Everything you ever wanted to know about BLU up to now

Damiuss

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TwiztedFatez
Let me be the first to say that I did not create this guide so I will not take more credit than searching, cutting and pasting is due. I did a ton of searching over the net and there was much information just scattered around but this one covered it all and included links to other helpful websites. If anyone has anything to add please do. Thank you to all of those who worked hard to complete this guide. Originally from: http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=11459078628021325


Now on with the guide:

This post will be a compilation of the information gathered on Blue Mage (BLU) and useful tips and tricks for the job. As the job in very new, the information will be updated as it is found. I will do my best to keep up with the any new information that is found, but if I have not added it, feel free to post to remind or inform me.

To find a specific section, press CTR+F on your keyboard, and search for the index of the topic.

A01: The Blue Mage Quest
A02: Blue Mage Spells
B21: Blue Mage Spells Information
B22: Blue Magic Day Alignment
B23: Blue Magic Physical Bonuses
A03: Blue Mage Subjobs
A31: Testimonials for Subjobs
A04: Blue Mage Set Combo Traits
A05: Blue Mage Equipment
A06: Azure Lore Information
B61: Blue Mage Job Abilities
A07: Blue Mage Artifact Armor
A08: Blue Mage Parties
A09: Blue Mage and Skillchains
Z98: Frequently Asked Questions
Z99: Miscellaneous Information


A01: The Blue Mage Quest

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114567470317333741;num=18;page=1
The Blue Mage Quest

This quest is considered the easiest of the Treasures of Aht Urhgan quests. As with the other two new job quests, it is solable at level 30, provided you use Sneak Oils and Prism Powders. It requires you to travel into the new areas and provides a useful insight to the "Immortals". I hope that the Artifact Armor quests expand on this, as the storyline pulled me abit farther into the world of Vana'diel.


A02: Blue Mage Spells

http://wiki.ffxiclopedia.org/index.php/Category:Blue_Magic
Blue Mage Set Points at FFXIclopedia

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114537098075401363;num=61;page=1
Blue Mage Spell List

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114538908575406241;num=72;page=1
Blue Mage Spell Acquisition Guide

http://www.killingifrit.com/forums.php?m=posts&q=116856
Blue Mage Spell Guide

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114577501158789573;num=43;page=1
Learning Spells from Too Weak Monsters (Confirmed)

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114591171382537436;num=1;page=1
Level Gap Myth

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114596376480772902;num=15;page=1
Confirmed: You can learn abilities with high level pt member

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114607354915314569;num=4;page=1
ECOBlue-A chart of the Blue Mage Spell strengths and weakness (mob related).

These guides are all useful in learning to understand the Blue Mage job. Blue Mage is unlike any of the current jobs in Final Fantasy XI. You spells are limited not only by your MP and level, but by "Set Points". Each Blue Magic has a number of set points it requires to be set. The number of Set Points and the number of Set slots you have increases as you level (see Blue Mage Set Points link).

It has also been shown that SquareEnix's working on the offical Final Fantasy XI site was misunderstood. Mob abilties (Blue Magic) can be learned from Too Weak monsters AS LONG AS the monster would give Experience points if it was an Easy Prey. I had assumed that you couldn't learn Blue Magic from a Too Weak mob if the Blue Magic you were trying to learn was higher than your current level. Recent reports have told me that you can learn higher level magic from a Too Weak mob, but since I have yet to test this, I won't say its true.

All Blue Magic will cost you a certain amount of Magic Points. Blue Magic functions differently than any other magic in the game. Physical Blue Magic skills are based off of your weapon skill. This requires the Blue Mage to use his/her sword and keep the skill close to cap to allow for maximum accuracy. Adding Strength will also increase the damage done by Physical Blue Magic. Magical Blue Magic is based on INT/MND and Blue Magic skill.


B21: Blue Mage Spells Information

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114625164832682595;num=3;page=1

Magical Blue Magic damage TESTED-A thread on Blue Magic Magical damage and how to increase it.

This section is a slight tutorial on how the Blue Magic works and what the different icons beside the Blue Magic names mean. This is a working guide. I will try to add the information as soon as I can. I'm still missing some information on these spells. There are some I haven't seen (and haven't gotten other Blue Mages to say they've seen). I'm working with others to try to get the rest of the information.


