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      Novice Blue Mage Guide by Caimie Tsukino
      Launched: 23 Jan 2019
      Updated: 6 June 2019
      Updated: 18 Feb 2020
      Updated: 17 Feb 2021
      Updated: 30 Apr 2021
      Updated: 25 Jul 2021
      Updated: 5 Aug 2021
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      (1) 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!


      (2) LEGIT "GLITCH" TO POWER-LEVEL BLUE MAGE

      Since Patch 5.1, the glitches have been fixed, so they no longer work.


      Outdated Glitches (open)
      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 (linked enemies in groups DON'T WORK unless you one-shot the whole group). 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 single kills, killing them one after another. 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 is 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 - must be INDIVIDUAL targets lvl 49 or below) 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.



      (3) LEVELING OF BLUE MAGE BEFORE LEVEL 50

      Keep in mind NOT to do FATEs! You get more EXP by killing a single mob than completing a whole FATE! So the best way is to CHAIN UP MOB KILLS while using food (any food), FC buff (Heat of Battle II) and resting bonus (logging off in FC house, inn or private house) to increase EXP gain. Remember to bring your chocobo companion to help with healing yourself, so you don't get KO'd too easily in the open world. Gysahl Greens (for summoning your chocobo) are easily available in every city or housing vendors (https://ffxiv.consolegameswiki.com/wiki/Gysahl_Greens).

      If the glitch is not working out for you now, you will have to try to pick up new skills in the open world while killing mobs to level up. Use the Skill List (Table Format) below to help you find appropriate mobs at your levels that will teach you new skills, and try to kill them while learning new skills.

      Back when the glitch was still working, one of the most popular location for leveling Blue Mage before level 50 is still the Abandoned Amajina Mythril Mine at Northern Thanalan (25,23). There are a bunch of level 49 mobs there. Most of them are single mobs, so you won't be accidentally overpulling too many of them. It is STILL a nice place to level up if you can kill level 49 mobs. But if you're too weak, then try to kill something easier first before coming here.

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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. This was super good when the glitch was still working. Now without the glitch, you need to be capable of killing level 49 mobs with your BLU before coming here to gain EXP.



      (4A) LEVELING OF BLUE MAGE FROM LEVEL 50 TO 60


      If the glitch is not working for you, don't worry. Just killing random mobs is still VERY EASY to push levels up. The best location for leveling from 50 to 60 is Azys Lla. Assuming you're already level 50, and has a bunch of pretty good skills learned in your spell book, you should be able to take down even level 59 mobs in Azys Lla. But if you're having some trouble, you can start off in the Sea of Clouds first. After getting a few levels up, then move on to Azys Lla. Same trick as before, it's all about CHAINING UP MOB KILLS while using food (any food), FC buff (Heat of Battle II) and resting bonus (logging off in FC house, inn or private house) to increase EXP gain. Remember to bring chocobo. Keep in mind to avoid doing any FATE. The mobs in FATEs give very little EXP, and completing a single FATE gives fewer EXP than killing a single regular mob.

      (4B) LEVELING OF BLUE MAGE FROM LEVEL 60 TO 70

      I leveled my BLU solo from 60 to 70 just by killing those tree monsters in The Lochs (Porta Praetoria) called "Kaluk". The location is at those highlands at (x12, y20). There are 4 Kaluks in the area. Bring your chocobo, and chain them up to kill to get more EXP. Don't forget to eat a food as well. It was a rather easy task. Just 1 day, and I hit level 70 already.

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      - The highland at The Lochs near x12, y20. The 4 Kaluks there are marked A to D.

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      - Kaluks are easy targets because their attacks are mostly melee. So BLU can kite them while killing them. They're also susceptible to freezing by Ram's Voice or stun by Bomb Toss.


      (5) 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?
      Yes, having chocobo is very important when facing enemies in the wild all by yourself. E.g. if you're level 8 and you're tackling a level 10 monster in the open world, chocobo will do wonders.

      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.


      (6) RECOMMENDED SEQUENCE OF LEVELING AND SKILLS ACQUISITION

      (1) Glitch leveling to 50. If you are able to use the glitch, use it. It's much easier this way, since you DO NOT need a single piece of gear while leveling from 1 to 50, and you do not need to learn any skill at all until you're level 50. If You may need to learn skills in the wild while leveling up.

      (2) Gear up briefly (optional). Before reaching level 50, you can briefly use crafted gear (buy from marketboard or vendor) to stay strong. Meanwhile, spend your Allagan Tomes of Poetics on i120 Ironworks gear purchased from Mor Dhona even before you are level 50, so you don't max out the 2000 Poetics quota, and can continue to earn more Poetics. After reaching level 50, dress yourself up happily in your i120 Ironworks gear set, 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 DO NOT need a full set as the level cap has been raised to level 60 (thus upgrading the i120 Ironworks to i130 Augmented Ironworks is also just a waste of Poetics). 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 something that is above i110. If you are leveling so fast that you think spending the Poetics now is a waste, then just SAVE the Poetics for your level 60 gear. Buy the i260 Shire gear set for level 60 from Hismena at Idyllshire (x5.7, y5.2), and then upgrade them to i270. You can upgrade Shire gear and accessories by buying Illuminati Deepest Gobtwine and Illuminati Deepest Gobcoat with Poetics tomes, and then upgrade your gear at the NPC Seika at Idyllshire (x6.7 , y7.3).

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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). NOTE: Since Patch 5.15, since BLU's level cap has increased to level 60, there's no point to waste poetics on upgrading i120 to i130 anymore. In fact, you don't even need a full set since the BLU quests will give you left gear. So focus mostly on accessories.

      (3) Learn some basic skills from the open world. Some of the following skills are just awesome to have early (for detailed skill description on where to get them, 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. In addition, its "silence" effect is crucial at endgame when you enter the Masked Carnivale.
      - 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, if your level is too high, 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 (such as Blood Drain or Flying Sardine). 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 (such as Bomb Toss or Mind Blast), 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" (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 200 potency, it is an AoE skill that has only about 1 sec cast time. That is incredibly fast! You're basically doing about 200 potency damage per second. Most other skills give around 220 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 (220 potency) that paralyzes your targets for 6 sec. You learn it from the 2nd ogre boss (Coincounter) 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. In fact, you don't even need to complete the dungeon. Just kill Coincounter, and then you can leave the place already.

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      - Glower

      - Ram's Voice & Dragon's Voice: These are actually very nice skills to have. Ram's Voice effectively freezes your enemies for a long time, allowing you to do a few Mind Blasts on them. Dragon's Voice allows you to practically hide behind obstacles from afar, and hit your target(s). When chained together, the combo gives extra damage as well. One of my favorite combo is: (i) Peculiar Light (increasing magic vulnerability of enemies at close range), (ii) Ram's Voice (freezes them), (iii) Mind Blast x3 (AoE damage and paralyzes them), (iv) run away a bit and then Dragon's Voice (big damage). This combo effectively freezes multiple enemies, while dealing huge damage. Ram's Voice and Dragon's Voice 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 (Unsync, a.k.a. set as undersized party). 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 single digit.

      - 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).

      Since Patch 5.1, level cap of Blue Mage has been raised from 50 to 60. So BiS would be i270 gear. As mentioned above, you can obtain i260 Shire gear set from Hismena at Idyllshire (x5.7, y5.2), and then upgrade them to i270. Buy Illuminati Deepest Gobtwine and Illuminati Deepest Gobcoat with Poetics tomes, and then upgrade your Shire gear to "Augmented Shire gear" at the NPC Seika at Idyllshire (x6.7 , y7.3).

      Please note that since Patch 5.1, Vitality materia is no longer useful. So crafted gear/accessories (max at i255) is NOT a good choice for Blue Mage endgame.


      (7) BLUE MAGE SKILL LIST (Text Format)

      Water Cannon (Rank 1)
      - Delivers water damage with a potency of 200.
      Requirement: complete quest, ‘Out of the Blue’

      Bomb Toss (Rank 2)
      - Deals fire damage with a potency of 200 to all nearby enemies at a designated location.
      - Additional effects: Stun
      Location: Middle La Noscea – 23,21
      Monster: level 5 Goblin

      Blood Drain (Rank 1)
      - Deals unaspected damage with a potency of 50.
      - Additional effects: Restores MP
      Location: Lower La Noscea – 27,16
      Monster: level 7 Cave Bat

      Ice Spikes (Rank 1)
      - 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 (Rank 2)
      - Deals fire damage with a potency of 1,500 to all nearby enemies while incapacitating self.
      - Additional effect: potency increased to 1,800 when under the effect of Toad Oil
      - Additional effect: Inflicts Brush with Death on self.
      - Duration: 600s
      - Cannot be executed while under the effect of Brush with Death.
      Location: Western Thanalan – 27,17
      Monster: level 12 Glide Bomb

      Off-guard (Rank 2)
      - Increases target's damage taken by 5%.
      - Duration: 15 seconds
      - Shares a recast timer with Peculiar Light
      Location: Steps of Thal
      Requirement: unlock 5 spells
      NOTE: Effect DOES NOT stack when multiple Blue Mages use it on the same target.

