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Blue Mage Spell Learning Chance

[*Note: This guide was written during Patch five.5]

In Final Fantasy XIV, your grapheme can become whatever and all of the 18 classes in the game. Y'all can go i of the four "Tank" classes and have all the party'south damage equally your ain. You can become ane of the three "Healer" classes, keeping the Tank and the rest of your party alive with your magic. Or you can get 1 of the 10 normal impairment dealing "DPS" classes, killing the enemies you come across with ease. However, at that place is one class that exists outside of such paltry roles—a form that is Tank, Healer, and DPS in one: Blue Mage.

Introduction to Blueish Magic.

Bluish Mage is unlike any other class in the game on several levels. Firstly, it is the game's just "Limited Job." This means the class is restricted in ways that keep it dissever from the player base of operations at large. Not only are Bluish Mages level capped at seventy currently (with the remainder of the classes capped at 80), they can't use the Duty Finder to be auto-matched into a group for roulettes, dungeons, trials. and raids. Rather, they must use the Party Finder and brand a group manually. Moreover, Blue Mages are not immune to do things like PVP, Deep Dungeons, or access special areas like Eureka. Blueish Mages can't even exist used to progress the game's main story.

All this isolation is done for i very specific reason: Blue Mages interruption the game. Having them exist able to exercise content unremarkably simply would non be off-white to the other classes. Bluish Magic is but that amazing.

Unlike the other classes in the game, Blueish Mages tin learn 104 different spells. These range from normal damage spells and impairment over fourth dimension spells to debuff spells and instant-death spells. At that place are besides a helping of healing spells and tanking spells. While you can only accept 24 equipped at whatever time, this is more than enough to allow yous to perform whatsoever roll in the game. And while they exercise admittedly lag behind in healing and tanking, no class even comes close in raw damage-dealing potential.

So y'all want to be a Blue Mage. Where exercise you start?

Beginning, you need to accept whatsoever other class leveled upwards to level 50 and have completed the main scenario quest "The Ultimate Weapon" (i.due east., the final main story quest in the base game.) Then y'all simply become to the Zealous Yellowjacket in Limsa Lominsa Lower Decks (X:9.nine, Y:11.0) and pick up the quest "Out of the Blue."

Side Note #1: I should note at this point, that while you can beginning doing Blue Mage content when you consummate the base of operations game, it's best to wait until yous take completed both the "Heavensward" and "Stormblood" expansions before you do. If not, you will be unable to collect many of the Blue Mage spells and do Bluish Mage-centric content.

Okay, so yous're a Blue Mage. Now what?

Your first goal after condign a Blue Mage is hitting the level cap. This may seem like a daunting task. However, it's non. This is, again, because Blue Mages are unlike from other classes and level upwardly much more quickly. All you need to hit level lxx is 2 to 3 hours and a friend with a level 80 character.

You're going to exist doing some old-fashioned ability leveling. How this works is simple. Without being in a group, you as the Blue Mage volition hitting an enemy. And then your friend—who is, once more, not in a political party with you lot—will kill it. This will give you 100% of the exp. By doing this in an area with level 69 monsters will have you at level 70 before you know it.

Of course, a level 69 animal volition have the power to kill you in a single hitting—and long before your friend volition be able to get it off yous. So what you need is a spell with a very long range that will permit you lot hit an enemy without being striking in return—giving your friend time to attack information technology. Thus, before anything else you demand to get Blueish Magic spell #24: Flight Sardine. This is constitute by killing Apkallu in Eastern La Noscea (x27,y35). Basically, yous just need to hitting the Apkallu first, accept your friend proceeds agro, await for it to cast flying fish, and then have your friend kill it. Subsequently killing a few of them this fashion, you should get the spell Flight Sardine.

With Flying Sardine equipped, get to an area with level 69 monsters that respawn quickly (I advise the caves in The Loch at x5.3, y25.two.) Then but sardine an enemy and take your friend kill information technology before repeating the process. Somewhen, you may be comfortable gathering groups and having your friend kill several at a fourth dimension. Just go at a speed that works for you and in a few hours, you'll be level 70.

Side Note #2: If you're a strictly solo player, Blue Mage is probably not for y'all. Non only practise you need a friend to level up but many of the Blue Mage spells cannot be gathered by a solo histrion likewise. And that's earlier calculation the fact that much of the fun of playing Blue Mage comes from tackling difficult raids as an 8-man group.

And so I have a max-level Blue Mage and all I can do is throw a damned fish.

The next part of being a Blue Mage is arguably the most fun: gathering spells. There are 104 spells to be gathered (as of patch 5.5). Y'all do this by killing the monsters that use those spells—later on you see them use it. Some of these monsters are normal creatures that roam the world map. Others are rare monsters or bosses in dungeons, trials, and raids. Here'due south a listing of every spell and all the places you tin get them.

Your first plan of assail should be to collect all the spells from non-rare monsters in the open world. Once y'all take 10, you lot should be able to get the almost powerful healing spell in the game, White Wind, from the Whalaqee White Wind Totem sold by Wayward Gaheel Ja in Ul'dah – Steps of Thal (X:12.5, Y:12.9).

