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Blue Mage

job · BLU

The Blue Mage learns the moves of monsters and casts them as spells: a melee fighter that can skillchain with its own spells, burst nukes of every element, heal, haste the party, and turn its spell list into a different job every fight.

BLU · two-hour Azure Lore · 8 job abilities · 2 trait ranks · 318 spells · 25 weapon skills

What the job does:
Blue Mage is a sword-and-spell hybrid built on a single idea: you set the spells you want, and the job becomes what they add up to. You have a list of 20 slots (at level 71 and above) and a budget of up to 55 set points, plus merit and job point bonuses. Every spell costs points. A cheap set of physical spells makes you a skillchain machine; a set full of nukes makes you a caster; a few cures, a Haste spell and a shield make you a support job.

Blue Mage learns its spells from monsters. When a monster that used a blue spell's move is defeated, every Blue Mage in the party or alliance who is nearby has a 90% chance to learn it (one try per kill).

What it is good at: flexibility. It can open or close any skillchain with a physical spell, burst any chain with a magical one, Haste and Refresh the party, and cure.

What it is bad at: being reliable. Most strong blue spells have recasts of 20 seconds or more, so you rotate, you do not repeat. And your best tools (Chain Affinity, Burst Affinity, Azure Lore) are on timers, so the job rewards planning.

From the Blue Mage's seat a fight is a clock: you know which spell is ready, which affinity is up, and what the chain in front of you needs.

Role in a party:
Damage and chain partner. A party expects steady damage from a sword, a spell to close or open a skillchain when asked, and a burst on chains of the Blue Mage's own making.

What the Blue Mage brings that nothing else does:

- Chain Affinity (level 40) and Azure Lore (level 1): turn physical spells into weapon-skill-like skillchain steps.
- Burst Affinity (level 25): lets the next magical spell burst a skillchain.
- Diffusion (level 75): the next support spell reaches the whole party, which includes Haste (Erratic Flutter, Animating Wail, Refueling), Refresh (Battery Charge), Regen (Regeneration) and Blink (Occultation).
- Cures: Healing Breeze, Wild Carrot, Magic Fruit, White Wind (level 94) and Restoral (level 99) heal 1.2 times the usual amount.
- Unbridled Learning and Unbridled Wisdom: for a short time, 19 spells that need no set points at all.

Subjobs:
Your support job's abilities work at half your level, so at 99 you have a level 49 subjob.

Subjob | When to use it | What it gives at 49 |
Ninja | The default. | Dual Wield and Utsusemi for shadows |
Warrior | Damage. | Berserk, Aggressor, Warcry |
Dancer | Melee with healing. | Waltzes, Haste Samba, Sambas |
Red Mage | Magic builds. | Refresh, Convert, Haste (48), Fast Cast |
Scholar | Magic builds. | Sublimation, Accession, Light Arts |

Start with Ninja. Blue Mage also works as a support job: the spells you set draw from the support level (a level 49 Blue Mage has 14 slots and 30 points).

How the abilities work together:
Know the durations. Base recasts are shown; job ability recasts on Vanadreams are 15% shorter.

Ability | Level | Lasts | Recast | What it does |
Azure Lore | 1 | 30 s | 1 hour | Physical spells chain and magical spells burst; stronger blue spells |
Burst Affinity | 25 | 30 s or the next magical spell | 2 min | The next magical blue spell can magic burst |
Chain Affinity | 40 | 30 s or the next physical spell | 2 min | The next physical blue spell skillchains; uses your TP |
Convergence | 75 | 60 s | 10 min | The next magical spell does more damage and hits one target |
Diffusion | 75 | 60 s | 10 min | The next support spell reaches the party |
Efflux | 83 | 60 s | 3 min | A physical spell cast next gets a TP bonus and more damage |
Unbridled Learning | 95 | 60 s | 5 min | Unlocks the spells that need it |
Unbridled Wisdom | 96 | 30 s | 1 hour | Unlocks the same spells; job points add Conserve MP |

Setting spells. You get one slot per spell: 6 at level 1, two more every ten levels, 20 from level 71. Points start at 10 and rise by 5 every ten levels to 55 at level 91; the Assimilation trait and merit (level 75) and the Blue Magic Point Bonus job point add to it. Choose your spells before the pull.