      Final Sting (Rank 2)
      - Deals unaspected damage with a potency of 2,000 while incapacitating self.
      - Additional effect: Inflicts Brush with Death on self.
      - Duration: 600s
      - Cannot be executed while under the effect of Brush with Death.

      Type: Physical
      Damage: Piercing
      - Location: Middle La Noscea
      Monster: level 13 Killer Wespe

      Mind Blast (Rank 1)
      - Deals unaspected damage with a potency of 200 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 (Rank 1)
      - 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 (Rank 2)
      - 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 (Rank 4)
      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 (Rank 3)
      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 (Rank 4)
      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 or 80 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 (Rank 3)
      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 (Rank 4)
      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 (Rank 2)
      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 (Rank 3)
      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 (Rank 3)
      Stuns all enemies in a cone before you.
      Duration: 6 seconds
      Location: Eastern La Noscea – 26,32
      Monster: level 32 Qiqirn

      Flying Sardine (Rank 1)
      Deals unaspected damage with a potency of 10.
      Additional effect: Interrupts target (previously called "silence"), 1 second duration
      Type: Physical
      Damage: Piercing
      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 (Rank 2)
      Deals ice damage with a potency of 220 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 (Rank 2)
      Deals lightning damage with a potency of 200 to nearby enemies. Enemies within an 8-yalm radius will be unaffected.
      Additional effects: 10% chance to inflict Paralysis (nine seconds), potency increased to 400 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 (Rank 4)
      Deals lightning damage to all enemies in a straight line before you with 220 potency for the first enemy, and 50% for the remaining enemies.
      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 (Rank 2)
      Increases magic damage taken by all nearby enemies by 5%.
      Duration: 15 seconds
      Shares a recast timer with Off-guard.
      Location: Mor Dhona – 13,10
      Monster: level 45 Lentic Mudpuppy

      Transfusion (Rank 2)
      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 200 to all enemies at a designated location.
      Additional effects: Heavy, 30 second duration
      Location: The Dragon’s Neck
      Monster: level 50 Ultros/Typhoon

      Snort (Rank 4)
      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 (Rank 2)
      Deals unaspected damage with a potency of 50.
      Additional effects: Unaspected damage over time, 50 potency, 30 second duration
      Location: Pharos Sirius final boss
      Monster: level 50 Siren

      High Voltage (Rank 4)
      Deals lightning damage with a potency of 180 to all nearby enemies.
      Additional effects: Paralysis (15 second duration, duration increased to 30 when target afflicted with Dropsy), potency increased to 220 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 (Rank 3)
      Delivers a jumping attack to target and all enemies nearby it with potency of 150 for the first enemy and, 50% less for the remaining enemies. Cannot be executed while bound.
      Type: Physical
      Damage: Blunt
      Location: Pharos Sirius second boss
      Monster: level 50 Zu

      Aqua Breath (Rank 4)
      Deals water damage in a cone before you with a potency of 140 to the first enemy, and 50% less for all remaining enemies.
      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 (Rank 2)
      Deals earth damage with a potency of 220 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 (Rank 2)
      Deals unaspected damage with a potency of 200 to all enemies in a straight line before you.
      Additional effects: potency increased to 600 when target is afflicted with Petrification. This affliction is then removed
      Type: Physical
      Damage: Piercing
      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 (Rank 2)
      Deals unaspected damage with a potency of 220 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 (Rank 4)
      Deals unaspected damage with a potency of 220.
      Additional effects: potency increased to 450 when target is stunned
      Type: Physical
      Damage: Slashing
      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 (Rank 1)
      - 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 (Rank 4)
      Deals fire damage with a potency of 220 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 (Rank 4)
      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 (Rank 4)
      Reduces target’s HP to single digit. 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 (Rank 3)
      Deals unaspected damage with a potency of 200 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 (Rank 4)
      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 to target and all enemies nearby it with potency of 200 for the first enemy, and 50% less for all remaining enemies.
      Location: The Wanderer’s Palace HM first boss
      Monster: level 50 Frumious Koheel Ja

      Feather Rain (Rank 5)
      Deals wind damage to all enemies at a designated location with a potency of 220 for the first enemy, and 50% less for all remaining enemies. Shares a recast timer with Eruption.
      Additional effects: Wind damage, potency 20, 6 second duration
      Location: The Howling Eye Extreme (Extreme ONLY)
      Monster: level 50 Garuda

      Eruption (Rank 5)
      Deals fire damage with a potency of 300 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 (Rank 5)
      Deals earth damage to all enemies in a cone before you with a potency of 400 for the first enemy, and 50% 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 (Rank 5)
      Deals lightning damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 50% less for all remaining enemies. Shares a recast timer with Mountain Buster.
      Location: The Striking Tree Extreme (Striking Tree Hard also works!!!)
      Monster: level 50 Ramuh

      Glass Dance (Rank 5)
      Deals ice damage to all enemies in a wide arc to your fore and flanks with a potency of 390 for the first enemy, and 50% less for all remaining enemies. Shares a recast timer with Veil of the Whorl.
      Location: Akh Afah Amphitheatre Extreme (Extreme ONLY)
      Monster: level 50 Shiva

      Veil of the Whorl (Rank 5)
      Counters enemies with water damage (50 potency) every time you suffer damage. Shares a recast timer with Glass Dance.
      Duration: 30 seconds
      Location: The Whorleater Extreme or (Whorleater Hard also works!!!)
      Monster: level 50 Leviathan

      Moon Flute (Rank 1)
      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 (Rank 4)
      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


      (8) BLUE MAGE SKILL LIST (IN TABLE FORMAT)

      Original Spells from Patch 4.5 (Spells #1-49)
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      New Spells added in Patch 5.15 (Spells # 50-80)
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      As of Patch 5.45 skill #81 to #104 were added to the game.

      New skills added in Patch 5.45 (learned from open world - get these first as you can do these solo):

      Basic Instinct (Skill #91) - from Master Coeurl - Upper La Noscea 8.7, 21.6
      Description:
      Increases movement speed by 30%, and healing magic potency and damage dealt by 100%. Also ignores the damage penalty inflicted by Mighty Guard.
      Can only be used in duties intended for two or more players while playing alone, while no other party members are in the instance, or when all party members are incapacitated. Effect ends when joined by one or more party members.

      (My Comment: A very powerful skill to have for solo-ing 4-men dungeons. Also useful when everyone in your party dies... then you pop Mighty Guard, and then pop this, and solo the rest by yourself, and show everyone who's the real MVP...)

      Triple Trident (Skill #81) & Tingle (Skill #82) - from Ebisu Catfish - Yanxia (House of the Fierce) 27.1, 5.7
      Description:
      Triple Trident: Delivers a threefold attack, each hit with a potency of 150.
      This action does not share a recast timer with any other actions.
      (My Comment: 450 total potency is pretty good, but it has a pretty long cast time and cooldown, so it's not that useful)
      Tingle: Deals lightning damage to target and all enemies nearby it with a potency of 100 for the first enemy, and 50% less for all remaining enemies.
      Additional Effect: Increases the potency of the next physical damage spell cast by 100
      Duration: 15s

      Ultravibration (Skill #92) - from Kongamato - The Peak (Ala Ghiri) 14, 25
      Description:
      KOs all nearby enemies afflicted with Deep Freeze or Petrification. Has no effect on enemies whose level is higher than your own, and certain others.
      Shares a recast timer with certain blue magic spells
      (My Comment: This skill is a MUST-HAVE before running dungeons. In fact, it's one of the best skills added in Patch 5.45. The fact that it instantly KILLS everything around is incredible in dungeons. Any kind of huge mob groups from big pulls just vanishes instantly. It's like Thanos with the flick of his finger with the Infinity Gauntlet!)

      Aetherial Spark (Skill #96) - Salt Dhruva - Lochs (Porta Praetoria) 20.4, 23.4
      Description:
      Deals unaspected damage with a potency of 50 to all enemies in a straight line before you.
      Additional Effect: Unaspected damage over time
      Potency: 50
      Duration: 15s

      Choco Meteor (Skill #99) - Courser Chocobo - Dravanian Foreland (Tailfeather) 37, 24
      Description:
      Deals unaspected damage to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% for all remaining enemies.
      Potency increases to 300 when partied with your personal chocobo.
      (My Comment: This one may be a little hard to obtain by yourself... Make sure to bring your chocobo to heal you, and a party member to heal/rez you doesn't hurt)


      New skills added in Patch 5.45 (learned from dungeons):

      IMPORTANT NOTE ABOUT ULTRAVIBRATION TACTICS FOR DUNGEONS:

      - I recommend using a 4-BLU party to farm all dungeon skills, because this forces the skills to drop at 100% rate. So make sure no one is using a level 80 job while setting the dungeon unsynced. All these dungeons are level 70, so just queue with 4 BLUs normally.
      - Make sure you have obtained Ultravibration from the open world before starting to farm ANY skill from dungeons. Ultravibration instantly KO all nearby mobs. It is amazing and it's your best friend.
      - To do these dungeons effectively, a tanking BLU should put up Mighty Guard and use Aetherial Mimicry on tank mode. You may have 1 or more BLUs taking up Aetherial Mimicry on healer mode, equipped with Mog Cure.
      - First, COMMUNICATE with all your party members so that NO ONE does any attack nor heal while tank is pulling. With the power of Ultravibration, the party does NOT need to do any damage early on any mob. Rather, you want the tank to have full control on aggro without even casting any spell.
      - The tank should do 2-group pulls, but make sure you use Gobskin if you have it. The tank can just FACE-PULL (without casting any skill on anything). This means other party members should do NOTHING while the tank is pulling. Any action from other members will result in tank losing aggro.
      - After all mobs are grouped up by the tank, ANY 1 BLU (including the tank himself) may use Ram's Voice to freeze up everything. Then ANY 1 BLU can use Ultravibration to instantly KO everything. Party members should take turns to use Ultravibration since it has a long cooldown.
      - Tank should focus on keeping aggro on any remaining living mobs, especially ones that cannot be frozen by Ram's Voice. Let the DPS finish them off easily.

