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      Novice Blue Mage Guide by Caimie Tsukino
      23 Jan 2019
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      INTRODUCTION

      In Patch 4.5, by popular demand, Blue Mage (BLU) has been added to FFXIV Stormblood. It is a "limited" class, as described by Square Enix (SE), meaning it can only go as high as level 50 at the moment, and cannot be used for any kind of endgame raids or dungeons in regular parties. It cannot be used for any main story quests either.

      Prior to Patch 4.5, the decision of adding a "limited" Blue Mage into the game has spiked a great variety of opinions. Some complained that this is pointless as the limited class cannot be used for raids (They said, "If this class cannot be used for endgame contents, then it's just a mini-game"! Apparently, they are not interested in mini-games, and believe SE 'wasted' the class). By contrast, some are happy that at least the class made it to the game, and they trust that SE will still make it heaps of fun. The reason why BLU is a limited class in FFXIV is because traditionally, BLU's nature is to learn skills from monsters (by seeing it, experiencing it, getting hit by it or consuming your enemy etc.) and then use those skills back against its enemies. This nature makes BLU not fitting into the "tank, healer, DPS" holy trinity setting of FFXIV. For instance, some skills from monsters may be way too overpowering. Well, how about nerfing them? If these skills are all nerfed, then they are not fun to play any more. Also, if BLU is to learn its skills from different enemies, then players with more skills will be favored by parties over players with fewer skills, which may create problems in the community, as some BLU may not be welcomed into parties. By contrast, if you let all BLU be equal and start with a set of pre-determined skills, then suddenly BLU isn't BLU anymore. This is the dilemma that SE faced when people were demanding BLU to be added into FFXIV. In the end, SE created this "limited" class. So far, I gotta say, I've been having a ton of fun playing it!


      LEGIT "GLITCH" TO POWER-LEVEL BLUE MAGE

      For those who had been worried of getting banned by SE for exploiting this "glitch". No worries now! Please see below:
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      As you can see above, they are not going to ban anyone using this "glitch" to quickly level. Honestly, it is not a game-breaking glitch. It just makes you reach level 50 a lot faster. But the "real grind" for BLU is about acquiring needed skills/actions for participating the "Masked Carnivale". That is the real endgame for BLU at the moment in Patch 4.5, and it's a lot of work to get there. Currently, they have no immediately plans to fix these glitches until 5.0. So I would actually encourage you to take this opportunity to easily level up your BLU right now.

      So, what are these glitches??? Well, currently, there are two ways to power-level BLU:

      Quick Leveling Method #1 (playing solo): You need to have a very high level caster, such as red mage (RDM), (black mage) BLM or white mage (WHM). Ideally level 70. For example, if you're using a level 70 RDM, use it to cast "Jolt" on a single target enemy. You must one-shot the enemy, and you must not aggro anything else. When the target dies, quickly switch to BLU, and the gained EXP will fall under BLU now. After the enemy dies, there's approximately 1 second delay before EXP is granted. Switching to BLU takes about 0.5 second. So you should be able to do this, as long as you have the gear-changing button set up on your hotbar. The target enemy CANNOT be level 50 or above. It has to be level 49 or below. Thus, the best enemies would be those in Northern Thanalan because they're level 49. Ideally, you want to chain your kills. So that you gain the bonus EXP from your chain. For this reason, it's better to stand near a big group of tightly packed, yet individual enemies. One such location is the "Abandoned Amajina Mythril Mine". But the mine not the only place that can be utilized... even the nearby areas have plenty of level 49 mobs. Personally, I used this method to level my BLU. It took me about 3 to 4 hours to get from level 10 to level 50.

      Quick Leveling Method #2 (with a partner): You need a partner who plays level 70 Scholar (SCH) or Astrologian (AST). DO NOT party up. First, have your friend shield you with Adloqium or Aspected Benefic under Nocturnal Sect. This way you won't get one-shotted by the enemy. Then you go aggro a single enemy target (enemy details same as described above in Method 1) by hitting it with any spell. Then have your SCH/AST friend one-shot the enemy while aggro was on you. You will then gain the EXP. Ideally, you want to use "Flying Sardine" as your choice of attack because it has zero cast time and has a superb 25 yalm range. If you just use your regular "Water Cannon" (2 sec cast time), it will take you a very long time to level up, and will be difficult to chain anything.