Box Type Spell Type Elemental Association
Gray with Border Physical Unknown
Red w/o Border Magical Fire
Blue w/o Border Magical Ice
Yellow w/o Border Magical Earth
Purple w/o Border Magical Thunder
Green w/o Border Magical Wind
White w/o Border Magical Light
Black w/o Border Magical Dark


From what we know, the Physical Blue Magic attacks act like a weaponskill. Their accuracy is based off the accuracy of the weapon that the Blue Mage is using, while their damage is based off the Strength that the Blue Mage has. It has not been determined if Accuracy bonuses from equipment or traits will increase the accuracy of the Physical Blue Magic.

Magical Blue Magic appears to be based on Blue Magic skill and the Mind or Intelligence stat. Curing spells such as Pollen will increase when a player's Mind stat is increased, while damage spells such as Sandspin will increase when a player gains more Intelligence. I am working on a test to discover if Mind increases spells such as Metallic Body or Cocoon. I have theorized that the Elemental Staffs will help Blue Magic, but I have yet to test this.


B22: Blue Magic Day Alignment
This section will be dedicated to threads and information on any Blue Magic spell that has a day alignment that increases potency. So far, Pollen has been noted to cure for more Hit Points on Lightsday (rough test).

B23: Blue Magic Physical Bonuses

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=1146125256116954092;num=30;page=1

Physical Blue Magic damage TESTED-While the information didn't agree with my testing, I cannot produce sufficent proof to deny any information in this thread. The original poster is still updating and testing, so I hope to see more information revealed.

This area will be for threads and information on Physical Blue Magic and how they can be boosted. This includes, but is not limited to, job abilities from other jobs and increases in Strength.

Level Name Stacks
1 Foot Kick Yes
4 Sprout Smack Yes
4 Wild Oats Yes
4 Power Attack Yes
8 Queasyshroom No
12 Battle Dance Yes
12 Feather Storm No
12 Head Butt Yes

What I found odd was that Wild Oats stacked while Feather Storm did not. Both appear to be ranged attacks.

Next I did tests with Souleater, basing a work or not work on HP loss and damage. Here are my results.

Level Name Stacks
1 Foot Kick Yes
4 Sprout Smack Yes
4 Wild Oats Yes
4 Power Attack Yes
8 Queasyshroom No
12 Battle Dance Yes
12 Feather Storm No
12 Head Butt Yes

Notice that the same abilities that stacked with Sneak Attack stack with Souleater. I was hoping this would be the case. Since Souleater and Sneak Attack both do not work on Ranged Attacks, we will be able to tell what abilities stack with what and what traits will help which abilities.


A03: Blue Mage Subjobs

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114585806491074526;num=18;page=1
Blue Mage Subjob FAQ

Since Blue Mage is a new job, people have not fallen into a set subjob. This is great for the Blue Mage job, as seen by the amount of subjobs that are working. I will give a short list of subjobs, which will be updated as more tests, opinions, and information is found.

/WAR: Started at level 10, the Warrior subjob allows the Blue Mage to become a tanking. If you are going to use this combo, I would suggest several things. First, bring multiple types of food. Depending on the mob, defense food may or may not be needed. When it is not needed, you will be able to use attack food. This will increase your damage and allow you to keep hate. Make sure you use your attack Blue Magic. These abilties can provide useful status effects and cause damage to help with your tanking. I would also ask you to bring juice. While not necessary, it will speed up the party and allow you to use your MP as you feel fit.

/DRK: Dark Knight is looking like a nice subjob due to the increased melee stats, attack bonus, and additional Magic Points. While the magical increases are only through stats, the melee increases include the Attack Bonus, Souleater, and Last Resort.

/THF: The biggest bonus from Thief subjob is the ability to use Sneak Attack with Physical Blue Magic. I will be doing testing in the next few days to see which abilities this will stack with (and will add links to any other testing done), Thief is appearing to be a very nice subjob for Blue Mage. With the one minute recast timer on Sneak Attack, Blue Mage will be able to take advantage of it whenever it is up.