      Kugane Castle:
      Tatami Gaeshi (Skill #83) - from 2nd boss, Dojun-maru (actually cast by the untargetable adds at the edge of the arena)
      Description:
      Deals unaspected damage to all enemies in a straight line before you with a potency of 220 for the first enemy, and 50% less for all remaining enemies.
      Additional Effect: Stun
      Duration: 3s

      The Swallow’s Compass (there are 2 skills from this dungeon):

      Malediction of Water (Skill #98) - from "Sai Taisui" (There are 2 long lanes with water push-back mechanism. Near the end of the 2nd one is the monk mob “Sai Taisui”)
      Description:
      Deals water damage to all enemies in a straight line before you with a potency of 200 for the first enemy, and 50% less for all remaining enemies.
      Additional Effect: 10-yalm knockback to all enemies and party members in range
      Cannot be used outside of combat or when target is suffering from certain enfeeblements.

      Both Ends (Skill #102) - from the final monkey king boss "Qitian Dasheng" (齊天大聖)
      Description:
      Deals unaspected damage with a potency of 600 to all nearby enemies.
      This spell shares a recast timer with Nightbloom.

      (My Comment: Just a friendly reminder about mechanics – When the final boss casts “Both Ends”, you gotta look at the animation. If it’s a short staff WITHOUT lightning, you get OUT of melee distance. If it’s a long staff WITH blue lightning, you get IN, as it will be a donut AoE. After he split, kill both monkey kings at the same time.)
      (My Comment: Before obtaining Nightbloom, Both Ends is actually a very nice skill to use. But after getting Nightbloom, drop this and equip Nightbloom instead, because Nightbloom is definitely much stronger, but you can only use 1 of the 2.)


      Hell’s Lid:
      Chelonian Gate (Skill #89) - from final boss "Genbu"
      Description:
      Summons a chelonian gate, reducing damage taken by 20%.
      Duration: 10s
      Additional Effect: Grants Auspicious Trance after taking damage equal to 30% of maximum HP
      Auspicious Trance Effects: Action changes from Chelonian Gate to Divine Cataract
      Chelonian Gate effect ends upon using another action or moving (including facing a different direction). Auspicious Trance ends upon losing the effect of Chelonian Gate.
      Shares a recast timer with certain blue magic spells.

      Divine Cataract (button available when HP is lower than 70% during Chelonian Gate):
      Deals water damage to all nearby enemies with a potency of 500 for the first enemy, and 50% less for all remaining enemies.
      Potency increases to 1,000 when you are under the effect of Aetherial Mimicry: Tank.
      Can only be executed when under the effect of Auspicious Trance.

      (My Comment: When he opens the Chelonian Gate and becomes like a “shell”, kill the gate ANYWAY. You can still get the skill after. However, leaving the Gate unkilled will get party wiped. Also, the skill drop is NOT 100% if some party members are dead when the boss dies. The first time we did it, 2 BLUs were dead, but even the living 2 BLUs did NOT get the skill.)
      (See pictures below!)

      The Burn:
      Cold Fog (Skill #84) - from final boss "Mist Dragon"
      Description:
      Grants Cold Fog to self.
      Duration: 5s
      Effect changes to Touch of Frost if damage is taken.
      Touch of Frost Effect: Action changes from Cold Fog to White Death
      Duration: 15s


      White Death (button available when damage is taken during the 5s of Cold Fog):

      Deals ice damage with a potency of 400.
      Additional Effect: Deep Freeze
      Duration: 10s
      Can only be executed while under the effect of Touch of Frost.
      (My Comment about White Death: White Death has zero cast time! It's actually a very strong attacking skill for 10s.)

      My Comments about acquiring Cold Fog from The Burn:
      - This is perhaps the trickiest BLU skill to be obtained from a dungeon. So be prepared. You might wanna study mechanics a bit. I have included some important points below.
      - During the add phase, 3 dragon heads ("Draconic Regard") will be spawned at the edge of arena. Do NOT attack/touch the Mist Dragon at the center of arena, else you freeze yourself. For the 3 dragon heads, kill ONLY 2 heads. Leave 1 alive! After killing 2 heads, use Mighty Guard + Diamondback (you can Swiftcast Diamondback if need) to live through the party-wiping AoE (Cold Fog). If you kill ALL 3 heads, the Mist Dragon will cast the weaker “White Death” instead of the party-wiping “Cold Fog”, so you won’t experience the skill at all.
      - This boss is particularly annoying (rather hard to beat, and rather tricky to get the skill). If you’re farming it from a 4-BLU party (to force it to drop at 100%), I recommend having 2 people in healer stance, and bring Pom Cure to heal the tank or anyone else.
      - Angel Whisper is quite needed, as 1 or more member may die sometimes.
      - Save your Swiftcast for either Diamondback during the add phase or for Angel Whisper to rez any dead people. Don't use it on DPSing.
      - ALL 4 members should equip Exuviation for this boss to dispel the ice DoT that is very hurting. Every time you're tagged with a blue sign above head, the Mist Dragon will drop a puddle on you. Get away from the puddle ASAP, then then use Exuviation to dispel the ice DoT from yourself. Leaving the DoT active will likely badly hurt you after about 5 sec, and you will then die from a simple Rime Wreath raid-wide AoE. Do NOT count on the healer BLU(s) to use Exuviation on you, because the skill only has 6 yalm radius. They're unlikely to be standing next to you when you're dodging puddles.
      - Every time you see the orange star(s) being placed on the ground, get away ASAP using sprint. You won't regret it. Those 6-directional blasting+freezing AoEs stemming from the star(s) are really a pain to deal with.
      - Even if you’re not the tanking BLU, keep in mind to use Mighty Guard ANY TIME when you feel in danger, such as when the dragon disappears in fog and dashes around in those stripes of rectangles. Mighty Guard will save lives.
      - Rime Wreath is raid-wide AoE. The healer BLU(s) should take notice, and cast White Wind when Rime Wreath is being casted. Towards the end of the fight, the Mist Dragon will continuously cast multiple Rime Wreaths. Do you miss a beat with using White Wind for healing everyone if you're the only healer BLU.
      (See pictures below!)

      The Temple of the Fist:
      The Rose of Destruction (Skill #90) - from final boss "Ivon Coeurlfist"
      Description:
      Deals unaspected damage with a potency of 400.
      Additional Effect: 10-yalm knockback
      Shares a recast timer with certain blue magic spells.

      (My Comment: The boss uses it late in the fight. Very easy to get. This skill isn't too powerful though. Its potency is only 400 despite the knockback effect.)

      St. Mocciane’s Arboretum (Hard):
      Feculent Flood (Skill #87) - from final boss "Tokkapchi"
      Description:
      Deals earth damage to all enemies in a straight line before you with a potency of 220 for the first enemy, and 50% less for all remaining enemies.

      (My Comment: Very easy to get.)

      The Drowned City of Skalla:
      Hydro Pull (Skill #97) - from the horse boss "Kelpie"
      Description:
      Deals water damage to all nearby enemies with a potency of 220 for the first enemy, and 50% less for all remaining enemies.
      Additional Effect: Draw-in
      (My Comment: Keep in mind that the boss has both Hydro Pull and Hydro Push. Make sure it casted Hydra Pull before killing it.)


      New skills added in Patch 5.45 (learned from trials):

      Stotram (Skill #85) – from "Lakshmi" in Emanation (Normal)
      Description:
      Deals unaspected damage with a potency of 140 to all nearby enemies.
      Action effect changes, restoring own HP and the HP of all nearby party members when you are under the effect of Aetherial Mimicry: Healer.
      Cure Potency: 300

      Phantom Flurry (Skill #103) – from "Suzaku" in Hells’ Kier (Normal)
      Description:
      Deals unaspected damage over time with a potency of 200 to all enemies in a cone before you.
      Duration: 5s
      Executing Phantom Flurry again before its effect expires deals unaspected damage to all enemies in a cone before you with a potency of 600 for the first enemy, and 50% less for all remaining enemies.
      Effect ends upon using an action other than Phantom Flurry or moving (including facing a different direction).
      (My Comment: This is a pretty powerful skill that does a total of about 1000 potency. It starts with a DoT of 200 potency for 5s, but unfortunately DoT in FFXIV ticks every 3s, so it will only occur 2x before the 5s is up. At 1s, you have to manually click the Phanton Flurry button again to activate the final hit of 600 potency. If you miss the timer, you lose that button. This skill is also aesthetically very beautiful... during the 5s of DoT, it looks like Chun Li's super fast kick!!!!)