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      - Your Blue Magic Spellbook is located under the "Character" tab.

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      - Drag it onto your hotbar (red arrow), so that you can easily access it. It also helps a lot to have your Red Mage and Blue Mage gear sets buttons on your hotbar (green arrows), so that you can easily switch between the two when you're leveling.

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      - The most favored location for leveling Blue Mage is here... at the "Abandoned Amajina Mythril Mine" Northern Thanalan (25,23). This place has a lot of tightly packed level 49 mobs. You can chain them up easily. For the 3 mobs shown at the top right of this picture, you can even use RDM's "Contre Sixte" to kill them all together in a single blow, and then switch to BLU to earn all the EXP.



      FAQ

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      - Blue mage's initial gear set

      Where do I unlock BLU?
      BLU unlock quest location: Limsa Lominsa. The quest is called "Out of the Blue".

      What is the primary attribute of BLU?
      Intelligence

      Should I use FATEs to level up?
      No one says you can't, but it really is not a good way to do it. Let's say you're level 8. Each level 8 FATE will only give you approximately 2000 EXP. But each level 10 mob in the open world will already give you like 400 EXP (whereas the mobs in the level 8 FATE will give you barely like 50 EXP). Thus, doing FATEs is really a waste of time without achieving very much.

      Should I bring my chocobo?
      If you're facing enemies in the wild by yourself, your chocobo will be very important. E.g. if you're level 8 and you're tackling a level 10 monster in the open world, chocobo will do wonders. However, if you're using the "glitch" method 1 or method 2, then chocobo is not needed. In fact, it just gets in the way.

      So is BLU only for solo play?
      The simple answer is NO. At the beginning, I thought BLU was for solo play. But now I found that you actually need help from a lot of other people in order to acquire skills from dungeons, trials etc. in order to even complete your class quest. So, NO, BLU is not for solo play. You need to play with other people and get help from them.


      RECOMMENDED SEQUENCE OF LEVELING AND SKILLS ACQUISITION

      (1) Leveling to 50. I personally recommend quickly leveling to level 50 first before starting to acquire any skills. This way you won't be bullied by any monster around the world. If you're using the Quick Leveling Method #1 (solo), you won't even need to update your gear while leveling. You can be as naked as you want, because all you do is killing mobs with another class, and then switch to BLU to receive the EXP.

      (2) Gear up briefly. Purchase i120 Ironworks gear using Poetics tomes at Mordhona, or acquire the crafted i115 Rainbow Casting Set (https://ffxiv.gamerescape.com/wiki/Rainbow_Casting_Set). This will give you a nice boost in power and survivability. You may upgrade some gear to i130, but that is only if you have extra Poetics tomes. Since your Level 50 Class Quest will get a full set of i130 left gear that includes weapon, hat, chest, gloves, pants and shoes, it is better to focus on the pieces that you don't have, which includes the belt, earrings, choker, bracelets and the two rings (Note: You can't have 2 identical unique Ironworks rings.). Alternatively, crafted HQ gear (i115) is also fine. At this point, you don't actually need the best gear yet. You just want to fill every slot with an item that is above i110.

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      - After purchasing i120 Ironworks gear / accessories from Mor Dhona, you can upgrade them to Augmented Ironworks (i130) at Drake in North Shroud (30,20).

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      - The upgrade requires a Carbontwine or Carboncoat (also bought from Mor Dhona).

