Final Fantasy XI: Blue Mage Guide (Part One)

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hey everyone ruah here was probably my most important job guide to date blue mage has been my most requested guide for a while most likely because it's a popular choice for new or returning players it also happens to be one of the most complex jobs out there right behind the puppet master if you ask me and it's fallen to me to tackle it given the sheer size of this task I've been left with no choice but to split this guide into two parts the first part here will go into the basics of the job while the second part soon to follow will go into its more intricate aspects let's get started the blue matches a main job quite unlike any other in the game it's the OD matrix and think of whose toolkit explicitly lends itself to being on the frontline red majors have an spell effects for sure but the blue mage is a true compact mage in the purest sense of the term fully mages are infamous in the Final Fantasy series for being able to learn enemy attacks and add them to their own power and this game's iteration is no exception taking the concept to an extreme actually azmuth each help zone law blue mages in this game however are also expert swordsman having access to some very powerful sword weapon skills to round out that already impressive arsenal with the sheer power and versatility of its blue magic spell supporting it there's ring hot macho blue mage cannot stand against the blue majors a lot going for it let's start with its greatest strength in my eyes blue majors have the highest utility of any job in the game it's not even close blue magic has an essay list of practical application and as such the job is whatever the player wants it to be at a given time blue majors can also completely change their purpose for that having to change job they can adapt their entire toolkit in the middle of an event without having to take a trip to the mock house blue majors are notable among the player base for being the only melee job capable of self capping its own magic case value with a job ability reset from a course here it can cap its entire groups haste value as well there's literally no other melee job in the game that can do that on a similar note the blue mage functions perfectly fine with our support from the same support role jobs other melee jobs are reliant on something which makes the job outstanding for solo or Lohmann play or in any situation where said support is just an or around blue mages claim to being the game's premier combat page is well founded as it's enhancing line of blue magic spots provided with a degree of personal defence to ensure that it can stay in a fight for a while it also has the most MP efficient healing spells in the game and even takes some of white mage as a claim by having access to an erase guard spell without the need for a divine bail proc or yang rush blue majors access to 2 elements of sleep-gas spells so there's really not much it can't stop in his tracks it also has access to four elemental disciplines having the typical light and dark variety but also having the only water and wind elemental dispels around high-level enfeebling blue magic generally has very useful applications these spells will not always be called upon but having them available will help immensely likewise high-level elements or blue magic is legendary for its ability to annihilate hordes of monsters with ease elemental blue magic actually circumvents the standard rules on AoE damage but that's something we should go into more depth when we get there these two points underline the fact that blue mage is the heap has job in the game for crowd control the only job which comes remotely close to his high bar is Bard blue mages are excellent at mitigating party damage as the job has a plethora stun spells to prevent enemy spell casting and also prevent nasty TP attacks from going off proper stunning requires a great deal of timing for sure and it's a skill you'll need to acquire but it's seriously effective this is all made the better by the fact that a blue mage derives a great deal of its early power from the mechanics of its spells and as such it's a fantastic choice for entry-level players the job gets a lot stronger the more you invest into it but out the gate it has a lot to offer a new player still we've got some issues to address here although you don't pay Gil for blue magic you might end up paying with your sanity learning blue magic spells can seriously test the patience of many players so you need to brace yourself for being at the mercy of Lady Luck being nice to you while I just said that this is a great job for new players players looking to take this job to its zenith better have deep pockets or some serious dedication I can't think of a job other than blue mage which is more gear intensive off the top of my head I can think of at least 15 different gear sets a serious endgame blue mage needs and that's just me low-balling it blue mage can be applied in various ways but it really does some things better a lot better than it does others it can perform well enough in most of its potential roles but other jobs dedicated to those roles will likely outshine it blue mage also cannot do everything at once I mentioned this ages ago in an old editorial bit where I discuss whether the job was overpowered or not and my