The other big spell to go early on on is The Ram's Vocalism. It's gained most hands from the trial A Relic Reborn: The Chimera. This spell allows you to freeze all the enemies around you for several seconds—leaving them unable to assault. And better notwithstanding yous can utilise this over and over at will (though the freeze time becomes less with each hit).

To collect many of these spells, yous're going to demand a party. If you tin notice 3 or 7 other new Blue Mages who want to exercise this with you, all the better. If not, you tin can always apply the Party Finder. Just make a grouping, put in the number of the spell y'all're trying to get, and people will come up and help you out.

Information technology's besides important to annotation that some spells come from doing the Bluish Mage story and from the single player Blue Mage coliseum known every bit the "Masked Carnival."

But regardless of the order in which you choose to gather the spells, yous're in for a fun journeying taking you all across the game to places you may have never been earlier.

Side Note #3: To gather spells you simply need to witness the monster'southward attack. You don't need to be hit past information technology. Moreover, when getting spells from raids, trials, or dungeons, going in synced and having a total group (they don't need to exist Blue Mages) gives you a 100% chance of getting the spell after you see it. Going in unscynced lowers the odds substantially—specially on raids and trials.

So I've got all the spells. Now what?

Well, at present that yous are a fully-realized Blueish Mage, in that location a couple places that having a Blue Mage comes in very handy. The near obvious is Fates. Any time you lot need to practise a level 70 or below Fate—similar for special events and relic/rebellion weapons—Bluish Mage will crush information technology easily.

Another use for Blue Mage is the reoccurring Moogle Tomestone events. These require yous to do dungeons or PVP to get mounts, music, and glamour items. And while PVP is patently a no go, a group of iv Blueish Mages can run a 20 infinitesimal dungeon in 5 minutes (thank you to their instant expiry spells that work on near monsters and bosses). There'due south simply no faster mode to get Tomestones.

At that place are also Bluish Mage-related special titles to get. There's basically one to be gained for completing each and every farthermost trial and savage raid up to level 70—which brings u.s. to the true stop game for Blue Mages: the Morbol mount.

And so you're gear up for Blue Mage endgame.

To get the Morbol mount—the proof that you are the swaggiest of Bluish Mages—y'all demand to complete Bahamut raids Turn 5, Plough 9, and Plough thirteen on fell difficulty (level-synced and with no echo). Then, you demand to also complete Alexander raids 4, 8, and 12 on savage difficulty, also level-synced and with no echo.

To say this is a challenge is a vast understatement. These fights are quite dissimilar from how they would be if a normal party were trying to tackle them—and a fair flake harder. This is considering of the Blue Mage toolkit.

On the plus side, Blue Mage damage is and then far over-the-top that you can hands skip over mechanics—and occasionally even dominate phases. You as well all have Diamondback—the unmarried virtually powerful defensive spell in the game that basically makes yous invincible for x seconds—which allows y'all to ignore other mechanics entirely. This means each attempt takes less time and you don't demand to learn as many things overall to win.

However, on the minus side of things is the fact that while Blue Mages are amazing when it comes to damage, they're easily the weakest Tanks and Healers. With a low total HP and defence and a limited number of Tanking/Healing spells, information technology's a struggle of trial and error to keep everyone alive.

Thus, you need every edge when Blue Mage raiding. This means getting the all-time possible level l and 60 gear for your role in the party. This also means bringing along intelligence potions and high-level nutrient. Simply even with all that, this won't be easy. Nevertheless, it volition be doable. And when you lot're one of the three.vii% of players in the world to exist riding around on your Morbol, information technology'll feel worth it.

*Side Notation #4:Raiding as a Blue Mage is yet a rather rare thing done by only the hardest of the hardcore. Thus, guides on the topic are few and far between—and worse yet, those that are out at that place are either incomplete or outdated. That said, hither are the resource I take personally used.

Bluish Academy – For the easiest to follow guides.

Mr. Happy – For the consummate Morbol mount run with commentary.

MTQCapture – For explanations of the mechanics of the fights in general.

In Closing.

Final Fantasy Xiv is a game filled with things to do. Yet, play long plenty and those months between major content patches tin feel similar a meaningless slog. Yet, always since I've started the quest to master Blue Mage, it'south become my focus in the game. Three times a week, myself and 7 others spend an hr slowly figuring out these fights—learning what needs to be learned and making our own strats as needed. When we finally defeat a dominate, at that place is no need for farming or endless reclears. We just motion on to the side by side dominate, knowing our final goal is closer at hand. And while it has taken months at this footstep, it remains fun.

All in all, Bluish Mage is a strange slice of content in Final Fantasy Xiv—it oft seems like you lot're playing a different game entirely as almost players can't even relate to what you're doing. However, if you have a few friends willing to join you, you lot may find an unexpected world of joy with the unrivaled ability of Blue Magic at your fingertips.

Related posts:

Blue Mage Spell Learning Chance,

Source: https://biggestinjapan.com/index.php/2021/05/03/so-you-wanna-be-a-blue-mage-in-ffxiv-a-beginners-guide/

Posted by: constantinethock1944.blogspot.com

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