [38][BP-3]

    Attack Bonus [63][BP-7] = Spinal Cleave [63][BP-4] + Uppercut [38][BP-3]

    Accuracy Bonus [63][BP-8] = Frenetic Rip [63][BP-3] + Dimensional Death [60][BP-5]

    Max HP bonus [63][BP-6] = Frypan [63][BP-3] + Flying hip press [58][BP-3]

    Auto Refresh [64][BP-15] = Voracious Trunk [64][BP-4] + Light of penance [58][BP-5] + Selfdestruct [50][BP-3] + Frightful Roar [50][BP-3]

    Auto Refresh [64][BP-12] = Voracious Trunk [64][BP-4] + Selfdestruct [50][BP-3] + Frightful Roar [50][BP-3] + Stinking Gas [44][BP-2]

    Conserve MP [68][BP-7] = Fire Spit [68][BP-5] + Chaotic Eye [32][BP-2]

    Conserve MP [68][BP-8] = Fire spit [68][BP-5] + Frost Breath [66][BP-3]

    Store TP [69][BP-8] = Tail Slap [69][BP-4] + Sickle Slash [48][BP-4]

    Acc Bonus [72][BP-8] = Disseverment [72][BP-5] + Frenetic Rip [63][BP-3]

    Attk bonus [73][BP-8] = Temporal Shift [73][BP-5] + Uppercut [38][BP-3]

    Attk Bonus [73][BP-10] = Temporal Shift [73][BP-5] + Death Scissors [60][BP-5]

    Auto-Refresh [75][BP-14] = Plasma Charge [75][BP-5] + Voracious Trunk [64][BP-4] + Light of Penance [58][BP-5]

    Auto Refresh [75][BP-9] = Plasma Charge [75][BP-5] + Actinic Burst [74][BP-4]

    Def bonus [75][BP-6] = Vertical Cleave [75][BP-3] + Saline Coat [72][BP-3]

    ~ Subjobs of Choice as of 10/11/06 ~

    /war
    /thf - SATA + *insert 1 hit spell* - useful for HNMs and draws out the full potential of many spells (Dscissors/DDeath/Cannonball/VCleave/Ram Charge (lol)/S.Cleave)
    /nin - ustu, dual wield - moving on.
    /rdm
    /whm - helpful for a healer setup (blu can play a decent main-heal with proper gear - dont spread that around )
    /blm - ES stacks with many BLU spells - situational.

    ~ BLU and CoP ~

    Thanks to a twist of fate, blue mage have most of there best spells locked off mobs in the areas of Lumoria - thankfully, blu is a powerful force in most CoP missions - having the versitility to adapt to whatever CoP throws at it.

    Bottom Line - if you desire to be the best BLU you can - GET SEA. NO EXCUSES.

    ~Lumorian Spells~

    - Temporal Shift
    - Saline Coat
    - Disserverment
    - Plasma Charge
    - Actinic Burst
    - Reactor Cool
    - Vertical Cleave

    Overall Pros/Cons to Blue Mage:

    Pros:

    - Versitile Melee/Mage Class (id say the #2 most versitile class)
    - Head Butt (stunlock - go.)
    - Instant Cast spells, with devestating abilities
    - Moderate solo/merit ability
    - Fits into most exp/hnm parties well
    - Amazingly well thought out job on SEs part. (look at blu, blink, look at pup. such is the varying mind of SE)
    - Potential
    - Ballista Fun (yes. blue mage is a devestating force - but still vulnerable to seasoned ballista players)
    - Ability to fit into BCNM/KSNM/Assault/CoP/Rank mission lineups without problems

    Cons:

    - Low MP pool - (most sub melee jobs, due to the fact blu plays more like a melee than mage)
    - Spells with long cast/recast (i guess a limiter on certain spells that could have been abused *Jettatura* if recasts werent so retardedly long)
    - Low Def (its a mage, go figure.)
    - Not well known enough - (Not many know about exactly what BLU can do, leads to some shying away from them - porbably will change soon enough)
    - Moderate Challenge learning some spells - (i considered it fun, some can be a real pain though *spinal cleave*)
    - Many AOE spells (leads to trouble at say *dragons aery* / *crawlers nest* for example)
    - Varying Playstyles (leads to a vague understanding for many as to how to play the job - one blu may own, only to invite his replacement that plays entirely different)

    ~ To Be Continued ~ (Suggestions as to what to add/remove wanted)

    *cues the questions and answers forum pt.2*

  2. #2

    In Dynamis, the Stuns are godly useful.