opinion hasn't changed since then utility comes at the cost of damage potential and damage potential comes at the cost of having utility you can change between these two stances so to say by changing your spell set but since that takes precious time you might not be able to afford in the heat of a battle when something goes horribly wrong it's really not viable I'll elaborate on this later blue maid shares an indirect weakness with white mage and then it demands its play be knowledgeable about game mechanics and about the dangers each fight prior preparation is key to making or breaking a blue mage sure you can slowly mash CDC for damage or rely on your back line to save you when you're in mortal peril it will get you a result but that's like saying a hand lighter will eventually boil water it will but there's far better ways of going about achieving your intended result more to the jobs mechanical flaws blue magic cannot magic bursts unless it's use with one of two abilities one of which is an SP and the other being on a two-minute reuse timer this seriously hurts a blue pages single target magic damage to the extent is just not practical it can also struggle to solo a multi-step light skill chain since it's only fusion option is likewise behind reuse timers while a blue mages defensive spells and sure it can stay in a fight those same spells can cost a lot of MP to maintain so a careless blue mage will run out of MP before they know it and they'll be left a sitting duck you need to know how to manage your M people especially if you don't have it as owner this blue magic is generally cast a close range it can also be easily interrupted by high-level enemies if they land a hit or two on you while you're casting there are ways around this but you need to know about them I'll go into them later on I'll end on what I think is blue mages biggest weakness it just hasn't aged well as other jobs have gotten access to higher and higher levels of supports blue mage has always been a high floor but low ceiling DD job that is to say that it has a lot of power out the gate but it soon finds itself losing ground to heavy DD jobs when support roll shops enter the equation but who made still has a place in groups like this but it really needs to play to its strengths to its utility to justify being there it sounds harsh I know but a blue mages average ceiling is really below that of a heavy DD job with blue mage not having any tiers of the damage limit plus trait recently added outside a subbing warrior really underlining this Merritt's on blue major really simple Groupon is dedicated to reducing the reuse timers of chain and burst affinity to abilities we'll get some really good use out of magic and physical potency isn't really needed anymore with the addition of much better gear options since blue mages merits were first added way back at the seventy-five cap group to is not up for debate in this group you'll be capping out diffusion and assimilation this gets you the most out of diffusion and also gives you five precious blue magic points convergence just isn't worth it an internment was made redundant by the addition of their flux before we get into this our best go over how blue magic actually works as is radically different from any other branch of magic in the game blue majors learn blue magic by observing a teepee attack they can learn and then defeating the monster which used it you can learn the spell from the target even if it is a much lower level than yourself but you must have an appropriate level of blue magic skill to learn learning spells is not guaranteed and as such it can take you quite a few tries when a spells been learned is permanently available to be set and used setting blue magic spells will alter the base attributes of the blue mage for better or worse depending on what the spell itself does spells can also bestow drop traits these traits will be shown on the spells information if a spell provides a job trait a number will appear next to it ranging between four and eight eight points minimum are needed to unlock a trait some high-level spells do this by themselves while other spells will need to be used in combination with other spells that share the trait if the player chooses they can keep increasing the tier the job trait by adding more spells which have the trait increasing the total points and increments of eight to do so whenever a blue magic spell is set or remove the blue mage will be unable to cast any blue magic spells for a whole minute while the spell set in this is why it's not practical to change spells in the middle of the bass or unless the window to do so is safe and your party members can cover you the exception to this rule of the H and M spells which when learned are permanently set only available whenever to certain abilities are active even if your blue magic spells are a setting these H and M spells can still be used a really neat trick to keep in mind the last thing to note is that each spell has a required number of blue magic points needed to be set how many points you have increases with level the assimilation job rate the last thing to note is that each spell has a required number of blue magic points needed to be set how many points you have increases with level the assimilation job trait and with job points invested in the blue magic points category a blue mage can only set a