Traits come from the set. Every spell belongs to a trait group (Dual Wield, Triple Attack, Skillchain Bonus, Magic Burst Bonus, Magic Attack Bonus, Fast Cast, Conserve MP, Store TP, Counter, Auto Refresh, Auto Regen, Clear Mind, the killers and more). Add the points of the spells in a group and you earn the trait at 2, 4, 6 and so on. Examples: Dual Wield tiers at 2, 4, 6 and 8 points give 10, 15, 25 and 30; Skillchain Bonus at 8, 16 and 24 gives +8, +12 and +16; Magic Burst Bonus at 8, 16 and 24 gives +5, +7 and +9. Tiers marked for job points need the Job Trait Bonus gifts (100 and 1,200 job points). A plan: pick the spells you want to cast first, then see which traits fall out.

Skillchains with your own spells. A physical blue spell has one to three skillchain properties. Under Chain Affinity or Azure Lore it opens or closes a skillchain just like a weapon skill, and the damage of the chain depends on the spell. Chain Affinity is spent by the spell and takes your TP with it (the Enchainment trait and merit add TP to it; Efflux counts as 1,000 TP and adds yours on top). Azure Lore is the hourly engine: for 30 seconds every physical spell you cast chains and nothing is spent.

A solo chain with Azure Lore: spells have long recasts but different spells have sep [cut off]

Working with other jobs:
With a melee party. You are the partner who always has the right property. A Samurai opens with Tachi: Kasha (Fusion, Compression); you close with Chain Affinity and a Fragmentation spell (Sub-zero Smash) and the chain is Light. A Warrior opens with Upheaval (Fusion, Compression); Ram Charge makes Light. Your own sword weapon skills are Savage Blade (Fragmentation, Scission), Expiacion (Distortion, Scission) with Tizona, Chant du Cygne with Almace, and Requiescat with Sequence.

With Trusts. Ayame opens, Gessho, Maat, Selh'teus and Karaha-Baruha close. A Blue Mage can do either: match your spell to the chain you need. Trusts burst on their own too (Robel-Akbel, Matsui-P, Iroha II and others), so a Blue Mage and Trusts can burst the same chain.

Magic bursts. Any nuke above bursts any chain whose properties include its element. The Black Mage table in Skillchains and magic bursts applies to you too, with a burst bonus: the Magic Burst Bonus trait from the set, the Leafstorm, Cimicine Discharge, Reaving Wind and Rail Cannon spells (each add burst points), and the job point and merit bonuses.

Haste and Refresh. With Diffusion, Erratic Flutter (level 99), Animating Wail (79) or Refueling (48) gives the party Haste in one cast; Battery Charge (79) gives Refresh; Regeneration (78) gives Regen; Occultation (88) gives Blink. If a White Mage or Red Mage is hasting, settle who does it: Haste and Haste II share a slot.

Tanking. Blue Mage can hold a monster for a short time: Cocoon and Metallic Body (level 8), Diamondhide (67), Magic Barrier (82) and Harden Shell (95) all give defence or Stoneskin. Use a Trust tank for long fights.

What it needs. A healer and a tank for hard fights; spells that wear off are the Blue Mage's problem. Cure yourself with Wild Carrot.

Telling the party. An Azure Lore chain wants the monster's skillchain window to itself for 30 seconds. Say so before you start.