      (3) Learn some basic skills from the open world. At this point, you can start wandering around the world to collect skill actions. Some of these skills are just awesome to have early. This includes the following (for detailed skill description, please see the skill list below):

      - 1000 Needles: This is one of the best skills to have early, as it deals a fixed 1000 damage (shared by all enemies). Its drawback is its long cast time. But if you pair it up with Swiftcast, then you'll be fine. This is a skill required for your Level 40 Class Quest anyway.
      - Blood Drain: This is useful on the sense that it is a weak attack that can be used to aggro stuff without killing them.
      - Bomb Toss: A decent skill that can be easily learned. It is an AoE that stuns the enemies. So it helps with the early game.
      - Self Destruct: This is useful as a mean to perform "Free Teleport Home". Treat this as your "Return" button, but with no cooldown.
      - Toad Oil: Do not underestimate this. A nice 20% evasion is almost equivalent to having a 20% damage reduction. It's actually significant.
      - Bad Breath: It's... just... fun... to give your enemies a really bad day.
      - Flying Sardine: A super long range attack that does almost no damage and very little aggro. It's just useful for pulling things from afar.
      - Faze: This AoE doesn't do any damage, but stuns your enemies for 6 sec, which is quite nice for early game. This is a skill required for your Level 30 Class Quest anyway.

      Remember, since you're level 50 now, you may one-shot some low level enemies using Water Cannon. So in order to learn skills from them, you need to keep them alive by using very weak attacks on them. Aggro a bunch of them mobs, and then let them gang on you for a bit. Wait for each of them to use the skill that you want to learn. After a little while, just use AoE on them, and finish them all together.

      The role skill "Addle" is something that you can use to aggro them, but it has a very long re-cast time. Another skill would be "Blood Drain" (20 potency). If available, "Break" can also be used since it has only 50 potency. Once you have Flying Sardine, it is a even better choice, as it has only 10 potency and a wonderful 25 yalm range.

      (4) Learn Mind Blast from Tam Tara. Once you have some skills from the open world, you can now try to jump into dungeons to learn some skills there too. The first dungeon you wanna do would be Tam Tara Deepcroft. You can do this dungeon unsynced solo... This is also a good reason why you wanna quickly reach level 50 first... It makes things like this easier. What you want to acquire here is "Mind Blast":
      - Mind Blast: Possible one of the best skills for a fresh level 50 BLU. Although it has only 100 potency, it is an AoE skill that has only 1 sec cast time. That is incredibly fast! You're basically doing about 100 potency damage per second. Most other skills give only between 120 to 150 potency but has a 2 sec cast time. Thus Mind Blast actually trumps them all on damage per second. Not to mention it leaves a nasty 30 sec paralysis status on enemies, which sometimes stops their casts. This skill is also required for your Level 20 Class Quest. So you will need it anyway. Since the hotfix on 23rd Jan 2019, the drop rate has been increased to 100%. So you just need to run Tam Tara once.

      (5) Acquire White Wind and Mighty Guard from NPC. Once you have learned 10 spells, speak to the NPC Wayward Gaheel Ja (Steps of Thal 12,13), and learn "White Wind". This is your primary healing spell, and you will need it asap. If you would like to do your class quests now, feel free. But you will need "Glower" to do your Level 50 Class Quest. And to get Glower, it's better to first get White Wind so that you can heal yourself in Aurum Vale. Similarly, you should acquire Mighty Guard (required learning 10+ spells) and Off-guard (required learning 5+ spells) from Wayward Gaheel Ja. Mighty Guard can reduce incoming damage by an amazing 70%, but it sacrifices 40% of your
      damage output. It also increases your enmity. So don't always pop this. Use it only when you need it. Off-guard acts like a debuff for a target, and basically makes your magical attacks more powerful on the target.
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      - White Wind and Mighty Guard can be unlocked when you have unlocked 10+ spells in your spell book.

      (6) Learn other useful/cool skills from unsync dungeons. Once you have a small arsenal of 10+ skills and has White Wind, Mighty Guard and Off-guard, you can continue to farm skill actions from dungeons. These may include:

      - Glower:
      This is a relatively strong skill (130 potency) that paralyzes your targets for 6 sec. You learn it from the 2nd ogre boss in Aurum Vale. It is also a required skill for your Level 50 Class Quest. However, you will need a level 70 partner to run through Aurum Vale quickly for you. I have tried this before with just 2 Blue mages, but it was very, very tough to do Aurum Vale. Since the hotfix on 23rd Jan 2019, the drop rate has been increased to 100%. So you just need to run Aurum Vale once.