maximum of 20 spells and a mastered blue mage will have a maximum of 80 blue magic points to use mapping out your blue magic points is crucial when first starting out ideal spell sets are available through the auction houses own blue mage guide Blue Magic falls into two main categories with other subcategories branching off from their physical spells can be used for inflicting ailments or be used for just damage ailment physical spells are the more prominent of the two since they provide a much better return for MP invested and time taken out from your regular attacks these do everything from paralysis to various attribute down effects to plague but most usefully to stunning physical blue magic is generally not worth casting for damage for the aforementioned reasons but when used with chained affinity they can do some decent damage and more importantly they have their skill chain values unlocked physical blue magic cannot skill chain by itself without chain affinity or as your law and is usually early under these conditions they should be used to build a multi step skill chain there's only two physical spells you should be using for damage in these instances the first is thrashing assault which has decent modifies and serves as your best fusion linker the second is sinker drill which also has good modifiers and is your best gravitation linker Dinka drill is also considered piercing damage so it will do some pretty good damage to birds when it's used to close a darkness skill chain that's something I almost forgot to mention physical blue magic can cover slashing blunt and piercing damage depending on the spell physical blue magic generally has to be cast when you are a melee range of your target but there are a few exceptions to the rule cannon ball and glutinous dart can both be cast at 21 yarns they have their nice uses so it's worth getting them magical blue magic is three distinct branches enhancing enfeebling and elemental enhancing spell see very frequent use in fee bling spells like wise and elemental spells which like physical spells only get the full abilities unlocked whenever certain ability is active are notable for their strong AoE damage all offensive spells physical and magical both are all treated like weapon skills as they have their own specific stat modifiers I'll go into whenever I address them individually in this guide [Music] other laura's abloom ages first SP and it's certainly got its uses as your lure greatly increases the damage of all offensive blue magic spells unless the bloom a skill chain of magic bursts with their spells freely for its duration as your lures real use for me is enabling an easy multi step skill chain using magic to set up your stronger weapon skills for closers sinker drill and especially thrashing assault get very powerful during Archer law if they're also used with chain affinity if the enemy is still standing after this skill chain then bursting a spell enhanced by Azure Lord should get the job done I've mentioned chain affinity a few times already but it actually does something other than enable your next physical spelter skill chain chain affinity also doubles the modifiers of the spell's use with it also zeroes the blue mages TP when a spell is cast further active so the spell use will not hit as hard as it potentially could this is where a flux comes in a flux kills the next physical spell cast a mail TP bonus just shy of 2,000 percent with optimal gear and it also increases the base damage of the spell use with it by 50% used together these two abilities let a blue mage follow up a weapon skill with a physical spell for a very strong level 3 skill chain it bears repeating that chain affinity White's the blue majors TP so you need to have a very good TP set to continue the skill chain if you can it's certainly possible but it can be difficult even for the best gear player at times first affinity is what less a single blue magic spell magic burst but light chain affinity it also has other effects you need to know but affinity doubles the modifiers are the elemental blue magic spell it's used with so if something like spectral flow this will result in it insanely powerful hook especially when it's magic burst burst affinities primary function may be to enable a single magic burst but it honestly sees better usage while AoE burning when you're not actually magic bursting I'll go into why that is in the second part of this guide [Music] diffusion is probably one of blue majors most useful abilities diffusion causes annex enhancing blue magic spell you cast to become AoE giving the same effect to all party members within 9 yards of the blue mage the potency of the spell is unaffected but its duration can be increased by having the ability capped out which I mentioned earlier during the merit section as something you should be doing and by having the relic feet equip when the spell is cast diffusion is usually reserved for mighty guard but it's not always what you want to use with it I'll go into this more later on the only thing that really lets diffusion down is is 10-minute reused timer which means a single blue mage cannot keep up the effects of mighty guard on a party by themselves unless their timers be reset by a courser with diffusion up mighty card can exceed a 5 minute duration with both merits and job points invested as well as the bonus from the relic feat