blue mage spell learning

Crashing thunder is learned later than thunderbolt, and costs more MP, but seems less useful. The Blue Mage is a fighter-mage class. You would be disappointed the first time you cast this spell and it does minimal damage. Creates the Gilfinder trait with other spells. Creates Skillchain Bonus job trait with Goblin Rush, which is a nice thing to have when self-skillchaining. 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. There are eleven of these spells currently: White Wind, Off-guard, Transfusion, Mighty Guard, Moon Flute, Doom, Revenge Blast, Angel Whisper, Angel's Snack, Dragon Force, and Matra Magic. It lasts longer than the white magic Haste spell too, though it's slightly less haste. A lot cheaper than magic fruit. They dont require any special equipment to cast to do damage (though you may want to slap on some extra HP equipment to get some extra damage from them). Then, to unlock Blue Mage spells, youll need to find the right monster, at the right level, and in the right place. Here are all 49 abilities and how to unlock them. It's more expensive for a cure, but as you gain higher levels, you get higher cures and more HP. Not as strong as Death Scissors, due to the lower STR modifier, but it can be used to make a Accuracy Bonus Trait. This process must be repeated until the spell is learned. Can be used with Diffusion to grant the whole party the DEF buff. Enhances the potency of Conserve MP while under the effects of Unbridled Wisdom. Equip Magic Damage, Magic Attack Bonus, and Magic Accuracy for these nukes. Read more: Heres what its like to attend Final Fantasy XIV Fan Fest. This is wrong. If used when Waxing Nocturne is active, its effect will transition immediately to Waning Nocturne. Slap on as much DEF, STR, and VIT as you can, use Cocoon, CA + SA, get behind the mob, and launch your cannonball. It hits more times than thrashing assault, with STR and DEX mods. lvl 67 - Diamondhide - Magical - AoE Stoneskin to all party members in range (Earth) - This is spell is stronger than Metallic Body, and is just like Earthen Ward. It's still useful for BLU/NIN or BLU/DNC. Not a big deal for most BLU spells, because they're already fast, but with homam legs, loq. lvl 46 - Geist Wall - Magical - AoE Dispel (Darkness) - Useful, if you can't get in front of the mob, or you need to another dispel (such as for certain assault missions like Lamia No 13), though be careful with nearby mobs, since it is AoE. Increases magic damage taken by all nearby enemies by 30%. With the power of combined mechs.. We learn J Kick.. This action does not share a recast timer with any other actions. You just had a cold streak when you farmed Bristle. Inflicts Doom on target. What about utsusemi? I have gotten some large numbers in abyssea, due to cruor buffs. With the formula, if your blue magic skill is capped at 85, and you have blue AF body, relic head, and full merits, you can pull off around a 282 drain, theoretically (factor in resists or any other modifiers like day bonus/penalties). lvl 44 - Blitzstrahl - Magical - Damage (Thunder) and Additional Effect: Stun - It does low damage unless you stack up on INT and MND gear, slow casting and recast time, this isn't a suitable stunning spell, since when you want to stun something, you want to stun it fast, and this spell is anything but fast. What are Blue Mage spells you can learn in Final Fantasy XIV? This is something that comes up frequently while trying to learn spells in instanced content. 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). lvl 61 - Maelstrom - Magical - AoE Water Damage with Additional Effect: STR Down - Another costly nuke that has INT as a main modifier, with a MND secondary modifier. Bristle and Whistle cannot both be active at the same time, even though they do not share a cooldown. Tag a mob with disseverment poison, hit him with gates of hades, and he'll be taking around 39 HP/tick in damage. Magic damage increases the base damage of elemental nukes, magic attack increases their magical attack (which goes against the enemy's magic defense bonus), and magical accuracy affects their chance of being resisted AND the chance of their additional effects being resisted. lvl 99 - Restoral - Magical (Light) 127 MP - Gears (Archaics)- Heals HP of caster - A self heal. At level 99, post Adoulin, Job Points and Gifts were added. The spell has no cast bar; it is the tank buster. It cost a lot of spell points to set this. lvl 99 - Sweeping Gouge - Physical (Slashing) - 29 MP - Raaz (Beasts) - Two hit attack: additional effect defense down - A weaker attack, but gives