Levelling it:
Level | What you get |
1 | Azure Lore, Sandspin, Pollen, Foot Kick |
4 | Power Attack, Sprout Smack, Wild Oats |
8 | Metallic Body, Cocoon, Queasyshroom |
12 | Battle Dance, Head Butt, Feather Storm |
16 | Helldive, Healing Breeze, Sheep Song |
20 | Blood Drain, Claw Cyclone |
25 | Burst Affinity |
30 | Wild Carrot, Grand Slam |
40 | Chain Affinity, Mysterious Light, Terror Touch |
48 | Refueling, Blood Saber, Sickle Slash |
60 | Death Scissors, Dimensional Death, Spiral Spin |
70 | Cannonball, Asuran Claws, Amplification |
75 | Convergence, Diffusion, Assimilation, Enchainment, Vertical Cleave |
83 | Efflux, Whirl of Rage, Benthic Typhoon |
94 | White Wind |
95 | Unbridled Learning, Thunderbolt, Sudden Lunge |
96 | Unbridled Wisdom, Quadrastrike |
99 | The level 99 spells: Restoral, Rail Cannon, Searing Tempest, Spectral Floe, Entomb, Thrashing Assault and many more |

- Levels 1 to 25. Fight with Trusts and set the cheap physical spells; kill things that use moves you want. Wild Oats and Claw Cyclone give a Distortion chain with a partner at level 20.
- Levels 25 to 60. Burst Affinity at 25 and Chain Affinity at 40 are the turning points.
- Levels 60 to 99. Collect nukes and chain spells and learn what your partners need.
- To 99. Your level cap starts at 70. To open 99, finish The Beast Within, the Blue Mage's own limit-break fight. You level on standard experience rates with Records of Eminence and Trusts; capacity points are 10x. Classic mode holds you at 75, then 90, until you finish its lists. Blue spells are not on the list a Moogle Mode character learns for free: they come from monsters in every mode.

Good Trusts for a levelling Blue Mage: Curilla or Invincible Shield (UC) to tank, Ygnas to heal, Ayame to open chains you can close. Use !trustengage to choose how they join the fight.

At 99 and endgame:
Merits. Two groups.

- Group 1: Chain Affinity and Burst Affinity recast times, Monster Correlation, Physical Potency (+2 a level), Magical Accuracy (+2 a level).
- Group 2: Convergence (+5% damage and +5 magic accuracy a level), Diffusion (shared buffs last 5% longer for each level after the first), Enchainment (+100 TP to Chain Affinity a level), Assimilation (+1 blue magic point a level).

Job points. Master the job at 2,100 job points. Gifts worth reaching first:

- 5: Physical Defense +10. 10: Attack +10. 30: Accuracy +5.
- 100 and 1,200: Job Trait Bonus (the higher trait tiers).
- 150, 500, 1,125, 2,000: Blue Magic Skill (+5, +8, +10, +13); 550: Blue Magic Effect +5.
- 60, 360, 910, 1,710: Magic Attack (+5, +8, +10, +13).
- 2,100: all hourly abilities come back 15 minutes sooner.

Spend category points on Azure Lore Effect (+1 base damage to physical spells a rank), Burst Affinity Bonus (+2 base damage a rank), Chain Affinity Effect (+1% skillchain damage a rank), Efflux Effect (+10 TP a rank), Unbridled Learning Effect and Blue Magic Point Bonus.

Master levels. Maat or the Nomad Moogle in Ru'Lude Gardens hands out Job Breaker at 99 and Master Breaker on a mastered level 99 job. Mastering the job opens Superior Level gear for it.

Where it shines. Chain-heavy parties: Omen, Odyssey, Ambuscade, Vagary, Dynamis - Divergence, Limbus and Walk of Echoes. Trusts are allowed in most of them. Sortie, Nyzul Isle, Einherjar, Salvage and Assault do not allow Trusts, so bring players there.

Gear to aim for:
Band | Weapons | Armor and accessories |
1 to 50 | Any sword you find | Magus Torque (30) |
51 to 69 | Any sword | Magus Keffiyeh, Magus Jubbah, Magus Bazubands, Magus Shalwar, Magus Charuqs |
70 to 79 | Any sword | Magus Keffiyeh +1, Magus Jubbah +1, Magus Shalwar +1, Magus Charuqs +1, Mirage Bazubands |
80 to 98 | Any sword | Mirage Keffiyeh +2, Mirage Jubbah +2, Mirage Shalwar +2, Mirage Charuqs +2 |
99 | Tizona, Almace, Sequence, Naegling, Mimesis, Mirage Sword, Luhlaza Sword | Luhlaza Jubbah +3, Luhlaza Shalwar +3, Luhlaza Charuqs +3, Hashishin Kavuk +3, Hashishin Mintan +3, Hashishin Tayt +3 |

