Eorzea in BLU

Spell Seeking and Review Guide for the Eorzean Blue Mage 

(Need Time [And Maybe Help] To Work On Updates for ShB and 5.1+ Due To Health Issues)

  • Each action has a different probability to learn, the higher an action’s rank the lower the learn chance when not synced.
  • Parties with multiple BLU will all learn an action at the same time.
  • For learning in the open world, your chocobo should be helping.
  • Doing content synced will guarantee a spell is learned, however Masked Carnivale / open world is still random to learn.
  • All actions are usable from level 1.
  • You need to be alive to learn an action when the target dies.
  • To learn actions you need to be on the mob’s aggro table and see them use what you’re trying to learn before they die.
  • Some actions are not learned from enemies, but from Totems gained by meeting certain requirements.
  • You can learn actions in the Masked Carnivale if there’s a version of the enemy there and the action is used.
  • You can learn multiple actions at the same time from one enemy.

No.1: Water Cannon

Type: Magic

Aspect: Water

Rank:

Recommended: Zealous Yellowjacket [NPC]

Location: Limsa Lominsa Lower Decks (X:10.0,Y:11.0)

Soloable: Yes. Well I mean if you don’t count the other people you need to complete ARR and meet the criteria to accept the unlocking quest in the first place.

Action frequency: N/A

Fight difficulty: N/A

Learn time: Already learned

Requirements: Unlock Blue Mage. Must have completed the 2.0 Main Scenario concluding with the quest "The Ultimate Weapon" and have a combat job at level 50 to accept the unlocking quest "Out of the Blue". Water Cannon comes with the job.

Utility Notes: Doesn’t have any bells and whistles but it’s going to be your only action until you build up a good repertoire. If you just want straightforward damage on a single target with good range early on instead of inflicting a status or blowing yourself up, this will do the job. You will need to replace this once you have a full active spell list and more powerful attacks. Can still do some work in the Masked Carnivale if you still need a long range water attack against a specific target.

No.2: Flame Thrower

Type: Magic

Aspect: Fire

Rank: ✮✮✮✮

Recommended: Magitek Gunship LV50 [Dungeon Mini-boss]

(The mini-Boss Einhander LV50 no longer uses Flame Thrower)

Location: The Keeper of the Lake- Ceruleum Spill- Quarterdeck (X11.4,Y8.3) [LV50 Dungeon]

Recommended: Gobmachine G-VI LV50 [Dungeon Boss]

Location: Brayflox's Longstop [Hard]- Unguest’s Breachhold (X10.7,Y6.6) [LV50 Dungeon]

Soloable: Magitek Gunship: Yes, with "Basic Instinct" and Mighty Guard". The Keeper of the Lake dungeon is far more difficult to solo sync than it used to be prior to the duty support patch. To start, the first mini-boss Einhander does not have Flame Thrower anymore and it's now immune to any kind of BLU cheese. This means you will not be blitzing your way to Einhander and absolutely imploding it in a mere couple of minutes into the dungeon, after it uses the action you're after with Missile or Doom. Now Blue Mages will have a lot more trouble to go through alone and a Heal mimic or Tank mimic with support spells like "Pom Cure" and Gobskin" are practically necessary. "The Ram's Voice" and "Ultravibration" will make pulls much more tolerable, otherwise progress through the trash packs will be awfully slow. At least if you wipe on a pull then "Ultravibration" will come back off of cooldown so it can be used to eliminate the mobs that got their HP back.

When doing this dungeon synced solo the the first and second mini-bosses will do a lot of damage if not using a Tank mimic. Having powerful oGCD actions will definitely make things go more smoothly with trash mob packs when "Ultravibration" is not available and killing Magitek Gunship's adds. Though, powerful oGCDs aren't absolutely required with actions available that greatly mitigate damage while burning mobs down. Besides the obvious "The Ram's Voice" for crowd control, you can get a lot of mileage from "Bad Breath", "Mind Blast", "Toad Oil", or "Faze". Magitek Gunship's damage on its own is fairly easy enough to manage as long as you remember that Flame Thrower is a persistent AOE. The main problem is trying to cope with all the combined damage from all the adds and Magitek Gunship at the same time. While alone, constant shielding and healing is paramount when burning adds down as they will chew through your HP very fast and they're immune to normal trash crowd control besides the "Bad Breath" damage down.

Gobmachine G-VI: No. Going through the whole dungeon to farm alone isn’t viable and beating all of the bosses needs to be done with a team.

Action frequency: Magitek Gunship: It seems as if Flame Thrower is always the first attack used.

Gobmachine G-VI: Flame Thrower should be used early in the fight as one of its first moves. Wait a few seconds and you should be all set. Don’t damage the boss at all before Flame Thrower otherwise he will probably phase change and start circling the area while using some different attacks and spawning adds. Afterwards burn him down as fast as possible.

Fight difficulty: Magitek Gunship:

Gobmachine G-VI: This method will be harder and take longer since you have to go through the entire dungeon and isn’t vulnerable to being cheesed. The main thing you need to worry about is keeping bombs away from the middle enough to create a safe zone. If you’re playing with all BLU and the bomb explosions overlap on you, you might die unless you have “Mighty Guard” and / or “Diamondback” active. Besides that it’s mostly burning the boss and taking adds out quickly. Well and of course stay out of his way when he’s circling the area or charging through the center.

Learn time: Magitek Gunship: Learning from Einhander has the potential to be fairly quick for a dungeon action since it’s so early in the dungeon and from the first mini-boss. Even for an all BLU team with “Missile”.

Gobmachine G-VI: Learning Flame Thrower from this guy will take way longer than Einhander. Getting spells from final dungeon bosses is always a slog.

Requirements: Magitek Gunship: Unlocked through the quest "The Rising Chorus" obtained from Tataru in The Rising Stones in  Revenant's Toll, Mor Dhona  (X6,Y5)

Gobmachine G-VI: LV50 players need to talk to Bloezoeng in Revenant's Toll, Mor Dhona (X22,Y8), to start the quest “Curds and Slay” to unlock Brayflox's Longstop [Hard]

That quest is available after the completion of the main scenario quest “The Ultimate Weapon”.

Utility Notes: Fired from the face. Flame Thrower can come in handy when a fire attack with a pretty good AOE profile and / or an attack from the face is needed. Hits a very wide cone in front of you and deals average damage like “Glower”. Its range is a lot shorter than “Glower” but if there’s a crowd of enemies fanned out in front of you, go to town with this.

No.3: Aqua Breath

Type: Magic

Aspect: Water

Rank: ✮✮✮✮

Recommended: Ultros LV50 [Trial Boss]

(You can also learn from Ultros in the Masked Carnivale)

Location: The Dragon's Neck- Halatali [LV50 Trial]

Leviathan LV50 [Hard Trial Boss]

The Whorleater [LV50 Hard Trial]

Soloable: Ultros: The Dragon's Neck: Yes, with “Basic Instinct” and “Mighty Guard” while unsynced at least at LV60 with proper gear around iLV270. Even with this setup Ultros will turn you into an imp, then they will try to beat you to a pulp as you’re unable to heal. So you’ll likely need extra heals from “Pom Cure” or potions if HP gets too low for “White Wind” to help.

The Masked Carnivale: Yes, you can in the event “Miss Typhon''.

Leviathan: Yes, but not recommended. Even synced with “Basic Instinct” and “Mighty Guard”, it will be slow and difficult if you try to do it this way, along with a likely limited spell selection. Along with using Heal Mimic with “Pom Cure” and maybe “Gobskin”. Of course unsynced at a much higher level will make the fight much faster. At least if it’s completed synced you’ll get both Aqua Breath and “Veil of the Whorl” in one clear.

Action frequency:Ultros: The Dragon's Neck: Aqua Breath is used in phase 1 and throughout the fight pretty frequently with no cast bar or ground indicator. The attack isn’t avoidable unless you’re way out of Ultros’ frontal cone range.

Ultros: The Masked Carnivale: Aqua Breath is cast as soon as the fight starts and is used constantly during the act. The attack has a cast bar and a frontal cone AOE marker that you can avoid.

Leviathan: Leviathan uses Aqua Breath on occasion. Seems to use it at least once by the halfway mark. You shouldn’t have too much trouble seeing it during the fight since he stops you from damaging him automatically to initiate mechanics so it’s hard to burn too fast. The attack is instant and there is no cast time or ground indicator. The actual animation looks way different from Ultros’ version. Leviathan will surround itself with bubbles which explode.

Fight difficulty: Ultros: This greatly varies. Unsynced solo you’re likely going to need to kill one of them off if you’re around LV60 so you don’t get absolutely ganked by them both as you’re trying to dodge attacks as an imp.

A synced party needs to follow mechanics to make sure everyone isn’t pushed off the platform. It’s safest if there are 2 people tanking each boss with Mighty Guard if actual tank jobs aren’t present. “White Wind” will be necessary for healing and keeping everyone alive with all BLU unless someone is using Heal Mimic with “Pom Cure”. At this point a lot of BLU might not have “Angel Whisper” though the biggest threat is falling off the platform. As far as I know since you don’t die when you fall off you should still be able to learn the spells even if you’re not on the platform when the fight ends.

Even if this is done unsynced Snortsault may still be a problem since you can still get knocked back so watch out for that and rotate with Typhon to avoid the wind. For the most part burn them down until their HP is low. Luckily you can kill Ultros after any needed actions from him are used.

Ultros: The Masked Carnivale: Not hard, just avoid all the AOE that appear at the same time as Aqua Breath. Ultros has an easily exploitable fire weakness. So use something like “Bomb Toss” or “Flame Thrower”. The main problem is that you’re going to have to fight Typhon over and over in the first act before you get another chance to learn Aqua Breath. Though you can use a fully powered up “Final Sting” with “Moon Flute”, “Whistle”, and “Off-guard” to absolutely chunk Typhon’s HP. Though you will probably have to lower Typhon’s HP a bit ahead of time in case of a poor damage roll. As long as Typhon dies from the “Final Sting” you’ll be revived to fight Ultros in act 2.

Leviathan: Doing this synced solo can be tough and this fight will take awhile. You may want to bring Heal Mimic and “Pom Cure” at least cause you’re going to need to heal constantly. Adds will need to be dealt with immediately so you’re not overrun. Special care needs to be taken with the hysteria puddles left by the adds.

With a party the battle becomes far simpler. “White Wind” should be all that’s needed to heal, though someone should still tank and people need to be careful to not die. Whether alone or in a group BLU need to make sure they’re just targeting the head so damage doesn’t bounce back to the party. Of course the converter needs to be activated at the right time to avoid silly wipes.

Learn time: Ultros: Of all the learnable actions in The Dragon's Neck trial this one is the easiest to see, making it potentially the fastest to learn. If "Snort" and "4-tonze Weight" are still needed they should all be learned at once. If Aqua Breath is the only one needed, Ultros and Typhon can be burned quickly as Ultros likes to use it often. With a full party it shouldn't take long to learn.

Learning Aqua Breath solo shouldn’t take nearly as long as the other 2 spells you get from The Dragon’s Neck since it’s used so much but it is still a 4 star rank spell so it may take multiple tries no matter what method.

Leviathan: Learning will be fast in a synced party, one clean run should be all you need. Though there’s chunks of the fight where he’s untargetable if Leviathan’s HP is pushed down too fast in a party or you’re stuck dealing with adds. Compared to “Veil of the Whorl” this is far faster to learn unsynced, you’re almost certainly going to learn this spell first if you don’t have it.

Requirements: Ultros: The quest “The Coliseum Conundrum” must be completed to unlock Ultros’ trial.

Leviathan: The Whorleater [Hard] is unlocked through the “Lord of the Whorl” main scenario quest.

That quest is available after the completion of the main scenario quest “Into the Heart of the Whorl” and accepting it from Eynzahr Slafyrsyn in Lower La Noscea (x24,y33)

Utility Notes: Fired from the face. DoT type AOE, should be beefed up with “Bristle” just like “Song of Torment”. Doesn’t last nearly as long as “Song of Torment” and is close range only.

Synergizes with “High Voltage” and “Northerlies”, though they’re not necessary if you just want to use Aqua Breath. Unlike “High Voltage” and “Northerlies” which pretty much require Aqua Breath to be useful.

It can be helpful in the Masked Carnivale against multiple water-weak foes close together with a good spell speed build to crank up the DoT damage and you don’t want to shove or pull mobs all over the place. Or if you really need to fill up spell slots to satisfy the 4/8 faced requirement.

No.4: Flying Frenzy

Type: Physical

Damage: Blunt

Rank: ✮✮✮

Recommended: Zu LV50 [Dungeon Mini-boss]

Location: Pharos Sirius- Third Floor- Fuel Chamber (X11.0,Y11.2) [LV50 Dungeon]

Soloable: No. It would be a real struggle to farm if you could even make it to this guy.

Action frequency: Flying Frenzy is only used if you make Zu angry by breaking 2 eggs around the edge of the area in a short time and causing it to turn red. “Mighty Guard” should be on for everyone until Flying Frenzy goes off to soak the damage. If doing this with a BLU only party, you should wait for the Brood Rage stacks to go down to around 4 or 5 before breaking the 2nd egg. Flying Frenzy stuns for awhile and may kill the person hit as damage will be colossal if the stacks are high. If using LV70s, it doesn’t really matter and you can break the 2 eggs as fast as you want without much risk.

Fight difficulty: If doing this with all BLU mechanics may have to be considered. Eggs will probably be need to be broken when adds are about to hatch to avoid getting overrun with them and status effects. Still be very cautious about breaking too many at once. You only need to see Flying Frenzy once, no need to flatten the whole party with it. Zu is vulnerable to the BLU cheese so if you have “Missile” or “Tail Screw” available you can spam that once Flying Frenzy is used and ignore the adds.

Seriously, only break 2 eggs at the start to enrage Zu. If you keep doing it and break eggs like a nut, people will die.

Even with LV70s, breaking all the eggs at once will still make the Brood Rage damage so ridiculous that any non-tank might die to Zu’s attacks. So if you’re using LV70s, ignore the other mechanics or the eggs / adds entirely and just burn the mini-boss after Flying Frenzy is used.

Learn time: This can take several runs and having to go through half the dungeon each time. Longer if BLU keep getting killed by Zu’s Brood Rage.

Requirements: LV50 players need to talk to Diamanda in Aleport, Western La Noscea (x26,y26), to start the quest  “Sirius Business” to unlock the dungeon.

That quest is available after the completion of the main scenario quest “The Ultimate Weapon”.

Utility Notes: This is BLU’s gap closer. It’s sort of like the DRG’s jump attacks such as “Spineshatter Dive” but with an AOE effect and a cast time. It’s weaker against a single targets but will do more to a large group of enemies close together due to the splash damage. The range “Flying Frenzy” has is long but the potency is a bit weak so don’t spam this. It can let you travel very fast to a target far away and looks ridiculous as you do a building sized jumping belly flop onto targets.

In the Masked Carnivale this is your only alternative to “Loom” as a movement option to fight the extreme heavy debuff in some of the rounds. The most useful will be pre-positioning before Azulmagia begins his Meteor cast. If you bait the cast when you’re on the opposite side of the area from him, you can use “Flying Frenzy” to launch yourself towards Azulmagia and out of Meteor’s AOE marker.

No.5: Drill Cannons

Type: Physical

Damage: Piercing

Rank: ✮✮

Recommended: Magitek Vanguard H-2 LV50

(Abandoned Vanguard LV46 from the FATE “Reverse Engineering” can also use the action, if spotted, take advantage of it.)

Location: Northern Thanalan - Raubahn’s Push (X16,Y17)

(Reverse Engineering FATE - (X18,Y15)

The NPC “Amajina and Sons Draughtsman” will need to be interacted with to initiate the FATE to spawn it)

Soloable: Yes, at a similar level, but everything here is pretty strong so watch out for being ganged up on.

Action frequency: Will start using Drill Cannons pretty frequently once its HP drops below 60%

Fight difficulty: You should be fine if you don’t stand in bad or get ganked by all of its Imperial friends trying to help as long as you’re somewhat close to its level. With powerful backup they shouldn't cause problems even lower levels when isolated.

Learn time: This shouldn’t take very long. BLU can’t use these guys to farm EXP due to the cap on enemies over LV49 so they’re typically left alone by people unless they’re also farming for Blue Magic. Due to that, there should be some alive in the area to farm from most of the time.

Requirements: None

Utility Notes: The range on this AOE is pretty huge so it can hit a lot of enemies in front of you if they’re close enough together. Normally the damage is fair, however the real power from this comes from successful application of “Level 5 Petrify”. If you can get a good Petrification roll on a group of enemies, the damage becomes absolutely bonkers, especially when combined with other BLU actions like “Off-Guard”, “Bristle”, or “Moon Flute”. Don’t use it on Petrified enemies until the status is about to run out since it gets stripped when “Drill Cannon” hits. Use other attacks on the helpless enemies first.