unbridled learning is one of two abilities which unlocks the hnm spells of blue mage learns I mentioned earlier on the hnm spells are permanently set when you learned them but this is how you access them of going to certain spells in this category when I explore spells in depth later on but suffice to say a blue mage gets some of their strongest spells from this ability unbridled learning is a 5-minute reused timer and it wears off as soon as a spell is cast so make sure you use it wisely unbridled wisdom is a blue major 2nd SP ability and it's a good one you probably won't plan entire strategies around it but when you need it you'll be very glad it's there unbridled wisdom does the same thing as unbridled learning but at last an entire 30 seconds rather than wear off as soon as a single spell is cast unbridled wisdom lets you really go to town to buffing a target with your strongest spells or I can let you get mighty card up in a pinch of it's been wiped at a very bad moment wisdom is also really good for using the spells you normally couldn't justify using learnings arbitrary reuse timer on Bell storm is an amped-up for break-in spell form cesspools players hatch leave very strong and thunderbolt is a very powerful stun just to name a few with that out of the way we're now at the tips tricks and tactics section now a good portion of this section will be dedicated to individual blue magic spells and a rundown of what they do and also how you can get the most out of them I'll also be giving some general tips and we'll show you some of the sets I use some of them not all of them this video is long enough as it is and most of the sets I use honestly mirror what's on the auction houses own blue mage guide our list the sets I don't show in this video's description though I do this with every mage job I do a guide for but it really bears repeating especially here always carry meds with you echo drops and vial elixirs especially you can get them easily from the curio mugs in the starter cities so there's really no excuse not to have them to hand if you're having trouble forcing a monster to use a TP attack you need to learn then sub Red Mage or white mage and spam dia dia gives a good amount of TP for very little damage dry bearing your target below 25% HP as well that'll force it to use its TP as soon as it gets 1,000% this is my staple set for general utility it does pretty much everything I'd ever need if I was facing the unknown I have support spells for myself and for my group too strong stun spells an MP recovery option and some really strong defense against magic damage from say line code I take out renting deluge for a crowd control spell at a situation calls for it having a set dedicated to utility is really really important right mind down if you have to if you need a template it's also worth noting that a blue image can secular traits only for but you can set them you can set beast plan toyed undead and lizard killer if you have the space I sometimes set these if I'm fighting an NM I can use the trait against it'll also help with monster correlation as well to a lesser degree bloom age can also set the triple attack trait but it requires you to set spells with a double attack trait or a total of 16 points the three best spells to set are thrashing assault for eight points then empty thrash and heavy strike for the other eight points this is the cheapest way to set the tray for the least amount of blue magic points most players are spoken to swear by setting this job trait but if you want to take out empty thrash and heavy strike for other spells you might need I won't tell you not to especially if you're being supported from other sources now this is a big one blue mage gets two gifts on his path the job master called job trait bonus these gifts increase the value of a set job trait by one for the first tier obtained at 100 spent job points and buy another one for the second tier obtained at 1200 spent job points so all the traits you've been seeing here which have been set from Blue Magic are actually at least tier 3 ideally you want to have this before you attempt anything moderately close to n game this is one of the three sets I should go out of my way to show you here this is my set for physical blue magic this set will do well for pretty much any physical spell you cast with the intent to just do damage with the physical blue magic you'll need accuracy attack blue magic skill as well as the spells modifier itself when you have a decent amount of these three you can start working in skill chain bonus and chain affinity pieces the MP legs may seem out of place in this set but they need to be used for the use of air flux and when the spell is use with Ashley Lance to retain its effect since it and the amber skate cape nearly double the TP bonus of a flux you will want to use it the second set is for spell interruption rate and this one is very important as I said earlier you're going to be on the front line so if you're fighting something high level you stand a very good chance of getting a spell interrupted if you take a hit without some form of arc or veil being up which isn't always guaranteed if your solo or the only frontline job you're eventually going to need to work on a set like this is you can't always be assured you're going to have aqua fell on you the set you're seeing right now fully caps a spell