      Nightbloom (Skill #104) – from "Tsukuyoumi" in Castrum Fluminus (Normal)
      Description:
      Deals unaspected damage to all nearby enemies with a potency of 400 for the first enemy, and 50% less for all remaining enemies.
      Additional Effect: Unaspected damage over time Potency: 75 Duration: 60s
      (My Comment: This is probably the most powerful skill added in Patch 5.45, as it does a total of 1900 potency -- please see below for my comparison of this skill vs Both Ends.)


      New skills added in Patch 5.45 (learned from raids):

      Blaze (Skill #93) - from "Alte Roite" in Deltascape V1.0 (Normal)
      Description:
      Deals ice damage to target and all enemies nearby it with a potency of 220 for the first enemy, and 50% less for all remaining enemies.

      Saintly Beam (Skill #86) - from the "Phantom Train" in Sigmascape V1.0 (Normal)
      Description:
      Deals unaspected damage with a potency of 100 to target and all enemies nearby it.
      Potency increases to 500 when used against undead enemies.

      Peripheral Synthesis (Skill #101) & Mustard Bomb (Skill #94) - from "Omega" in Alphascape 3.0 (Normal) (can acquire both skills in the same run!)


      Description for Peripheral Synthesis:
      Deals physical damage to all enemies in a straight line before you with a potency of 220 for the first enemy, and 50% less for all remaining enemies.
      Potency increased to 400 when target is afflicted with Lightheaded.
      Additional Effect: Inflicts Lightheaded
      Duration: 5s
      Repeated use of this action in a short period will reduce the additional effect's duration, eventually rendering targets immune to Lightheaded.

      Description for Mustard Bomb:
      Deals fire damage to target and all enemies nearby it with a potency of 220 for the first enemy, and 50% less for all remaining enemies.
      Additional Effect: Enemies affected by Lightheaded suffer damage over time
      Potency: 50
      Duration: 15s

      (My Comment: Total potential potency = 220 + 250 potency = 470 potency)


      New skills added in Patch 5.45 (learned from Whalaqee Totem):

      Angel Snack (for heal stance) (Skill #88) - acquired via Whalaqee Totem from achieving Blue Mage level 70
      Description:
      Restores own HP and the HP of all nearby party members.
      Cure Potency: 400
      Additional Effect: Grants healing over time effect when you are under the effect of Aetherial Mimicry: Healer
      Cure Potency: 200
      Duration: 15s
      Shares a recast timer with Dragon Force and Mantra Magic.

      Dragon Force (for tank stance) (Skill #95) - acquired via Whalaqee Totem from learning 100 spells
      Description:
      Reduces damage taken by 20%.
      Duration: 15s
      Increases damage reduction to 40% when you are under the effect of Aetherial Mimicry: Tank.
      Shares a recast timer with Angel Snack and Mantra Magic.
      (My Comment: This is a very important skill to have if you play Tank-stance BLU. With the exception of Diamondback and Chelonian Gate, Tank-BLUs in general lack defensive skills. Dragon Force gives 40% damage reduction for 15s to Tank-BLUs, so it's a critical skill to use against any tank buster. Also, unlike Diamondback and Chelonian Gate, this skill doesn't make you immobile, so it's very sweet to have. However, it still have the problem of cast time. You will still need to save your Swiftcast to use this when you see an incoming tank buster.)

      Mantra Magic (for DPS stance) (Skill #100) - acquired via Whalaqee Totem from learning 100 spells
      Description:
      Deals an unaspected eightfold attack, each hit with a potency of 50.
      Potency is increased to 100 when you are under the effect of Aetherial Mimicry: DPS.
      Shares a recast timer with Angel Snack and Dragon Force.
      (My Comment: This is a very powerful skill to have for a DPS-stance BLU. 100x8 = 800 potency. It is by far the strongest damage skill that delivers instant damage.)


      Sharing of Recast timers:

      Angel Snack (for heal stance) & Dragon Force (for tank stance) & Mantra Magic (for DPS stance) share the same recast timer
      Chelonian Gate & Rose of Destruction share the same recast timer
      Both Ends & Nightbloom share the same recast timer

      (My Comment: Nightbloom is A LOT stronger than Both Ends in terms of total potency. Both Ends does only 600 potency while Nightblood can do up to 1900 potency (400 potency instant damage + 75 potency for 60s [which means 75 x 20 ticks] = 400 + 1500 potency = 1900 potency). So unless you haven't acquired Nightbloom yet, or really need the instant damage, otherwise, always equip Nightbloom instead of Both Ends. They both have a 120s cooldown.

      Also, note that Nightbloom's "bleeding" DoT effect does not stack with Song of Torment's "bleeding" effect. Nightbloom's DoT is 75 potency for 60s while Song of Torment's DoT is 50 potency for 30s. However, we usually use Bristle to increase Song of Torment's potency from 50 to 75. All in all, Nightbloom's DoT is as powerful as Bristle+Song of Torment's DoT potency, but Nightbloom lasts much longer in terms of duration, and it has zero cast time comparing to the long cast time for both Bristle & Song of Torment. It's definitely worthwhile to equip Nightbloom, and get rid of Both Ends and Song of Torment.)


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      - This is the time when Genbu (final boss of Hell's Lid) casts Chelonian Gate. You don't have to wait for Genbu's Focus gauge to go full. If that happens, it'll wipe the party. Kill the Gate right now, and you will get the skill in the end. However, in my first run, 2 BLU mages out of 4 died before the boss died, and in the end, NONE of the 4 BLUs got the skill. This could be a bug... I am not sure... since having 4 BLUs supposed to guaratee skill drop (at least for the 2 BLUs that were alive). But anyway, just make sure you entire party of all 4 BLUs are alive when the boss dies.

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      - This time all 4 BLUs are alive when the boss dies, and we all got the skill.

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      - Everyone should try to equip Exuviation so that everyone can dispel the ice DoT from themselves after a puddle is dropped.

      [​IMG]
      - During the add phase, kill 2 of the 3 dragon heads at the edge of the arena. Before the cast time of the party-wiping AoE is finished, use Mighty Guard and Swiftcast (optional) Diamondback. This allows the Mist Dragon to cast Cold Fog, and it allows you to live through this deadly mechanic.

      [​IMG]
      - After some struggle, we finally managed to get the spell "Cold Fog"! The experience was actually quite fun!



      BONUS ACHIEVEMENT LIST

      Too Fast, Too Furious: Completed performance faster than the ideal time.
      Slow and Steady: Completed the performance faster than the standard time.
      10 Ways to Die: Used ten or fewer unique spell types.
      4 Ways to Die: Used four or fewer unique spell types. *Note: Swiftcast is NOT regarded as a spell! So you can use 4 spells + Swiftcast!
      Can't Touch This: Took zero damage.
      Ain't Got Time to Bleed: Restored zero HP.
      Modus Interruptus: Interrupted a target's casting.
      A Walk in the Park: Refrained from using Sprint.

      Master of Fire/ Water/ Earth /Wind/ Ice/ Lighting: Cast only the corresponding elemental spells or unaspected spells (NOTE: You CAN cast Off-guard, Bristle, White Wind, Swiftcast etc. You can use unaspected magical attacks such as Nightbloom and Mantra Magic. You can also use unaspected physical spells, but NOT aspected physical spells.).

      Elemental Mastery: Cast spells aspected to all six elements (NOTE: Snort is a Wind-aspected spell even though it does zero damage. It COUNTS towards this mastery.).

      Total Mastery: Used actions aspected to all six elements and three damage types (blunt, piercing, slashing). (NOTE: Mountain Buster and Flying Frenzy are Blunt. Drill Cannons and Flying Sardine are Piercing. Sharpened Knife is Slashing.)
      Enfeeble Me Tender: Applied six or more enfeeblements (NOTE: See next section below for list of enfeeblements).

      Enfeeble Me Tenderer: Applied 9 or more enfeeblements (NOTE: See next section below for list of enfeeblements). (They changed from 10 to 9 since Patch 5.1)

      Let's Get Physical: Used only physical type actions (NOTE: Mountain Buster is considered Earth-aspected physical attack. So it CAN be used. But White Wind is NOT allowed!).

      Advanced Spellcasting: Cast only Rank 4 or 5 spells (NOTE: You CAN'T use White Wind / Toad Oil since they are Rank 3 spells. You also CAN'T use Off-guard, Peculiar Light, Bristle and Song of Torment, as they are Rank 1 or 2 spells. You can, however, use Drain from Role Skills for some minimal emergency healing. You CAN also use Mighty Guard, Diamond Back and Sticky Tongue for stun as they are Rank 4 spells. Sharpened Knife and Glower are your best friends - spammable Rank 4 spells.).