a defense down effect. lvl 12 - Feather Storm Physical Damage (Piercing) and Additional Effect: Poison This is similar to queasyshroom, fairly low damage combined with low damage poison. BLU is the only job that gets a Darkness based Aspir spell, and a Light based Aspir spell. However, darkness based enemies, and enemies resistant to darkness can resist this spell. Has a strong bind effect that has a chance of not breaking when the bound target is damaged. lvl 52 - Filamented Hold - Magicial - Slow in a Fan-shaped AoE (Earth) - It's a stronger slow than the slow that Sprout Smack gives, so it can be useful for soloing if you want a mob to attack slower, it gives 25% Slow. That is why the recast time is longer than blink, it's basically a double blink, but still goes by the rules that it has a chance of blocking attacks instead of always blocking attacks like utsusemi shadows do. lvl 74 - Reactor Cool - Magical - Defense bonus and Ice Spikes (Ice) - This spell increases your defense, and gives you ice spikes that can paralyze when a mob hits you. lvl 61 - Eyes On Me - Magical - Darkness Damage - Another, stronger Darkness based nuke. The only time you are required to have a full party of synced Blue Mages is if you want credit in your Blue Log. But it's extremely dangerous, you need shadows up, stoneskin, and pray the mob doesn't turn your way if it survives. Maybe. lvl 99 - Thrashing Assault - Physical (Slashing) - 119 MP - Meebles (Beastmen) - A Fourfold attack, damage varies with TP - A powerful, albeit slow casting physical spell. lvl 99 - Retinal Glare - Magical - 26 MP - Panopts (Plantoids) - Deals light based damage in a frontal cone AoE with additional effect: flash. Do not end the fight dead! Its like rock-paper-scissors that goes on like this: Beasts beat Lizards which beat Vermin which beats Plantoids which beats Beasts, Aquan beats Amorpha beats Birds beats Aquan, Undead and Arcana oppose each other, Dragons and Demons oppose each other, Lumorian and Luminion (two types of creatures in sea) oppose each other, and Beastmen stand on their own. lvl 04 - Wild Oats Physical Damage (Piercing) and Additional Effect: VIT Down This spell is a godsend at low levels. It could be useful to cast this before a nuke near a full moon. Dark Knights' absorbs are mimicked back at their caster, so if a DRK tries to absorb-TP, if he's not fast enough, he'll get his TP absorbed back, Bard songs are affected so a BRD can get hit by his own lullabies or requiems, ninjutsu gets mimicked back at their casters. RT @ImmortalsAveum: Master your magic: Pre-order the #ImmortalsOfAveum Standard Edition and get the Purified Arclight, a unique blue sigil that will unleash more power for some of Jak's spells. However, the White Magic Cure spells have one advantage that Magic Fruit and Wild Carrot dont have. Can be combined with other spells for the dual wield trait. HOWEVER, it lasts longer than regen II, lasting for 90 seconds for 300 HP restored. BLU gets 7% with their set trait. When I used it, I was getting around 20 HP back, less than pollen. Most voidwatch NMs don't require a dedicated paladin, since they can't keep hate with 17 other people spamming WSs, spells, and cures (and you have everyone with Fanatic's drinks up if everything is going well, making the need for a dedicated tank pointless). That is because it is modified at first by Strength, then by charisma. But it can be combined with Diffusion. This brings up another point. For example, Bludgeon, you might find, is modified by Charisma. BLU can get a lot of Store TP gear though. Rinkashikachi. It might press us one step closer to godhood. FFXIclopedia is a FANDOM Games Community. lvl 90 - Reaving Wind - Magical - 84 MP - Amphiptere (bird) - Reduces TP in an AoE effect (Wind) - You know how awesome Light of Penance was at reducing TP? Note that this spell, amazing though it is. Has the fragmentation SC property. Deals fire damage with a potency of 900 to all nearby enemies while incapacitating self. You could also do this as a synced run to just past the first boss, where the first Page 64 mob appears. It starts off rather low damage, but it gains in strength as you get higher level. earring, and ACP body/AMK head geared with fast cast, you can get 26% fast cast, which can help with /NIN Utsusemi: Ichi casting. You can get a 5% (new moon) to at least ~12.25% increase in attack (Waxing Gibbeous). No idea how potent the effect on this spell is. I dont personally like this method since you must do the fights solo and the drop is not guaranteed (which I think is a design mistake) but there are some spells that