For the Masked Carnivale, “Drill Cannons” is your most powerful physical ranged spell per hit. It will help dealing with enemies using reflect and hit any other mobs in front of or behind them. Though “Fire Angon” and “Sharpened Knife” are far more spammable due to their short casts and “Sharpened Knife” has just as much base potency as “Drill Cannons”.

No.6: High Voltage

Type: Magic

Aspect: Lightning

Rank: ✮✮✮✮

Recommended: ADS LV50 [Raid Mini-Boss]

Location: The Binding Coil of Bahamut Turn 1- Upper Aetheroacoustic Exploratory Site- Meteor Fissure [LV50 Raid] (X11.2,Y11.2)

Recommended: Monitoring Node LV50 [Raid Mini-Boss]

(And all other Node mobs)

Location: The Binding Coil of Bahamut Turn 2- Lower Aetheroacoustic Exploratory Site [LV50 Raid]

(X11.2,Y12.1) (X10.6,Y12.3) (X12.1,Y12.4) (X10.2,Y13.1) (X11.2,Y13.4) (X12.0,Y12.9)

Soloable: ADS: No. Even with the 30% Echo, ADS is far too powerful for one BLU to take on.

Monitoring Node: Shockingly yes (no pun intended). But only with that delicious BLU cheese, the instant death spells. The 30% Echo and “Mighty Guard” help a lot.

Action frequency: ADS: Uses action when fight starts. This is the BLU dream. 30% Echo, the first enemy in an instance, the only guy you need to fight, an 8 man party, and always uses the action you need the instant the fight starts. The only issue you might have is curbing people’s bloodlust enough for ADS to get one cast off before being imploded.

Monitoring Node: You’ll probably have to wait a little while for High Voltage to go off. Just try to survive until then.

Fight difficulty: ADS: ADS is literally only guy you’ll need to fight (well besides the add it has). Being the first enemy in the instance with the 30% Echo, a full party will make this so fast you’ll be spending more time in the loading screens in between kills than actually fighting. With the Echo and 8 people, every BLU will probably be trying to get this as soon as possible.

Monitoring Node: Each Node fought gets more buffs than the last. If you’re in a party you can handle each Node with little difficulty, especially if you have LV70s. If you have Lv70s don’t hit the Nodes until you see High Voltage cause they will die very rapidly.

To do this solo requires landing “Tail Screw” (or “Doom” if you have it) as soon as the fight starts. “Swiftcast” will help a lot to get more casts off and increase chance of success. Once its HP falls to 1 just wait for High Voltage while healing. After you see it, hock a quick fish at them to embarrass it to death.

“Missile” will work on them, but it will have to land successfully several times in a row to bring them within killing range of another attack that can finish it off. The later Nodes will have a ton of buffs and they can kill you if you let the fight go on longer than 30 seconds. Make sure you have “Mighty Guard” on to survive as long as possible to see the action cast. Do not take too long in this instance as the raid boss ADS will start to constantly fry you with Object 199 no matter where you are.

Learn time: ADS: If RNG is remotely on your side, fast. Like really fast. So fast that when you first check your Spellbook you likely already learned it but don’t remember as your eyes couldn't grasp the speed.

Monitoring Node: If you can get “Tail Screw” to land somewhat consistently and don’t die, this shouldn’t take very long solo, but it will be much faster with a party.

Requirements: The Binding Coil of Bahamut can be unlocked upon reaching LV50 and completing Ifrit [Hard], Garuda [Hard] and Titan [Hard]. Then you will need to talk to Urianger (X6,Y4) in The Waking Sands to start the quest "Primal Awakening"

Utility Notes: Normally “Mind Blast” is better than this in damage, paralysis duration, and cast time but when paired with “Aqua Breath’s” debuff effect dropsy, this becomes much more powerful and the paralysis duration increases to match, though the cast time is still slower. The range is a huge circle around yourself so you can hit a whole lot of enemies and really spread paralysis around. Never use this ability without “Aqua Breath” since it’s not very strong on its own.

No.7: Loom

Type: Magic

Aspect: None

Rank:

Recommended: Flame Sergeant Dalvag LV50

[LV50 B Rank Elite Mark]

(Not to be confused with the LV50 A Rank Elite Mark in the area “Dalvag's Final Flame”)

Location: Northern Thanalan

[Will appear around any of the indicated spawn points. Will respawn to any other spawn point 5 seconds after death that’s not already occupied with another B, A, or S Rank Elite Mark]

(X21,Y28) (X22,Y27) (X23,Y26) (X24,Y25) (X22,Y25) (X24,Y24) (X24,Y23) (X23,Y23) (X16,Y19) (X15,Y19) (X19,Y18) (X18,Y17) (X18,Y17) (X19,Y17) (X17,Y17) (X17,Y15) (X16,Y16) (X16,Y14)

Soloable: Yes, at or close to LV50. At lower levels it’s strong, durable, and farming may be slow. Though you might have the opposite problem as other people in the area chase it all over the map and may kill it before you can get there, but this shouldn’t be the case these days.

Action frequency: This guy will not use Loom if the aggro target is in melee range. You need to bait it by running away in circles and not moving too far from the initial spawn point, making it chase you. It should use Loom after a few seconds of pursuit followed by an AOE Gravity attack.

Fight difficulty: Paralysis can be a problem, but it will be interrupted with silence. Avoid the Gravity AOE after Loom. Just try to get a hit in before it dies after Loom goes off if there’s other farm parties in the fight.

Learn time: The main thing that’s going to add the most time is looking for this guy. As long as Loom goes off this shouldn’t take overly long with quick kills as it’s a 1 star rank spell with a high learn chance.

Requirements: None

Utility Notes: If only this action was instant cast, could teleport you on ledges above your elevation, or had a much longer range but alas you'd have moved further if you just ran the distance you teleported to. You could try to use this to get out of the way of most attacks without “Swiftcast” but the cast time on top of you needing to target where to warp to means you're probably getting hit anyway.

There are some stages in the Masked Carnival designed specifically to take advantage of Loom’s movement. The enemies in those stages will give you a heavy debuff so severe that you won’t be able to move at all except for “Loom”, “Flying Frenzy”, or “J Kick”. These actions are mandatory to escape Azulmagia’s Meteor if you can’t kill him first.

No.8: Final Sting

Type: Physical

Damage: Piercing

Rank: ✮✮

Recommended: Killer Wespe LV13

Location: Middle La Noscea -Three-malm Bend

(X15.8,Y13.4) (X15.3,Y15.4)

Soloable: Yes. It can be extremely dangerous at lower levels. A top notch choco goes a long way to keep your HP topped off or soaking Final Sting instead of you.

Action frequency: Infrequent. They will always use Final Sting after a minute or so into the fight and using Sharp Sting 3 or 4 times, regardless of their HP.

Fight difficulty: You need to be very careful of Final Sting’s damage. Their version will always do 70% of your Max HP no matter how powerful you are and through any use of a damage reducing ability. A high ranked healer choco will be very useful, and crucial if solo. Especially since they always link to nearby crabs that can cause problems, so try to eliminate them very quickly. At least if you’re at full HP, it can never kill you directly during farming.

Learn time: Kills are slower than other world map mobs since you can’t kill it yourself and you need to wait for it to kill itself.

Requirements: None

Utility Notes: The potency Final Sting has is huge, to a nigh absurd degree when combined with the other BLU actions that increase its damage “Whistle” and “Moon Flute”. Compared to “Self-destruct”, this is better used on a singular powerful target unless the enemy is very resistant to physical damage. It can be useful to speed up boss kills near the end of a fight when their HP is low as a personal Limit Break. As enemy HP and stats have increased with later expansions Final Sting’s damage has gotten far less impactful to the point of not needing to use it for bosses in Stormblood and Shadowbringers. Though Final Sting is still very usable for Moogle Tome events that require you to sync down to low levels for fast boss kills.

Final Sting is incredibly useful in LV50 and 60 Masked Carnivale stages. But only strategically if it will finish the last enemy or boss in an Act and they will not do any actions afterwards otherwise you’ll just die and lose. If that last mob does die, it will count as a win and you’ll be victorious for that stage or progress to the next Act. In some Masked Carnivale Acts you don’t need to kill the adds as long as Final Sting kills the boss that spawned them.

No.9: Song of Torment

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Siren LV50 [Dungeon Boss]

Location: Pharos Sirius- Fifth Floor- Beacon Chamber (X10.9,Y11.2)

[LV50 Dungeon]

Soloable: No. Just like with Zu’s Flying Frenzy, this would be a struggle to farm and you’d have to make it through him first. Then you’d have to get past the rest of the dungeon, and finally fight Siren.

Action frequency: When the fight starts all she’ll use is Deathly Verse and Song of Torment so it’s best to just wait until it goes off. So you won’t be concerned with zombie adds or her other attacks later, and can just burn her down as fast as possible.

Fight difficulty: It’s not that difficult. Be patient and let her use Song of Torment which may take a short while. With all BLU, don’t let the adds overrun you and dodge her attacks. As long as you let her use the action at the start of the fight you can focus on that. With 70s, she’ll go down fast, but she’ll stop you to force you to listen to her sing before you can damage again.

Learn time: This might take awhile unless you get lucky. LV70s will speed it up considerably. This is a bit of a long dungeon, and she’s the last boss of it. At least there’s 2 actions available to learn here so it feels like you’re doing half the work on obtaining those at the same time.

Requirements: LV50 players need to talk to Diamanda in Aleport, Western La Noscea (x26,y26), to start the quest  “Sirius Business” to unlock the dungeon.

That quest is available after the completion of the main scenario quest “The Ultimate Weapon”.

Utility Notes: Currently part of the BLU endgame action rotation. Song of Torment is the best DoT you have at LV50 by a long shot. “Bristle” really gives this thing a kick. Bumping it from essentially a 550 potency spell to an 825 one. The long 30 second duration lets you get other stuff done while the damage from this is ticking away. You should always have this equipped and buff with “Bristle” before being cast. Keep in mind that the DoT from this will not stack with “Nightbloom” or “Aetherial Spark”.

No.10: Glower

Type: Magic

Aspect: Lightning

Rank: ✮✮✮✮

Recommended: Coincounter LV47 [Dungeon Mini-boss]

Location: Aurum Vale- The Empty Pocket- The Coincounter’s Nest (X7.9,Y8.4) [LV47 Dungeon]

Soloable: Yes with “Basic Instinct” and “Mighty Guard” if you want to tackle this dungeon as early as possible, but you’re probably going to do this unsynced at least at level 50 with the best iLV gear you can get your hands on with those buffs on as well.

Action frequency: Pretty frequently. Should be used shortly after the fight starts.

Fight difficulty: Well this dungeon sucks. Poison puddles everywhere, a whole lot of mobs including grab happy toads that will love to really gang up on people, and lots of status effects. Luckily you can ignore most mobs in the first area if you walk far enough around them to make the trip faster.

But if you’re doing this unsynced solo or with a strong friend unsynced, it doesn’t matter. Just run though everything directly in the way at top speed and merc the mobs and the other mini-boss before the big guy here. Still, avoid aggro if you can.

At least he’s only half way through this place so that definitely helps save on time. He hits really hard with 1000-tonze Swing. Its hitbox is pretty large and will probably kill any BLU not using “Mighty Guard” or “Diamondback”. Though you could be able to stun him with a “Swiftcast” “Faze” to interrupt. This fight sucks for melee, but if you’re doing an all BLU party, you should be out of range anyway, except for the tank mage in front.

Coincounter’s AOE attacks now have ground indicators so his attacks are far easier to dodge than they used to be.

Learn time: This dungeon can slow things down with a party of all low level BLU. Of course doing a run unsynced at a high level solo or with a strong friend will greatly speed things up. Luckily you only have to do half the dungeon.

A patch on (Jan. 24, 2019) has made it so “Glower” has a 100% learn chance as long as Coincounter uses the action once. This is due to the spell being needed to progress through the BLU job quests. Should take less than a half-hour.

Requirements: LV47 or higher players need to talk to Nedrick Ironheart in Vesper Bay, Western Thanalan (X12,Y14), to start the quest “Going for Gold” to unlock the dungeon.

Utility Notes: Fired from the face. This can serve as an effective replacement of “Water Cannon” with its superior damage and paralysis effect. Has pretty good range and hits multiple targets in front of you. Very useful in the Masked Carnivale against Lightning weak targets with its range and AOE profile.

No.11: Plaincracker

Type: Magic

Aspect: Earth

Rank: ✮✮

Recommended: Clay Golem LV28

Location: North Shroud- Alder Springs- Finder’s Bluff (X17.1,Y29.0)

Recommended: Sandstone Golem LV29

Location: Southern Thanalan- Broken Water (X23.7,Y12.5)

Soloable: Yes. Around their level it’s fairly easy as long as you don’t get ganged up on and avoid their huge AOE

Action frequency: They can take a little while to use Plaincracker, but it shouldn’t be too much time.

Fight difficulty: Pretty easy if you avoid the large AOEs and only fight one at a time if alone. If multiple of them aggro, their AOE can become a problem as getting out of it in time might not be possible.

Learn time: Pretty fast. There are tons of golems and it doesn’t take long to see the action so there’s plenty of opportunities.

Requirements: None

Utility Notes: This will be one of your go-to AOEs when you’re surrounded by mobs or just for close up damage. Essentially gets replaced by “The Ram’s Voice” later on. Though if you still need an Earth elemental attack to spam, this will do the job.

No.12: Bristle

.

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Wild Boar LV20-LV21

Location: East Shroud - The Bramble Patch

(Wild Boar LV20 (X18.4,Y24.6) Small Circle)

(Wild Boar LV21 (X16.4,Y23.0) Large Circle)

Soloable: Yes, easily. Mobs in this area like to link to other stuff, so you’ll need to control pulls at lower levels.

Action frequency: It seems to favor its other two actions, but Bristle should be used within a short time. It’s instant cast so the easiest way to tell if it’s been used besides the battle log is seeing the buff pop up below their HP bar.

Fight difficulty: Fairly easy as long as you dodge the AOE and don’t get really ganged up on if you come here to learn Bristle as soon as possible.

Learn time: Should be very fast, they use Bristle pretty often and there’s a lot of guys here to farm.

Requirements: None

Utility Notes: Currently part of the BLU endgame DPS action rotation and “Moon Flute” opener. Bristle is really good paired with “Song of Torment”, “Breath of Magic”, as well as “Mortal Flame” and should always be used before inflicting the DoT. Its very fast cast time makes it easy to throw in during any slight downtime.

Keep in mind that “Bristle” will only amplify spell damage and not any of the Abilities. Those are special high damaging oGCD actions with long cooldowns that aren’t in the same category as spells and follow different rules. Though there are high damaging spells that have longer cooldowns that can and should be buffed by Bristle like “Matra Magic”.

No.13: White Wind

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes. As long as you go for 10 of the easier BLU actions to learn.

Action frequency: N/A

Fight difficulty: Depends on what 10 BLU actions you go for. Stick to the world map mobs as they’re much less hassle to get the required 10 from than dungeon only enemies.

Learn time: Instant

Requirements: This is a Totem action. Just need to learn 10 other BLU actions and collect your White Wind Totem.

Utility Notes: A must have spell. I know Enkidu loves to use White WInd, but it looks like we get this one as a freebie. At least we get a nice party heal pretty early. This is the way White Wind can and should always heal. Restoring the party’s HP at the current HP of the caster with a cast time and recast this short is so powerful.

Best used either when the caster is at half HP or to help a party member in a pinch. Though mechanics that drop everyone’s HP all at once to low levels render this useless. By far the best thing about White Wind is that its power scales with how much HP you have, so it’s literally always useful at any level.

With the introduction of new BLU healing actions like “Pom Cure” it’s not as crucial to have White Wind equipped all the time anymore. White Wind has a pretty beefy MP cost so it may be preferable to use other options.

Also White Wind generates a whole ton of aggro so you can use it to tank easier or to make help tank swaps. “Frog Legs” often isn’t enough to create necessary aggro on its own.

No.14: Level 5 Petrify

Type: Magic

Aspect: None

Rank: ✮✮

Recommended:Manor Sentry LV28 [Dungeon Mob]

Location: Haukke Manor- Ground Floor (X10.6,Y11.2) [LV28 Dungeon]

Soloable: Yes, synced with “Basic Instinct” and “Mighty Guard”. You only need to deal with some mob packs before your target and Manor Sentry doesn’t link to any other nearby mobs. As long as you don’t aggro more than you can handle on the way.

Action frequency: This has changed from what it originally was when the Manor Sentry was a Boss Add. Now the Manor Sentry is a normal Dungeon Mob and will use Level 5 Petrify periodically after being engaged in a fight. Simply wait for the action to be cast and then kill normally.