      Beginner Spellcasting: Cast only Rank 1 or 2 spells (NOTE: You CAN'T use White Wind / Toad Oil since they are Rank 3 spells. You also CAN'T use Mighty Guard or Diamond Back as they are Rank 4 spells. You can, however, use Drain from Role Skills for some minimal emergency healing. Feel free to use Bristle, Off-guard and Song of Torment, as well as spamming Water Cannon, Drill Cannon or Mind Blast. But your best friend is the Ram's Voice + Dragon's Voice combo - a VERY powerful attack combo that can also temporarily freezes enemies. Heavy is also a nice role skill to use.).

      Four-faced: Use four or more unique actions that are fired from the face (NOTE: The Look, Level 5 Petrify, Glower, Flame Thrower etc.).


      LIST OF ENFEEBLEMENTS

      Enfeeblement (Skills that give that enfeeblement)
      Slow (Ice Spike, White Knight's Tour)
      Deep Freeze (Ram's Voice)
      Paralyze (Mind Blast, Glower or Dragon's Voice)
      Stun (Bomb Toss, Faze or Sticky Tongue)
      Silence (became "Interrupt" since Patch 5.15, "Silence" no longer exists) (Flying Sardine)
      Petrify (Level 5 Petrify)
      Off-guard (Off-guard)
      Magic Vulnerability (Peculiar Light)
      Reduced Intelligence (Addle)
      Bleed (Song of Torment)
      Sleep (Acorn Bomb, Chirp)
      Conked (Magic Hammer)
      Bind (Black Knight's Tour)
      Blind (Ink Jet) [Rank 3 skill]
      Dropsy (Aqua Breath) [Rank 4 skill]

      Silence (changed to "Interrupt" since Patch 5.15) / Paralyze / Malodorus (deleted since Patch 5.15) / Slow / Blind / Poison / Heavy (Bad Breath) [Rank 3 skill]

      [​IMG]
      - Enfeeblement from Bad Breath (Heavy absent due to full-resistance of the target). Since Patch 5.15, effects from Bad Breath became "Interrupt / Paralyze / Slow / Blind / Poison / Heavy".


      THE MASKED CARNIVALE

      Stage 1: All's Well That Starts Well
      - Pull mobs one at a time, and just Mind Blast them till death.

      Stage 2: Much Ado About Pudding
      - Silence "Golden Tongue" with Flying Sardine (else their attacks become really strong).
      - Ram's Voice + Dragon's Voice combo is quite useful with mob control and killing them.

      Stage 3: Waiting for Golem
      - Silence "Obliterate" with Flying Sardine.
      - Keep Off-guard up, and keep DoT up (such as Song of Torment, Aqua Breath and/or Feather Rain), and just Water Cannon him to the end.

      Stage 4: Gentlemen Prefer Swords
      Act 1:
      - The doggie is afraid of fire, and the bats are afraid of lightning spells.
      - If all 3 mobs jump onto you at the same time, it can get dangerous. I prefer to kill off the bats first.
      - First, I use Bristle. Then I Off-guard on one bat, and then hit with Glower. Once they're all jumping at you, use Ram's Voice + Dragon's Voice combo (use at least 2x Mind Blast between the 2 Voices). One of the bat should be dead or almost dead. Finish it off quickly with Glower.
      - Then Ram's Voice + Dragon's Voice combo again, and finish off the 2nd bat.
      - Use Break and Drain (Role Skills) on the final doggie if he's really hurting you. He can't kill you alone if you keep healing with Drain and slowing him down with Break.
      Act 2:
      - Silence Kreio's "Magitek Field", as it greatly buffs his resistance against attacks. But it's not lethal if you don't do it.
      - When the beetles appear, first, silence the boss's "Magitek Field".
      - Next, use Bristle while waiting for the adds to group up onto me.
      - Then use Peculiar Light on all of them.
      - Ram's Voice to freeze them.
      - 3x Mind Blast (which also added paralyze on them) [this is super good as they have a long freezing time, so waking them up immediately with Dragon's Voice would have been a waste. Doing 3x Mind Blast while Peculiar Light is still active is very effective]
      - Run away, and use Dragon's Voice before freezing effect ended. This will deal insane damage.
      - Next, just freeze them up again with Ram's Voice, do 1x Mind Blast, and then run away and do Dragon's Voice once more.
      - Repeat once more with freeze and (no more Mind Blast this time) then Dragon's Voice, and they should all be dead.

      Stage 5: The Threepenny Turtles
      - Turtles have extremely high armor.
      - Swiftcast 1000 Needles to win (1000 Needles ignores armor).
      - Alternatively, if you have Missile or Tail Screw, they work even better, especially Tail Screw (I totally prefer Tail Screw).

      Stage 6: Eye Society
      - The Mandragoras have an AoE that will blind you. You actually wants to be blinded by them. This way the Catoblepas cannot petrify you with gaze.
      - Act 2 is very similar. As long as you're blinded, you can deal with them using the same strategy in Act 1 of Stage 4: Gentlemen Prefer Swords.

      Stage 7: A Chorus Slime
      Act 1: Killing Lava Slime (immobile and low hit point) --> BOOM. Ice Sprites all die.
      Act 2: Use Sticky Tongue to pull each of the slime near an Ice Sprite. Then detonate them one at a time from a good distance.
      Act 3: Use Sticky Tongue to drag all 3 slimes near each of the towers, and detonate them. You can detonate all 3 slimes at the same time for each tower, and their damage will add up together onto the tower. The tower will blow once all 3 slimes detonate.
      - The towers constantly cast "Low Voltage", which deals about ~1500 damage on you.
      - When the towers die, they deal 99999 damage, so make sure to hide behind the walls.

      Stage 8: Bomb-edy of Errors
      Act 1:
      - Killing the front-most Cherry Bomb --> BOOM. Everything dies.
      Act 2:
      - Run around the bombs to the far North of the arena, and face South.
      - Bristle, Off-guard on the Progenatrix, and Swiftcast Song of Torment.
      - The Progenatrix will throw an AoE on you. Walk to the right side, and hit a Cherry Bomb. This will blow up the Ice Bomb, and freezes and Progenatrix and also deals great damage to him.
      - Stand near the iced-up Progenatrix, and use your long-ranged Water Cannon to hit the far-left Cherry Bomb. This will ice up the Progenatrix once more.
      - Do the same on the last Cherry Bomb, and now he should have less than 50% HP.
      - You cannot silence him on his big AoE (which will one-shot you), but you can use Faze or Bomb Toss to stun him.

      Stage 9: To Kill a Mockingslime
      - Pretty much the same as Stage 2: Much Ado About Pudding, but with a boss.
      - Use "Focus Target" on boss before the fight, and monitor his casts.
      - Silence "Golden Tongue" with Flying Sardine (else their attacks become really strong).
      - There are a total of 6 adds that will pop up one by one.
      - Ram's Voice + Dragon's Voice combo is quite useful with mob control and killing them. Filler with Mind Blast.
      - Kill adds ASAP.


      Stage 10: A Little Knight Music
      - Crom Dubh is a small iron giant. Each time he casts "King's Will", he'll grow bigger/stronger.
      - Silence "King's Will" with Flying Sardine.
      - Silence "Black Nebula" with Flying Sardine.

      Stage 11: Some Like It Excruciatingly Hot
      Act 1 & 2:
      - These Gas Bombs cast "fulmination". If any finishes the cast, it'll wipe you.
      - You can do almost anything to disrupt their cast, including regular attacks.
      - Just grab them together using Sticky Tongue, and push them all together against a wall using Mind Blast. Then just AoE them all to their deaths.

      Stage 12: The Plant-om of the Opera
      Act 1:

      - The Roselets are quite fragile, and can be one-shotted by either Water Cannon or Drill Cannon.
      - Before your first attack, cast "Ice Spikes". Then go attack then. They'll just die from their own attacks.

      Act 2:
      - Hydnora has a skill called "Inflammable Fumes", which will do great damage to you. Try to stun it using Bomb Toss or Faze when he is casting this spell (you can't silence it with Flying Sardine!).
      - Whenever he casts "Spore Sac", the Roselets will be summoned as adds. So use Ice Spikes, and just let them kill themselves. You can also use some AoE, such as Ram's Voice or Dragon's Voice to hit them before they hit you. If the Roselets are allowed to live too long, you will be severely poisoned to death.
      - Apart from Ice Spikes, Veil of the Whorl is also a very good skill that can be used here. It has a longer duration, and has double the power of Ice Spikes. However, Veil has a long cooldown, so you should still bring Ice Spikes with you even if you have Veil.
      - For the later rounds of adds (which comes in 2 batches), you may need to use Ice Spikes 2x (or a single Veil of the Whorl).

      Stage 13: Beauty and a Beast
      Act 1:
      - The two mobs at the back are petrified at the start, so you can pull the center mob and burn it down quickly first. When the two mobs are awakened, Ram's Voice + Mind Blast x3 + Dragon's Voice is your great friend here. Personally though, I LOVE using Tail Screw on all of them one by one, and it works great as well. I also start with the middle one first.
      Act 2:
      - When Carmilla summons the add, the add must be killed ASAP. If the add doesn't die fast enough, Carmilla will absorb it. And then when she casts Blood Rain, it will do 99999 damage. The spell cannot be silenced, and you cannot stun her either. So it will be the end of you.
      - So when add appears, use Off-guard on it. Bristle, Swiftcast + Song of Torment etc. Do whatever it takes to bring it down ASAP.