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      - Glower

      - Ram's Voice and Dragon's Voice: These are actually very nice skills to have, especially Dragon's Voice, which allows you to practically hide behind obstacles from afar, and hit your target(s). These skills can be acquired from the Chimera trial fight from A Realm Reborn. Alternatively, they can be acquired from Cutter's Cry's final Chimera boss. If you're doing this way, you will need to run the dungeons a few times. We found that having 4 Blue Mages is actually sufficient to effectively farm it from Cutter's Cry. So you don't necessarily need a level 70 here. The Chimera trial fight would be easier though since you don't have to get through a whole dungeon to fight the Chimera.
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      - Ram's Voice from Cutter's Cry

      -
      Diamondback: This is quite a powerful skill that reduces damage by 90% while immobilizes you for 10 seconds. This is very useful when you are doing the Masked Carnivale.

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      - Diamondback

      - Missile: This is a hit or miss skill that is actually very overpowering when it lands. I love using it on any dungeon bosses. Sure, it misses a lot. But when it hits, it immediately halves the HP of the target. It's pretty amazing.
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      - Missile, acquired from Enkidu in the Battle in the Big Keep.

      - Tail Screw: Similar to Missile, although having a high missing rate, this is also another overpowering skill that does wonders when it actually lands because it reduces the enemy's HP to 1.

      - The Look / Level 5 Petrify: The Look is basically Optic Blast of Cyclops from X-men! And if The Look is like heat vision, then Level 5 Petrify is like cold vision! These skills are not very practical in battle, but they're just so much fun to have! :D

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      - Yep, I love my Cyclops cosplay using "The Look" as Optic Blast! It's just awesomeee! :D :D :D


      (7) Do your class quests to obtain your i130 set. Once you have acquired Glower, you can easily finish your Level 50 Class Quest. This will unlock the "Masked Carnivale" for you, and you will also obtain a set of i130 gear (hat, chest, gloves, pants and shoes only).

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      - Locations of Blue Mage Class Quests and the Masked Carnivale.

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      - Level 50 class quest before unlocked the Masked Carnivale.

      (8) Gear up with the BiS (Best-in-Slot), and get ready for endgame! The endgame for Blue mage is basically farming the super rare 5 star skills from Extreme Primals, as well as to do the Masked Carnivale. As mentioned earlier, completion of the Level 50 Class Quest would grant you the i130 Magus Set (weapon, hat, chest, gloves, pants, shoes). However, the Augmented Ironworks Set is also i130. So which one is better? Well, I personally favor Spell Speed and Crit for my Blue Mage, so I chose the i130 Augmented Ironworks chest piece (see below) to substitute the Magus chest.

      As for accessories, since you cannot obtain any from class quests, it's only natural that the Augmented Ironworks is the best in primary stats (Intelligence). However, pentamelded HQ crafted gear (i115) may act as a very good supplement, as you can meld Vitality there to increase your chance of survival. Also, it allows you to tweak towards your desired secondary stats. I have chosen to use crafted gear for the choker, bracelet and 1 ring to create a build of higher Vitality, Spell Speed and Crit (see below).

      NOTE: I do not recommend overuse of pentamelded crafted gear, as it will lower your Intelligence too much, and hurts your DPS in general. You have to strike a balance between Intelligence vs Vitality + Better Secondary Stats.

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      - A comparison of a pentamelded HQ crafted choker vs the Augmented Ironworks. Although the crafted one has 4 less Intelligence, it has 8 more Vitality. And although it has 1 less Determination, it has 3 more Spell Speed, 18 more Crit, and 14 more Direct Hit. 8 more Vitality translates to 116 extra HP (each Vit = 14.5 HP).

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      - A comparison of pentamelded HQ crafted bracelet vs the Augmented Ironworks Bracelet. The Mythrite Bangle of Casting has 4 less Intelligence, but 8 more Vitality. It has 8 less Crit, but 3 more Direct Hit, 20 more Spell Speed and 12 more Determination.

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      - A comparison of the pentamelded HQ crafted ring vs the Augmented Ironworks Ring. The crafted one has 4 less Intelligence but 8 more Vitality. It has 8 less Direct Hit, but 18 more Spell Speed, 20 more Crit and 1 more Determination.