Fight difficulty: Easy. The Manor Sentry is found very early in the dungeon and doesn’t deal too much damage.

Learn time: Doing this synced should only take one run and only need a few minutes

Requirements: Haukke Manor is unlocked through the “Skeletons In Her Closet” main scenario quest.

Utility Notes: Fired from the face. “Level 5 Petrify'' really only becomes useful once you hit LV50 as it’s pretty difficult to get a group of enemies that have compatible level before that. Not sure why it says there’s an action accuracy check, it seems to work pretty much every time on a vulnerable target. This juices up “Drill Cannon’s” base power, to the point where it has a base potency comparable to the Abilities. However, try to use it near the end of petrification’s duration as the status is stripped off by the “Drill Cannon” impact.

“The Ram’s Voice” does something similar with its deep freeze effect. Its accuracy doesn’t seem to be penalized and can work on mobs that are higher levels than you as well as having a much better range profile. And most importantly enemies' vulnerability to deep freeze and the diminishing returns from inflicting the status multiple times is shared with petrify status. Though the “Level 5 Petrify” petrification duration lasts about twice as long. But you’re going to want to use “The Ram’s Voice” unless the Masked Carnivale weekly challenge excludes you from using Ice damage.

No.15: Sharpened Knife

Type: Physical

Damage: Slashing

Rank: ✮✮✮✮

Recommended: Tonberry King LV50 [Dungeon Boss]

Location: The Wanderer’s Palace- The Long Hall- The Chantry  (X12.7,Y2.1) [LV50 Dungeon]

Soloable: No. You know typically in horror movies with a knife wielding maniac, it’s far better to stick together. This should be the same. Bring a farm party or a strong buddy and survive until the end of the movie.

Action frequency: Uses Sharpened Knife fairly soon after the fight starts and occasionally through the rest of the battle. Might want to hold off until this action gets used as adds will start popping up once HP drops lower. In parties using LV70s waiting helps prevent burning him down too fast and dying before the action is used.

Fight difficulty: Make absolutely sure you don’t forget any lamp oil. This place already takes long enough as it is with it’s somewhat maze like structure in the middle and switches everywhere. You really don’t want to backtrack looking for those sparkles on the floor. Tonberry Stalkers are the main threat in the dungeon. They can’t be targeted and can do hefty damage to LV50s. When trying to do the switches keep Mighty Guard on to avoid excess damage from these big guys.

The boss himself isn’t really difficult. Wait for Sharpened Knife and burn down quickly with the occasional healing.

Learn time: I hope you like Tonberries, cause you’ll be seeing them a lot. This spell may take awhile to learn. Not extremely long like the Primal powers by any stretch of the imagination, but going through this entire dungeon several times may require LV70s if you want to get it in a reasonable amount of time.

Requirements: LV47 or higher players need to talk to Allene in Vesper Bay, Western Thanalan (x11,y13), to start the quest  “Trauma Queen” to unlock the dungeon.

Utility Notes: The only thing that sucks about this thing is the lack of range and being single target. Cause everything about “Sharpened Knife” is awesome. The base damage would already be pretty good for a spell, but this cast is hella fast. It has half the cast time of nearly all other spells. Combining it with an attack with a long stun like “Faze” will let you stab multiple times in a row with the now disgusting 250 potency Tonberry hate shank. It’s range can be compensated for with the grab and stab combo, “Sticky Tongue” + “Sharpened Knife”. You won’t be able to get as many stabs in due to the shorter stun, especially with stun’s diminishing returns but it’s still effective.

In the Masked Carnivale this attack is your sole source of slashing damage. I’m not sure why it’s not categorized as piercing since it seems like you’re trying to stab someone. You need this for certain achievements or challenges.

No.16: Ice Spikes

Type: Magic

Aspect: Ice

Rank:

Recommended: Trickster Imp LV9

Location: Central Shroud- Greentear- Spirithold (X27.9,Y24.4)

Soloable: Easily, as long as you aren’t really ganged up on at a lower level. There’s quite a few of them in this area and they will all link to someone nearby.

Action frequency: They favor Blizzard but will use Ice Spikes a few seconds after a fight starts nearly every time

Fight difficulty: Very easy, as long as you don’t charge into their lair alone like Rambo at level 4. At low levels, pace yourself. There’s only one way in and out of that part of the map and it’s totally enclosed so escape will be difficult if you get into trouble. If you have help, just go nuts.

Learn time: Fast, learning this should only take a matter of minutes.

Requirements: None

Utility Notes: Probably your earliest form of DoTs. You’ll need to replace this with stronger DoTs later but the damage and 20% slow is nice when you’re out there solo and getting hit or tanking in a party. Though this might be counterproductive to learn actions as seeing an action from enemies takes longer when they’re slowed.

Ice Spikes is practically required in event 12 of the Maked Carnivale with many weaker enemies ganging up and hitting a lot simultaneously with physical damage. Roselets have very little HP and the reflected damage will kill them instantly.

No.17: Blood Drain

Type: Magic

Aspect: None

Rank:

Recommended: Cave Bat LV7

(Cave Bat LV4 from the FATE “Caving In” also use the action)

Location: Lower La Noscea- Cedarwood- Blind Iron Mines (X27.1,Y15.6)

(Caving In FATE- (X27.3,Y17.4)

Soloable: Yes. If you can’t solo this, I’m not sure what to tell you.

Action frequency: Very often. It’s their only special action and they use it all the time.

Fight difficulty: Easy, but a lot of the Cave Bats will link. As long as one guy doesn’t aggro everything in the cave all at once at LV2, you should be fine.

Learn time: Real fast.

Requirements: None

Utility Notes: If you have no MP and “Lucid Dreaming” is on cooldown, it can come in handy in a pinch. This is especially important when tanking as BLU as you burn through MP very fast when using “Diamondback” constantly.

No.18: Acorn Bomb

Type: Magic

Aspect: None

Rank:

Recommended: Treant Sapling LV12

(Treant Sapling LV17 in area also use action)

Location: North Shroud- Treespeak

( X24.9,Y28.3) ( X27.0,Y27.0) (X30.4,Y26.6)

Recommended: Treant Sapling LV12

(Treant Sapling LV17 in area also use action)

Location: Central Shroud- Jadeite Thick

(X22.5,Y16.5) (X20.8,Y16.8) (X24.7,Y17.8) (X27.9,Y15.0)

Soloable: Yes, as long as you’re not ganged up on or at a really low level.

Action frequency: Acorn Bomb will be used shortly after aggroed on a fresh spawn. It will only be used once per spawn when aggroed, even if allowed to reset. If it doesn’t use the action in about 30-45 seconds, kill it and try again after respawn.

Fight difficulty: If you don’t get ganged up on and aren’t a super low level, this will be a piece of cake. Choco heals can be handy if you get put to sleep.

Learn time: I would have liked this to be used faster but sometimes they can take their sweet time and Acorn Bomb has a slow cast for them. Though overall, this one should be fast to learn.

Requirements: None

Utility Notes: Putting enemies in a group to sleep is useful. Problem is, if you hit them with anything they will wake up. If you do put them to sleep you can use that time to rev up “1000 Needles” at lower levels or try to get “Doom” to stick. Later on there’ll be more battle friendly versions of crowd control like “The Ram’s Voice” or “Level 5 Petrify”. Nevertheless, it still is quite effective at taking mobs out of the action that you don’t intend to hit, like in the Masked Carnivale.

With the introduction of the “Sleep” role action to all caster jobs, Acorn Bomb is largely rendered obsolete. Role actions don’t take up a precious action slot and “Sleep” has a similar range profile as well as status duration on targets. Both Acorn Bomb and “Sleep” count as Magic attacks in the Masked Carnivale and will fail the “Let’s Get Physical” requirement.

No.19: Bomb Toss

Type: Magic

Aspect: Fire

Rank: ✮✮

Recommended: Goblin Fisher LV5, Goblin Gambler LV7

Location: Middle La Noscea (X24.0,Y21.4)

Soloable: Yes. The Goblins love to link and gang up on someone picking a fight with their group. So if you’re planning on a fight, be prepared to fight darn near all of them at once. They’re not strong but their numbers will need to be thinned out quickly if you’re at a very low level.

Action frequency: Man do these guys love their explosions cause the instant you aggro, every nearly Goblin in their camp will lob Bomb Toss at you all at once like it’s the freaking 4th of July.

Fight difficulty: Not hard, with a choco by your side they shouldn’t cause issues as long as you dodge the AOE and don’t aggro every single one of them at once at LV1.

Learn time: Real fast.

Requirements: None

Utility Notes: A fire AOE stun with slightly below average damage and a pretty decent throwing range available at early levels. Though I wish it was stronger and having to put the reticle on the ground takes time without a macro set up.

No.20: Off-guard

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes. As long as you go for 5 of the easier BLU actions to learn.

Action frequency: N/A

Fight difficulty: Depends on what 5 BLU actions you go for. Stick to the world map mobs as they’re much less hassle to get the required 5 from than dungeon only enemies.

Learn time: Instant

Requirements: This is a Totem action. Just need to learn 5 other BLU actions and collect your Off-Guard Totem.

Utility Notes: Currently part of the BLU endgame action rotation for the healers. This spell’s effect is dramatically different from what it used to be. Instead of a 50% damage buff only applying to the caster and always needing to be up, the 5% buff works with the entire party and has a 60s cooldown. These days it’s harder to squeeze on a loadout with all the powerful actions that need the slots instead. It’s important to note that despite not doing damage, in the Masked Carnivale it will hurt you if cast on an enemy with reflect as well as give you Off-guard debuff.

No.21: Self-destruct

Type: Magic

Aspect: Fire

Rank:

Recommended: Glide Bomb LV12

Location: Western Thanalan (X27.7,Y16.8)

Soloable: Yes. The damage from Self-destruct can be dangerous though. They don’t link to any other mobs in the area and others in the area are passive so you’ll only have to deal with these guys. It’s actually harder to learn it with too many others around as the bombs can keep getting killed before the action can cast either by people or their chocobos.

Action frequency: Infrequent. They’ll use Self-Destruct between 30 to 45 seconds after the fight starts.

Fight difficulty: Not hard. There isn’t any linking between these guys and other mobs so you shouldn't get ganged up on. Their damage from Self-destruct is proportional to how much HP they have left, the lower their HP, the stronger it gets. It can range from about half your max HP if their HP is full to a catastrophic 99% of max if they’re critical and the AOE is a bit big.

So optimally you should draw aggro and wait until they use Self-destruct while dodging AOE. Each farming party should have someone tag it once without killing it with a weak attack.

Learn time: Kills are slower than other world map mobs since you can’t kill it yourself and need to wait for it to blow itself up. Can take way longer than it should if other players keep killing the bomb before it uses the action

Requirements: None

Utility Notes: Compared to “Final Sting” this is better used on a large quantity of mobs instead of one target. The damage when combined with “Toad Oil” and damage buffing BLU actions like “Off-Guard”, “Bristle”, “Peculiar Light”, and “Moon Flute” is massive and the blast radius is huge. Of course killing yourself with an attack is usually counterproductive. BLU doesn’t have a reviving action right now so its use in all BLU parties is limited in that situation as well.

It can be very useful for resetting a fight very fast, like in the case of learning “Level 5 Petrify”. You can blow yourself up in town, so don’t be surprised to see actual (as opposed to the Playing Dead emote) dead people in those areas. Who needs an emote to pretend to be a dead person, when you can really commit and be as dead as you want to be. In all seriousness though, you don’t have to wait on your “Return” timer anymore. You have to wait a whole 5 minutes to use it again and with “Self-destruct” you can return to your home point regardless of how much time is left on that CD if you don’t mind the extra wear on your gear.

“Self-destruct” can be used to cheese the Kugane tower jumping puzzle or the lamp post with the vista on top with help from others who can raise. When you raise, you are teleported to the caster, regardless of elevation difference to your body. In essence you can use each other as an anchor point so if one falls off, you can get back just high enough to be in rez range and die again to be brought to their level.

Overall “Self-destruct” can be a powerful tool if used very strategically. You actually can use it to clear stages in the Masked Carnival with incredible speed. As long as it kills the mobs first, and they’re not able to do any actions after you blow yourself up, it counts as a win for you.

It is by far the best tool for disposing of large pulls in dungeons either solo or with an all BLU party. A fully buffed “Self-destruct” should kill every nearby mob in the area most of the time. “The Ram’s Voice” deep freeze effect enables the most consistent performance with this.

No.22: Transfusion

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Technically yes. As there are 20 actions that you can get in the open world and in dungeons that are low enough in level that you can overpower at much higher levels later on. Getting farm parties will still be much faster.

Action frequency: N/A

Fight difficulty: Depends on what 20 BLU actions you go for. Collecting as many of the open world actions as possible can make things easier as they’re much easier to farm for compared to the ones from dungeons or raids.

Learn time: Instant

Requirements: This is a Totem action. You need to learn 20 other BLU actions and collect your Transfusion Totem.

Utility Notes: While the other suicide actions “Self-destruct” and “Final Sting” are helpful in the Masked Carnivale, this absolutely has no use there as it can’t be used outside of a party. BLU already has arguably the best heal in the game with “White Wind” if you wanted to restore HP. Killing yourself to heal someone’s HP and MP is very counterproductive and this will not resurrect party members.

I can’t honestly think of a practical use for this spell and it also gives the Brush with Death status meaning that if you wanted to force a wipe without hurting the enemy you would lock yourself out of using “Self-destruct” and “Final Sting” for several minutes. You should avoid using this spell, but still learn it as there will be Totems that require learning most actions.

No.23: Faze

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Qiqirn Shellsweeper LV9

(Qiqirn Shellsweeper LV6 and LV7 from the FATEs “Survivor Rats” and “Wrecked Rats” also use the action)

Location: Central Thanalan- Black Brush- The Rat's Nest (X16.5,Y19.5)

(Survivor Rats FATE (X18,Y20)

(Wrecked Rats FATE (X19,Y20)

Soloable:Yes, but there is an absolutely ridiculous amount of these guys in this area so pulls have to be made carefully at low levels. At lower levels the “Cracked” Fate can cause a problem in the middle of farming if you’re at the heart of their camp.

Action frequency: Pretty frequently. They use the action usually soon after a fight starts.

Fight difficulty: The “Cracked” FATE can interfere with the recommended mobs in the area. It turns all the normal Qiqirn around The Rat’s Nest except for a couple on the outside of the FATE radius into FATE mobs. Which requires a Level Sync to be able to fight them if your level is too high. If too many of them link together it can cause a problem at low levels, besides that this shouldn’t be difficult.

Learn time: Really fast.

Requirements: None

Utility Notes: Anybody who played FF11 that might remember Head Butt, yeah this is pretty much that but an AOE. In FF14 terms it’s somewhat comparable to PLD’s “Shield Bash” with the same base stun duration though that is instant, does damage, and is more spammable, but only on one guy at a time. And this is more useful for crowd control against a group of enemies close enough together with better range.

Only use this once in a while due to diminishing returns on the stun. It is very powerful combined with “Sharpened Knife” as stun more than doubles its potency and the stun on “Faze” is pretty long. When you see that debuff stick, harness your inner Tonberry and make your enemies feel that doink.

No.24: Flying Sardine

Type: Physical

Damage: Piercing

Rank:

Recommended: Apkallu LV30

Location: Eastern La Noscea - Bloodshore (X28.5,Y35.5)

Soloable: Yes. Your level will have to be closer to theirs and a choco heal will help. Just don’t let too many of them link to each other at lower levels.

Action frequency: Very often, they literally cannot wait to constantly hurl their fishy lunch at you.

Fight difficulty: Even at lower levels they’ll only cause problems if they really gang up on you. Working with others farming, they should be easy. They only have single target actions.

Learn time: Darn fast. This is the only special move they use and they spam it. Apkallu are everywhere in the listed area.

Requirements: None

Utility Notes: Fired from the face. Spamming silence has never been easier. Instant cast and shortest recast of any silencing action, but does very little damage.

The best method for gaining aggro for the “tag and bag” power-leveling technique with a strong buddy not in your party against a high leveled mob. Due to its instant cast and excellent range, it’s able to get their attention very quickly from a relatively safe distance so your helper outside of the party can kill the target and you get all the EXP. You will have to watch out for links as enemies can quickly overwhelm you before your friend can take them all out.

Probably the most useful spell for finishing enemies off once “Tail Screw” is able to connect successfully. It doesn’t matter how low the potency of “Flying Sardine” is, just that it’s an instant cast since the enemy will only have 1 HP left. Barfing fish on enemies looks hilarious.

