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*