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      - After using 3 pieces of crafted gear, my HP increased by 348, making me much durable. This was achieved by sacrificing 12 Intelligence, but I also have much higher Spell Speed and Crit.


      BLUE MAGE SKILL LIST

      Water Cannon
      - Delivers water damage with a potency of 120.
      Requirement: complete quest, ‘Out of the Blue’

      Bomb Toss
      - Deals fire damage with a potency of 110 to all nearby enemies at a designated location.
      - Additional effects: Stun
      Location: Middle La Noscea – 23,21
      Monster: level 5 Goblin

      Blood Drain
      - Deals unaspected damage with a potency of 20.
      - Additional effects: Restores MP
      Location: Lower La Noscea – 27,16
      Monster: level 7 Cave Bat

      Ice Spikes
      - Counters enemies with ice damage every time you suffer physical damage.
      - Additional effects: 15 second duration, 50% when struck, your attacker afflicted with slow +20%
      Location: Central Shroud – 27,24
      Monster: level 9 Trickster Imp

      Self-Destruct
      - Deals fire damage with a potency of 900 to all nearby enemies while incapacitating self.
      - Additional effects: potency increased to 1,200 when under the effect of Toad Oil
      Location: Western Thanalan – 27,17
      Monster: level 12 Glide Bomb

      Off-Guard
      - Increases damage you deal target by 50%. Recast timer is reset if target is KO’d in battle before the effect expires.
      - Duration: 30 seconds
      Location: Steps of Thal
      Requirement: unlock 5 spells
      NOTE: When a single target is hit by multiple Off-guards from several Blue Mages, you will see multiple Off-guard icons on the target, but their effect don't actually stack. Each Off-guard will only affect the Blue Mage which it came from.

      Final Sting
      - Deals unaspected damage with a potency of 1,500 while incapacitating self.
      - Location: Middle La Noscea
      Monster: level 13 Killer Wespe

      Mind Blast
      - Deals unaspected damage with a potency of 100 to all nearby enemies.
      - Additional effects: Paralysis, 30 second duration
      Location: The Tam-Tara Deepcroft – final boss
      Monster: level 16 Galvanth
      NOTE: Your basic spammable AoE with a decent potency considering its short 1 sec cast time. Its 30 sec paralysis is also very powerful.

      Acorn Bomb
      - Puts target and all nearby enemies to sleep. Cancels auto-attack upon execution.
      - Duration: 30 seconds
      Location: North Shroud – 26,21
      Monster: level 17 Treant Sapling

      Bristle
      - Increases the potency of the next spell cast by 50%.
      Location: East Shroud – 18,24
      Monster: level 21 Wild Boar
      NOTE: Very useful skill! Wonderful to be used in certain stages of the Masked Carnivale, allowing you to buff up actions like Self-Destruct. Can be used together with Off-guard and Moon Flute to further buff an attack.

      Sticky Tongue
      Draws target towards caster.
      Additional effects: Stun, 4 second duration
      Location: Western Thanalan – 14-6
      Monster: level 24 Laughing Toad (or the toads in Mordhona or in Aurum Vale)
      NOTE: This skill is very useful in some stages of the Masked Carnivale, as it provides you with a mean to maneuver targets around the arena.

      White Wind
      Restores own HP and the HP of all nearby party members by an amount equal to your current HP.
      Location: Steps of Thal
      Requirement: unlock 10 spells
      NOTE: Essential skill for almost anything.

      Mighty Guard
      Reduces damage taken by 40% while reducing damage dealt by 70% and increasing enmity generation. Effect ends upon reuse.
      Location: Steps of Thal
      Requirement: unlock 10 spells
      NOTE: Please don't turn this on in dungeons if you're running with some level 70 DPS classes, as this skill will generate a lot of aggro, and make enemies attack you instead of your level 70 friend. Use it only when needed to avoid damage, or unless you're really trying to be the tank. This skill TRUMPS Diamond Back on the sense that you're still free to move under its effect. So it has its place in the Masked Carnivale when you're trying to stay alive against certain attacks.