    Various of the moves are interesting from many standpoints because they give players routine access to debuffs of types not previously generally available, such as Accuracy Down & Terror.

    Magic Fruit is awesome for throwing at kiters.

  3. #3
    Old Merits
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    Also has insane range. One of our BLUs was tossing Magic Fruit out before Dynamis one day and it was hitting people way outside the normal max range of ~20-21.

  4. #4
    Relic Horn
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    Why did you start this thread if you didn't compile any information from the first one?

  5. #5

    Quote Originally Posted by Jer
    Also has insane range. One of our BLUs was tossing Magic Fruit out before Dynamis one day and it was hitting people way outside the normal max range of ~20-21.
    That was my point. Providing you get the spell started while it is in range, it will go off - even if the target leaves normal maximum spell range.

  6. #6
    Relic Weapons
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    Re: Ongoing Questions about Blue Mage

    Quote Originally Posted by ronin sparthos
    "The ranged spells are quite a mystery and plain suck due to the need for racc gear, has anyone tried using the imperial/tzar egg to statisfy the mods of say Pinecone Bomb?" id imagine racc+99/100 would help the shortcomings of pinecone bomb?
    You don't need racc to land these. I've always landing Wild Oats and Jet Stream pretty regularly (~90%? on xp mobs). I think the only racc I wear is a single sniper along with my rajas ring (Ninja Edit: And sushi).

  7. #7

    Sweaty Dick Punching Enthusiast

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    All these questions were answered in the main thread, get to reading.

  8. #8

    The idea for this thread was reasonable, but I dont see any compiling or anything going on here. =\

  9. #9
    A. Body
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    And that's why it's going to die.

  10. #10
    CoP Dynamis
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  11. #11

    Quote Originally Posted by Kurp
    Why did you start this thread if you didn't compile any information from the first one?
    I asked myself the same thing. I guess he wanted people to compile the information HE wanted compiled

  12. #12
    Relic Horn
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    Hey man, he brought the initiative, it's up to you guys to do the grunt work.

  13. #13
    New Odin
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    Going to change the original post per request for solid information

  14. #14

    Hmm. Some tips/adjustments

    Should probably add Reactor Cool to Ice spells,(12.5 Def up, Ice spikes), because Ice Spikes is always nice when you're going to take a hit, like in ballista.
    Also, im surprized you dont have Bludgeon up there for spells with potential. That spell -is- BLU for about 40 levels.

    Probably Add the 3 IS Chakrams to the throwing. Crit hit/MAB/Acc up in ToA areas is nice.
    Probably Frypan to Potential Spells, because AoE Stun + Damage is nice.
    For Heat Breath it doesnt convert 50% hp to damage, just deals damage according to what 1/2 your hp is. If you have 1k hp, unresisted it will do 500, and you will still have 1k hp.
    Probably 1k Needles to Light, just for ES + 1k Needles on things you have no prayer in hell of damaging otherwise.

    for /war, basicly for going in an all def build. Whoring def, Defender, Cocoon, Tacos, you'll hit high def and be able to tank things fairly decently.

    In Pro's and Cons, id take out Moderate in Soloing ability. We have great solo ability all around. I think Pii has solo'd a few ENM's, and many BLU already solo merit exp 6-7k an hour.

    Not many spells with long recast. The ones that do are either: A dissapointment, or have such a high mp cost it doesnt matter what the recast on it is. Only spell I can honestly be dissapointed in recast time is Temporal Shift.

    About AoE spells...Only our magical spells are, and only till around 50. Then we start getting Single Target(If you can position yourself right) spells. None that really matter in exp/HNM are AoE, with a few exceptions.

    Good job on summing up that 132 page thread though. Didnt get most of it, but not expected with its enormous size.

  15. #15
    New Odin
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    Only reason i didnt want to add Reactor Cool was because its spikes last so short :X

    Updated the list none the less ~ keep 'em coming

    Lol@ me forgetting Bludgeon.

  16. #16
    An Efficient Consumption Bundle
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    Given the limited search function of the PhBB forums weeding through all 130 pages of the BLU thread is like looking through 'War and Peace' for the sentance about buying cabbage.

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