No.25: Snort

Type: Magic

Aspect: Wind

Rank: ✮✮✮✮

Recommended: Typhon LV50 [Trial Boss]

(You can also learn “Snort” from Typhon in the Masked Carnivale)

Location: The Dragon's Neck- Halatali [LV50 Trial]

Soloable: The Dragon's Neck: Yes, with “Basic Instinct” and “Mighty Guard” while unsynced at least at LV60 with proper gear around iLV270. Even with this setup Ultros will turn you into an imp, then they will try to beat you to a pulp as you’re unable to heal. So you’ll likely need extra heals from “Pom Cure” or potions if HP gets too low for “White Wind” to help.

The Masked Carnivale: Yes, you can in the event “Miss Typhon''.

Action frequency: The Dragon's Neck: The specific Snort you need to see is used near the end of the fight. There are multiple Snort-like attacks that Typhon uses but the only you’re looking for is just called Snort and Typhon will use multiple gusts from that one Snort attack to try to continually blow everyone off of the platform.

The Masked Carnivale: In the event “Miss Typhon”, Typhon will use Snort very frequently.

Fight difficulty: The Dragon's Neck: For the The Dragon's Neck trial this greatly varies. Unsynced solo you’re likely going to need to kill one of them off if you’re around LV60 so you don’t get absolutely ganked by them both as you’re trying to dodge attacks as an imp. And you’re still going to have to wait awhile for the proper Snort to go off to actually learn it.

A synced party needs to follow mechanics to make sure everyone isn’t pushed off the platform. It’s safest if there are 2 people tanking each boss with Mighty Guard if actual tank jobs aren’t present. “White Wind” will be necessary for healing and keeping everyone alive with all BLU unless someone is using Heal Mimic with “Pom Cure”. At this point a lot of BLU might not have “Angel Whisper” though the biggest threat is falling off the platform. As far as I know since you don’t die when you fall off you should still be able to learn the spells even if you’re not on the platform when the fight ends.

Even if this is done unsynced Snortsault may still be a problem since you can still get knocked back so watch out for that and rotate with Typhon to avoid the wind. For the most part burn them down until their HP is low. Luckily you can kill Ultros after any needed actions from him are used.

The Masked Carnivale: Beating the first act of the “Miss Typhon” event isn’t too hard as long as you bring “Diamondback” so Typhon doesn’t instantly vaporize you with Fireballs. Besides that it’s just dodging stuff and attacking until the first act is over.

Learn time: The Dragon's Neck: Snort might take the longest of the 3 actions learned to see in Dragon’s Neck as he really makes you wait for it to go off. You’ll also have to deal with all of his other snort-like attacks before you get to the actual Snort you need him to use. But it should be faster to learn than most of the dungeon exclusive actions if done synced. Doing this solo may take a long time with the spell’s 4 star rank.

The Masked Carnivale: While beating Typhon in “Miss Typhon” is technically faster than the Dragon’s Neck and you don’t need a party, you’re dealing with cruel RNG trying to learn a 4 star rank spell. So if your luck is bad learning Snort there may take awhile.

Requirements: The Dragon's Neck: The quest “The Coliseum Conundrum” must be completed to unlock “The Dragon's Neck”.

The Masked Carnivale: The quest “The Real Folk Blues” must be completed to unlock The Masked Carnivale and the stage “Miss Typhon”.

Utility Notes: Fired from the face. If there’s a bunch of mobs in your face and you need space or just want to shove something off a cliff this works great. Snort doesn’t do any damage but it’s really good at what it does cause the knockback is so far. It’s useful in Masked Carnivale stages that require moving mobs around without dealing damage as this and “Sticky Tongue” are the only spells that can do that. While not as accurate, it can save time by shoving multiple targets all at once.

No.26: 4-tonze Weight

Type: Physical

Damage: Blunt

Rank: ✮✮✮✮

Recommended: Ultros LV50 [Trial Boss]

Location: The Dragon's Neck - Halatali

[LV 50 Trial]

Soloable: Yes, with “Basic Instinct” and “Mighty Guard” while unsynced at least at LV60 with proper gear around iLV270. Even with this setup Ultros will turn you into an imp, then they will try to beat you to a pulp as you’re unable to heal. So you’ll likely need extra heals from “Pom Cure” or potions if HP gets too low for “White Wind” to help.

Action frequency: Ultros uses 4-tonze Weight in phase 2 of the fight after HP reaches 80%. Compared to how often Ultros uses Aqua Breath, he will make you wait for this one. At least it’s hard to miss when the ground indicator appears and giant cartoonish weights fall from the sky.

Fight difficulty: This greatly varies. Unsynced solo you’re likely going to need to kill one of them off if you’re around LV60 so you don’t get absolutely ganked by them both as you’re trying to dodge attacks as an imp.

A synced party needs to follow mechanics to make sure everyone isn’t pushed off the platform. It’s safest if there are 2 people tanking each boss with Mighty Guard if actual tank jobs aren’t present. “White Wind” will be necessary for healing and keeping everyone alive with all BLU unless someone is using Heal Mimic with “Pom Cure”. At this point a lot of BLU might not have “Angel Whisper” though the biggest threat is falling off the platform. As far as I know since you don’t die when you fall off you should still be able to learn the spells even if you’re not on the platform when the fight ends.

Even if this is done unsynced Snortsault may still be a problem since you can still get knocked back so watch out for that and rotate with Typhon to avoid the wind. For the most part burn them down until their HP is low. Luckily you can kill Ultros after any needed actions from him are used.

Learn time: Ultros seems like he doesn’t make you wait as much as Typhon does, but still long enough to be annoying. You need to watch out when he drops the weights because overlapping AOE can kill BLUs and reviving or fight redos will tack on time. Shouldn't take too long to learn if done synced. But if done solo you may be looking at some good time needed to get it since it is a 4 star rank spell.

Requirements: The quest “The Coliseum Conundrum” must be completed to unlock Ultros’ trial.

Utility Notes: Damage is slightly on the lower end for AOE crowd control and ground targeting slows down casting without a macro. On the plus side, the heavy status feels like it lasts forever and there’s excellent range. 30 seconds of heavy to a fair sized AOE is nice crowd control. Your enemies won’t be able to move around very well for quite some time. Though don’t abuse it too much cause diminishing returns will incur after a couple casts. This action’s animation feels wacky and cartoonish like those old “ACME'' weights dropping on Wile E. Coyote.

No.27: The Look

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Denizen of the Dark LV45

[Levequest Only, requires Allowances]

Location: Mor Dhona- North Silvertear- Saint Coinach's Find

(X23.8,Y11.8) [Won’t appear until Levequest is initiated]

Recommended: Anantaboga LV50 [Dungeon Boss]

Location: Amdapor Keep- Third Floor- Presence Chamber (X11.3,Y11.1) [LV50 Dungeon]

Soloable: Denizen of the Dark: Yes, at a similar level or higher this is very doable. Don’t forget the chocobo, but you might want it in heal mode until The Look goes off.

Anantaboga: No, I really don’t think so. Going through the entire dungeon and this boss solo isn’t viable for farming.

Action frequency: They both use The Look a short time after the fight starts. Anantaboga always seems to use The Look as its first special action after the fight starts. So there should be no problem being able to see this before you lay on the pain.

Denizen of the Dark: Important!: If you do not learn the action, do not collect the reward. Instead, abandon the Leve in the menu. This will make it reappear in the list of available Leves. If you collect the reward, there’s a chance that the Leve will not be on the list so you will have to waste Allowances and time doing other Leves to get it to appear again.

Fight difficulty: Denizen of the Dark: The rest of the Leve’s enemies before this guy spawns can be insta-killed by a strong job you have. Do not forget to switch back to BLU either right before spawning him or spawning him and running away far enough to lose aggro so it lets you switch jobs. He’s not hard at an appropriate level, especially if you have help. Wait a few seconds for The Look and mow down quickly. As long as you avoid his attacks there won’t be a problem.

Anantaboga: This method probably shouldn’t be utilized, it’s far harder and will take much longer even with LV70 help. I put Anantaboga as an alternative recommended option as it is your only other choice if Leve Allowances aren’t available or the stock runs out. The dungeon can be charged through with LV70s leading, though it’s a long trip. Anantaboga shouldn’t be a problem and can be burned down fast after given the chance to use The Look.

Learn time: Denizen of the Dark: On average shouldn’t take too long from this guy. If you have bad luck it may take around several tries, but that’s not too common since it’s only a rank 2 spell. You should be able to learn this action way before you run out of Leve Allowances if you have a max stock.

Requirements: Denizen of the Dark: Levequest “Necrologs: The Liminal Ones”. Requires a good stock of Leve Allowances. Doing this as a party will let you combine Allowances

Anantaboga: LV50 players need to talk to Nedrick Ironheart in Vesper Bay, Western Thanalan (X12,Y14), to start the quest “Ghosts of Amdapor” to unlock the dungeon.

That quest is available after the completion of the main scenario quest “The Ultimate Weapon”.

Utility Notes: Fired from the face. If you want to be the best tank mage you can in a party, “The Look” is crucial. Besides spamming “White Wind” or just doing more DPS than the rest of your team, this is the only BLU action you can use that can greatly increase aggro while using “Mighty Guard”. It’s the closest thing right now to a tank’s “Provoke”.

Damage is pretty good and it can hit multiple targets, but it’s a close range cone only. If you want to pull a mob off of someone, you’ll have to get in its face. Another eye-laser attack like “Glower” and eye-lasers are always cool.

In Masked Carnivale it doesn’t really have a specific use as you would probably suspect. Since you’re the only one who can have aggro, there’s no reason to generate more with no one else to compete with. There is no Aspect to take advantage of. Of course, because there’s no Aspect it’s still viable as a 130 potency crowd control option if you need something that hits everything for neutral magic damage.

No.28: Bad Breath

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Stroper LV31

(Halitostroper LV31 are nearby, but they are much harder to kill without good help or a high level)

Location: Central Shroud - Sorrel Haven - Hopeseed Pond (X13.5,Y22)

(Halitostropers highlighted in small circle)

Soloable: Yes. Though if they link, they can be very dangerous. Halitostropers will give you hell at lower levels.

Action frequency: Pretty often, you’ll probably wish they didn’t use it this much.

Fight difficulty: Mainly it’s just about dodging the giant Bad Breath AOE. While Choco-bros are always good to have, they just love to bask in Bad Breath all day.

Learn time: With how many there are in the are and how often Bad Breath is used, this one should take no time at all.

Requirements: None

Utility Notes: Currently part of the BLU endgame Tank action loadout. Fired from the face. The sheer amount of debuffs in an AOE on a 15s duration with a cast time and recast this short is crazy, especially the 10% reduction to enemy damage that has no diminishing returns. Can’t really spam an interrupt on command like burping fish on people with “Flying Sardine”, but this will absolutely cripple trash mob damage as they gang up on you. This is a must have spell for dungeon runs solo. The 10% damage down alone makes this worth equipping and Bad Breath works on freaking everything.

No.29: Diamondback

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Cuca Fera LV50 [Dungeon Mini-Boss]

Location: Stone Vigil [Hard]- The Strongroom (X11.2,Y6.3) [LV50 Dungeon]

Soloable: Yes, with “Basic Instinct” and “Mighty Guard”. It will be a bit of a slog to get through. Having a Mimic will greatly help with dealing more damage, healing with a lot less MP cost, or just being more durable.

Action frequency: Cuca Fera will use Diamondback periodically through the fight. You will wish he doesn’t use it as much as he does. Don’t stun him with the cannon to interrupt it the first time, so the cast will go off.

Fight difficulty: The dungeon is not too difficult up until Cuca Fera’s fight with a full party. Normally, Cuca Fera’s fight is a real hassle. No matter what level you are, mechanics will need to be processed to a degree to keep the NPCs alive. Whatever you do, do not let them all die. If they’re all dead, Cuca Fera will stomp and instantly wipe the party. Adds must be immediately addressed as they target the NPCs. Some people will need to control the cannons.

Or, if you have the power of BLU cheese like “Missile”, “Doom”, or “Level 5 Death”, it will turn a normally annoying fight into a piece of cake. Wait for that Diamondback and unleash the instant death barrage. Just be careful not to stun Cuca Fera with the cannon during the cast of Diamondback.

If solo synced, Gorynich will probably be the biggest hang-up in the dungeon. You’re going to need to heal and there’s a lot of adds. You probably want a Mimic for just this fight. A fully powered up “Final Sting” or “Self-destruct” with “Bristle” (or “Whistle”) and “Moon Flute” when Gorynich is below 30% HP can speed things up. For Cuca Fera you’re using instant death attacks, you’re not fighting him normally synced with one person.

Learn time: There’s only so much you can do to speed up this dungeon. There’s stuff that will slow down progress like hitting the flying dragon with the cannons and waiting for mobs to spawn to burn down so that rubble can get out of the way. “The Ram’s Voice” and “Ultravibration” will speed up trash packs. BLUs will put in a lot of work by massively expediting the battle against Cuca Fera with the BLU cheese “Missile”, “Doom”, or “Level 5 Death”. With a group it should take less than 20 minutes. Solo may take longer than that depending on the spells available, and how much trouble you have with Gorynich.

Requirements: LV50 players need to talk to Faillicie in Revenant's Toll, Mor Dhona (X21,Y8), to start the quest “Blood for Stone” to unlock Stone Vigil [Hard]

That quest is available after the completion of the main scenario quest “The Ultimate Weapon”.

Utility Notes: Part of the BLU endgame tank loadout, and maybe needed for other roles as well depending on the duty. Diamondback might as well be a tank Limit Break. If you also have “Mighty Guard” on, enemies practically can’t hurt you at all except for some insta-wipe mechanics. While this has no cooldown timer to stop you from casting it back to back, the MP cost is super high. You will pretty much always need “Blood Drain” if you’re making excessive use of Diamondback. It’s crucial for doing some dungeons with all BLU teams. You may need to “Swiftcast” it to get it off before the horde eats your face when they catch up during huge pulls. They will beat upon your invincible blue bubble while your team cleans up the mobs. The anti-knockback feature can come in handy but it’s situational.

It’s unfortunate that when you use this, you pretty much become a statue for a long time. You basically can’t die, but besides DoTs, you can’t kill anything either. Use it carefully as doing more damage or healing may be more useful in the situation. This spell is crucial for surviving several mechanics in Masked Carnivale stages that are designed to kill you otherwise. Diamondback or “Avail” is also needed for duties where a tank buster normally targets the tank job instead of who has the most aggro, as with an all BLU party anyone can be a target.

No.30: Mighty Guard

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes. As long as you go for 10 of the easier BLU actions to learn.

Action frequency: N/A

Fight difficulty: Depends on what 10 BLU actions you go for. Stick to the world map mobs as they’re much less hassle to get the required 10 from than dungeon only enemies.

Learn time: Instant

Requirements: This is a Totem action. Just need to learn 10 other BLU actions and collect your Mighty Guard Totem.            

Utility Notes: Essentially a Tank Stance for those who need a tank mage in their life. For people who wanted BLU to be a tank, here you go. Needed for action learning in Duties when a BLU is tanking. Luckily Mighty Guard was buffed a lot so the damage reduction is only 40% compared to when it was 70%.

Synergizes with “Basic Instinct” and “Goblin Punch”. Soloing dungeons synced has never been easier. Though you’re probably going to need a party for 8-man content.

No.31: Sticky Tongue

Type: Physical

Damage: Blunt

Rank: ✮✮✮✮

Recommended: Toxic Toad LV14

(LV2 Cane Toads in the FATE "You call that a Toad" also use Sticky Tongue, if you find this take advantage of it)

Location: Central Thanalan- The Clutch- The Unholy Heir (X28,Y20)

(You call that a Toad FATE- Lower La Noscea- Moraby Bay  (X24,Y22)

Soloable: Yes. Though each Toad links to like every small mob in the area so crowd control and a good choco will help.

Action frequency: Toxic Toad and other Gigantoads that have Sticky Tongue will always use it as their first attack if aggroed outside of melee range to reel in their target. Anyone who’s traveled through areas like Mor Dhona and remember how absolutely annoying it was to get grabbed as you’re minding your own business can attest to this.

Fight difficulty: Not too hard, but you get ganged up on a lot so it slows things down if you don’t have sufficient help. With a farming party, they really shouldn’t pose a threat.

Learn time: Quite fast, especially since you can get them to use Sticky Tongue as their first action every time, though the linking mobs in the area can slow things down slightly.

Requirements: None

Utility Notes:  Fired from the face. Now it’s our turn to annoy the crap out of enemies by yanking them all over the place. Compared to just attacking a target for aggro, the added stun to “Sticky Tongue” let’s you pull a target away from other non linking surrounding threats and get a free hit with an action of choice. Especially powerful if followed immediately with a “Sharpened Knife” during the stun. Though the stun really isn’t long enough for the same BLU to follow up with that more than a couple of times due to stun’s diminishing returns but in a party with other BLU it can be more handy.