- Artifact: the Magus set.
- Relic: the Mirage set, which becomes the Luhlaza set (Luhlaza Keffiyeh +4, Luhlaza Jubbah +3, Luhlaza Bazubands, Luhlaza Shalwar +3, Luhlaza Charuqs +3).
- Empyrean: the Hashishin set (Hashishin Kavuk +3, Hashishin Mintan +3, Hashishin Tayt +3, Hashishin Basmak).
- Accessories: Mirage Stole +2 (blue magic skill, accuracy and magic accuracy), Hashishin Earring, Mujin Band, Moonbeam Cape, Chirich Ring, Cessance Earring.
- Weapons: Tizona (mythic sword, "Expiacion"), Almace (empyrean sword, "Chant du Cygne"), Sequence (Aeonic sword, "Requiescat"), Mimesis (made by Oboro in Port Jeuno).
- A 55-point physical set: Goblin Rush, Cannonball, Disseverment, Vertical Cleave, Benthic Typhoon, Sub-zero Smash, Ram Charge, Quadrastrike, Heavy Strike, Sudden Lunge, Delta Thrust for chains; Animating Wail, Battery Charge, Regeneration, Cocoon, Metallic Body, Healing Breeze for support.
- Set help: vanagear builds melee, spell and idle sets for you.

Common mistakes:
- Not planning the set. A set of 20 cheap spells with no traits is a worse Blue Mage than ten spells that fill Dual Wield and Skillchain Bonus.
- Chain Affinity with no TP. It uses your TP. Efflux first, or wait for TP.
- Chaining the same spell twice. The recast is long. Rotate through spells of different properties.
- Burst Affinity on a physical spell. It only lets a magical spell burst; physical spells use Chain Affinity.
- Burning Azure Lore on nothing. It is an hourly. Use it when a five-step chain and a burst will both land.
- Forgetting to learn the move. Spells come from monsters; a Blue Mage in the party learns when the monster dies. Stay close.
- Using the Unbridled spells with the effect gone. Learning lasts 60 seconds, Wisdom 30. Cast them first.
- Ignoring spell points. A cheap spell with the right property beats an expensive one with the wrong one.

Job abilities: Azure Lore (SP, recast 1h): Enhances the effect of blue magic spells, and enables skillchains and magic bursts. | Burst Affinity (Lv 25, recast 2 min): Makes it possible for your next "magical" blue magic spell to be used in a Magic Burst. | Chain Affinity (Lv 40, recast 2 min): Makes it possible for your next "physical" blue magic spell to be used in a skillchain. Effect varies with TP. | Convergence (Lv 75, recast 10 min): Increases the power of your next magical blue magic spell. Limits area of effect to single target. | Diffusion (Lv 75, recast 10 min): Grants the effect of your next support blue magic spell to party members within range. | Efflux (Lv 83, recast 3 min): If the next spell you cast is a "physical" blue magic spell, a TP bonus will be granted. | Unbridled Learning (Lv 95, recast 5 min): Allows access to additional blue magic spells. | Unbridled Wisdom (Lv 96, recast 1h): Allows certain blue magic spells to be cast.

Traits: Assimilation (Lv 75), Enchainment (Lv 75)