can be gotten this way if you really want. Min Lv indicates the minimum level that the spell can be attained. Blue Mage Spells Learning Guide See also: Blue Mage and list of blue mage actions When you defeat an enemy after it has used that spell, you have a chance of learning it. Enter your email address to subscribe to this blog and receive notifications of new posts by email. This makes the Blue Mage extremely versatile skillchain partners once we reach level 40 for Chain Affinity. Without further ado, heres where and how to unlock all Blue Mage spells in order of difficulty. It is not as potent as the version the hippogryphs you get it from use (or the terror abilities wyrms use), but it can terrorize multiple targets that are in front of you, and are looking at you. With haste, you can spam this thing all day long on a very short cooldown. Spell chances in the open world or Masked Carnivale are RNG based on the number of stars for that spell. With 15% haste AND refresh, it puts on par with RDMs for soloing some things, IMO. This gives you more set points (but not set slots) by 1 per upgrade. This damage rating caps approximately 15 levels above the level of the spell. Cast Battery Charge with that, and you'll get 7 MP a tick! The stun effect doesn't last too long, it might be better to use Actinic Burst to flash everything to use Yawn than this. Increases the damage dealt by blue magic usable under the effects of Unbridled Learning. Paralysis is useful, and it's a better spell than frost breath now, but it's expensive to set, with 6 set points. lvl 89 - Winds of Promyvion - Magical - 36 MP - Thinker (Empty) - Single effect Erase in an AoE effect (Light) - It's like using diffusion with Exuviation, but in one move (excluding the crappy heal)! However, it isn't that useful, since your sword damage isn't as good as say a WAR's dual wielding axe with rampage, or any higher level G-Axe skill. With Chain Affinity, TP modifies damage. What was SE thinking? If you get a link, perhaps while fighting undead, whip out sheep song, and all the mobs in a small AoE (centered around you) will fall asleep. It lasts for three minutes, but wears off after you get hit by a physical attack. Chance of effect modified by TP (Piercing damage) - It's a very cheap spell to cast, it's potent for it's MP cost, but it's not going to make outrageous numbers. Part of "the Big Three" spells (Hysteric Barrage, Frenetic Rip and Disseverment). Is naturally weaker than Warrior's tier 1 trait. Heres the list: For each spell Ive listed my suggested best way to get them as well as some alternate ways. A BLU/NIN gets the Subtle Blow job trait, so they get a larger negative bonus to the TP they get back, and even more so when your BLU/NIN has Rajas equipped, or whatever other equipment you can find that has Subtle Blow (not that there are many). Effect ends upon reuse. ), and physical magic comes in the three different damage types (blunt, piercing, and slashing). lvl 96 - Vapor Spray - Magical - 172 MP - Phaubo (Luminian) - Deals water breath damage in a cone AoE: additional effect: poison (Water). Drain's HP (formula Blue Magic Skill x0.77 ) and absorbs a buff. In this sense, the Blue Mage is designed for solo play. If you only get 2 hits in, the mob gets 20 TP. it's not foolproof, like the dark magic Stun spell. lvl 72 - Sub-zero Smash - Physical - Frontal Cone physical damage (Blunt) with Additional Effect: Paralysis. So, for example, you claim your NM on Earthsday. lvl 56 - Feather Barrier - Magical - Evasion Bonus (Wind) - This gives you an evasion bonus that lasts even less than cocoon does, it lasts only 30 seconds, making it's usefulness limited. lvl 22 - Poison Breath Magical Water Damage and Poison in a fan shaped AoE (Damage based on HP) This spell is your first breath spell, however, it is rather weak. No knockback effect, just a -100 TP effect to enemies in effect. Maybe use it as a buffer under shadows while blink tanking. (Also available from Magitek Vanguard and Magitek Vanguard H-1 in Castrum Meridianum. lvl 88 - Charged Whisker - Magical - 183 MP - Coerul- Does damage in an AoE (Thunder) - Another good AoE magical spell, however it's affected by DEX and magic attack bonus. But it does darkness with expiacion like vertical cleave. But it's a really useful JA. lvl 74 - Actinic Burst - Magical - AoE Flash (Light) - An extremely useful spell when confronted with many mobs attacking you at once, the flash effect doesn't last a very long time, but it draws some good hate, and may give you the time to cast a sleep spell (like Yawn). Maybe if this WASN'T a unbridled learning