Very useful in Masked Carnivale stages that require moving mobs around. This and “Snort” are your best choice for that task. “Sticky Tongue” is more reliable as it’s much easier to control, but only works on one guy at a time so it can be slower.

No.32: Toad Oil

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Giggling Gigantoad LV24

Location: Western Thanalan (X15.5,Y6.5)

Soloable: Fairly easily if it’s 1 on 1 fights, Toads can become frustrating and dangerous in large numbers at lower levels.

Action frequency: Seems to favor its other two actions used in melee range but it should be used fairly shortly after the fight starts. Try to stay in close as being too far will trigger the use of Sticky Tongue instead. (Which you can also learn from them and the Laughing Gigantoad if you haven’t already.)

Fight difficulty: Not hard as long as you dodge AOE and don’t get really ganged up on. There’s a lot of Toads down here and they’re close together. If you aggro them from far away, they will grab you with Sticky Tongue and use an AOE. If you’re not also trying to learn that as well, this should be avoided.

Learn time: Pretty fast, they use Toad Oil a lot. Shouldn’t take more than a few minutes to get.

Requirements: None

Utility Notes: The evasion buff you get from this lasts for quite some time. It can help with tanking hits and in dungeons and the Masked Carnivale by letting you dodge attacks from trash mobs. Powering up “Self-Destruct” to near “Final Sting“ levels of power is pretty crazy. You can use it to wipe out mobs in a huge radius with no damage falloff after powering it up with some other damage boosting BLU actions like “Bristle”, “Moon Flute”, “Off-Guard”, and “Peculiar Light” if you don’t mind the side effect of death.

No.33: The Ram’s Voice

Type: Magic

Aspect: Ice

Rank: ✮✮

Recommended: Chimera LV38 [Dungeon Boss]

(Also learned from Apademak or Azulmagia in the Masked Carnivale)

Location: Cutter's Cry- The Blue Sands (X7.8,Y6.8)

[LV38 Dungeon]

Recommended: Dhorme Chimera LV?? [Trial Boss]

Location: A Relic Reborn: The Chimera- The Weeping Saint

[LV50 Trial]

Soloable: Chimera: Yes, synced with “Basic Instinct” and “Mighty Guard”. Though you need to take it easy with pulls on the way to the Chimera boss especially if you’re trying to do this as early as possible though it’s going to be a little slow.

Dhorme Chimera: Yes, recommend unsynced with “Basic Instinct” and “Mighty Guard”. Trying to solo sync this would be incredibly rough.

Action frequency: Chimera: Uses The Ram’s Voice once HP drops below 85% and uses it throughout the fight. When it’s about to use The Ram's Voice the text “Eyes burn Blue” will come up. There is a cast bar for The Ram’s Voice and a point blank ice AOE will go off with no ground indicator.

Dhorme Chimera: Uses The Ram’s Voice once HP drops below 90% and uses it throughout the fight.

Fight difficulty: Chimera: Unfortunately you need to go through the entire dungeon first. If solo you don’t want to get too ganged up on though the mobs can be pretty spread out. Even in a party your action selection is probably pretty limited unless you went through the trouble of power-leveling and grabbing a lot of the open world spells. You’re likely restricted to only using “White Wind'' to heal and don’t have the BLU cheese like “Missile” to take out the random mobs and the 2 mini-bosses before Chimera.

The Chimera itself will cause problems if its attacks aren’t dodged properly. You mostly need to watch out and avoid the very actions you’re trying to learn. ”The Dragon’s Voice” and The Ram’s Voice have no ground indicators. Text indicating eye color and the cast bar will telegraph attacks. Blue is point blank ice The Ram’s Voice, Violet is donut lightning “The Dragon’s Voice”. If you do get hit, the status effects and damage from those attacks can easily get you killed if doing synced.

Dhorme Chimera: While this guy is far more powerful with a larger repertoire of dangerous moves than the “Cutter’s Cry” Chimera, you’ll have double the party manpower. With no dungeon in the way of your prize kills will be faster. With 8 BLU, it should be doable and mechanics will have to be considered. Someone will have to go Mighty Guard tank mage to hold its attention and people need to be kept topped up cause you’re not likely to have a revive yet.

Learn time: Huge variability depending on method used. Doing Cutter's Cry synced solo will take a good while but the dungeon will only have to be done once. Unsynced solo will undoubtedly have faster runs and 2 star ranking spells have a high learn chance but odds are you’d have to run the dungeon multiple times. In a full party synced this will be a fast run as long as you dodge attacks properly and don’t die on Chimera cause you’re probably not getting revived unless an actual healer job party member is helping you out.

On A Relic Reborn: The Chimera, the Dhorme Chimera will be the fastest method synced with several party members working together. Though good luck actually getting a full 8 people together in the PF on your own, so I recommend making a post in the Blue Academy Discord to get help.

Requirements: Chimera: LV38 or higher players need to talk to Sibold in Ul'dah - Steps of Thal (x14,y10), to start the quest  “Dishonor Before Death” to unlock the dungeon.

Dhorme Chimera: This trial is unlocked during the “A Relic Reborn” quest. Yes, this means that you will have to start an ARR relic weapon. Luckily it’s an easier very early step that shouldn’t take long to unlock this trial.

[The steps needed: https://ffxiv.consolegameswiki.com/wiki/Relic_Weapons/Quest#A_Relic_Reborn]

Utility Notes: Perfectly synergizes with “Ultravibration” and “Hydro Pull”. Ah, BLU’s pièce de résistance of crowd control. The crème de la crème of combining utility and damage. Whether you’re tanking or just near a mosh pit of mobs, “The Ram’s Voice” will put in work. This will hit everything in a pretty good sized 360 degree AOE around yourself, though the lack of range will occasionally need to be compensated for with “Hydro Pull” to bring targets into freeze and “Ultravibration” effective zone.

It’s The Ram Voice’s effect that makes it so special. Deep Freeze will completely immobilize a group of mobs vulnerable to it with high accuracy. And it does the best job inflicting Deep Freeze compared to any other spell that does it as The Ram’s Voice doesn’t require a second spell to activate the effect or require getting hit first. Unlike “Level 5 Petrify”, it has a much more consistent range profile and will work on enemies of any level as long as the hit lands and they’re vulnerable to the status. The status only lasts about half as long as petrification though. Enemies share a vulnerability to freeze and petrify so as long as you’re not excluded from using ice damage in the Masked Carnivale you should be using The Ram’s Voice instead.

Compared to sleep status, you and the team can attack the frozen targets freely without making the status wear off (unless “The Dragon’s Voice” is used). Spamming this will incur diminishing returns, so other status inflicting crowd control spells like “Bad Breath”, “Mind Blast”, “Acorn Bomb” may have to be considered especially if solo.

While The Ram’s Voice does synergize with “The Dragon’s Voice” and doubles its potency, you really want enemies to stay frozen so you can eliminate them all with “Ultravibration” or hard hitting Abilites.

No.34: The Dragon’s Voice

Type: Magic

Aspect: Lightning

Rank: ✮✮

Recommended: Chimera LV38 [Dungeon Boss]

(Also learned from Apademak or Azulmagia in the Masked Carnivale)

Location: Cutter's Cry- The Blue Sands (X7.8,Y6.8)

[LV38 Dungeon]

Recommended: Dhorme Chimera LV?? [Trial Boss]

Location: A Relic Reborn: The Chimera- The Weeping Saint

[LV50 Trial]

Soloable: Chimera: Yes, synced with “Basic Instinct” and “Mighty Guard”. Though you need to take it easy with pulls on the way to the Chimera boss especially if you’re trying to do this as early as possible though it’s going to be a little slow.

Dhorme Chimera: Yes, recommend unsynced with “Basic Instinct” and “Mighty Guard”. Trying to solo sync this would be incredibly rough.

Action frequency: Chimera: Uses The Dragon’s Voice once HP drops below 85% and uses it throughout the fight. When about to use The Dragon's Voice the text “Eyes burn Violet” will come up. There is a cast bar and a huge lightning donut AOE will go off with no ground indicator.

Dhorme Chimera: Uses The Dragon’s Voice once HP drops below 90% and uses it throughout the fight.

Fight difficulty: Chimera: Unfortunately you need to go through the entire dungeon first. If solo you don’t want to get too ganged up on though the mobs can be pretty spread out. Even in a party your action selection is probably pretty limited unless you went through the trouble of power-leveling and grabbing a lot of the open world spells. You’re likely restricted to only using “White Wind'' to heal and don’t have the BLU cheese like “Missile” to take out the random mobs and the 2 mini-bosses before Chimera.

The Chimera itself will cause problems if its attacks aren’t dodged properly. You mostly need to watch out and avoid the very actions you’re trying to learn. The Dragon’s Voice and “The Ram’s Voice” have no ground indicators. Text indicating eye color and the cast bar will telegraph attacks. Blue is point blank ice “The Ram’s Voice”, Violet is donut lightning The Dragon’s Voice. If you do get hit, the status effects and damage from those attacks can easily get you killed if doing synced.

Dhorme Chimera: While this guy is far more powerful with a larger repertoire of dangerous moves than the “Cutter’s Cry” Chimera, you’ll have double the party manpower. With no dungeon in the way of your prize kills will be faster. With 8 BLU, it should be doable and mechanics will have to be considered. Someone will have to go Mighty Guard tank mage to hold its attention and people need to be kept topped up cause you’re not likely to have a revive yet.

Learn time: Huge variability depending on method used. Doing Cutter's Cry synced solo will take a good while but the dungeon will only have to be done once. Unsynced solo will undoubtedly have faster runs and 2 star ranking spells have a high learn chance but odds are you’d have to run the dungeon multiple times. In a full party synced this will be a fast run as long as you dodge attacks properly and don’t die on Chimera cause you’re probably not getting revived unless an actual healer job party member is helping you out.

On A Relic Reborn: The Chimera, the Dhorme Chimera will be the fastest method synced with several party members working together. Though good luck actually getting a full 8 people together in the PF on your own, so I recommend making a post in the Blue Academy Discord to get help.

Requirements: Chimera: LV38 or higher players need to talk to Sibold in Ul'dah - Steps of Thal (x14,y10), to start the quest  “Dishonor Before Death” to unlock the dungeon.

Dhorme Chimera: This trial is unlocked during the “A Relic Reborn” quest. Yes this means that you will have to start an ARR relic weapon. Luckily it’s an easier very early step that shouldn’t take long to unlock this trial.

[The steps needed: https://ffxiv.consolegameswiki.com/wiki/Relic_Weapons/Quest#A_Relic_Reborn]

Utility Notes: First of all I have to say that the size of the AOE this spell projects is absolutely freaking enormous. The camera can't even zoom out far enough to see the entire scope of the colossal lightning donut.

Due to The Dragon's Voice being a donut AOE with an 8y void between you and the spell's hitbox, spacing is important. This requires a bit of guesswork to determine where the attack will land. Luckily the AOE is pretty thick so it shouldn't be too hard to land on the intended target as long as you remember to back up. Because The Dragon's Voice effect is huge it can be very useful in fights where the enemies are spaced very far apart and can’t be pulled together like A12 and A12S.

When it hits an enemy with deep freeze the potency doubles to the point of being comparable to the Abilitiy actions. But like with "Drill Cannon'' and petrify, the status gets stripped off after the hit. So it’s pretty much always preferable to not remove the deep freeze status and use other actions like Abilities and strong spells like “Ultravibration”. Paralysis will actually stick on targets with this spell now, compared to the 10% chance to paralyze it used to have. Overall The Dragon’s Voice is very niche to use a spell slot on compared to the constant use you’re going to get from “The Ram’s Voice”.

No.35: Missile

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Enkidu LV50 [Trial Boss]

Location: Battle in the Big Keep

Amdapor Keep- The Forecourt

[LV50 Trial]

Soloable: No. As much as I’m sure Gilgamesh would love that, it would probably be best to have a person per each of his many arms.

Action frequency: Used during phase 1 with Enkidu. Keep damage low until the action casts. You’ll know for sure when he’s using Missile when a targeting reticule appears on someone. Only Enkidu has to die, the later Gilgamesh fight doesn’t matter.

Important!: If someone dies during the fight, they can return to the start of the duty and revive there without needing a rez from a party member. As long as they’re alive again when Enkidu dies, they’ll still learn “Missile” with everyone else.

Fight difficulty: Varies greatly. For all BLU parties, you will probably need two Mighty Guard tank mages and hold aggro with help from “The Look” if they have it. Mechanics will still have to be processed for the most part to avoid excessive damage. Not too difficult mechanically, but it’s definitely far slower than utilizing LV70s.

[Mechanics of the fight can be found here: https://ffxiv.gamerescape.com/wiki/Battle_in_the_Big_Keep]

(It says there that Missile is used by Gilgamesh, but this is incorrect)

[Description of actions they use in the fight found here: https://ffxiv.gamerescape.com/wiki/The_Dragon%27s_Neck]

If done with 4 LV70s and 4 BLU all mechanics can be ignored besides maybe the chicken tornados (since chickens can’t attack anyway), so they can be burned down with absurd speed. Only make sure to let Missile go off once. Other than that, show no mercy.

Learn time: Not too long most of the time, if your luck is real bad it can take a could take a couple dozen runs.

Requirements: Enkidu’s trial, Battle in the Big Keep, must be unlocked through the “Her Last Vow” quest.

Utility Notes: Wow this is a good spell. Part of the BLU cheese set of instant death type attacks. It has a bit over 65% accuracy, way higher than actions “Tail Screw” and “Doom” and will turn some encounters into a complete joke. If two BLU are able to land Missile successfully in the same Server Tick the target will just die on the spot. Since it scales with HP like how “White Wind” heals, this is literally always going to be useful if a target is vulnerable.

No.36: 1000 Needles

Type: Physical

Damage: Piercing

Rank: ✮✮✮✮

Recommended: Flowering Sabotender LV24

[Levequest Only, requires Allowances]

Location: Southern Thanalan - Broken Water (X20.5,Y10.0)

[Won’t appear until Levequest is initiated]

Recommended: Sabotender Bailaor LV26

Location: Southern Thanalan - Burnt Lizard Creek (X15.0,Y15.0)

Soloable: Yes. Try to have a choco friend available for backup heals. Damage can be high. If you want to score some cheeky low level kills to learn 1000 Needles early you can kite the Sabotender Bailaor to a nearby NPC guard who will kill it for you.

Action frequency: Very often, you’ll be backing off a lot to avoid all the AOE, luckily it’s not too huge.

Flowering Sabotender: Important!: If you do not learn the action, do not collect the reward. Instead, abandon the Leve in the menu. This will make it reappear in the list of available Leves. If you collect the reward, there’s a chance that the Leve will not be on the list so you will have to waste Allowances and time doing other Leves to get it to appear again.

Fight difficulty: Make sure you dodge the AOE every time, though your choco will not like it. 1000 Needles will hurt a lot or just kill you at lower levels. Other than that, they’re not too powerful. Of course getting help from other players or NPCs will make it vastly easier to deal with burning them down quickly and safely.

Learn time: Shouldn't take overly long. By yourself will be fairly slower at lower levels and 1000 Needles is very hazardous.

Requirements: Flowering Sabotender: Levequest “Flower Power” Battlecraft Leve Guildleve in Southern Thanalan. Requires a good stock of Leve Allowances. Doing this as a party will let you combine Allowances.

Utility Notes: The cast time on this is darn long. It can be mitigated with “Swiftcast”, but normally a bit impractical unless your other options are worse than casting different spells 3 times. If you can manage to learn this action early, the damage is absolutely ridiculous at lower levels. The prolonged cast time will make you a sitting duck, and enemies may have time to either move out of the way or use an AOE next to you. If you’re going to make excessive use of ”1000 Needles” you should always try to have “Mighty Guard” on as the 40% damage penalty does nothing to this spell’s potential.

Due to the damage being split among all targets hit, pulls will have to be with only one or two enemies at a time for maximum effect in duties close to LV50. 1000 Needles will probably be your main source of damage to kill stronger mobs until LV50. At LV50 your massive jump in stats granted from access to iLV130 gear will finally let your other attacks start to outpace 1000 damage.

No.37: Ink Jet

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Kraken LV50 [Dungeon Boss]

Location: Sastasha [Hard]- Mistbeard Cove- The Sultana's Lap (X4.3,Y17.6) [LV50 Dungeon]

Soloable: Yes, synced with “Basic Instinct” and “Mighty Guard.” Though a lot of the trouble with doing this solo is dealing with the entire rest of the dungeon. “The Ram’s Voice” and “Ultravibration” will go a long way in clearing some of the bigger pulls. The first mini-boss Karlabos can cause a lot of problems.

Action frequency: Far more straightforward than the first mini-boss here. Kraken should use Ink Jet pretty soon after the fight starts. To be safe you can wait a little bit for it to go off and then burn him down as fast as possible.