Spells by level: Sandspin 1, Pollen 1, Foot Kick 1, Shantotto 1, Naji 1, Kupipi 1, Excenmille 1, Ayame 1, Nanaa Mihgo 1, Curilla 1, Volker 1, Ajido-Marujido 1, Trion 1, Zeid 1, Lion 1, Tenzen 1, Mihli Aliapoh 1, Valaineral 1, Joachim 1, Naja Salaheem 1, Prishe 1, Ulmia 1, Shikaree Z 1, Cherukiki 1, Iron Eater 1, Gessho 1, Gadalar 1, Rainemard 1, Ingrid 1, Lehko Habhoka 1, Nashmeira 1, Zazarg 1, Ovjang 1, Mnejing 1, Sakura 1, Luzaf 1, Najelith 1, Aldo 1, Moogle 1, Fablinix 1, Maat 1, D. Shantotto 1, Star Sibyl 1, Karaha-Baruha 1, Cid 1, Gilgamesh 1, Areuhat 1, Semih Lafihna 1, Elivira 1, Noillurie 1, Lhu Mhakaracca 1, Ferreous Coffin 1, Lilisette 1, Mumor 1, Uka Totlihn 1, Klara 1, Romaa Mihgo 1, Kuyin Hathdenna 1, Rahal 1, Koru-Moru 1, Pieuje (UC) 1, I. Shield (UC) 1, Apururu (UC) 1, Jakoh (UC) 1, Flaviria (UC) 1, Babban 1, Abenzio 1, Rughadjeen 1, Kukki-Chebukki 1, Margret 1, Chacharoon 1, Lhe Lhangavo 1, Arciela 1, Mayakov 1, Qultada 1, Adelheid 1, Amchuchu 1, Brygid 1, Mildaurion 1, Halver 1, Rongelouts 1, Leonoyne 1, Maximilian 1, Kayeel-Payeel 1, Robel-Akbel 1, Kupofried 1, Selh'teus 1, Yoran-Oran (UC) 1, Sylvie (UC) 1, Abquhbah 1, Balamor 1, August 1, Rosulatia 1, Teodor 1, Ullegore 1, Makki-Chebukki 1, King of Hearts 1, Morimar 1, Darrcuiln 1, AAHM 1, AAEV 1, AAMR 1, AATT 1, AAGK 1, Iroha 1, Ygnas 1, Monberaux 1, Cornelia 1, Matsui-P 1, Excenmille [S] 1, Ayame (UC) 1, Maat (UC) 1, Aldo (UC) 1, Naja (UC) 1, Lion II 1, Zeid II 1, Prishe II 1, Nashmeira II 1, Lilisette II 1, Tenzen II 1, Mumor II 1, Ingrid II 1, Arciela II 1, Iroha II 1, Shantotto II 1, Power Attack 4, Sprout Smack 4, Wild Oats 4, Metallic Body 8, Cocoon 8, Queasyshroom 8, Battle Dance 12, Head Butt 12, Feather Storm 12, Helldive 16, Healing Breeze 16, Sheep Song 16, Bludgeon 18, Cursed Sphere 18, Blastbomb 18, Blood Drain 20, Claw Cyclone 20, Poison Breath 22, Soporific 24, Screwdriver 26, Bomb Toss 28, Wild Carrot 30, Grand Slam 30, Sound Blast 32, Chaotic Eye 32, Death Ray 34, Smite of Rage 34, Digest 36, Pinecone Bomb 36, Jet Stream 38, Blank Gaze 38, Uppercut 38, Mysterious Light 40, Terror Touch 40, Venom Shell 42, MP Drainkiss 42, Blitzstrahl 44, Stinking Gas 44, Mandibular Bite 44, Magnetite Cloud 46, Geist Wall 46, Awful Eye 46, Refueling 48, Blood Saber 48, Sickle Slash 48, Jettatura 48, Ice Break 50, Self-Destruct 50, Frightful Roar 50, Cold Wave 52, Filamented Hold 52, Hecatomb Wave 54, Radiant Breath 54, Feather Barrier 56, Magic Fruit 58, Flying Hip Press 58, Light of Penance 58, Death Scissors 60, Dimensional Death 60, Spiral Spin 60, Maelstrom 61, Eyes On Me 61, Bad Breath 61, Seedspray 61, Memento Mori 62, Body Slam 62, 1000 Needles 62, Spinal Cleave 63, Frenetic Rip 63, Frypan 63, Hydro Shot 63, Feather Tickle 64, Yawn 64, Voracious Trunk 64, Infrasonics 65, Zephyr Mantle 65, Frost Breath 66, Sandspray 66, Corrosive Ooze 66, Diamondhide 67, Enervation 67, Warm-Up 68, Firespit 68, Tail Slap 