      Stage 14: Blobs in the Wood
      Act 1:
      - When the Jams die, they will cast "The Last Song", and will instantly kill you if it hits you. So use move behind walls when they die.
      Act 2:
      - The Jams will now cast a super slow debuff onto you, making you almost completely immobile. During this state, if you sprint, you can kind of move slowly. But ideally you want to bring Loom with you, so you can move around freely, and hide behind walls when they blow up.

      Stage 15: The Me Nobody Nodes
      - The Beastial Node will regularly cast "High Voltage". This needs to be silenced with Flying Sardine, as it leaves a nasty paralyze effect on you.
      - It has a few spells: (i) Superstorm: Medium Donut AoE. (ii) Piercing Laser: Column AoE. (iii) Spellsword: Cone AoE. (iv) Ballast: No cast bar, 270 degree Cone AoE and knock back when hit. Grows in 3 stages.
      - Because of of these spells, I usually stay close at melee distance. This way I can react to these different spells accordingly. Even if I get hit by Ballast since it has no cast bar, I won't get knocked to the edge too much.
      - When the first add appears, it has a super strong damage buff that lasts a short period. It is best to use Acorn Bomb to sleep the add, and avoid waking it until the damage buff wears off. Keep a good eye on his damage buff. Once it wears off, you must kill the add ASAP. Do everything you can do bring it down while silencing the boss's "High Voltage". If the add lives too long, it will gain the big damage buff again, and you are surely going to die.
      - When the snakes adds appear, just Ram's Voice + Mind Blast x3 + Dragon's Voice them, and kill them near the boss. When they die, they will leave a vulerability debuff on the Beastial Node, and this will greatly shorten the fight for you.

      Stage 16: Sunset Bull-evard
      Act 1:

      - ALWAYS stay away from Cyclops. Keep a good distance, and kite them. They can be slowed down further with 4-Tonze Weight or Break.
      Act 2:
      - Tikbalang is actually not as dangerous as the Cyclops at melee distance. So do your best to kite Tikbalang, but when he summons two Cyclops, it's more important to stay away from the Cyclops.
      - Burn down the Cyclops asap.
      - Tikbalang has a combo, which pulls you in towards him, and then casts 1111-Tonze Swing. This swing is pretty gigantic in radius, will hurt you a lot, and will push you all the way to the edge into the hurt zone of lightning. So after he pulls you in, you should Swiftcast Diamondback. Alternatively, if you lures him to the very edge, then when he casts 1111-Tonze Swing, you can actually Loom your way to the edge at the other end. There will be a safe zone there.

      Stage 17: The Sword of Music
      Act 1:
      - Left Claw (on your right side) reflects all magical damage.
      - Right Claw (on your left side) reflects all physical damage.
      - It doesn't really matter which one you kill first. But I personally prefers to kill the Left Claw first (because auto-attack counts as physical damage, and accidentally auto-attacking the Right Claw is pretty dangerous when both claws are alive).
      - First, I Off-guard the Left Claw (which will hurt myself a bit), and then just continuously use Sharpened Knife on it until it dies. Heal with White Wind if necessary.
      - Then, I Off-guard the Right Claw, put some DoT on it (like Song of Torment or Feather Rain), and then just finish it off with any ranged magical spells (like Glower) while kiting it from a distance to avoid auto-attacks.
      Act 2:
      - We face Kreios again from Stage 2. He often casts "Grand Strike", which is a long-ranged, thin rectangular AoE, which hurts A LOT. So make sure you dodge this. It usually comes in 2x or 3x.
      - Left and Right Claw from Act 1 will be summoned as adds. So just burn them down again.
      - Kreios will use Magitek Field and Magitek Ray. You can silence the Field, but if you failed it won't kill you. It just slows down the fight. Ray leaves a puddle on the floor, so just get away.

      Stage 18: Midsummer Night’s Explosive
      Act 1:
      - The Firestand Kegs will blow up when they are damaged in any way.
      - Keep a distance from the Manticore, stand near (but too close) to the kegs, hit the keg and let it blow up on an incoming Manticore. This will do great damage to the Manticore. Alternatively, you can just hit the Manticore with attacks like Drill Cannons which will damage to keg along the way anyway to blow it up.
      - If you get hit by a keg, it will hurt about half your HP bar. So be prepared to heal with White Wind.
      - The Manticore rotates among a few moves: (1) Wild Charge, (2) Fire AoE, and (3) Swipe. Wild Charge is the most dangerous, because when you're getting hit, you lose your positioning, which can be dangerous if you got pushed into a Firestand Keg's AoE. Other than this, Fire AoE and Swipe are easily dodgeable.

      Act 2:
      - Pretty much the same strategy, but now you need to monitor 2 Manticores' activities.

      Stage 19: On a Clear Day You Can Smell Forever
      Act 1:
      - As its name suggests, Reflective Rebekah will reflect any kind of magical spell.
      - You can still apply Off-guard and take a little self-inflicted damage, and then just stay at melee distance and Sharpened Knife your way with it (occasional Mountain Buster also good).
      - You CAN silence Offal Breath with Flying Sardine if you want to, but it's not necessary.

      Act 2:
      - Reflective Rebekah will now cast "Schizocarps", which summons are bunch of "Hot Hip" near the edge of the arena. These balloon thingies will stun you with their gazes. So when Rebekah does Schizocarps, use "Ink Jet" on Rebekah to blind yourself. This way, you are immune to the Hips' gazes.

      Stage 20: Miss Typhon
      Act 1:
      - Make sure you bring Toad Oil, Off-guard, Bristle, Moon Flute and Self-Destruct. These skills, when chained together, is commonly referred as the "Kamikaze Combo".
      - Use the Kamikaze Combo in this order: Start with Toad Oil, Bristle, Moon Flute, Off-guard (which draws him in), and then Swiftcast Self-Destruct, and it should instantly one-shot Typhon.

      Act 2:
      - Use the Kamikaze Combo, and it should one-shot Ultros.
      Act 3:
      - This time Typhon will have a bit more HP. So the Kamikaze Combo alone may not be sufficient. So you may either VERY quickly deal some damage to it before the Kamikaze Combo, or simply use an Intelligence Potion to further boost your Kamikaze Combo in order to kill it.
      NOTE: The above strategy can no longer be applied on all 3 Acts now, because SE introduced the "Brush with Death" status after suiciding using a BLU. The debuff lasts 10 min, and prevents you from using suicidal skills again until the debuff wears off. You CAN, however, use the above suicidal strategy in Act 1, and then again in Act 3 when Brush with Death is gone.

      Stage 21: Chimera on a Hot Tin Roof
      Act 1:

      - The Imps will sometimes cast Void Blizzard, which deals high damage and slows you. Be sure to silence this with Flying Sardine.
      - These Imps are afraid of fire, so feel free to use Flame Thrower. But you're also welcome to use the Ram's Voice + 3x Mind Blast + Dragon's Voice combo.
      - The suicidal Kamikaze Combo also works really well as Self-Destruct is a fire spell.

      Act 2:
      - Unlike the Chimeras in other places, you CAN'T silence or stun this Chimera. So be sure to dodge everything.
      - When the Imps appear as adds, just burn them down like you did in Act 1 while monitoring and dodging the Chimera's spells.

      Stage 22: Here Comes the Boom
      Act 1:

      - Arena Grenades must be killed with a single hit, else they wake up and BOOM you to death.
      - You CAN first use Off-guard on them, and then quickly cast any 130 potency spells, such as Glower on them to one-shot them. If this is not enough to one-shot them, use Bristle before Off-guard, and you will be fine.

      Act 2:
      - When Forefather casts "Bombshell Drop", an Arena Grenade will be summoned as add. Kill adds ASAP before he manually ignites it and wipe you. So just use the trick in Act 1 to one-shot them.
      - When Forefather casts "Gas Bomb", use Sticky Tongue to pull it near Forefather. It will then cast a spell, blow up and stuns the Forefather to stop him from wiping you. Be sure NOT to use any AoE on the Forefather during this period, as this might accidentally disrupt the Gas Bomb's cast.

      Stage 23: Behemoths and Broomsticks
      - This fight against the Behemoth is pretty much a straight-up hardcore fight that requires good controlling skills from the player.
      - The behemoth cycles among the following casts:
      - Comet: Light unavoidable damage in a cone, summons several large AoE circles in a random pattern in a cone normally followed by Trounce and another set of random circle AoEs.
      - Trounce: Cone AoE in front of boss
      - Charybdis: AoE Circle below you, place along the side of the arena. Leaves a Maelstrom behind doing mild damage over time and casting Maelstrom.
      - Maelstrom: A small point blank circle AoE around the caster. (Cast by the Maelstrom adds created by Charybdis)
      - Ecliptic Meteor: Slow cast but does around 20k that wipes you. Use Mighty Guard (optional), Addle (optional), and Diamondback (mandatory) to survive. Even with these, it will still burn over half your HP bar, so you will need to heal with White Wind afterwards.
      - Circle around the edge of the arena, to bait the Maelstroms along the edge.
      - Let him face somewhat towards the outside of the arena, and then dodge Trounce by running towards the center. If you get hit by Trounce/Comet, it will place a vulnerability debuff on you. Two stacks of this debuff will likely end your run, as you will live through the unavoidable AoEs.