Fight difficulty: There are giant AOE everywhere. As long as you try to avoid as many as possible this fight isn’t really that hard. There’s safe spots on the far corners near the far sides of Kraken’s face. You can mow the boss down quickly with a party. Solo there’s constant damage going out, especially near the tentacles, so you’ll also be doing a lot of healing synced so consider bringing Heal Mimic and “Pom Cure”.

Learn time: Man there’s a lot of enemies in this dungeon. They balance this out by making them not too strong, but having good crowd control is nice to get through this place quickly. With a group the dungeon and boss will take at least several minutes. Solo, you’re looking at around a half-hour.

Requirements: LV50 players need to talk to Bloezoeng in Revenant's Toll, Mor Dhona (X22,Y8), to start the quest “It's Definitely Pirates” to unlock Sastasha [Hard]

That quest is available after the completion of the main scenario quest “The Ultimate Weapon”.

Utility Notes: Fired from the face. Honestly I don’t know why they made the damage on this weaker and gave it shorter range than other close range AOE attacks like “Flame Thrower”, “Plaincracker”, or “The Ram’s Voice”. It does inflict blind but it doesn’t seem overly useful compared to using “Bad Breath” and using a more powerful or longer range spell to attack with. The blind duration on this is quite long, but it has no aspect to take advantage of any elemental weaknesses in the Masked Carnivale.

Funny thing about Ink Jet is that its best use is on yourself in the Masked Carnivale. In stage 19 enemies have gaze attacks that you become immune to when you’re blind. So you use this spell on a target with reflect to bounce it back at yourself. Of course this will hurt you in the process so you may have to heal yourself afterwards.

No.38: Fire Angon

Type: Physical

Damage: Piercing/Fire

Rank: ✮✮✮

Recommended: Frumious Koheel Ja LV50

[Dungeon Mini-boss]

Location: The Wanderer's Palace [Hard]- The Silent Garden- Still Waters (X13.7,Y13.1) [LV50 Dungeon]

Soloable: Don’t think so. While you may be able to handle the random trash on the way to this guy, the mini-boss himself is going to be throwing out a lot of adds and damage while trying to knock you all over the place.

Action frequency: As soon as the fight starts he’ll only use Batterhorn and Fire Angon. Wait a few seconds until the action casts and you’ll be all set. Do not damage him at all until then as he’ll phase change, start using other attacks and spawning adds. You don’t want to kill too fast before he gets a cast off if using LV70s. Afterwards burn him down fast as possible.

Fight difficulty: Luckily it’s only the first mini-boss in this dungeon so getting to him is darn quick and there’s not an excessive amount of mobs in the way. So you can pretty much just charge all the way through until a gate stops you and you clear out the mobs to open the way. Lv70s make this even easier to do. Though it should be possible with an all BLU setup you’ll need to be more careful with pulls which will slow things down.

Frumious himself can hit hard if the spear adds aren’t addressed. With all BLU they’ll probably need to be taken out to avoid heavy excessive damage. He is vulnerable to “Missile” and the other BLU cheese, if you have it and spam after Fire Angon goes off, he will die incredibly fast. With LV70s, focus him down and it should be quick and easy.

Learn time: For a dungeon action, real quick. It’s the first Mini-boss and the path is pretty short without much resistance. Frumious himself isn’t too difficult and doesn’t have any outrageously dangerous attacks like Karlabos or Cuca Fera.

Requirements: LV50 players need to talk to Bloezoeng in Revenant's Toll, Mor Dhona (X22,Y8), to start the quest “Not Easy Being Green” to unlock The Wanderer's Palace [Hard]

That quest is available after the completion of the main scenario quest “The Ultimate Weapon” as well as the side quest "Trauma Queen" and original The Wanderer's Palace.

Utility Notes: Fire Angon has great range. The damage for each hit is a bit on the weaker side, but it has a real short cast time and does AOE damage so it’s spammable. Who can honestly say they wouldn’t want to be able to launch really fast exploding fire spears from their hands.

No.39: Moon Flute

Type: Magic

Aspect: None

Rank:

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes. It has to be as the Masked Carnivale is a solo instance.

Action frequency: N/A

Fight difficulty: This will greatly vary depending on the stages chosen to complete in the Masked Carnivale. The earlier stages on the list are typically easier. A powered up “Self-destruct” and “Final Sting” will go a long way to making the fights vastly easier. As those 2 will lop off most of a target’s HP or just kill them outright. As long as the objective targets are killed and perform no action after you die, it still counts as a win.

Learn time: Instant

Requirements: This is a Totem action. Must clear 10 Stages in “The Masked Carnivale” and collect your Moon Flute totem.

Utility Notes: Can’t very well have a Moon Flute opener without Moon Flute can you. It is necessary for getting a lot of extra power or making a quick getaway if “Sprint” is unavailable. When using it along with your hardest hitting spells and Abilities during Moon Flute’s buff window you get the biggest portion of BLU’s damage in a fight. It’s also crucial for strategies using “Self-destruct” and “Final Sting” to get quick kills or to finish off a boss. While “Diamondback” can help you tank damage during the downtime of Waning Nocturne it would be much better to use the last few seconds of Waxing Nocturne to use “Phantom Flurry” or “Apokalypsis” as the channeled damage will continue into Waning Nocturne effect with the 50% buff.

No.40: Tail Screw

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Crag Claw LV61

Location: The Peaks- Rustrock- The Wash

 (X27.0 ,Y7.6) (X24.3 ,Y10.7) (X22.4 ,Y16.4)

Recommended: Karlabos LV50 [Dungeon Mini-boss]

Location: Sastasha [Hard]- Satasha Seagrot- Greeting Pond (X14.6,Y9.5) [LV50 Dungeon]

Soloable: Crag Claw: Yes, around level 60 with iLV270 gear should make this go fine.

Karlabos: Yes, with “Basic Instinct” and “Mighty Guard”. With how dangerous Karlabos is alone, going solo may not end well. Getting murdered by Tail Screw isn’t very helpful towards learning it. Even bringing a friend is dangerous due to Tail Screw erasing all but 1HP from the lower aggro targets. This will be a death sentence if you have a debuff and end your party if you don’t keep damage from Tail Screw under control.

Action frequency: Crag Claw: It can take a little while to see Tail Screw, they seem to favor other actions. Luckily however you can actually dodge it this time compared to the fight with Karlabos.

Karlabos: It’ll use Tail Screw fairly soon after the fight starts. Tail Screw is crazy dangerous, but it can be stunned. Of course you don’t want to do that for the first one since that’s the whole reason why you’re here in the first place.

Fight difficulty: Crag Claw: This version of Tail Screw has a ground indicator so you can actually dodge it. It’s great since it’s not hyper lethal like Karlabos’ version. Makes farming here almost completely safe (well as long as your BLU doesn't accidentally back up into another Crag Claw while the party is preoccupied with the current one).

Karlabos: As far as I can tell, you can’t dodge this version of Tail Screw. It’s not an AOE like the Crag Claw version. This one seems to always connect with the selected target no matter how far away you run. It will drop even LV80 BLUs if it’s not managed through stunning, healing, and avoiding the DoTs. After it does, burn it down as fast as humanly possible. Break out the tasty BLU cheese seasoning like “Missile” or “Doom” for dinner time because scorpion is on the menu and it will make a quick meal out of this guy.

Learn time: Crag Claw: Should be fast and easy. There’s so many of these guys in the area that they usually respawn faster than they can all be killed off unless it’s crazy busy in that zone.

Karlabos: At least faster than “Ink Jet” from Kraken at the end of the dungeon, especially with help from spells like “Missile”. Things will really slow down if people get offed by Tail Screw.

Requirements: Crag Claw: <Stormblood> This a Stormblood expansion area. You must have cleared the Heavensward expansion and all its main scenario quests as well as progress far enough into Stormblood to be able to access this area.

Karlabos: LV50 players need to talk to Bloezoeng in Revenant's Toll, Mor Dhona (X22,Y8), to start the quest “It's Definitely Pirates” to unlock Sastasha [Hard]

That quest is available after the completion of the main scenario quest “The Ultimate Weapon”.

Utility Notes: Part of the BLU cheese set of instant death type attacks. This spell’s accuracy really sucks, like it only hits around 10% of the time. If you have a whole team of BLU spamming it, especially if it’s a full team of 8, this may connect at least once. And that’s all you will ever need on an enemy. Anything immune to “Missile” or “Doom”, will be immune to this too. Satisfying to pull off, this will work on some dungeon mini-bosses or FATEs. However, spamming “Missile” or “Doom” will give you much better results.







No.41: Mind Blast

Type: Magic

Aspect: None

Rank:

Recommended: Galvanth the Dominator LV16 [Dungeon Boss]

Location: The Tam-Tara Deepcroft (X6.9,Y7.4)

[LV16 Dungeon]

Soloable: Yes, at around LV16 with Basic Instinct and Mighty Guard. It’s recommended that you could just unsync it at a much higher level.

Action frequency: Scripted to immediately cast Mind Blast when his HP drops to about 45%. And then periodically through the rest of the fight. Should have no problem seeing it as long as you don’t kill it in one hit or before the cast goes off.

Fight difficulty: Not hard, though I don’t know what else you would expect from the 2nd dungeon in the game. The only problem is that Mind Blast is only used by the boss at the end of the dungeon.

At much higher levels you can speedrun through all the mobs but the areas are gated off so time will be wasted opening the paths. While the paths are being opened the team can clean up the mobs that have followed until that point. Once you get to the big guy, give a light tickle until his HP drops below half and get rid of the tethered adds.

Learn time: A patch on (Jan. 24, 2019) has made it so “Mind Blast” is a 100% learn chance as long as Galvanth uses the action once. This is due to the spell being needed to progress through the BLU job quests. Shouldn’t take too long as long as you learn it in the first run.

Requirements: Must be least LV16 and complete the “Fire in the Gloom” main scenario quest to unlock Tam-Tara Deepcroft

Utility Notes: Damage is slightly below average but this has half the cast time of most crowd control AOE spells. This might be the best spell to spread around paralysis, at least for being the most spammable and having such a long status duration. “High Voltage” will only do a better job with damage and range if “Aqua Breath’s” dropsy debuff is in effect. Mind Blast is entirely self sufficient, so if you have one slot available or if you prefer the faster cast to really spam paralysis, this will be the better choice. Be aware of abusing too heavily as diminishing returns will incur. Not overly useful in the endgame.

No.42: Doom

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes. It has to be as the Masked Carnivale is a solo instance.

Action frequency: N/A

Fight difficulty: This will greatly vary depending on the stages chosen to complete in the Masked Carnivale. The earlier stages on the list are typically easier. A powered up “Self-destruct” and “Final Sting” will go a long way to making the fights vastly easier. As those 2 will lop off most of a target’s HP or just kill them outright. As long as the objective targets are killed and perform no action after you die, it still counts as a win.

Since Doom has a steep requirement compared to “Moon Flute” some of the harder stages will have to be dealt with. The kamikaze strategy will only work on a single act due to Brush with Death status. While the damage is great on the earlier stages, the suicide attacks do much less damage on later level Masked Carnivale stages as enemy HP gets much higher. I recommend going to the Blue Academy Youtube Masked Carnivale tutorials for any stage causing problems.

https://www.youtube.com/@BlueAcademy

Learn time: Instant

Requirements: This is a Totem action. Must clear 20 Stages in The Masked Carnivale and collect your Doom totem.

Utility Notes: Part of the BLU cheese set of instant death type attacks. Its accuracy is much better compared to “Tail Screw”, being speculated that Doom will hit around 30% of the time. Not nearly as consistent as “Missile” but it pairs well with sleep status as it does not wake the target up until successful.

“Doom” will work on certain dungeon mini-bosses, enemies in the Masked Carnivale, and FATEs. Do your best Kenshiro impression for your enemies as they need to know they’re already dead.

No.43: Peculiar Light

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Lentic Mudpuppy LV45

Location: Mor Dhona (X12.9,Y10.5) (X14.2,Y11.5)

Soloable: Close to its level, sure. These are some of the stronger ARR world map enemies. This might be easier with less people around as some will just kill the mob the second it spawns.

Action frequency: Will always open with Bog Bomb first and then use Peculiar Light shortly after, around 15 seconds from when the fight started.

Fight difficulty: Not hard. These guys are pretty isolated from other mobs in the area. Just avoid the AOE and try not to kill it too fast before the action is cast.

Learn time: This should be fast. They use Peculiar light pretty quickly and respawn fast, so there’s plenty of learning opportunities.

Requirements: None

Utility Notes: Be aware that this is a pretty close range AOE around yourself. Unlike “Bristle” and “Whistle” which only powers up spells and not Abilities, this will give more power to those attacks as long as the Ability is magical. While Peculiar Light shares a cooldown with “Off-guard” the effects can be stacked together when used by two different BLU. Though these days it can be hard to fit in an action loadout.


No.44: Feather Rain

Type: Magic

Aspect: Wind

Rank: ✮✮✮✮✮

Recommended: Garuda LV50 [Extreme Trial Boss]

(Extreme exclusive action)

Location: The Howling Eye

[LV 50 Extreme Trial]

Soloable: Yes, unsynced only. At the very least with a LV60 with iLV270 gear, though it will be a lot harder to take out Chirada and Suparna before their buffs become too powerful. Without being a much higher level, having better gear, and more powerful actions this may take awhile to farm solo.

Action frequency: This is a weird one. You won’t see Feather Rain on the battle log when it’s used. It’s as if it’s cast by the area itself rather than Garuda. You’ll see it whenever Garuda is scripted to fly up in the air, AOE ground markers appear in her wake, and feathers rain down after a few seconds. You will be able to see that this is indeed Feather Rain if you get hit and have the flying text enabled. Luckily she uses Feather Rain fairly early into the fight. Just don’t let the party burn her down so fast that you don’t see the attack go off.

Fight difficulty: Doing this synced with a random pick up group with all BLU will be hell. Trying to go at this fight synced will not be easy unless you have a group that knows exactly what to do and not make mistakes. Chances are there will be at least a few dead at the end. If you have a skilled party of friends available with a lot of actions at your disposal then just get that one clean run and you’ll be all set.

Odds are you either did this Extreme solo unsynced or did it with a PF unsynced. It will be vastly easier and most mechanics can be ignored. Chirada and Suparna will have to be addressed and Garuda can’t be burned down too fast otherwise Feather Rain will just not go off before the win. Adds are vulnerable to “Missile”, so you can use that to kill them very fast if you don’t want to risk hitting Garuda with AOE attacks.

Learn time: If you have an amazing party of friends that can beat Garuda Extreme in one shot synced this will be a real fast one to learn.

If you’re like the rest of us that just want to fly by the seat of your pants and try to learn Feather Rain unsynced solo or with a PF that has no tolerance for mechanics, well at least the kills will be super fast and Garuda likes to use the attack early. Even with getting clears every few seconds, this may take a good while to learn if your luck is just that bad.

Requirements: The Howling Eye [Extreme] is unlocked through the “Galeforce Warning” side quest.

Utility Notes: Currently part of the BLU endgame action rotation and “Moon Flute” opener. Categorized as an Ability, not a spell, and as such there is no cast time. “Bristle” will have no effect in boosting its power.

It must be placed on the ground using a targeting reticle without a macro, so this can take extra time that needs to be accounted for when using. Feather Rain’s DoT only ticks twice so its potency still pretty much matches what “Eruption” does, but with a high Spell Speed gear and materia loadout the damage should be a bit higher than “Eruption”. Due to Feather Rain technically inflicting a debuff, it will help you achieve the Masked Carnivale weekly challenges “Enfeeble Me Tender” and “Enfeeble Me Tenderer”.

No.45: Eruption

Type: Magic

Aspect: Fire

Rank: ✮✮✮✮✮

Recommended: Ifrit LV?? [Trial Boss]

Location: The Bowl of Embers

[LV20 Trial]

Soloable: Yes synced with “Basic Instinct” and “Mighty Guard”. A party of 3 or 4 may be preferable but this is by far the easiest Ability action to solo.

Action frequency: Eruption is used periodically through the fight after Ifrit drops to around 75% HP. You’ll see a cast bar.

Fight difficulty: Synced Solo can be a little bit of trouble to bring down as the Infernal Nail needs to be dealt with in a timely manner. If you’re doing this fight early, your spell repertoire is very limited. You still need to heal, probably with White Wind, unless you went through the trouble of getting “Aetheric Mimicry” and are using “Pom Cure”. “1000 Needles” will tear out some pretty good chunks out of Ifrit and the Nail’s HP, especially if multiple BLU do it. In a group of 3 or 4 synced the fight should be pretty trivial, even with only a modest action selection on hand. Just take Ifrit’s HP down and kill the Nail fast and you’ll finish in no time.