/NIN: Many people are already seen Ninja as a viable subjob. I felt that Ninja would be a nice subjob for Blue Mage because it feels like it goes well with the story (in my opinion). For the actual helpful aspects, you will gain an offhand weapon at level 20 and Uts. Ichi at level 24. While there are currently no tests to prove so, Accuracy+ may increase Physical Blue Magic damage. If so, dual wielding a sword with a stat bonus may help the Blue Mage greatly.

/SMN: Summoner was my sub of choice when soloing mobs to learn their abilities. After learning Pollen, the White Mage subjob offers nothing that the Blue Mage main cannot do (if you are soloing). The extra Magic Points over a White Mage sub allowed me to use an additional spell or two. Summoner as a sub also provides a boost to both the INT and MND stats.

/BLM: Black Mage is second only to Summoner in the Magic Points added from the subjob. You will also recieve an increased INT stat. Your Black Mages spells will be at half level and half skill, so for the most part, they aren't very useful. Elemental Seal appears to stack with the Elemental Blue Magic, at my last check. This would provide a useful bonus in certain situations.

/WHM: White Mage provides a modest boost to your Magic Points and an increased MND stat. You gain Cures and Status Cures at their level, but from what I've seen, the Blue Mage Magic Points are better spent in other ways. Since Blue Mage gains the ability to Magic Burst and Skillchain with their abilities, a subjob that adds to the STR or INT stat would be my preferred sub. As with Black Mage, the White Mage ability Divine Seal stacks with curing Blue Magic. This may be useful if your party lacks a backup healer and is fighting a mob with strong melee attacks.

/RDM: Red Mage is like Dark Knight in the fact that it also provides a boost to the magical and melee abilities of the Blue mage. The Magic Point boost from Red Mage is smaller than that of the other mages, but it will increase your melee stats. I feel that Dark Knight would provide better boosts to a melee heavy Blue Mage, while Red Mage would be better for those who are heavier on casting, but still enjoy to melee (more casting would require more resting, unless you have Refresh and Juices). The actual melee boosts from Red Mage are only stat boosts. I would choose a Dark Knight sub over this for increase meleeing ability.

/BRD: Bard is a nice subjob to have at low levels. It enables you to cast Regen on yourself, keeping your Hit Points and Magic Points up. It also gives an increased Charisma stat, which some people believe increases the learn rate.

/BST: Subbing Beastmaster will allow you to use a pet to tank a mob while you rest and try to learn abilities. A large amount of Blue Mages have been seen using this combo. It also gives increased Charisma, which may or may not help learning.

/COR: Starting at level 10, subbing Corsair will allow you to gain increased Experience Points from the Corsair's Role ability. Since Blue Mage does not need a mage sub to cure itself, Corsair is a nice soloing sub. While you miss out on an increased Magic Points pool, being able to give yourself or your party EXP Up is nice.

A31: Testimonials for Subjobs
This section has been created for information that was gathered directly from a player.


Ravidial wrote:
--------------------------------------------------------------------------------
I suggest subbing Ninja from 24 on, if the party setup permits. Our spells allow us to take hate and we make fantastic back-up tanks.
--------------------------------------------------------------------------------




A04: Blue Mage Set Combo Traits

http://wiki.ffxiclopedia.org/index.php/Blue_Mage_Job_Abilitites
Blue Mage Set Combo Traits at FFXIclopedia

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114563696740678174;num=77;page=1
Blue Mage Set Combo Traits at Allakhazam

Level Trait Name Set Spells Required
4 Beast Killer Wild Oats + Sprout Smack
16 Auto Regen Sheep Song + Healing Breeze
20 Lizard Killer Foot Kick + Claw Cyclone
24 Clear Mind Soporic + Poison Breath
28 Magic Defense Bonus Blood Drain + Bomb Toss
32 Magic Attack Bonus Sound Blast + Cursed Sphere
34 Undead Killer Bludgeon + Smite of Rage
38 Attack Bonus Battle Dance + Uppercut
38 Rapid Shot Jet Stream + Feather Storm
40 Defense Bonus Grand Slam + Terror Touch
40 Max MP Boost Mysterious Light + Metallic Body
42 Clear Mind (II?) Soporic + Venom Shell



Blue Mage traits are gained differently than other jobs. Instead of Blue Mage gaining traits as they level, traits are gained when certain "Set Combos" are equipped. This allows a wide variety of traits to be given to the Blue Mage, based on the current situation. These are still being discovered, and will be added as they are found.