spell, it'd be more useful. NOTE: These mobs may no longer be present in Copperbell after patch 6.1. I've seen bigger numbers with CA and efflux than any other spell so far. It can also be used to solo Detonation (Wind): Vorpal Blade > Hysteric Barrage > Detonation. Savage Blade > CA Goblin rush results in a Light skillchain. You'll use hysteric barrage a lot, but you won't use screwdriver by the time you get it. It has defense down (-33% defense), however the additional effect is broken, because the magic accuracy of this spell, and several others are floored; meaning that you cannot get your magic accuracy high enough to land it on anything high level, it can land on very low level things, but nothing that won't be one shot by it. (But really, why would you?). 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. You can also get it from the Shikigami of the Undertow in Act Two of Red Fraught and Blue, the #29 fight in the Masked Carnivale. It is overridden by stoneskin, and is affected by your level and blue magic skill. It's not even enough MP for an extra head butt. You can also do this by unsyncing The Navel (Extreme) with a level 90 buddy. Gives the double attack trait when set, without any other spells. Though it has a rather high MP cost (99 MP), it is useful for fights against mobs with strong AoE attacks. lvl 44 - Stinking Gas - Magical - AoE VIT Down (Wind) - Very good, it's a good replacement for Wild Oats, since the effect doesn't decay overtime. LEAVES! So it only potentially has use when you're using /THF (cannonball), /RDM (magic nukes), or /SCH (healing, campaign battle). All Blue Mage spells can be used at Level 1. Blue Mage was added to Final Fantasy 14 in patch 4.5, and there are currently 104 unique Blue Mage spells to learn and master. The turtle is vulnerable to death and flat damage spells; Missile works very well. It's useful in two levels after you get it, because once you get Chain Affinity, you can use Red Lotus Blade > Jet Stream > Fusion. Makes fast cast with sub-zero smash or bad breath. Reduces damage taken by 90% and nullifies most knockback and draw-in effects. lvl 99 - Nature's Meditation - Magical (Fire) (Buff) - 38 MP - Chapuli (Vermin) - Attack Bonus (+20%) - This spell boosts your attack by 20% for 60 seconds. But once you get it, it'll be one of your favorite spells. Maybe try to upgrade this second. If you do, theyll be recorded in the Blue Magic Spellbook under Character in the main menu. Be careful if there are any other mobs around you, because it hits anything in front of you. Yoshi-P and company have been altering a lot of boss fights in various dungeons as they rework the MSQ for solo play capability with NPC support. But what job traits will you use? Here, spells can also be added to and removed from the Active Actions. It's only +10 DEF. Let's use Ice Spikes as an example. The Blue Magic Spellbook displays all learned blue magic spells for blue mages. You only start out with a single spell, Water Cannon. Always keep this equipped, you can alternate using this spell with other DD physical spells. Keep in mind you can't counter through shadows, so going /NIN with shadows up is pointless. lvl 44 - Mandibular Bite - Physical - Physical Damage (Slashing) - A very useful physical spell, it does good damage, costs less MP than Jet Stream, but the damage is on par with it. MAYBE with abyssea HP/MP pools it becomes more worth it. Theyre as varied as the enemies that give us our spells. You can also get it from a synced run of the Aery. You may also learn the spell while in a party. However, if you deck yourself out in full CHR gear, youll find you may not do as much damage as if you decked out in STR. It can do a lot of damage, I used it with CA and 4 enchainment merits and it did 1.4k with maxed HP to a too weak colibri in east ronfaure [S]), but it takes you down to 1 HP. It is also used for auto-refresh. Blue Magic Skill Required to Learn: 393+ Monster Level Zone Map Ungeweder Also, it's useful for setting in conjunction with Frost Breath or Chaotic Eye for the Conserve MP job trait. The silence effect lasts upwards to one minute. You also have the option of syncing Cutters Cry for one-and-done, which is reasonable if you can get a group. 