interruption rate down value and also gives 72 percent casting time reduction on blue magic the aquavalve spell blue mage gets is tied to UM vital learnings reuse timer and since most groups will want you to use that ability with mighty guard you may not always have it available even when you can use it when it falls you'll be left vulnerable when it does best not ten fate and be prepared [Music] the next set is blue magic skill and you need this for a few key spells I'm going to be emphasizing these spells pretty soon so if I didn't show you this set to use with them I'll be making a pretty big omission the majority of enhancing blue magic spells have set values and unaffected by skill but the ones that do heavily lean on it and this way search and spells could be adjusted to better reflect blue magic skill so it's still worth investing in it the last set I'll show is forecasting physical blue magic spells in which the intention is to learn the additional effects rather than do damage in this set you're still looking for accuracy and blue magic skill but you also need to work in a hefty amount of magic accuracy as well the jack reset from a basket is brilliant for such spells when you're first starting out but you're eventually going to want to work on getting the JSE piece as you're seeing here use this set for all of your d buffing physical blue magic spells this is something even I forget from time to time but blue mage actually has decent skill with a club and with the addition of the new Ambus cape club it has a very strong option that doing damage with one black halo shares the exact same set with savage blade an expiation so it leans heavily on strength and weapon skill damage both attributes you can easily stack if you're fighting something weak to blunt damage Undead especially then get this Club out and go to town you might be very surprised at just how effective it is right let's get into spells erratic flutter is one of your most crucial spells flutter is a single target haste - with a decent duration you always want to have sat even if you're being hasty cap from of the sources this is because flutter gets the fast cast rate by itself for a value of 15% with a job trait bonus blotters 30% haste effects stacks with mighty guards 15% so the two spells combined will fully cap magic haste on the blue mage multi guard also gives a minor defense a magic defense bonus and it also gives a 30 HP per tick regen which stacks with other sources green flowers are blue majors answered a sleep gar to use with magic accuracy set dream flower will usually land on resist it for a full two minutes your asian green flower is centered on the blue mage but it has a very nice range roughly 15 yawns it also casts very quickly almost instantly with a good fast gasps set green flower is an essential spell for AOE burning but that's something for the next video as you seen from this clip here dream flower is also great for opening battlefields with when you don't have a dedicated tank for initial aggro just knock everything out cheap song and you'll also sleep-gas spells but their light elemental so they're great for sleeping things like undead or anything that heavily resists darkness cheap song has a short duration capping out at only a minute but it has an incredible reach of twenty homes gone has a longer top duration of a minute and a half but it only works if the target is facing the blue mage beware of that say line Kota magic barrier are your two best tools for negating incoming magic damage say line code is a self targeted magic defense bonus buff which kids an insane amount of defense to start with starting at fifty before decaying over time and flatlining at eight is the thing though say line code doesn't start the King until the first minute after it's been cast and it can be overwritten by itself to refresh the effect it also lasts three minutes so you'll know when to reapply it magic berry is another great spell which gives a blue major magic shield that negates damage directly proportional to blue magic skill at the time of casting so 600 skill cast negates 600 magic damage stack together these two spells make survival against magic heavy targets much easier to deal with magic barrier will not overwrite stone skin though so a white mage using solace cures and you might get in your way I really hope that gets patched say line coat is actually better to use the mighty guard in some instances particularly where you want to negate magic damage for your party using it with diffusion will also increase its duration so I'll take even longer to start decaying letting your group get some really good mileage out of it occultation is one of my favorite spells occultation gives the blue mage a lot of blink shadows and it casts very quickly occultation gives one shadow with a fifty blue magic skill so it's not the spell you'll be using the skill set with my set puts me at 600 skills so that gives me 12 shadows instantly occultation shadows are not monsters Emme so they're not guaranteed to block an attack but that procreate is still very high a OE attacks will clear aqwal tation instantly but it will still prevent the damage from going through though still this is one of blue mages best solo although smells knife out it serves as a great emergency button while we're on the subject of defensive spells let's go through blue mages