69, Hysteric Barrage 69, Regurgitation 69, Amplification 70, Cannonball 70, Asuran Claws 70, Lowing 71, Heat Breath 71, Triumphant Roar 71, Disseverment 72, Saline Coat 72, Sub-zero Smash 72, Ram Charge 73, Temporal Shift 73, Mind Blast 73, Actinic Burst 74, Reactor Cool 74, Magic Hammer 74, Plasma Charge 75, Vertical Cleave 75, Exuviation 75, Plenilune Embrace 76, Acrid Stream 77, Leafstorm 77, Cimicine Discharge 78, Regeneration 78, Animating Wail 79, Battery Charge 79, Blazing Bound 80, Demoralizing Roar 80, Final Sting 81, Goblin Rush 81, Vanity Dive 82, Magic Barrier 82, Whirl of Rage 83, Benthic Typhoon 83, Auroral Drape 84, Osmosis 84, Quad. Continuum 85, Fantod 85, Thermal Pulse 86, Empty Thrash 87, Dream Flower 87, Occultation 88, Charged Whisker 88, Winds of Promy. 89, Delta Thrust 89, Evryone. Grudge 90, Reaving Wind 90, Barrier Tusk 91, Mortal Ray 91, Water Bomb 92, Heavy Strike 92, Dark Orb 93, White Wind 94, Sudden Lunge 95, Thunderbolt 95, Harden Shell 95, Quadrastrike 96, Vapor Spray 96, Absolute Terror 96, Thunder Breath 97, Gates of Hades 97, Tourbillion 97, O. Counterstance 98, Amorphic Spikes 98, Pyric Bulwark 98, Wind Breath 99, Barbed Crescent 99, Nat. Meditation 99, Tem. Upheaval 99, Rending Deluge 99, Embalming Earth 99, Paralyzing Triad 99, Foul Waters 99, Glutinous Dart 99, Retinal Glare 99, Subduction 99, Thrashing Assault 99, Erratic Flutter 99, Restoral 99, Rail Cannon 99, Diffusion Ray 99, Sinker Drill 99, Molting Plumage 99, Nectarous Deluge 99, Sweeping Gouge 99, Atra. Libations 99, Searing Tempest 99, Spectral Floe 99, Anvil Lightning 99, Entomb 99, Saurian Slide 99, Palling Salvo 99, Blinding Fulgor 99, Scouring Spate 99, Silent Storm 99, Tenebral Crush 99, Bilgestorm 99, Bloodrake 99, Droning Whirlwind 99, Carcharian Verve 99, Blistering Roar 99, Uproot 99, Crashing Thunder 99, Polar Roar 99, Mighty Guard 99, Cruel Joke 99, Cesspool 99, Tearing Gust 99

Weapon skills: Fast Blade (Sword 5; Scission), Burning Blade (Sword 30; Liquefaction), Red Lotus Blade (Sword 50; Liquefaction/Detonation), Flat Blade (Sword 75; Impaction), Shining Blade (Sword 100; Scission), Seraph Blade (Sword 125; Scission), Circle Blade (Sword 150; Reverberation/Impaction), Spirits Within (Sword 175; ), Vorpal Blade (Sword 200; Scission/Impaction), Savage Blade (Sword 240; Fragmentation/Scission), Expiacion (Sword; Distortion/Scission), Sanguine Blade (Sword 300; ), Shining Strike (Club 5; Impaction), Seraph Strike (Club 40; Impaction), Brainshaker (Club 70; Reverberation), Starlight (Club 100; ), Moonlight (Club 125; ), Skullbreaker (Club 150; Induration/Reverberation), True Strike (Club 175; Impaction/Detonation), Judgment (Club 200; Impaction), Black Halo (Club 230; Fragmentation/Compression), Flash Nova (Club 290; Induration/Reverberation), Realmrazer (Club 357; Fusion/Impaction), Chant du Cygne (Sword; Light/Distortion), Requiescat (Sword 357; Gravitation/Scission)