5 Set points to set. There is another rumor that if you do an unsynced Primal trial at a higher difficulty level than is required, you have an increased drop rate of the Primal spells. It is affected by MND, and you need some magic attack bonus too. lvl 48 - Blood Saber - Magical - Drains HP from all mobs in range (Darkness) - Seems fairly pointless in most situations, it's not as strong as Digest, and if you're getting pummeled a bunch of mobs, you're better off trying to sleep them all than draining their HP. The drop rate seems to be increased if you do unsynced runs of the Extreme version of this fight. This spell can helps make the BLU what it is. Another killer trait. Works similarly to Paralyzing Triad in terms of damage: it doesn't seem to have a stat mod. Rather than adding new skills to your arsenal by increasing your level, you get new Blue Mage spells by learning them from monsters by defeating them in battle and using each ability in the. It combines with Animating wail for Dual Wield. Terror is just like stun, it stops the target from acting temporarily. It's silences, but it is a gaze attack, meaning you need to be facing the mob's face for the silence to stick, else it has no effect. Without using Self-Destruct/Final Sting of. Recovers X HP over time. This gives an 8% bonus to skillchains you participate in. You have a net gain of 150 MP. lvl 75 - Plasma Charge - Magical - Shock Spikes - This spell is essential, not for the short lived shock spikes (similar to Reactor cool, but without the defense up), but for the STR +3/DEX +3 stats it gives, AND the fact that it is part of the two spell Auto Refresh job trait combo (Actinic Burst is the other spell). Its not a guaranteed drop, however. Work on this first. lvl 79 - Animating Wail - Magical - Haste (15%) (Wind) - 15% haste that lasts for 5 minutes. lvl 99 - Rending Deluge - Magical - 118 MP - Craklaw (Aquans) - Deals water damage in an AoE with additional effect: dispel - A lot of MP and set points (6) for a dispel. Not sure how potent the magic defense down effect is, but it can help a group cast stronger nukes on a mob. It can be useful when fighting things resistant to darkness, but you need a lot of MND gear to make it worthwhile. lvl 62 - 1000 Needles - Magical - 1000 damage divided between all targets in the AoE (Light) - Useless, plain useless. You probably won't use this much though, I never used it. 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. This is a Level 2 Blue Mage ability that requires 20 ABP to learn - and once you've got it, you can of. You can also solo unsync a run of Tam Tara (Normal) and get it from the last boss. Deals earth damage to all enemies in a cone before you with a potency of 310 for the first enemy, 30% less for the second, 60% less for the third, and 70% less for all remaining enemies. lvl 74 - Magic Hammer - Magical - Light Damage and Additional Effect: Aspir - This spell does damage, and drains an amount of MP from the mob equal to the damage dealt (only if the mob has any MP). Very costly light base fan-shaped nuke. Deals unaspected damage with a potency of 120 to all enemies in a straight line before you. It's very situational. Don't bother using it unless for fun, or for a Fast Cast trait when combined with Sub-Zero Smash. This spell isn't so good against mobs that have high evasion or high defense. You get dual wield I with this, it doesn't stack with /NIN or /DNC dual wield. Just bring some MP drinks to reduce down time to help. But they are for the accuracy down. lvl 08 - Cocoon Magical Defense Bonus +50% This is also a very useful spell, this increases your DEF by 50%. However, the skillchain properties are liquidation/scission, so it's not good for Skillchains. You'll want to set the element of the day before, the day of, and the day after the day you CLAIMED the NM on. 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. It is affected by CHR, which is surprising, but it is also affected by STR, and youll notice a larger return if you increase STR rather than CHR. You'll never use it. Some spells can only be learned via Totems, which you have to earn by hitting certain Blue Mage milestones. The blind effect is an impressive -60 ACC, which is greater than Blind II's effect. 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. The conclusion is that most of the time, most damage dealing magical Blue Magic spells arent worth casting. lvl 86 - Thermal Pulse - Magical - 151 MP - Wamouracampa - Does fire damage in an AoE and additonal effect Blindness (Fire) - The first of a few good magical damage spells. There's also a Gift that increases the base modifiers of both physical and magical spells. Has a very expensive MP cost. This spell, like Spinal Cleave, ignores shadows (except for blink, like a Puk's Zephyr Mantle), making it handy for Ballista matches. It is also good when fighting large amounts of weak enemies, like farming, or certain assault-type missions with weak enemies (see Body Slam). The