A05: Blue Mage Equipment

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114585151984605922;num=7;page=1
Shields for Blue Mage

There is very little Blue Magic specific equipment in the game. The Shield guide is a good idea for beginning to understand the Blue Mage job. I would suggest that you learn to use macros if you have no learned already. For Healing based magic attacks, macro in MND. For attack magic, macro in INT. For Physical Blue Magic, macro in Strength. I will be adding any specific modifiers or caps on Blue Magic spells as they become tested and known.


A06: Azure Lore Information

Name: Azure Lore
Level: 1
Cast: Instant
Duration: 0:00:30
Recast: 2:00:00
Effect: Enhances the effects of blue magic spells.

Many people are wondering exactly what Azure Lore does. After a few rough tests from me and people in my Linkshell, we concluded that it did not enhance Blue Magic in a noticable way. There was no damage increase, that we could tell. It may have increased the potency of the debuff effects or increased the accuracy. What we did find is that when Azure Lore was used, it seemed that the rate for learning an ability was increased. Using this "trick", I was 4/5 on abilities (failing on Queasyshroom, which I was trying to get for about four hours), while my friend was also 4/5 (failing on learning Feather Storm from a Too Weak mob). This may not be an intention effect, but a possible side effect of whatever the true Azure Lore effect may be. More testing will be needed to truely discover how this ability effects Blue Magic. I have come to believe that Azure Lore does one of two things. The first would be an elimination of the "family" of each spell. This means any spell you use would be at full effectiveness. Another theory is that Azure Lore increases your Blue Magic skill. This would explain why Azure Lore helps learning (assuming that a higher Blue Magic skill makes learning easier). Neither one of these has been proven, they are just theories. It has also been reported that Azure Lore decreases the Blue Magic cast time.
B61
Name: Burst Affinity
Level: 25
Cast: Instant
Duration: 0:00:30
Recast: 0:02:00
Effect: Makes it possible for your next "Magical" Blue Magic spell to be used in a Magic Burst.

Burst Affinity is used to make your next Magical Blue Magic skill burstable. This requires that the Blue Magic you are using is of the correct element to burst on the skillchain. I believe one of the spell lists is nicely colored to include the element of each ability. If this list isn't correct, I will add my own list under this section.

Name: Chain Affinity
Level: 40
Cast: Instant
Duration: 0:00:30
Recast: 0:02:00
Effect: Makes it possible for your next "Physical" Blue Magic spell to be used in a Skillchain.

Chain Affinity allows your next Physical Blue Magic spell to begin, continue, or end a skillchain. This requires that the Blue Magic is chainable to work. I am currently in contact with several Blue Mages on Fairy to help me with the skillchains. I plan on talking to adennak to give him the data we retrieve on the skillchains. I was recently informed that at level 50 (by Ravidial of Fairy), the job ability Chain Affinity changes. He reported a skillchain that was previously Scission changed to Fusion, without any visable Job Trait or Job Ability change.


A07: Blue Mage Artifact Armor
So any ideas on AF?

Even though Blue Mage Artifact Armor isn't in the game yet, I created this section to hold the current links to any discussions to the Artifact Armor and will add the quest information and stats of the Artifact Armor when it is added to the game. Right now, based off of the type of armor in the new expansion and the Corsair Job Ability, it is believed that the Blue Mage Artifact Armor will be named Magus XXX.


A08: Blue Mage Parties
This is another interesting thing I've seen with the Blue Mage job. I've been in two parties with another Blue Mage. One party, the other Blue Mage was a level lower than me. We both learned Head Butt at the same level. In the second party, I was level 12, while the other Blue Mage was level 28. We were fighting tigers in Jugner. This was the interesting one. The other Blue Mage is a firm believer in the Azure Lore helps learning theory. The Forest Tiger used Claw Cyclone, he used Azure Lore and then killed it. We both learned Claw Cyclone. I found it interesting that we both learned the ability off the same mob at the same time, even though I was 8 levels below the ability and 16 levels below the other Blue Mage. I say again, this is not proven nor is it 100%. This is a simple theory that having more Blue Mages in a party may, in some way, increase the learning rate.