      Stage 24: Amazing Technicolor Pit Fiends
      Act 1:
      - You face Arena Viking and Arena Magus. Use magical spells on the Viking and use physical attacks on the Magus.
      - I suggest killing the Magus first with Sharpened Knife, as its "Lightning Sparks" can paralyze you. Be sure to silence it with Flying Sardine.

      Act 2:
      - You face the Arena Scribe. When he casts Silence on you, just silence him with Flying Sardine to silence him from silencing you! :p (note: "silence" has been replaced by "interrupt" now)
      - His silence will be followed by "Condensed Libra" and "Triple Hit". You will die unless you use either Mighty Guard or Diamondback. I prefer to use Diamondback.
      - When he is near his death, you may choose to use Bristle, Peculiar Light, Off-Guard and Final Sting combo to end him quickly. Alternatively, just burn him down in a normal fight.

      Act 3:
      - You face Epilogi. "Head Down" is an unavoidable hit that will knock you backwards, so make sure you don't get pushed into the green gassy clouds.
      - After you get knocked back by "Head Down", he will use "Magic Hammer", which is a pretty big AoE, so just dodge that too.
      - He will summon the Magus as adds in the lightning zone at edge. You can't use Sticky Tongue to pull them out. So be sure to bring 4-Tonze Weight or Drill Cannons with you, so that you can hit them with physical attacks from afar.

      Stage 25: Dirty Rotten Azulmagia
      Too much to write here.... go watch MrHappy:


      Since Patch 5.1, the use of "Aetherial Mimicry - DPS" is adviced when doing ALL Carnivale stages, as it basically increases your damage output in general.

      Stage 26: Papa Mia
      Act 1:

      Enemy: Arena Mirrorknight
      - Start off with Bristle, Offguard and Song of Torment. Keep spamming attacks + cooldowns.
      - Soon, he will cast Alternate Plumage, which makes him almost invincible. You MUST use Eerie Soundwave to dispel his armor.
      - When he casts "Caber Toss", just Interrupt (silence) with Flying Sardine
      Act 2:
      Enemy: Papa Humbaba
      - Start off with Bristle, Offguard and Song of Torment. Keep spamming attacks + cooldowns.
      - Raw Instinct will give him a super buff that will make him crit every hit. You MUST IMMEDIATELY use Eerie Soundwave to dispel it ASAP. Else you will die very quickly.
      - He will summon some thunder clouds. Avoid standing near them. They hit really hard if you’re under it. 2 hits and you can die. So just circling around to avoid the clouds.
      - When you’re tagged with a red sign. He will then do a repel move to push you away. So try not to let him push you off the edge.

      Stage 27: Lock Up Your Snorters
      Enemy: Typhon
      - Start off with Bristle, Offguard and Song of Torment. Keep spamming attacks, but SAVE your cooldowns.
      - He will immediately drop 6 bombs and 1 Magitek Explosive (basically one big spikey bomb). Your task is to kill off the Magitek Explosive ASAP (and if possible, get some bombs underneath Typhon so they hit him, but this is a luxury). If any bombs blow up the Magitek Explosive, you die. If any bombs hit you, you die. If Typhon’s AoE hits the Magitek, you die. If you can’t kill off the Magitek Explosive before it explodes, you also die!
      - So first thing comes first, ensure no small bombs are near the big bomb. For the first set of bombs, they are in a circle surrounding Typhon, with the big bomb outside that circle. Only 1 bomb is near the Magitek. Use Sticky Tongue to pull that away. Then immediately start working on the big bomb while dodging the small bombs’ explosions. Typhon will do a big Snort that pushes everything away from him. NEVER stand near the big bomb for too long, as that will lure Typhon’s AoE onto that area. So you can stand near the Magitek Explosive when dodging the small bombs (or when being pushed there during Snort), but you gotta move away right after that. Time is very precious, so do everything you can to kill off the big bomb. You can throw down something like a Feather Rain, and keep hitting it with Water Cannon (200 potency, longest range), Reflux (220 potency, long range) or Sonic Boom (210 potency, but faster recast time) from afar. Do anything that works to kill it off. You may even resort to potions to strengthen your attacks if you have trouble killing it.
      - For 2nd set of bombs, the Magitek will be INSIDE the circle of bombs.
      - For 3rd set of bombs, there will not be any Magitek. But there will be 8 bombs in pairs surrounding Typhon. This is the time to use SNORT to push 2 sets of those bombs towards Typhon to hurt him.
      - Rinse and repeat. Typhon will definitely die after going through the above twice.

      Stage 28: Dangerous When Dead

      Enemy: Durinn
      - Start off with Bristle, Offguard and Song of Torment. Keep spamming attacks, but don’t use up all your cooldowns yet. Save some for the adds.
      - When he starts casting Doom Impending, you must cure yourself to max HP before he finishes casting this. Else you will die. White Wind is recommended. But do anything else you like as you see fit.
      - The cast called March of the Draugar is basically summoning adds. ALL the adds summoned by this guy are afraid of FIRE. So I highly recommend getting Eruption (instant AoE), Flame Thrower (AoE) and/or Fire Angon (single target with splash damage of 50%). Personally, I dealt with everything just fine with just Eruption and Flame Thrower.
      - 1st set of adds (bunch of zombies): Just use a single Eruption on them, and they will all die before they even enter the arena. They do zero harm.
      - When he casts Mega Death, just walk into the puddle, and stay there until Mega Death finishes. And you’ll be just fine.
      - Interrupt any Cackle with Flying Sardine.
      - 2nd set of adds (Undead Soldiers x4 at 4 different sides): Cast Eruption on #1. Sprint to the next and use your instant primal CDs, such as Quaser/ Glass Dance/ Mountain Buster on #2. Fire Angon on #3 from afar, or sprint to #3 and then Flame Thrower on #3. Swift Cast + White Wind if need to stay alive. Then easily Fire Angon or Flame Thrower the 4th.
      - 3rd set of adds (Undead Warriors x4 at 4 different sides): SAVE Eruption! Use anything else, such as Fire Angon, on the first to kill it if possible. They will then all jump at you and deal great damage to you. Don’t fret. Use Ram’s Voice to freeze them all up. Then use Eruption now on all of them. Finish off with a quick Swift Cast + Flame Thrower, and use another primal CD if need to finish them off. You can then White Wind yourself to restore HP.
      - When he casts Brainstorm, check your status icon. You will receive a directional arrow. If the arrow is UP, you will be forced to move forward. If it’s DOWN/LEFT/RIGHT, you will be forced backward/left/right. Stand in the middle of the arena, and look for that one safe zone in the arena. Face your forced direction towards that safe zone, and let yourself automatically walk there to dodge the big arena explosions.
      - 4th set of adds (Undead Gravekeepers x2): Pretty much same tactic. Attack them individually until they group up. Then freeze them up with Ram’s Voice. And finish off with Eruption and other CDs or Flame Thrower.
      - After 4 sets of adds, he will NOT summon anymore things. So you can now use up all your CDs on the boss, while doing the Brainstorm / Mega Death / Cackle mechanics.

      Stage 29: Red, Fraught, and Blue
      This stage is actually the hardest in my opinion (harder than Stage 30). It took me many tries to get this done. Aetherial Mimicry (DPS mode) is pretty much a must here to help with boosting damage.
      Essential spells recommended:
      Alpine Draft/Sonic Boom, Reflux/Electrogenesis, Exuviation (must), Diamond Back (must), Flying Sardine (must), Bristle, Off-guard, Song of Torment
      Primal spells (cooldowns) recommended:
      Shock Strike (highly recommend), Feather Rain (highly recommend), Glass Dance, Quaser

      Act 1:
      Enemy: Shikigami of the Pyre (afraid of Wind)
      - Fluid Swing is a strong repel that will push you to the edge of the arena (which you will likely die). It must be interrupted with Flying Sardine.
      - Start off with Bristle, Offguard and Song of Torment. Blow all cooldowns at will.
      - Burn him down with Alpine Draft or Sonic Boom. Sonic Boom is better as it has short recast time.

      Act 2:
      Enemy: Shikigami of the Undertow (afraid of Lightning)
      - Right-click on the Shikigami, and set FOCUS TARGET on this guy first. You need to make sure he doesn’t cast Fluid Swing on you! So keep an eye on that.
      - Protean Wave is a narrow frontal cone AoE
      - Fluid Swing is a strong repel that will push you to the edge of the arena (which you will likely die). It must be interrupted with Flying Sardine.
      - Watery Grasp is basically summoning adds (Right Hand of the Undertow & Left Hand of the Undertow)
      - When Watery Grasp is being casted, stay at the center, immediately cast Bristle and then drink a potion to boost intelligence. First, target the Right Hand of the Undertow (which is on your left side if you're facing North). Cast Reflux to slow down its movement and hurt it. Feather Rain. Reflux again or use Electrogenesis. Then Shock Strike. This should be enough to kill it.
      - Now immediately focus on the other hand.
      - When the boss casts Big Splash, use Diamond Back.