call spells for outright physical defense cocoon is one of the first spells blue mage learns and it retains its usefulness even after all this time it's really that good cocoon is a 50% defense bonus and lasts for a minute and a half it's incredibly cheap to cast an early cost one blue magic pointer set it's a really neat spell you'll want to keep around Diamond hide gives an AoE Stoneskin which is determined by blue magic skill diamond hide has sadly not aged very well and it remains capped at 500 skill which is divided by 3 and then doubled for a maximum potency of 320 stone skin this bail really needs an update barrier tusk gets a phalanx effect which is really a static minus 15% damage taken which bypasses the 50% cap on damage taken equipment but only gives half its effect if it does break the cap barrier tusk is also used in the max HP boost rate when it's set with gluttonous dark so that's another thing in its favor what let's it down though is that it's overwritten by a Cession phalanx or phalanx - - from a Red Mage which is really we'll hit since there's actually better than bow for those pylons shell doubles the blue majors defense but it is behind one vital learnings reuse timer it actually provides much better defense against physical heavy targets the mighty guard but again and this is a recurring issue I know most groups will expect mighty guard over it despite this still hot and shells of great spell you'll always have set when you need it most sudden lunge is probably the best stun in the game it's certainly the best one blue mage has anyway sudden lunge is a physical blue magic spell whose stun can last a stupidly long time if it's fully unresisted it castle must instantly so if you keep a keen eye on the battle logging you see something coming you'd rather avoid use it and stop your target dead in its tracks it takes practice to stun reliably but it's something you'll eventually master I also recommend having your log set to show damage on screen rather than flood your log with text that way you can see what's coming easier bill storm is a hnm spell which serves as a beefed-up version of full break except a doesn't lower evasion but instead inflicts the defense attack and accuracy down affects a double potency at 25% those storm is generally used as a debuff support spell when you have geomancer support and they haven't got the leeway to use welt toll billion on the other hand is the strongest defense down debuff in the game behind geo frailty clocking in a whopping thirty three percent defense down this spell will absolutely demolish the defense of anything it lands on Toby lien is one of my favorite debuff to open a fight with especially in Ashe get areas where I can restore unbridled learnings timer with a revitalizer straight after toby lien used to have major issues with its accuracy and it can still miss but providing you're using a proper set you shouldn't have too many issues landing it as it stands tall billions and amazing spells open a fight worth any fight you want to end in a hurry as it's unlikely much will survive beyond its duration [Music] Bukharian Verve is the aqua belle spell I alluded to earlier on yet another spell tied to unbridled learnings timer Verve gets the blue major 20% attack bonus plus 22 magic attack and also gets a 10 here aqua veil effect there's a great spell to use when you're fighting multiple targets at once given how outright prevents you from being interrupted for 10 times you normally would anyway as square as it is though you can't rely on it to always be there not only have you already got a lot of competition for unbridled learning's ability window as when it falls which it probably will before unbridled learning is back you're going to be left vulnerable this is why I've opted for a spell interruption set only using Verve whenever I have ability restores on-hand nature's meditation is a brilliant spell you'll get some great use out of it gives the blue major 20% attack bonus for a minute and a half just like catarrian birth an attack bonus that stacks with other sources like berserk and minuet it also gives you the accuracy bonus trait when it's set so it's a mainstay for pretty much any situation where you're going to be melee Inc it's only drawback is that its duration isn't very long so when you stop to recast it mid-battle it's going to be a minor DPS loss minor but still it's there blanka's is a great utility spell it's effectively a blue mages equivalent of a bards magic finale and that is a single target light elemental dispel the only difference being blank gaze requires a target to be looking at the blue mage for it to take effect it's a very accurate spell as well it's very rarely resisted even by the highest level targets and it's great for getting nasty buff soft targets resistant to a red mages darkness based dispel blanka's also has a very short recast timer so it can be used quickly in succession rendering deluge is an interesting spell it's the only water elemental dispel in the game its AoE and also does decent damage with the dedicated set its MP cost is a bit high for a dis spell but I still like to set it for the magic defense bonus trader it gives by itself only six blue magic points magic hammer is the strongest a spitter spell on the game and it's another real oddball of a spell magic hammer is the only light elemental a spear round