spell description says, "Accuracy varies with TP." The spell has no cast bar; it is the tank buster. This is useful even at high levels and in BCNMs. Chance of successful attack is low. You can learn this spell from Trickster Imp in Central Shroud. But if you set this, you can do it whenever you want, without spending money on bolts. When you use chain affinity, it gains a bigger boost from CHR, but since STR affects all your physical spells it is important to concentrate on STR gear. It costs a lot of MP, but it does good damage, more than the physical spells would do at the times you need it. lvl 50 - Ice Break - Magical - AoE Ice Damage with Additional Effect: Bind - This spell is fairly useless, since you already have Blastbomb for bind, and that is ranged with a longer cast time, though if you were in a situation with a bunch of mobs on you or someone next to you, you could possibly cast this spell, then move out of melee range. Can be turned into a single target by facing away from the target and casting. Which ones ARE useful though? These are multi-hit spells that BLU/NIN at high level use do to a lot of damage. This works exactly like the white magic spell Blink except for one thing. It's expensive in both MP and set points (4 points), is incredibly inaccurate, has a 60 second countdown, as opposed to the 10 count regular doom effect mobs give, and doesn't work against NMs. Blue mages learn a number of cantrips, or 0- level spells. Move quickly to the specified location. It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. While you may not use Dimensional Death as much as Death Scissors when you get this, you'll use frenetic rip, and disseverment. However, most BLUs won't opt for that, because they can probably find other uses for those add-on pieces, such as a godly WS hat, or a free BLU hauby (ACC+ ATK+ 10) or something for another job. Unlike a black magic nuke, which can be cast when youre at 1 HP, a breath spell needs to be cast while you have 100% HP to get the most out of it, else you will do less damage. Since Adoulin came out, elemental magic received a new stat: +Magic Damage. CDC mixes really well with double/triple attack. Note that I haven't done voidwatch yet, but I dug around and found some information about it. Great for Almace wielding BLUs. Can make the Dual wield trait with one of the two other spells that can make dual wield. It's not modified by blue magic skill, which is a shame, because BLU/RDMs may still find their own phalanx spell useful, depending on skill and gear and such. Continuum. If you know of other places to get these spells that Ive missed, please let me know! For example, if you're fighting colibri, you can't really use sushi on them, because if you get hate, they can take your food away by using Snatch Morsel, and if you use something expensive like Sole Sushi, it'll be hard on your wallet. Here's where to find each one and how to learn them. Counters enemies with ice damage every time you suffer physical damage. You can also unsync this fight, but you may want to do the Extreme version if possible as the drop rate for the spell appears to be better on the Extreme version. No cap has been determined for spells learned at level 60 or later. But if you don't have magic attack or magic damage, the damage will suffer. So does Rusalka, a Rank A hunt mark in The Tempest. Though this CAN be useful later on, just when you want to spam a low damage spell just feed a mob TP so you can learn a spell. The damage this spell does isn't considerable, but the paralysis can come in handy. Just like a DD needs accuracy to hit a mob, a Blue Mage needs accuracy to insure not just their sword hits connect, but their spells connect too. Also can be used to solo Light (Light, Thunder, Fire, Wind): Savage Blade > Cannonball > Light. Youd better buy those woodsman/sniper rings, and wear that life belt. This sounds like it would be bad news for BLU. There are several types of blue magic spells. Other people say this is definitely not true. However, its only a self-target spell, meaning you cant use it on anyone else. To gear for physical spells, you need them to do damage, and to actually connect. Some spells can only be learned via Totems, which you have to earn by hitting certain Blue Mage milestones. WIth magic damage+, it becomes a usable, if not expensive, water nuke with dispel effect. Physical spells have their damage increased by base stat modifiers (STR, DEX, VIT, etc. Combines with Leafstorm to make the new Magic Burst Bonus trait.

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blue mage spell learning