![]() White Wind - Restores HP to the party equal to your current HP. Target takes 5% more damage from every attack for 15 seconds on a 60s cooldown. Off-Guard - It's Blue Mage's Trick Attack, seriously. You'll be using it every 30s no matter what. This is your strongest GCD attack that doesn't require any status effects to work. It has a very small range though, so wait until everything is grouped up to use it.īristle + Song of Torment - Two spells that should always be used together. It has a 180s cooldown to keep it from being too overpowered, but you can just cycle it amongst the Blue Mages and you'll be golden. It can miss, but has high accuracy and should kill almost every target in a trash pull if they are the right level. It is very MP expensive and should only be used twice per pull. However, it deals either 10, 20, 30, or 50% Damage. Unlike Missile, Launcher has 100% Accuracy. The accuracy seems to be around the 80% range, but RNG will RNG. Missile is good on a single target, dealing 50% damage if it hits. However, for trash pulls, these will be your best spells 99% of the time. They are all considered Death spells and won't work on enemies immune to Death. Missile, Launcher, and Level 5 Death - These are your trash killers. For optimization with Libra, you'll want Eruption, Mountain Buster, Glass Dance, J Kick, and Surpanakha. For ease of use, I take Eruption, Shock Strike, Glass Dance, Quasar, and Surpanakha. You can pick whichever spells you prefer. It's on a 90s cooldown, but absolutely should be in your active spells.Īll 5 Primal Spells - Yup, we're eating up 5 spell spots here, but these aren't up for debate. Magic Hammer - 250 Potency + MP Recovery. The Ram's Voice (Melee Circle) also works, but I've got it elsewhere on the list. Northelies and Plaincracker have short range and Protean Wave doesn't track your target and the knockback is annoying. Northelies (Cone AOE), Plaincracker (Melee Circle) and Protean Wave (Line AOE) are the best fits, but none of the spells are that great. One Umbral 220 Attack - You have limited options here. Flamethrower (Cone AOE), Alpine Draft (Line AOE), Glower (Line AOE), Electrogenesis (Ranged AOE), and Reflux (Ranged ST) all work. One Astral 220 Attack - Even more options here. One Physical 220 Attack - Sharpened Knife (Fast Melee), Kaltstrahl (Melee Cleave), and Abyssal Transfixion (Ranged ST) are your options here, just pick the spell that best fits your playstyle and role. There's plenty of potential for crossover. ![]() The Role-Specific spells are just my recommendations for the those roles, but feel free to mix-and-match when you get to the bottom of the list. The Universal Spells are my must-have spells. I will break the spells up into ones that are good regardless of role, and ones that are more role-specific. With the addition of Aetherial Mimicry, this list is going to be a little more complex then my last one since there's basically four roles to cover here. That's what this guide is for, to help you narrow down which spells you absolutely should take and which ones can best be left forgotten. Alright, you've got access to all of your 80 Blue Magic spells and it's time to pick the 24 that you actually want to use.
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