A09: Blue Mage and Skillchains

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=1146136614116955696;num=15;page=1
Chain Affinity: Very Interesting

http://www.killingifrit.com/forums.php?m=posts&q=117725
Blu > Blu Skillchain Guide (Work In Progress)

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114623592112649269;num=34;page=1
Skillchains: Post them here

As of right now, little is know about Blue Mage and their skillchains. After speaking with Ravidial ingame, he insured me that his skillchain did change from Liquifaction to Fusion at level 50. He also stated that no addition Job Traits or noticable change to Chain Affinity was present.


Z98: Frequently Asked Questions

Q: How do I learn Blue Magic?
A: To learn Blue Magic, a monster needs to use an ability. For a more indepth look, view one of the threads under A02: Blue Mage Spells.

Q: People said I could learn Blue Magic from Too Weak mobs, is this true?
A: Yes, this is true. Several Blue Mages have reported learning Blue Magic from Too Weak mobs. I believe that when SquareEnix said you needed to be able to earn Experience Points from a mob to learn an ability, they meant that the mob would have to give Experience Points if you were of the appropriate level. I also believe that the level of the ability is another limiting factor. For instance, you can learn Power Attack from a Too Weak beetle at level 15, but you will be unable to learn Bomb Toss from a Too Weak beetle at the same level.

Q: How do I Set Blue Magic?
A: To set Blue Magic, open your main menu. Go down to the third option labeled "Magic". Select it. Now select the "Set" option below Manuel sort.

Q: What do the Yellow Boxes in my Set window mean?
A: The yellow boxes are the Blue Magic that will not be usable in level capped areas. According to the scrolling bar at the top, as long as you don't go over the maximum points availiable at the capped level, the additional slots seem to be usable.


Z99: Miscellaneous Information

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114578370541734643;num=15;page=1
Theory on Blue Mage's Role in Parties-This link provides a discussion on how Blue Mages have performed in parties as certain roles.

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=1145871281117131374;num=5;page=1
Blue Mage (BLU) Fact vs Fiction: The Search for the Truth-This thread contains links to threads that prove or disprove different rumors, facts, and common misconceptions about the Blue Mage job.

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=114593214712624569;num=2;page=1
Worm bane by Amanoj-This thread is a tale of a Blue Mage's quick leveling.

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=1146172127221811961
Forbidden Art of the Immortal Lions-Contains a link to a chart made by Shuurai with various information on Blue Mage.

http://ffxi.allakhazam.com/db/jobs.html?fjob=16;mid=1146522096299161729;num=1;page=1
Level 38 Blue Mage Tanking Experience-The experiences of a level 38 Blue Mage tanking.

http://www.killingifrit.com/forums.php?m=posts&q=117871
Everything you need to know about which stat to raise-Post by Nny about Blue Mage damage and stats.
 
Wow. Nice compilation of info.
 
Also here is a more compact (its true, believe it or not) spell list, discription and mp usage than I have been able to find.

Spells, discription and MP usage
Venom Shell - 85MP
Poisons enemies within range and gradually reduces their HP.

Maelstrom - 162MP
Deals water damage to enemies within range. Additional effect: STR Down.

Metallic Body - 19MP
Absorbs a certain amount of damage from physical attacks and magical attacks.

Screwdriver - 21MP
Deals critical damage. Chance of critical hit varies with TP.

MP Drainkiss - 20MP
Steals an enemy's MP. Ineffective against undead.

Death Ray - 49MP
Deals dark damage to an enemy

Sandspin - 10MP
Deals earth damage to enemies within range. Additional effect: Accuracy Down.

Smite of Rage - 28MP
Damage varies with TP.

Bludgeon - 16MP
Delivers a threefold attack. Accuracy varies with TP.

Refueling - 29MP
Increase attack speed.

Ice Break - 142MP
Deals ice damage to enemies within range. Additional effect: "Bind."

Blitzstrahl - 70MP
Deals lightning damage to an enemy. Additional effect: "Stun."

Self-Destruct - 100MP
Sacrifices HP to damage enemies within range. Affects caster with Weakness.

Mysterious Light - 73MP
Deals wind damage to enemies within range. Additional effect: Weight.

