Final Fantasy 14: Complete Guide To Playing Blue Mage

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  • The Quest To Become A Blue Mage
  • Blue Mage Basics – A Book Of Spells
  • Blue Mage Rotations
  • Blue Mage Gear And Materia

The Blue Mage is perhaps the most unique job in all of Final Fantasy 14. Usually, jobs follow a set path of slowly gaining extra abilities and mechanics as you master them, but the Blue Mage has its own ideas, and it's not keen on following the rules!

Before we get started on the ins and outs of Blue Mage, there are some important things to understand about this Job. In-game the Blue Mage is considered a "Limited Job". This is not for no reason, as Blue Mages can't queue for content like other jobs can, they can't access competitive PvP modes, they can't go higher than level 70, and they can't progress the Main Story Quest.

The Blue Mage was originally designed to be the first of a few Limited Jobs, but there have been no new additions since its reveal. It's best not to think of the Blue Mage in the same way as the other Jobs.

The Quest To Become A Blue Mage

Now we've got all that out of the way. How does one become a Blue Mage? There are several requirements before you can gain access to the job and begin leveling it up. The first is that you complete the "Ultimate Weapon" step of the Main Story Quest (basically the end of the core story). You need to be level 50 in either a Disciple of War or Magic, and then head to Limsa Lominsa Lower Decks and speak to the Zealous Yellowjacket (located at X:10.0 Y:11.0).

The Zealous Yellowjacket will give you the "Out of the Blue" quest. Completing this will award you with a Soul of the Blue Mage and introduce you to Martyn the Blue Mage. Completion of this quest will also award you with a Rainmaker staff, equipping this and the Blue Mage soul will activate the job at level 1.

Blue Mage Job Quests

Quest Level Quest Giver Rewards
Out of the Blue 50 Zealous Yellowjacket Water Cannon (Blue Mage Spell) 1 Soul of the Blue Mage 1 Rainmaker 1 True Blue Attire Coffer
Blue Leading the Blue 1 Martyn
Blue Collar Work 10 Martyn
Why They Call It the Blues 20 Martyn
Scream Blue Murder 30 Martyn
Blue Gold 40 Maudlin Latool Ja
The Real Folk Blues 50 Maudlin Latool Ja 1 The Spirit of the Whalagee 1 Magus's Attire Coffer
Turning Over a Blue Leaf 50 Maudlin Latool Ja 1 Azulmagia
Into the Blue Again 50 Martyn
Something Borrowed, Something Blue 53 Martyn
Bolt from the Blue 55 Martyn
Blue in the Face 58 Martyn
Blue Scream of Death 60 Martyn
Blue Cheese 60 Martyn 1 Mask of Azuro
Second-rate Entertainment 60 Martyn
Everybody Was Fukumen Fighting 63 P'yandih
Azuro and Goliath 65 Martyn
Where the Gold Goes 68 Martyn
Master of Mimicry 70 Martyn 1 Mirage Gear Coffer
A Future in Blue 70 Martyn 1 Predatrice

It's always worth completing job quests, as you'll unlock a raft of job-specific abilities along the way. You'll also get a fair amount of experience and relevant gear.

Blue Mage Basics – A Book Of Spells

As mentioned before, the Blue Mage is different from other professions. They don't learn new spells by just leveling up. They learn new spells by observing enemies casting them in the wild, but once defeated the Blue Mage has a chance of learning the spell, and adding it to their spellbook.

It's not always guaranteed that a Blue Mage will learn a spell once defeating the enemy that cast it. Spells have "difficulty" tiers, ranging from one star to five stars. A one-star spell is easy to learn, but a five-star spell might take you a few tries.

The challenge of the Blue Mage is collecting all these spells, as there are roughly 104 of them for you to learn. You're limited to only 24 spells on your quick bar at a given time, so finding ways to combine these spells is part of the fun of playing the Blue Mage. You can come up with all kinds of creative combos. How do you unlock all of these spells? Fortunately, we have a guide right here detailing where you can get them.

On the other hand, the Blue Mage doesn't have a job gauge or complex profession mechanics to keep track of. All you have to worry about is taking the time to collect all the spells, and then equipping the ones you think are best for the job.

You must set spells as Active Actions before you can put them on your quick bar. Up to 24 can be selected, and you can save up to 5 sets of 24 spells, so you can swap between sets depending upon what you're trying to accomplish with your Blue Mage.

The Masked Carnival

The Masked Carnival is a fun activity that only Blue Mages have access to. It's a catalog of arena-based fights that require creative use of your spells to complete. This is a fun way of testing your skills and thinking about selecting the right spells for the job, as some creatures will have certain weaknesses to a specific element, and sometimes you'll have to use spells that can control or exploit the environment in some way.