      Toad Oil
      Increases evasion by 20%.
      Duration: 180 seconds
      Location: Western Thanalan – 14,6
      Monster: level 24 Giggling Gigantoad
      NOTE: Keep in mind to make sure this skill is active before using Self-Destruct in the Masked Carnivale. It increases the potency of Self-Destruct from 900 to 1200, which is a lot.

      1000 Needles
      Deals a fixed 1,000 damage which is shared by all enemies around you.
      Location: Southern Thanalan – 15,15
      Monster: level 26 Sabotender Bailaor (or the Rank A hunt mark "Sabotender Bailarina")

      Level 5 Petrify
      Petrifies all enemies in a cone before you. Chance of successful attack is low. Enemy level must be a multiple of 5. Has no effect on enemies whose level is higher than your own.
      Duration: 20 seconds
      Location: Haukke Manor – 2nd floor
      Monster: level 27 Manor Sentry (NOT the mob before the final room... That mob doesn't DIE. It flees when HP is low, so you will never get it from him. You will see him again in the final boss's fight as an add)

      Important point: He will do petrification there in the final boss's room as an add. So learn from him in the final boss fight (don't kill him too fast there, make sure you "see" the skill). When he dies in there, you will have a chance to get it (pray to your RNG goddess). If you don't get it when he dies, don't bother killing the last boss! You can reset the fight by killing yourself. This way, you can re-enter the room and face him again without redo-ing the whole dungeon.

      Bad Breath
      Blow noxious breath on all enemies in a cone before you, inflicting Slow +20%, Heavy +40%, Blind, and Paralysis.
      Additional effects: Poison (10 potency, 15 second duration), damage -10% (15 second duration), Silence (one second duration)
      Location: Central Shroud – 14,21
      Monster: level 31 Stroper/Heliostroper

      Faze
      Stuns all enemies in a cone before you.
      Duration: 6 seconds
      Location: Eastern La Noscea – 26,32
      Monster: level 32 Qiqirn

      Flying Sardine
      Deals unaspected damage with a potency of 10.
      Additional effects: Silence, 1 second duration
      Location: Eastern La Noscea – 30,34
      Monster: level 32 Apkallu
      NOTE: This skill is ESSENTIAL in some stages of the Masked Carnivale. This is your basic "silence" skill to stop certain deadly spells being casted by enemies.

      The Ram’s Voice
      Deals ice damage with a potency of 130 to all nearby enemies.
      Additional effects: Deep Freeze, 12 second duration
      Location: Cutter’s Cry final boss (or from the Chimera trial in A Realm Reborn)
      Monster: level 38 Chimera (or level 50 Chimera from the trial)
      NOTE: This turns out to be a very useful skill in the Masked Carnivale, as it "Deep Freezes" many types of enemies, stopping them from casting certain deadly spells, or significantly reducing incoming damage from them.

      The Dragon’s Voice
      Deals lightning damage with a potency of 110 to nearby enemies. Enemies within an 8-yalm radius will be unaffected.
      Additional effects: 10% chance to inflict Paralysis (nine seconds), potency increased to 310 when enemy afflicted with Deep Freeze, then removes the affliction.
      Location: Cutter’s Cry final boss (or from the Chimera trial in A Realm Reborn)
      Monster: level 38 Chimera (or level 50 Chimera from the trial)
      NOTE: This skill is quite fun to play with, and somewhat useful in many situations. It provides you with a mean to hit multiple enemies around you, or behind walls. If the target(s) was hit by Ram's Voice before and was in Deep Freeze status, it becomes significantly stronger.

      Glower
      Deals lightning damage with a potency of 130 to all enemies in a straight line before you.
      Additional effects: Paralysis, 6 second duration
      Location: Aurum Vale second boss
      Monster: level 48 Coincounter
      NOTE: Apart from this being required in your class quest, this is also one of the most-used skill in the Masked Carnivale. It provides you with a basic spammable ranged attack that damages multiple targets, and is slightly stronger than your Water Cannon.