so it's going to land on more targets than the typical darkness based our spirit does magic hammer will only convert damage dealt to MP if the target has MP to speak of it's pretty much guaranteed to refill the blue mages MP or whenever it's fused this is one of the crucial self-sustained spells for MP management and you shouldn't go into a battle without it if you know it can be used on fact here if a blue mage uses magic hammer enough on a major name it will eventually run out of MP and will be unable to cast anything on you it's not really necessary since it will probably die before it runs out of MP but I've seen it happen a few times white wind is a truly unique spell it's an AoE healing spell that needs a very specific gear set to get the most out of it white wins primary modifier is max HP with cure potency equipment boosting its cure power further you can restore a hefty amount of HP with white wind to your entire party it's a great thing to have set on the frontline especially if your backline majors are busy removing ailments or they have other duties to tend to and a heavy AoE attack is Lander that needs immediate attention white wind also allows for some flexibility on the main support mage on the backline if a fight demands AoE healing but you can't get a white mage then having a blue mage with a good white wind set makes bringing scholar or even red mage in that role a lot easier as it compensates for the lack of curaga on a similar note winds of premies are blue mages erase gas spell something else it can use to cover the lack of a YAG rush white mage being in the party Rahmi wind early erases one ailment at a time but it has a short recast extent it can be used back-to-back the main issue with white wind is that it's pretty intensive on MP you'll be able to get more than a few casts of it off but if a fight drags on you better have ways of getting your MP back in a pinch if you're using it to zoner then you should have no issues whatsoever keeping MP up for white wind but if you're not using one either see if the target has MP to take a news magic hammer or if it doesn't use viola licks as if it's a real emergency these two utility spells are real gems and it'd be great to see more blue mages making use of them blue mage also has great options for single target healing spells magic fruit is roughly equal to cure for and it can be used on party members magic fruits modified by the standard fare for calculating cure spell potency but generally speaking you're going to want to focus on cure potency I personally prefer white wind as it takes care of the entire frontline one cast but magic fruit still has its uses like if you're weakened and you're trying to support the frontline while you're on the backline recovering restore all the self target only but it has the power of cure six and with my own set it's more or less a guaranteed full heal restores are the benefit is that it sets the max HP boost rate by itself and since barrier tusk is also usually set it only takes gluttonous start being added to it to create the fourth tier of the trait use restoral or magic fruit as needs must I know I said I wouldn't show any more sets in this guide but thinking about it again and given what I've just shown you I really should show you this one this is a sail used for all of my healing blue magic spells magic fruit restoral and white wind all use this set both of its pieces can be gotten from the auction house or through simple enough unity nm fights the key thing here is getting as close to the 50 percent cure potency cap as you can before adding HP I wouldn't worry about reducing your MIT gained from these spells as you're likely going to be on the frontline anyway I'll end the first part of this job guide with estimation on some of the key points the blue majors the universal adapter of Final Fantasy 11 in that it can be any scenario head-on and stand a good chance of coming out on top it gives new players a major leg up in terms of power and I'll probably end up teaching same players more than a thing or two about the game's mechanics along the way that's always a plus some opt to use blue mage as a stopgap as a means to an end but persisting with the job can result in the player doing things they would have not thought were normally possible the learning curve for this job is very steep as its time record-breaking kiting life implied and I hope I've given you a decent introduction to what the job can do using practical examples we're not done here though by any stretch of the imagination this guide had to be a two-parter given the sheer scale of the blue mages toolkit there wasn't any way around it I could see otherwise I'm pretty sure I've missed a few key things here and there and I'll be sure to address them in the second part of this guide the second part will generally cover the elements or magic aspect of the job and will give people an introduction on how to go about a oe burning if there's something you'd like me to bring up let me know in the comments section below I'll aim to have the second part within the next two weeks that's done okay I'll see you all next time
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Channel: Ruaumoko
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Length: 40min 14sec (2414 seconds)
Published: Tue Mar 12 2019
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