Learn time: This will be the fastest of the Abilites to get as the fight has the lowest requirements. Should only take a few minutes with a good run. If you try to do The Bowl of Embers unsynced learning may take a long time if your luck is poor.

Requirements: The Bowl of Embers is unlocked through the “Lord of the Inferno” Main Scenario Quest.

Utility Notes: Categorized as an Ability, not a spell, and as such there is no cast time. “Bristle” will have no effect in boosting its power.

It must be placed on the ground using a targeting reticle unless a macro is set up to deploy on the selected target, so this can take extra time that needs to be accounted for when using. Potency basically matches “Feather Rain”, except that this Ability does all of its damage instantly. Eruption may be preferable as it’s able to deploy all damage instantly and it’s far, far easier to learn than “Feather Rain”.

No.46: Mountain Buster

Type: Physical

Damage: Blunt/Earth

Rank: ✮✮✮✮✮

Recommended: Titan LV50 [Hard Trial Boss]

Location: The Navel [LV50 Hard Trial]

Soloable: Yes unsynced, but not recommended. You should probably be around LV70 with iLV 400 gear. If you try to sync this Titan will use Granite Gaol and you’re going to die.

Action frequency: Uses Mountain Buster periodically through the fight. Seems to start using it when the Gaols show up. Titan can be burned pretty fast so be careful killing it too quickly.

Fight difficulty: This fight can be powered through pretty fast synced, but you need to still be very aware of falling off and overlapping AOE. Landslides will be very lethal once the area shrinks. The battle only needs to last just long enough for Mountain Buster. The longer the fight, the more chances of people getting knocked off or being blown up. Luckily the bomb boulders can actually be frozen, this temporarily stops them from exploding and makes them easier to clear out. “White Wind” will go a long way to keeping everyone alive. People should really bring “Exuviation” if there’s no actual healing jobs on hand because the damage down debuff is a huge pain to deal with and it lasts a long time, slowing down the fight considerably if solo.

Learn time: One of the faster Primal fights. There will be plenty of learning opportunities in a short time, if you try to unsync this solo. There’s little down time and no insta-wipe for pushing too hard. However, it’s easy to die here if people become careless and the unsync learn rate is pretty low so this will add on a considerable amount of time if you’re unlucky.

Synced with a group will make this an easy fast one and done as long as people don’t get knocked off or die to bomb boulders.

Requirements: The Navel [Hard] is unlocked through the “In a Titan Spot” side quest, after the completion of The Howling Eye [Hard] trial and speaking to Y'shtola in the Waking Sands to accept it.

That quest is available after the completion of the main scenario quest “The Ultimate Weapon” as well as the side quests "A Recurring Problem", “Ifrit Bleeds, We Can Kill It”, and “In for Garuda Awakening”.

Utility Notes: Categorized as an Ability, not a spell, and as such there is no cast time. “Bristle” and “Whistle” will have no effect in boosting its power.

Compared to “Shock Strike” its AOE profile is very different. Since it’s a close range cone care needs to be made to use it in the right position. With a minute long cooldown, this can’t afford to miss the required target. Mountain Buster’s AOE is a deal larger than its counterpart Ability so it will be able to hit larger groups of multiple targets easier when right in their face.

The much shorter range and having to aim can really hurt so most of the time you’ll likely be packing “Shock Strike” instead. Though if you know you’re going to be fighting a ton of guys close together or are trying to do Masked Carnivale events asking for physical / earth damage like with Total Mastery, this can work.

No.47: Shock Strike

Type: Magic

Aspect: Lightning

Rank: ✮✮✮✮✮

Recommended: Ramuh LV50 [Hard Trial Boss]

Location: The Striking Tree

[LV50 Hard Trial]

Soloable: No, even a pain for a duo with a LV70. Of all the Primal fights, this one is by far the most annoying to do with an undersized party.

Action frequency: Uses Shock Strike occasionally through the fight. Fighting normally and trying to burn him down as fast as possible (not too fast though due to adds) will let you see the action just fine.

Fight difficulty: He really doesn’t like getting burned down too fast. Adds cannot be ignored and must be eliminated before his HP drops below 50% or he’ll just kill everyone. No, not just the BLUs, freaking everyone. The adds are vulnerable to “Missile” (as well as “Tail Screw” and “Doom” but ”Missile” is by far the most reliable), and the BLU on the team can actually kill them even faster than the 70s by spamming it. His HP can only be depleted below half safely once he starts the cast for Judgement Bolt. Ramuh’s damage on Extreme is really high even for a LV70 tank if you don’t get 3 glowing obs to stop most of it.

Learn time: The add phases can really slow this fight down. It is way faster than Leviathan at least unless you have powerful burst damage for that fight. It’s going to be much slower if your parties can’t stop DPS in time to prevent insta-wipes too often.

The learn chance of the 5 Star Primal actions is notoriously small, even with Ramuh’s fights taking between 45 seconds and a minute or so with 4 LV70s. Clear your calendar cause on average they will take hours to get. They really should not have put the learn chance for these abilities so severely low, as the Primal actions are a crucial part of BLU’s potential.

Requirements: The Striking Tree [Hard] is unlocked through the “ Levin an Impression” main scenario quest.

That quest is available after the completion of the main scenario quest “True to Form” and accepting it from Papalymo in South Shroud (x23,y14)

Utility Notes: Part of the 5 Star Primal / Eikon Ability set. Categorized as an Ability, not a Spell, and as such there is no cast time. “Bristle” will have no effect in boosting its power. Essentially BLU’s oGCD beefy attacks that can only be used once in awhile. It’s a pair with “Mountain Buster” as the two share a CD. So when one is used, if you had the other equipped, it too would be sent into CD. Due to this, it’s not worth wasting a slot on both at the same time.

These actions are very powerful, exceptionally so when powered up with “Off-Guard”, “Moon Flute”, and “Peculiar Light”. They will make every round in the Masked Carnivale or anything else you’re doing with BLU much easier. This pair’s CD time is in between the fastest and slowest Primal powers at 60 seconds. They have the highest base potency in one hit against a single target compared to any of BLU’s actions except “Drill Cannon” used on a Petrified enemy, “Self-destruct”, or “Final Sting”. I wish there wasn’t such a sharp drop off in damage when there’s a lot of enemies hit.

Compared to “Mountain Buster” its AOE profile is very different. Being a very long distance AOE with damage centered around the locked on target, hitting the desired enemy is pretty much idiot-proof. So there isn’t a problem with being in the wrong position or slightly out of range. Because the affected area is only about half the size of “Mountain Buster”, a group of enemies have to be very close together if you want to hit most of them.

“Shock Strike” benefits greatly from “Peculiar Light”, has a more consistent casting method, and much longer range. Due to these factors you’ll likely be packing this most of the time instead. It will also come in handy in the Masked Carnivale if you need extra lightning damage. Even though there is already a large variety of lightning spells you could use, the extra damage from “Peculiar Light” will be more useful in most stages.

No.48: Glass Dance

Type: Magic

Aspect: Ice

Rank: ✮✮✮✮✮

Recommended: Shiva LV50 [Extreme Trial Boss]

(Extreme exclusive action)

Location: Akh Afah Amphitheatre

[LV 50 Extreme Trial]

Soloable: Yes, unsynced only with “Basic Instinct” and “Mighty Guard”. While you could probably manage with a LV60 with iLV270 gear, farming this spell this way will be awfully slow. So you should at least try to aim for a LV70 with around iLV400.

Action frequency: Scripted to happen shortly after she enters Bow form in phase 3 after Diamond Dust. You’ll only be able to see Glass Dance at the very end of the fight as her HP should be below 10% by that time. Shiva really makes you wait for the attack to go off, typically taking 2:30 - 2:45 minutes.

Fight difficulty: Mechanically, probably the hardest action to learn synced. You and the team will have to know how to do all the mechanics as BLU and still hold back damage in the end enough to keep Shiva alive long enough for Glass Dance to go off. It will help greatly if everyone already has a full repertoire of actions ready to burn her HP as fast as possible to get to the end of phase 3. Having to keep Shiva alive for so long means that there’s more time for something to go wrong.

Unsynced at LV70, the fight is super easy and you can pretty much ignore mechanics except for the adds and the freezing wall. You need to avoid getting knocked into or sliding into the wall in phase 3 no matter what. If you get frozen solo there’s nothing that can be done and Shiva will kill you way before the freeze wears off.

Learn time: Synced with a top notch party that doesn’t make mistakes will only take a few minutes. Though good luck getting a pick up group that can do that without at least a few deaths.

Definitely the slowest action to learn unsynced if your luck is bad. Since Shiva makes you wait so much for her to use Glass Dance this will tack on a fair chunk of time to the already low learn chance.

Requirements: Akh Afah Amphitheatre [Extreme] is unlocked through the “Drop Dead Shiva” side quest.

Utility Notes: Categorized as an Ability, not a Spell, and as such there is no cast time. “Bristle” will have no effect in boosting its power. Due to sharing a cooldown with “Veil of the Whorl”, it’s usually not worth wasting a slot on both at the same time. But who’s going to even use “Veil of the Whorl” these days anyway.

Glass Dance needs you to be positioned in a somewhat similar way to "Mountain Buster" though the range and width is far larger than that. This attack is a gigantic 270 degree arc. Realistically, only enemies directly behind you won't be hit. Still, the range looks like the attack should hit farther than it actually does. Make sure to position close enough to secure the hit.

While Glass Dance is still pretty strong, the introduction of more powerful actions recently saw it replaced in the standard BLU endgame rotation.

No.49: Veil of the Whorl

Type: Magic

Aspect: Water

Rank: ✮✮✮✮✮

Recommended: Leviathan LV50 [Hard Trial Boss]

Location: The Whorleater

[LV50 Hard Trial]

Soloable: Yes, but not recommended. Even synced with “Basic Instinct” and “Mighty Guard”, it will be slow and difficult if you try to do it this way, along with a likely limited spell selection. Along with using Heal Mimic with “Pom Cure” and maybe “Gobskin”. Of course unsynced at a much higher level will make the fight much faster. At least if it’s completed synced you’ll get both “Aqua Breath” and Veil of the Whorl in one clear.

Action frequency: Leviathan is scripted to always use Veil of the Whorl once HP drops below 90% after diving under the water and resurfacing with Body Slam. You’ll have no problem seeing the action by just burning him down as fast as you want.

Fight difficulty: Doing this synced solo can be tough and this fight will take awhile. You may want to bring Heal Mimic and “Pom Cure” at least cause you’re going to need to heal constantly. Adds will need to be dealt with immediately so you’re not overrun. Special care needs to be taken with the hysteria puddles left by the adds.

With a party the battle becomes far simpler. “White Wind” should be all that’s needed to heal, though someone should still tank and people need to be careful to not die. Whether alone or in a group BLU need to make sure they’re just targeting the head so damage doesn’t bounce back to the party. Of course the converter needs to be activated at the right time to avoid silly wipes.

Learn time: Learning will be fast in a synced party, one clean run should be all you need. Though there’s chunks of the fight where he’s untargetable if Leviathan’s HP is pushed down too fast in a party or you’re stuck dealing with adds.

Being a 5 star rank Ability, you’re looking for a really low learn rate unsynced. It may take a very long time to learn this way.

Requirements: The Whorleater [Hard] is unlocked through the “Lord of the Whorl” main scenario quest.

That quest is available after the completion of the main scenario quest “Into the Heart of the Whorl” and accepting it from Eynzahr Slafyrsyn in Lower La Noscea (x24,y33)

Utility Notes: Part of the 5 Star Ability set. Categorized as an Ability, not a spell, and as such there is no cast time. “Bristle” will have no effect in boosting its power. Essentially BLU’s oGCD actions that can only be used once in a while.

"Glass Dance" and Veil of the Whorl behave extremely differently. Essentially Veil of the Whorl is a slightly stronger slow-less version of "Ice Spikes",and being able to counter all damage rather than just physical. Veil of the Whorl’s effect can persist while "Diamondback" is active.

Veil of the Whorl is very situational and it’s not really worth taking over "Glass Dance". Even in rounds of the Masked Carnivale asking for water damage, "Glass Dance" would still do more work unless you're really getting beat up and there's other options for utilizing the water element. This Ability has a long cooldown and “Ice Spikes” or “Schiltron” bring more to the table.

No.50: Alpine Draft

Type: Magic

Aspect: Wind

Rank: ✮✮

Recommended: Griffin LV59

Location: The Sea of Clouds (X8,Y8) (X36,Y9.5)

Soloable: Yes, easily when close to the Griffin’s level and properly geared.

Action frequency: Alpine Draft is used pretty soon after a fight starts. It has an AOE ground marker and a cast bar.

Fight difficulty: Easy, even several levels lower than LV59. As long as you have gear at least around iLV 130. Just avoid AOE and heal when you need to with “White Wind” or “Pom Cure”. Don’t aggro more than you can handle.

Learn time: Very fast, a matter of minutes at most.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Alpine Draft is basically “Glower” with better range and wind elemental. If you need a wind attack in the Masked Carnivle to hit multiple targets in front of you this can work.

No.51: Protean Wave

Type: Magic

Aspect: Water

Rank: ✮✮✮

Recommended: Living Liquid LV60 [Raid Boss]

Location: Alexander- The Arm of the Father- Condensate Demineralizer #9 (X12.4,Y9.7) [LV60 Raid]

Soloable: Yes, unsynced starting at least at level 70 with iLV 400 with “Basic Instinct”, “MIghty Guard” and preferably a Mimic that increases survivability.

Action frequency: Living Liquid will use Protean Wave shortly after the battle starts in its humanoid form. There will be a cast bar and a wide conical AOE marker.

Fight difficulty: Solo level 70 the fight will cause problems if adds aren’t kept under control. Vul stacks from the adds will eventually make the damage from Living Liquid unmanagable. With a group of synced 60s there shouldn’t be too many issues as adds will be easier to handle and as long as mechanics are processed properly.

Learn time: Solo can take awhile as you may need to run this raid multiple times. Synced with a group will be very fast to learn.

Requirements: <Heavensward> This a Heavensward expansion Raid. You must have cleared A Realm Reborn and all its main scenario quests. As well as completing the Main Scenario Quest “Heavensward”, unlocking the Alexander Raid series quest line, and progressing far enough to accept the required quest.

You must accept the “Tinker, Seeker, Soldier, Spy” quest in The Dravanian Hinterlands (X:21,Y:18) from Biggs with at least a LV60 job.

Utility Notes: An interesting spell that lets you play keep-away with trash, though most of the time you probably want to draw-in mobs to hit them with crowd control like “The Ram’s Voice”. In the Masked Carnivale when you’re trying to reposition mobs you might not want to damage them at the same time so “Snort” or “Sticky Tongue” may be preferable. Can be used in the Masked Carnivale for dealing AOE water damage if you’re trying to be more selective with a target compared to “Hydro Pull” which hits freaking everything all around you.

No.52: Northerlies

Type: Magic

Aspect: Ice

Rank: ✮✮✮✮

Recommended: Lone Yeti LV51, Slate Yeti LV56

Location: Coerthas Western Highlands (X19.8,Y31.6)

Soloable: Yes, easily.

Action frequency: The Yeti will use Northerlies soon after the fight starts. It has a cast bar and ground indicator.

Fight difficulty: Easy. One on one the Yeti shouldn’t give trouble as long as you don’t try to fight too many things at once and have proper gear for a LV50. Having gear about iLV130 should be more than enough.

Learn time: Fast. Despite being a 4 star rank spell there’s a lot of Yeti in the zone to give plenty of chances for learning.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Fired from the face. Useful in the Masked Carnivale for the 4/8 faced and advanced spellcasting challenges if you wanted to combine with “Aqua Breath” to freeze. Or if you wanted to to use Northerlies with “Aqua Breath” to freeze trash for a very long time. However, you’re going to want to use “The Ram’s Voice” to synergize with “Ultravibration” instead the vast majority of the time. “The Ram’s Voice” has a much wider range profile to hit packs of mobs all around you and it will freeze instantly with only 1 spell slot required.

No.53: Electrogenesis

Type: Magic

Aspect: Lightning

Rank: ✮✮

Recommended: Conodont LV50

Location: The Sea of Clouds

(X26.8,Y32.6) (X29.3,Y36.2) (X31.9,Y34.6)

Soloable: Yes, easily.

Action frequency: Shouldn’t take too long to see the action be used, though sometimes Conodonts can take their sweet time. It has a cast bar and a very large AOE ground indicator.

Fight difficulty: Easy, as long as you don’t get too ganged up on around LV50 and avoid the AOE.

Learn time: Really fast. A 2 star ranking overworld spell should only take a few minutes at most.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Fired from the face. Probably the best option for Beginner Spellcasting for Lightning damage in the Masked Carnivale. Electrogenesis is a bit easier to be more selective with which target to aggro compared to the other Lightning actions, though it’s a bit of a toss-up to use either this or “Glower”.