      Peculiar Light
      Increases magic damage taken by all nearby enemies by 30%. This action does not share a recast timer with any other actions.
      Duration: 10 seconds
      Location: Mor Dhona – 13,10
      Monster: level 45 Lentic Mudpuppy

      Transfusion
      Restores all HP and MP of a single party member while incapacitating self.
      Location: Steps of Thal
      Requirement: unlock 20 spells

      4-Tonze Weight
      Drops a 4-tonze weight dealing unaspected damage with a potency of 110 to all enemies at a designated location.
      Additional effects: Heavy, 30 second duration
      Location: The Dragon’s Neck
      Monster: level 50 Ultros/Typhoon

      Snort
      Deals a 20-yalm knockback to all enemies in a cone before you.
      Location: The Dragon’s Neck
      Monster: level 50 Ultros/Typhoon
      NOTE: This skill is actually considered wind attack in the Masked Carnivale even though it does zero damage.

      Song of Torment
      Deals unaspected damage with a potency of 50.
      Additional effects: Unaspected damage over time, 25 potency, 30 second duration
      Location: Pharos Sirius final boss
      Monster: level 50 Siren

      High Voltage
      Deals lightning damage with a potency of 90 to all nearby enemies.
      Additional effects: Paralysis (15 second duration, duration increased to 30 when target afflicted with Dropsy), potency increased to 130 when target afflicted with Dropsy
      Location: The Binding Coils of Bahamut – Turn 1 (or Turn 2)
      Monster: level 50 ADS (or similar monsters in Turn 2)

      Flying Frenzy
      Delivers a jumping attack with a potency of 80 to target and all enemies nearby it. Cannot be executed while bound.
      Location: Pharos Sirius second boss
      Monster: level 50 Zu

      Aqua Breath
      Deals water damage with a potency of 90 to all enemies in a cone before you.
      Additional effects: Dropsy, deals water damage over time
      Location: The Dragon’s Neck
      Monster: level 50 Ultros/Typhoon
      NOTE: You can also learn it from Leviathan (Whorleater).

      Plaincracker
      Deals earth damage with a potency of 130 to all nearby enemies.
      Location: Copperbell Mines HM second boss
      Monster: level 50 Gogmagolem
      NOTE: You can also easily learn it from the golems at the south (not the southwest ones) of the North Shroud aetheryte, or the golems outside Qarn temple entrance at South Thanalan.

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      - I Learned Plaincracker outside the Qarns temple near Little Ala Mhigo at Southern Thanalan.

      Drill Cannons
      Deals unaspected damage with a potency of 120 to all enemies in a straight line before you.
      Additional effects: potency increased to 420 when target is afflicted with Petrification. This affliction is then removed
      Location: Northern Thanalan – 16,16
      Monster: level 50 Magitek Vanguard H-2
      NOTE: This is quite essential for the completion of a number of stages in the Masked Carnivale. It provides you with a spammable ranged physical attack that hits multiple targets.

      The Look
      Deals unaspected damage with a potency of 130 to all enemies in a cone before you.
      Additional effects: increased enmity
      Location: Amdapor Keep final boss
      Monster: level 50 Anantaboga
      NOTE: you can also learn this from the "Necro" battle leves in Mor Dhona - The Liminal Ones.

      Sharpened Knife
      Deals unaspected damage with a potency of 120.
      Additional effects: potency increased to 250 when target is stunned
      Location: The Wanderer’s Palace final boss
      Monster: level 50 Tonberry King
      NOTE: This skill is quite essential for some stages of the Masked Carnivale as it is the only single target spammable physical attack. When two targets are present, and one is vulnerable to only physical attacks (and the other reflects physical attacks), then this skill can be used instead of Drill Cannons.

      Loom
      - Move quickly to the specified location. Cannot use when bound.
      Location: Northern Thanalan (usually 17,17 or 24,24)
      Monster: level 50 Flame Sergeant Dalvag
      NOTE: This skill is REQUIRED for the completion of certain stages of the Masked Carnivale. It allows you to move freely even when a very severe slow debuff is applied onto you.

      Flame Thrower
      Deals fire damage with a potency of 130 to all enemies in a cone before you.
      Location: Brayflox Longstop HM final boss
      Monster: level 50 Gobmachine G-VI
      NOTE: This is quite useful in the Masked Carnivale as one of the stages comes with some pretty strong targets that are vulnerable to fire damage.