      Stage 30: Siegfried
      Aetherial Mimicry (DPS mode) is quite helpful here to boost damage and shorten the fight. Alternatively, Aetherial Mimicry (healer mode) is also pretty good if you have Mog Cure. Heal mode is particularly great when you suffer near-death injuries. Because White Wind's healing effect is bad when your remaining HP is below 30%, and it drains a lot of MP. Mog Cure is a lot better on that sense.

      Act 1:
      Go watch Meoni's guide on youtube:
      https://www.youtube.com/watch?v=IqizrbxsUvk


      Act 2:
      - If there is one deadly combo in this act, it will be the “SwiftsteelSparksteelFire puddlesIce crystals combo”.
      - When Siegfried casts Swiftsteel, move into melee range around center of arena. He will place a few AoEs near center. Look for a safe spot near the very center of the arena with a clear path towards outside. He will then push you towards the outside.
      - After being pushed, quickly move back in to avoid the outer ring AoE. But DO NOT go dead center of arena yet. Stay at edge of the safe zone circle in center. He will then JUMP to you, and cast Sparksteel, which is a melee circular AoE around himself. If you went dead center of arena, then this Sparksteel will be placed in the center of the arena, and you will be forced to go outside, which makes you difficult to dodge the next move. As long as you lure him to jump to somewhere outside the center area, then when you are dodging the Sparksteel AoE, you can walk towards the center area.
      - Siegfried will then place 4 fire zones on the floor, and 7 ice crystals in a circle, leaving just a very small safe zone near the edge of arena without an ice crystal. Even if you have to walk across fire, you still want to reach that safe zone. Because if you’re frozen, you will likely get hit twice by something, and that might kill you. Sprint if necessary towards the safe zone. If you had previously wrongly lured the Sparksteel AoE into the very center of the arena, you would be forced to dodge it by going towards one side, then there’s a fat chance that the safe zone will spawn on the opposite end, and you’re fxxked since you have to get across a lot of danger to reach there. If you tried to get around the dangers, it would have been too long, and you could possibly getting hit by 2 ice crystals + some fire, which would likely KO you immediately. This is why luring Sparksteel away from center is important. Once you get this logic right, this fight isn’t that difficult.

      Stage 31: Gogo (added in Patch 5.45, Feb 2021)
      Aetherial Mimicry (HEALER mode) is recommended here. I tried DPS mode, but failed miserably 6-7 times until I went HEALER mode and one-shot it. So I highly recommend that here. And remember to set up "Pom Cure" too! Other necessary skills include "Eerie Soundwave", "Exuviation" and "Diamondback".

      Gear check: The new quest gives you a set of i400 gear, but has no accessories. So you need to buy your own i400 belt and accessories at the Rhalgr's Reach using Poetics tomes. Meld Tier 6 materia onto everything. I personally prefer Crit and Spell Speed.

      ACT 1:
      - Set up Waymarks first! Put "A" at far EAST (this is for Act 2).
      - Focus Target the boss
      - Start off with: Bristle, Off-guard, Swiftcast-Song of Torment, Shock Strike, Eruption (I didn't have any level 70 primal skills when I did this, otherwise I could have used skills like Nightbloom or Both Ends. Anyhow, Eruption is still great as its cooldown is very short.).
      - Gogo now casts "Mimic" --> Don't cast anything. Don't auto-attack (stand at a distance). Else the boss mimics you and can even do lethal damage back to you.
      - After the boss's "Mimic" status is gone, continue attacks.
      - Boss now uses Flame Thrower (unavoidable) --> Pom Cure if you like.
      - Boss then casts 3x Mimicked Sap (a series of 3 large circular AoE) --> Sprint around the arena to dodge while DPSing.
      - Boss then casts Mimicked Imp Song --> Flying Sardine to interrupt
      - Mimicked Doom Impending --> Heal yourself to max HP before cast is finished
      - Boss casts "Mimic" again... so don't move.
      - Now boss casts Mimicked Bunshin --> creates a clone of itself that keeps sending cone attacks while the real himself keeps sending long range straight line attacks. So just keep walking around the arena in a circle. Do not stand too far or too close.
      - Mimicked Raw Instinct --> causes crit buff on boss --> use Eerie Soundwave to debuff the boss immediately.
      - Flame Thower, Mimicked Sap, Mimicked Imp Song, Mimicked Doom Impending, Mimicked Raw Instinct etc. Rinse and repeat.

      ACT 2:
      - Start off with: Bristle, Off-guard, Swiftcast-Song of Torment, Shock Strike, Eruption.
      - The opener lures him to you at 6 o'clock position, run diagonally to 2 o'clock or 10 o'clock position near the edge while he casts "Gogo Fire III". Stand still and do not move when "Gogo Fire III" casting is nearly complete.
      - Gogo Fire III will put "Pyretic" status on you. If you move, you'll hurt a lot.
      - He will then cast "Gogo Blizzard III" now, which is a melee AoE. This is why you had to move away earlier.
      - You can keep hitting him from afar while Gogo Blizzard III is happening, as it can't touch you.
      But try to stand at edge of arena if possible, because he will then cast "Gogo Thunder III".
      This leave a nasty puddle that lasts for awhile.
      - Next is "Gogo Flare" and then "Gogo Holy"... each does unavoidable damage -- about half your health. So you can use White Wind each time (remember to pop Lucid Dreaming to recover MP) to heal up.
      - He will then jump to center of room, and does "Gogo Meteor". For amateurs like me, I will pop "Mighty Guard" here to increase my defense. But this is not necessary if you're a good player.
      - The first meteor drop will always be at far east (which you already marked "A"). So avoid that end of the arena while moving to avoiding other AoEs.
      - Heal with Pom Cure if need. He will then drop another meteor at the far west. So this time, run back to "A" at the east side while dodging other AoEs.
      - When you finally reached the "A", MAKE SURE YOU STAND SLIGHTLY TOWARDS THE NORTH SIDE OF THE "A". The whole arena will then light up in red, indicating an unavoidable AoE coming. You must Diamondback here.
      - Boss will now cast "Charybdis", which summons 2 tornados. One is at South-East, the other is at North-West. The South-East one is very close to your "A". This is why you needed to stand slightly towards the north of "A" earlier.
      - Boss will now cast "Icestorm" --> Exuviation TWICE to remove Heavy & Frostbite debuffs on self, while positioning at the "A" but away from that red zone of the South-East Charybdis.
      - Boss then casts Charybdis again and add 2 more tornados at North-East and South-West. Pop SPRINT at this point, and ready to maneuver in the remaining criss-cross safe zone (but stay at "A" until the first puddle is designated there).
      - Boss then casts Gogo Thunder III --> so drop puddle at arena edge of "A". Then run fast through the center of the criss-cross to another edge (such as the far North).
      - Boss then casts a 2nd Gogo Thunder III, so drop that at the far North edge, and run through the center to the far West.
      - Boss then casts a 3rd Gogo Thunder III, so drop that at the far West edge, and run through the center to the far South.
      - Gogo Fire III --> Despite space is an issue now, make sure you stay FAR away from boss, and dont' do anything when "Pyretic" is up.
      - Gogo Blizzard III --> let Pyretic runs out, then turn off Mighty Guard, and start hitting him from afar. Make sure HP is full or near full before he casts Gogo Flare. Use Pom Cure if need.
      - Gogo Flare, Gogo Holy --> use White Wind after each one to heal (and pop Lucid Dreaming)
      - Gogo Meteor again (need 3000 MP for Diamondback)... White Wind or Pom Cure as needed, and pop Lucid... and the fight repeats!
      *FINAL NOTE: As there is very little time to cast attacks between mechanics, it's very important to use "Bristle, Offguard, Swiftcast, Song of Torment" (or just "Offguard, Nightbloom" if you have Nightbloom) as well as off-GCD primal attacks that has zero cast time. Those will be your primary form of damage to end the fight.

      [​IMG]
      - After winning Gogo, you get this beautiful glowing weapon, Predatrice!

      [​IMG]
      - The new weapon is i400, but still has only 1 damage, just like all other BLU weapons. However, it allows the melding of 2 Tier VI materias.



      WEEKLY CHALLENGES

      Each week, there will be 3 weekly challenges which you can pick up at the Masked Carnivale. Novice challenge only requires completion of the requested stage. Moderate will have 1 to 2 requirements from the bonus achievement list. Advanced will have 2 to 3 requirements from the list. You will have to satisfy ALL the bonus achievements simultaneous in a single mission to earn complete the weekly challenge.

      For e.g., if the requirements for Advanced is "Enfeeble Me Tenderer" and "Beginner Spellcasting" (see pic below), then you can only use Rank 1 and Rank 2 spells (and role skills), and you must also use 9 or more enfeeblements during the same mission.
      [​IMG]

      Rewards for the challenges are as follow:
      Novice: 3000 gil, 100 Allied Seals, 80 Allagan Tomestone of Poetics
      Moderate: 5000 gil, 150 Allied Seals, 120 Poetics
      Advanced: 10000 gil, 300 Allied Seals, 240 Poetics
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