As a DPS discipline, they draw the most benefit from the critical hit, direct hit, spell speed, and determination secondary attributes, which all improve their damage dealing capabilities in some way.ĭeals water damage with a potency of 200.ĭeals fire damage to all enemies in a cone before you with a potency of 220 for the first enemy, and 50% less for all remaining enemies.ĭeals water damage to all enemies in a cone before you with a potency of 140 for the first enemy, and 50% less for all remaining enemies.Īdditional Effect: Inflicts Dropsy, dealing water damage over timeĭelivers a jumping physical attack to target and all enemies nearby it with a potency of 150 for the first enemy, and 50% less for all remaining enemies.ĭeals physical damage to all enemies in a straight line before you with a potency of 200 for the first enemy, and 50% less for all remaining enemies.Īdditional Effect: Potency is increased to 600 when target is afflicted with Petrification.
The primary attribute for blue mages is intelligence, which boosts their attack magic potency, and should always be prioritized over other attributes. Their armor is primarily made up of "Casting" gear, armor with low physical defense and high magic defense that they share with other magical DPS classes. Due to scaling much more sharply with Intelligence than other disciplines, blue mage weapons have no bonus attributes beyond materia slots on some of them, making their choice of weapon more a matter of taste or of materia slots than a piece of gear to upgrade. As well, their limited ability to revive (only accessible with Angel Whisper and on a five-minute cooldown) hampers their ability to function as a healer, though for actual healing they are extremely powerful.Ī hyuran blue mage with the the Spirit of the Whalaqee and Magus's artifact armor.īlue mages wield canes as their weapons. Their usefulness is almost entirely determined by how many skills they know or what skills they know, however, due to Blue Mage only starting with one spell and only learning skills through their own adventuring.
Overall Blue Mage is an excellently self-sufficient job, and their ability to pin down enemies for long periods, use any learned skill in any dungeon regardless of level-sync, and deliver very situational but very heavy damage alongside buffs and healing gives them a support role when placed alongside other jobs in a party. Aetherial Mimicry, introduced in version 5.15, can be used to seamlessly fill any of the three roles, and skills obtained from primals are some of the most powerful available to a Blue Mage.
They are set apart from full jobs by the contextual and powerful nature of their various learned skills: Ram's Voice and the Northerlies spell (combined with Dropsy from Aqua Breath) can be used to completely freeze enemies for long durations, White Wind can be used as a full-party full heal, and there are various instant-death or HP percentage-based skills which can be used on a wide array of foes. Displayed skills include traditional abilities, such as 1000 Needles, and the ability to copy skills from primals, such as Shiva's ice bow.Ī Blue Mage, assuming most or all skills are learned, does not have any set rotation of skills to use, and due to the individually weak potencies of their main attack and supplementary attacks (such as the starting spell Water Cannon, or Glower), it is in their best interest to learn skills such as Off-guard and Peculiar Light to maximize their output. They're forbidden from Duty Roulette, PvP, Deep Dungeon, and similar other content with matchmade player queues or a level-cap above 60. They can only participate in instanced duties as members of a pre-formed party. For all other content available to them, a Blue Mage will work best in a party.
Though described as a solo job, the Blue Mage's solo gameplay is oriented towards the Masked Carnivale, a single-player combat-puzzle event exclusive to Blue Mages.