      Missile
      Deals damage equal to half target’s current HP. Chance of successful attack is low. Has no effect on enemies whose level is higher than your own.
      Location: Battle in the Big Keep
      Monster: level 50 Enkidu
      NOTE: Enkidu uses it during Phase 1 of the trial. If you don't get it by the time Enkidu dies. Just leave and redo Phase 1 of the trial.

      Tail Screw
      Reduces target’s HP to 1. Chance of successful attack is low. Has no effect on enemies whose level is higher than your own.
      Location: Sastasha HM first boss
      Monster: level 50 Karlabos

      NOTE: You can also learn it from the monster "Crag Claw" in the open world (The Peak 23,11). But since it's a level 61 Monster, you will need a level 70 partner in your party to help.

      Ink Jet
      Deals unaspected damage with a potency of 120 to all enemies in a cone before you.
      Additional effects: Blind, 30 second duration
      Location: Sastasha HM final boss
      Monster: level 50 The Kraken

      Diamondback
      Reduces damage taken by 90% and nullifies most knockback and draw-in effects. Unable to move or take action for the duration of this effect. If used when Waxing Nocturne is active, its effect will transition immediately to Waning Nocturne. The effect of this action cannot be ended manually.
      Duration: 10 seconds
      Location: The Stone Vigil HM second boss
      Monster: level 50 Cuca Fera
      NOTE: You can also learn from the turtle add (Horde Armor Dragon) in "The Steps of Faith" too. This is actually a much better choice. Go with a level 70 who can solo everything.
      This skill is quite essential for some stages in the Masked Carnivale.

      Fire Angon
      Deals fire damage with a potency of 100 to target and all enemies nearby it.
      Location: The Wanderer’s Palace HM first boss
      Monster: level 50 Frumious Koheel Ja

      Feather Rain
      Deals wind damage with a potency of 180 to all enemies at a designated location. Shares a recast timer with Eruption.
      Additional effects: Wind damage, potency 20, 6 second duration
      Location: The Howling Eye Extreme
      Monster: level 50 Garuda

      Eruption
      Deals fire damage with a potency of 220 to all enemies at a designated location. Shares a recast timer with Feather Rain.
      Location: The Bowl of Embers Extreme (Bowl of Embers Hard also works!!!)
      Monster: level 50 Ifrit

      Mountain Buster
      Deals earth damage to all enemies in a cone before you with a potency of 310 for the first enemy, 30% less for the second, 60% less for the third, and 70% less for all remaining enemies. Shares a recast timer with Shock Strike.
      Location: The Naval Extreme (Naval Hard also works!!!)
      Monster: level 50 Titan
      NOTE: This skill is considered a PHYSICAL attack. This can be used against targets that reflects magical attacks.

      Shock Strike
      Deals lightning damage to target and all enemies nearby it with a potency of 310 for the first enemy, 30% less for the second, 60% less for the third, and 70% less for all remaining enemies. Shares a recast timer with Mountain Buster.
      Location: The Striking Tree EX
      Monster: level 50 Ramuh

      Glass Dance
      Deals ice damage to all enemies in a wide arc to your fore and flanks with a potency of 290 for the first enemy, 15% less for the second, and 30% less for all remaining enemies. Shares a recast timer with Veil of the Whorl.
      Location: Akh Afah Amphitheatre
      Monster: level 50 Shiva

      Veil of the Whorl
      Counters enemies with water damage every time you suffer damage. Shares a recast timer with Glass Dance.
      Duration: 30 seconds
      Location: The Whorleater EX
      Monster: level 50 Leviathan

      Moon Flute
      Grants the effect of Waxing Nocturne, increasing damage dealt by 50% and movement speed by 30%.
      Duration: 15 seconds
      Additional effects: when effect ends, player afflicted with Waning Nocturne, preventing use of auto-attacks, weapon skills, spells, or abilities
      Requirement: complete 10 stages of the Masked Carnival

      Doom
      Inflicts Doom on target. When effect expires, the target will be KO’d. Chance of successful attack is low. Has no effect on enemies whose level is higher than your own.
      Duration: 15 seconds
      Requirement: complete 20 stages of the Masked Carnival
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