Cold Wave - 37MP
Deals ice damage that lowers Agility and gradually reduces HP of enemies within range.

Poison Breath - 22MP
Deals water damage to enemies within a fan-shaped area originating from the caster. Additional effect: Poison.

Stinking Gas - 37MP
Deals wind damage that lowers Vitality and gradually reduces HP of enemies within range.

Memento Mori - 46MP
Enhances magic attack.

Terror Touch - 62MP
Additional effect: Weakens attacks. Accuracy varies with TP.

Spinal Cleave - 61MP
Accuracy varies with TP.

Blood Saber - 25MP
Steals HP from enemies within range. Ineffective against undead.

Digest - 20MP
Steals an enemy's HP. Ineffective against undead.

Mandibular Bite - 38MP
Damage varies with TP.

Cursed Sphere - 36MP
Deals water damage to enemies within area of effect.

Sickle Slash - 41MP
Deals critical damage. Chance of critical hit varies with TP.

Cocoon - 10MP
Enhances defense.

Filamented Hold - 38MP
Reduces the attack speed of enemies within a fan-shaped area originating from the caster.

Pollen - 8MP
Restores HP.

Power Attack - 5MP
Deals critical damage. Chance of critical hit varies with TP.

Death Scissors - 51MP
Damage varies with TP.

Magnetite Cloud - 86MP
Deals earth damage to enemies within a fan-shaped area originating from the caster. Additional effect: Weight.

Eyes On Me - 112MP
Deals dark damage to an enemy.

Frenetic Rip - 61MP
Delivers a threefold attack. Damage varies with TP.

Frightful Roar - 46MP
Weakens defense of enemies within range.

Hecatomb Wave - 116MP
Deals wind damage to enemies within a fan-shaped area originating from the caster. Additional effect: Blindness.

Body Slam - 74MP
Delivers an area attack. Damage varies with TP.

Radiant Breath - 116MP
Deals light damage to enemies within a fan-shaped area of effect originating from the caster. Additional effect: Slow and Silence.

Helldive - 16MP
Damage varies with TP.

Jet Stream - 47MP
Delivers a threefold attack. Accuracy varies with TP.

Blood Drain - 10MP
Steals an enemy's HP. Ineffective against undead.

Sound Blast - 25MP
Lowers Intelligence of enemies within range.

Feather Tickle - 48MP
Reduces an enemy's TP.

Feather Barrier - 29MP
Enhances evasion.

Jettatura - 37MP
Enemies within a fan-shaped area originating from the caster are frozen with fear.

Yawn - 55MP
Puts all enemies within range to sleep.

Foot Kick - 5MP
Deals critical damage. Chance of critical hit varies with TP.

Voracious Trunk - 72MP
Steals one beneficial effect from an enemy.

Healing Breeze - 55MP
Restores HP for party members within area of effect.

Chaotic Eye - 13MP
Silences an enemy.

Sheep Song - 22MP
Puts all enemies within range to sleep.

Ram Charge - 79MP
Damage varies with TP.

Claw Cyclone - 24MP
Damages enemies within area of effect with a twofold attack. Damage varies with TP.

Lowing - 66MP
Gives enemies within range a powerful diseas that prevents recovery of HP and MP.

Dimensional Death - 48MP
Damage varies with TP.

Heath Breath - 169MP
Deals fire damage to enemies within a fan-shaped area originating from the caster.

Magic Fruit - 72MP
Restores HP for the target party member.

Uppercut - 31MP
Damage varies with TP.

1000 Needles - 350MP
Shoots multiple needles at enemies within range.

Pinecone Bomb - 48MP
Additional effect: Sleep. Duration of effect varies with TP.

Sprout Smack - 6MP
Additional effect: Slow. Duration of effect varies with TP.

Soporific - 38MP
Puts all enemies within range to sleep.

Queasyshroom - 20MP
Additional effect: Poison. Duration of effect varies with TP.

Wild Oats - 9MP
Additional effect: Vitality Down. Duration of effect varies with TP.

Bad Breath - 212MP
Deals earth damage that inflicts multiple status ailments on enemies within a fan-shaped area originating from the caster.

Geist Wall - 35MP
Removes one beneficial magic effect from enemies within range.