Blue Mage Rotations

Having an in-depth knowledge of rotations is important for most jobs, but for the Blue Mage, it's simply not as necessary. The Job can't be used in relevant endgame content, and it's not going to see use in challenging content. The level cap restrictions and inability to progress the Main Story Quest all but guarantee it. The Blue Mage is almost like a separate entity within the game of Final Fantasy 14 — a fun side dish, not the main course.

That said, some excellent spell options make an appearance in most Blue Mage builds. Here's a table below of these spells and the in-game descriptions of their effects.

Spell Effect
Tingle Deals lightning damage to the target and all enemies nearby it with a potency of 100 for the first enemy, and 50 percent less for all remaining enemies.
Triple Trident Delivers a threefold attack, each hit with a potency of 150.
Sonic Boom Deals wind damage with a potency of 210.
Bristle Increases the potency of the next spell cast by 50 percent.
Whistle Increases the potency of the next physical damage spell cast by 80 percent.
Bad Breath Blow noxious breath on all enemies in a cone before you, inflicting Slow +20 percent, Heavy +40 percent, Blind, and Paralysis.
Blood Drain Deals unaspected damage with a potency of 50.
Peculiar Light Increases magic damage taken by all nearby enemies by five percent.
Final Sting Deals physical damage with a potency of 2,000 while incapacitating self.
Aetherial Mimicry Mirror the aetheric properties of your target, granting yourself a beneficial effect corresponding with the target's role.
Song Of Torment Deals unaspected damage with a potency of 50.
Sharpened Knife Deals physical damage with a potency of 220.
Diamond Back Reduces damage taken by 90 percent and nullifies most knockback and draw-in effects. Unable to move or take action for the duration of this effect.
Devour Deals unaspected damage with a potency of 250.
Condensed Libra Afflicts the target with Physical Attenuation, Astral Attenuation, or Umbral Attenuation.
Magic Hammer Deals unaspected damage to target and all enemies nearby it with a potency of 250 for the first enemy, and 50 percent less for all remaining enemies.
Chelonian Gate Summons a chelonian gate, reducing damage taken by 20 percent.
The Rose of Destruction Deals unaspected damage with a potency of 400
Cold Fog Grants Cold Fog to self.
Feather Rain Deals wind damage with a potency of 220 to all enemies at a designated location.
Glass Dance Deals ice damage to all enemies in a wide arc to your fore and flanks with a potency of 350 for the first enemy, and 50 percent less for all remaining enemies.
Pom Cure Restores target's HP.
Shock Strike Deals lightning damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 50 percent less for all remaining enemies.
Supranakha Deals earth damage to all enemies in a cone before you with a potency of 200 for the first enemy, and 50 percent less for all remaining enemies.
Stotram Deals unaspected damage with a potency of 140 to all nearby enemies.
Phantom Flurry Deals unaspected damage over time with a potency of 200 to all enemies in a cone before you.
Nightbloom Deals unaspected damage to all nearby enemies with a potency of 400 for the first enemy, and 50 percent less for all remaining enemies.
J Kick Delivers a jumping physical attack to target and all enemies nearby it with a potency of 300 for the first enemy, and 50 percent less for all remaining enemies.
Gobskin Creates a barrier around self and all nearby party members that absorbs damage equivalent to a heal of 100 potency.

While these are solid spell picks, you're going to want to unlock each and every spell.

Blue Mage Damage Rotation

With the recommended spells out of the way, here's a simple damage rotation for the Blue Mage. There aren't separate rotations for single target and area cleave, as most Blue Mage dots and a fair few spells have an area of effect component built in.

  • Start countdown > at ten seconds, Precast Whistle > at two seconds, Precast Tingle > cast Moon Flute (J Kick) > cast Rose of Destruction (Night Bloom) > cast Triple Trident (Shock Strike) > cast Bristle (Swift Cast + Glass Dance) > cast Supranakha (Matra Magic + Eruption) > cast Phantom Flurry.
  • Use an HQ Tincture of Intelligence (any grade is fine) five seconds before pulling.
  • Abilities in brackets are instant cast or off-global cooldown abilities, or fit into the global cooldown window.

Blue Mage Gear And Materia

Blue Mages can technically play any role — tank, healer, or magical damage. They shine as magical ranged DPS, but they aren't particularly great tanks or healers — and this is exacerbated further if you're new to the class. So, in this section, we'll be focusing on damage-dealing gear.

You'll want to be focusing on casting gear — this will boost your Intelligence, Vitality, Determination, and Critical Hit. Materia allocation is also important to consider on most builds, and the Blue Mage is no exception. We have a full guide on Materia right here if you'd like to learn more. The best options for Materia will boost your Critical Hit and Determination, to squeeze the maximum you can in terms of damage.

It's worth reiterating – the Blue Mage is not like other Jobs. There isn't as much of a need to optimize them due to their inherent limitations. Blue Mages are, however, great at going through older content, and can be overpowered in level 60 Dungeons (they're also strong in level 70 dungeons) — but you have to really know what you're doing.

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