Awful Eye - 32MP
Deals water damage that lowers Strength and gradually reduces HP of enemies within a fan-shaped area originating from the caster.

Frost Breath - 136MP
Deals ice damage to enemies within a fan-shaped area originating from the caster. Additional effect: Paralysis.

Infrasonics - 42MP
Lowers the evasion of enemies within a fan-shaped area originating from the caster.

Disseverment - 74MP
Delivers a fivefold attack. Accuracy varies with TP.

Actinic Burst - 24MP
Greatly lowers the accuracy of enemies within range for a brief period of time.

Reactor Cool - 28MP
Enhances defense and covers you with magical ice spikes. Enemies that hit you take ice damage.

Saline Coat - 66MP
Enhances magic defense.

Plasma Charge - 24MP
Covers you with magical lightning spikes. Enemies that hit you take lightning damage.

Temporal Shift - 48MP
Enemies within range are temporarily prevented from acting.

Vertical Cleave - 86MP
Damage varies with TP.

Blastbomb - 36MP
Deals fire damage to enemies within area of effect. Additional effect: "Bind."

Battle Dance - 12MP
Delivers an area attack. Additional effect: DEX Down. Duration of effect varies with TP.

Sandspray - 43MP
Blinds enemies within a fan-shaped area originating from the caster.

Grand Slam - 24MP
Delivers an area attack. Damage varies with TP.

Head Butt - 12MP
Damage varies with TP. Additional effect: "Stun."

Bomb Toss - 42MP
Throws a bomb at an enemy.

Frypan - 65MP
Delivers an area attack. Additional effect: "Stun." Accuracy varies with TP.

Hydro Shot - 55MP
Additional effect: Enmity Down. Chance of effect varies with TP.

Diamondhide - 99MP
Gives party members within area of effect the effect of "Stoneskin."

Enervation - 48MP
Lowers the defense and magical defense of enemies within range.

Light of Penance - 53MP
Reduces an enemy's TP. Additional effect: Blindness and "Bind."

Warm-Up - 59MP
Enhances accuracy and evasion.

Firespit - 121MP
Deals fire damage to an enemy.

Feather Storm - 12MP
Additional effect: Poison. Chance of effect varies with TP.

Tail Slap - 77MP
Delivers an area attack. Additional effect: "Stun." Damage varies with TP.

Hysteric Barrage - 61MP
Delivers a fivefold attack. Damage varies with TP.

Amplification - 48MP
Enhances magic attack and magic defense.

Cannonball - 66MP
Damage varies with TP.
 
Nice collection of info. Nothing new to me but I'm sure for those starting out with BLU, it'll be good stuff. Only thing I didnt like was the info on the subs....seemed a bit biased but thats just how I feel. I kinda feel /WHM has much more uses than just a back up healer. BLM/WHM isnt normally used as back up healer are they? Meh...sorry...I digress, I'm going off topic and I'm not trying to turn this into a flame by any means.

All in all, I give the guide a score of 7 out of 10. ;) Nice job....its stuff like this that gets ppl nominated for member of the month. ^^
 
trizzip said:
Nice collection of info. Nothing new to me but I'm sure for those starting out with BLU, it'll be good stuff. Only thing I didnt like was the info on the subs....seemed a bit biased but thats just how I feel. I kinda feel /WHM has much more uses than just a back up healer. BLM/WHM isnt normally used as back up healer are they? Meh...sorry...I digress, I'm going off topic and I'm not trying to turn this into a flame by any means.

All in all, I give the guide a score of 7 out of 10. ;) Nice job....its stuff like this that gets ppl nominated for member of the month. ^^

No worries, I'm not one who takes much to heart so don't worry if you thought it was sounding like a flame. Like I said earlier though, I didn't write this. I just merely cut and paste but, being that BLU is a new job and a lot people including myself know jack crap about it except for what I read its important to me and I am sure others that input from experienced members welcome.

We can edit and fix etc on this board luckily so if anyone, not just triz, has anything they feel that should be changed tips they want to add. Please do so. That's why this forum area is here for our community to help enhance everyones game experience.

This guide was originally written by someone else but as we all know, nothing in this game is the true end all of anything.

Thank you to Triz and Sneak who have posted and thanks in advance to anyone who is willing to help or comment.
 
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