No.54: Kaltstrahl

Type: Physical

Aspect: Slashing

Rank: ✮✮

Recommended: Faust LV60 [Raid Mini-Boss]

Location: Alexander- The Fist of the Father- Machinery Bay 44 (X11.2,Y10.0) [LV60 Raid]

Recommended: Strum Doll LV60 [Add for Raid Mini-Boss]

Location: Alexander- The Fist of the Father- Machinery Bay 44 (X11.2,Y10.0) [LV60 Raid]

Soloable: Yes, while you could attempt to sync it with “Basic Instinct” and “Mighty Guard” with a Mimic that you feel comfortable with (DPS Mimic to try to get a quick Strum Doll kill, Tank mimic to survive all the damage you’re going to be taking as more and more adds spawn, or Heal Mimic to just try to heal and “Gobskin” your way to victory) it will be far more practical to unsync the Raid with a LV70 or higher with at least iLV 400 gear.

Action frequency: Both Faust and the Strum Dolls use Kaltstrahl almost constantly. The action is instant, when they swing the drill spear at you in an arc.

Fight difficulty: Doing this fight at lower levels when you can’t keep the Strum Doll adds under control will be rough. Since each add will buff Faust you need to work fast to kill as many Strum Dolls as you can before you’re completely overrun. With a party, especially an unsynced one, Faust and his cronies become a nonissue. Just keep killing Strum Dolls until the spell is learned.

Learn time: Fast. As long as your party is able to kill the Strum Dolls faster than they can overwhelm you, a 2 star spell shouldn’t take any time at all.

Requirements: <Heavensward> This a Heavensward expansion Raid. You must have completed the Main Scenario Quest “Heavensward” and unlocked the Alexander Raid series quest line by accepting the “Disarmed” quest.

Utility Notes: Your only other option for a Slashing damage spell besides “Sharpened Knife”. One of the strongest AOE Physical spells but the range is a little short and Kaltstrahl doesn’t have any extra bells and whistles to do anything special besides the damage and a unique aspect. It can be useful for “Let’s Get Physical” challenges however “Goblin Punch”, “Sharpened Knife”, and “Fire Angon” deal more damage to single targets due to their far faster cast time.

No.55: Abyssal Transfixion

Type: Magic

Aspect: Piercing

Rank: ✮✮✮✮

Recommended: Arch Demon LV58

[Levequest Only, requires Allowances]

Location: The Dravanian Hinterlands (X26.4,Y19.5)

[Won’t appear until Levequest is initiated]

Recommended: Ash LV50 [Dungeon Mini-boss]

Location: Haukke Manor [Hard]- Ground Floor- Red Hall (X11.0,Y11.2) [LV50 Dungeon]

Soloable: Arch Demon: Should be easy enough around LV60 with proper iLV270, though doing it with LV50 gear may get risky without proper heals.

Ash: Yes, synced with “Basic Instinct” and “Mighty Guard” with iLV130 gear. Having a Mimic will make this safer and faster. A heal like “Pom Cure” or “White Wind" is necessary to stay alive.

Action frequency: Both the Arch Demon and Ash don’t seem to want to use Abyssal Transfixion very often so you’re probably going to have to wait a bit and try not to kill too early. Abyssal Transfixion will be a cast bar attack.

Important!: Arch Demon: If you do not learn the action, do not collect the reward. Instead, abandon the Leve in the menu. This will make it reappear in the list of available Leves. If you collect the reward, there’s a chance that the Leve will not be on the list so you will have to waste Allowances and time doing other Leves to get it to appear again.

Fight difficulty: Arch Demon: Easy, problem is that it’s likely too easy. You’ll need to hold back damage and wait for the action to come out. Maybe have a healing chocobo on standby while you widdle down its HP with Flying Sardine if your level is really high.

Ash: Solo synced you’re in for a bit of a fight and will require heals occasionally. A Mimic will make this much easier with more damage or safety. With a party this shouldn’t cause problems as long as people are dodging AOE and taking out adds, though heals will probably be occasionally needed. You will need to hold back damage and wait when Ash’s HP gets low.

Learn time: Arch Demon: Being a 4 star rank spell on a Leve mob, this may take awhile and you need to take out the Leve trash mobs before Arch Demon every time and Arch Demon may take its sweet time in getting the action out. At least the fights are fast otherwise.

Ash: It’ll take some time to get through the synced dungeon to get to Ash. And the fight has some running around and dodging, then a while of waiting for Abyssal Transfixion to actually go off. In a group it should be easy enough, just mow through the dungeon and take Ash down to like 10-15% HP if the attack hasn’t gone off yet. Synced should only take 1 run and several minutes at most as long as no one kills Ash early.

Requirements: Arch Demon: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Levequest “Necrologos: His Treasure Forhelen” Battlecraft Leve Guildleve in Foundation. Requires a good stock of Leve Allowances. Doing this as a party will let you combine Allowances.

Ash: The quest Maniac Manor needs to be accepted from Lauriane in Mor Dhona (X:22.1, Y:8.6) by at least a LV50 job.

Utility Notes: Compared to “Fire Angon”, Abyssal Transfixion can’t cast as fast but it gives a long paralysis duration, slightly more damage per hit, a 4 star rank, and no fire element. Unfortunately it’s only single target, a different option may be considered for spreading paralysis to groups of mobs. Abyssal Transfixion can be used under Advanced Spellcasting and challenges that exclude the use of a fire attack in the Masked Carnivale. Though if you’re going to be constantly close to a target and need physical damage a better bet would be “Sharpened Knife” or “Goblin Punch”.

No.56: Chirp

Type: Magic

Aspect: None

Rank:

Recommended: Wily Paissa LV56, Paissa LV50

Location: The Sea of Clouds

(X13.4,Y30) (X21.4,Y33.9) (X35.0,Y31.1)

Soloable: Yes easily.

Action frequency: Paissas will use Chirp soon after a fight starts.

Fight difficulty: Very easy. Being adequately geared for the zone means that Paissas don’t pose a threat.

Learn time: Being an overworld 1 star rank spell, Chirp will be super fast to learn.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Much like “Acorn Bomb”, the “Sleep” role action has largely rendered Chirp obsolete. While the sleep duration for Chrip is really long, the range is extremely short. You pretty much have to be directly on top of enemies nearby to make Chirp effective. There are enemies in the Masked Carnivale that need to be slept so they can’t reach you. “Sleep” and “Acorn Bomb” have a safe range, but if you tried to use Chirp in the same way the enemy would destroy you before a cast could even go off.

No.57: Eerie Soundwave

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Empuse LV59

Location: Azys Lla- Beta Quadrant (X30.2,Y15.5) (X31.8,Y14.0) (X30.8,Y12.1) (X34.1,Y11.2) (X30.0,Y9.0)

Soloable: Yes easily. Around a similar level.

Action frequency: Eerie Soundwave only gets used in a fight when you have a buff that the mob can remove like from “Bristle” or “Whistle”.

Fight difficulty: Very easy around LV50 with proper gear, iLV130 should be fine. As long as you dodge the AOE and only fight one at a time there won’t be a problem.

Learn time: If you can get Eerie Soundwave to be cast consistently this should only take a couple minutes at most.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Eerie Soundwave is extremely selective which buffs it will remove from a target and there’s no obvious way to know what buffs can be removed without experimenting or looking at a guide. The only real uses I’ve been able to find for Eerie Soundwave is in the Masked Carnivale stages 26 “Papa Mia” and 31 “Anything Gogo’s”.

The Arena Mirrorknight in act 1 of stage 26 gives himself a damage down buff and Papa Humbaba in act 2 will get a damage buff that will pretty much one shot you with the next attack if Eerie Soundwave isn’t used. In stage 31 Gogo will occasionally use Mimicked Raw Instinct to give himself a damage buff that you can remove.

No.58: Pom Cure

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Furryfoot Kupli Kipp LV50 [Hard Trial Add]

Location: Thornmarch [Hard] [LV50 Hard Trial]

Soloable: Yes, synced with “Basic Instinct” and “Mighty Guard.

Action frequency: Furryfoot Kupli Kipp will use Pom Cure when itself or another add is injured on occasion. So just damage either moogle and you should see Pom Cure go off.

Fight difficulty: Bringing any extra damaging actions like “Eruption” will make things go more smoothly. Furryfoot Kupli Kipp will spawn in the 3rd wave of adds. Luckily you don’t have to worry about stack markers or tank busters before the required target comes into the fight, just dodge the AOE as needed. But you will have to heal quite a bit with “White Wind” if synced solo. A DPS or Tank mimic can help but it’s not required. A group will have to be very careful on damage, restarting this fight is a bit of a pain if Furryfoot Kupli Kipp gets wasted prematurely.

Learn time: Even synced solo Pom Cure should be able to be learned in a few minutes. Though fights will be faster and safer unsynced, you’re probably going to need to do the instance over a few times.

Requirements: The MSQ “You Have Selected Regicide” will have to be reached to unlock Thornmarch [Hard].

Utility Notes: You need Heal Mimic to make Pom Cure worth using at all. It’s an excellent spell to have if you’re planning to heal a party or solo. In a dungeon with “Basic Instinct”, Pom Cure is practically a White Mage “Benediction”. This spell is much more MP friendly to spam compared to “White Wind” and will actually be useful if your HP is really low, though in group content it will work well in tandem with “White Wind” when mechanics drop everyone’s HP low all at once. With Heal Mimic, you cure yourself with Pom Cure and then use “White Wind” to heal the rest of the party all at once.

Harder fights in the Masked Carnivale will be made far safer with Pom Cure. Unfortunately in the Masked Carnivale you won’t be able to use Pom Cure at all if the “Ain't Got Time to Bleed”, “Let's Get Physical”, “Advanced Spellcasting”, or “Beginner Spellcasting” challenges are required for the weekly.

No.59: Gobskin

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Alexandrian Hider LV60 [Raid Mob]

Location: Alexander- The Breath of the Creator- Illuminus - Ward 11 (X10.5,Y11.6) [LV60 Raid]

Soloable: Yes fairly easily, synced with “Basic Instinct” and “Mighty Guard” surprisingly.

Action frequency: Shouldn’t take too long after you pull the pack that Alexandrian Hider is in. Just do some damage and you should see the cast bar. Just be careful not to interrupt Gobskin with “Bad Breath” or something.

Fight difficulty: Easy enough if you’re geared up with at least iLV270 stuff, you should be fine with occasional heals from “White Wind” or “Pom Cure”. You only have to fight the second mob pack in the raid and can leave the instance after Gobskin is learned.

Learn time: This should be a fast one to learn if you’re going in synced. Hopefully a few minutes at most. Because of how easy it is to learn, you should acquire this spell before you tackle the harder Masked Carnivale stages and duties you need to learn spells from.

Requirements: <Heavensward> This a Heavensward expansion quest. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this quest.

Must have completed all the previous tiers of the Alexander raids and corresponding quests, then accept the quest “Biggs and Wedge's Excellent Adventure” from The Dravanian Hinterlands (X:23.5, Y:23.9)

Utility Notes: Currently part of the BLU endgame action rotation for the main healer. Gobskin is the one and only shield that BLU gets and greatly increases survivability. If you have Heal Mimic on, consider putting this on your action loadout when solo. It’s also cheap to cast so using it frequently won’t be a problem.

No.60: Magic Hammer

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Apanda LV60 [Dungeon Mob]

Location: The Great Gubal Library [Hard]- The Last Lamp- Upper Floors (X11.9,Y10.4) [LV 60 Dungeon]

Soloable: Yes, with “Basic Instinct”, “Mighty Guard”, and a preferable Mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. Though it is a bit time consuming to go so deep into this dungeon by yourself.

Action frequency: Apanda uses Magic Hammer pretty frequently. There is a cast bar and an oddly colored ground indicator.

Fight difficulty: While Apanda itself isn’t that difficult especially since it is susceptible to being cheesed with things like “Missile”, getting here will be the problem. The first mini-boss of the dungeon is vulnerable to the BLU cheese and party members taking turns using “The Ram’s Voice” with “Ultravibration” or “Level 5 Death” will clear out trash. Solo will be a slog if you try to do this dungeon without a good spell selection.

Learn time: Synced with a group learning will be pretty fast as it will only take 1 run. As long as people remember to actually let Apanda cast Magic Hammer and not immediately blast it with “Missile”. Solo is going to take awhile but you're going to want to run this dungeon synced as doing practically the entire dungeon multiple times alone will take all day.

Requirements: <Heavensward> This a Heavensward expansion dungeon. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access the quest to unlock this dungeon.

You must accept the “Let Me Gubal That for You” quest in Idyllshire (X:5.5, Y:6.6) from Midnight Dew with at least a LV60 job.

Utility Notes: Currently a part of the endgame Healer and Tank rotation. Magic Hammer is great as it pulls double duty restoring a chunk of MP and acting as party-wide mitigation for magic damage. It stacks with other forms of mitigation like “Addle” or “Feint”. While Magic Hammer has a fast cast time which makes timing its effect easier to block incoming damage it has a cooldown that’s a minute and a half long, so you need to make sure you use it carefully. Most AOE damage from bosses are magic based so you’re going to get more mileage from Magic Hammer compared to “Candy Cane”.

No.62: Avail

Type: Magic

Aspect: None

Rank:

Recommended: Queen Hawk LV60 [Dungeon Mini-boss]

Location: Saint Mocianne's Arboretum- Eremology- Amber Room- First Floor (X6.5,Y8.8) [LV60 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and preferably a Mimic of your choice. A heal like “Pom Cure” or “White Wind" is necessary to stay alive.

Action frequency: Queen Hawk will use Avail after it’s around 50% HP after multiple adds come onto the field and tether to the mini-boss.

Fight difficulty: Synced, the trash mobs in the early part of the dungeon can be dealt with “The Ram’s Voice” and “Ultravirbation”, “Level 5 Death”, or just freezing and burning them down with powerful Abilities. The first mini-boss is vulnerable to the BLU cheese so a group can spam “Missile”. Solo, it’s probably easier to just stand outside of the arena barrier and spam “Doom” and allow the first mini-boss to reset if the status doesn’t stick.

In the fight with Queen Hawn itself damage will add up over time so healing may be needed once in a while. There will be frequent AOE attacks all over the place from Queen Hawk and the untargetable adds on the perimeter. The mini-boss and the adds shouldn’t take too long to burn down.

Learn time: Even solo Avail shouldn’t take too long to learn synced. Having the spells to deal with the trash and first mini-boss will speed things up.

Requirements: <Heavensward> This a Heavensward expansion dungeon. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access the quest to unlock this dungeon.

You must accept the “An Overgrown Ambition” quest in The Dravanian Hinterlands (X:12.3, Y:19.6) from Tetchy Treasure Hunter with at least a LV60 job.

Utility Notes: Avail is essentially a reverse version of a Paladin’s “Cover”. While the troll potential of forcing another party member to take damage you’re going to get is incredible, there are actual practical uses for Avail in BLU raiding. Due to some tank busters targeting by role and disregarding what Mimic you have, the damage has to be mitigated with “Diamondback” or redirected with Avail to whoever is actually tanking.

Mitigation that a BLU tank uses will still take effect on the Avail redirected damage. The main reason why you would want to change which target the damage goes to is that a DPS mimic BLU will be able to keep full uptime and a Heal mimic will still be able to do their job without being locked out of a fight for 10 seconds in “Diamondback”.

No.62: Frog Legs

Type: Magic

Aspect: None

Rank:

Recommended: Poroggo LV59

Location: The Dravanian Hinterlands- The Ruling Quarter (X11.9,Y35.1)

Soloable: Yes easily, LV50 or above with around iLV130 gear should be fine.

Action frequency: The Poroggos only seem to use Frogs Legs when you’re inside melee range. But assuming you satisfy that condition Frog Legs should be used pretty much right away.

Fight difficulty: Really easy. There isn’t a way for the Poroggos to actually hurt you when you’re at an adequate level.

Learn time: Super fast. Should only take a few minutes at most.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Be very aware of Frog Legs lack of range. You have to be right in the enemy’s face for this spell to have any effect. While this can help facilitate tank swaps, it’s far easier to lose aggro compared to an actual tank using “Provoke”. You may need to use “White Wind” to greatly bolster your aggro lead to avoid problems.

No.63: Sonic Boom

Type: Magic

Aspect: Wind

Rank: ✮✮✮✮

Recommended: Anzu LV59

Location: The Sea of Clouds (X25.8,Y6.7) (X37.6,Y35.9)

Soloable: Yes, will be easy around a similar level and geared up properly. And don’t take more aggro than you can handle.

Action frequency: Sonic Boom can be easy to miss. Anzu will use it pretty much right away. There is no cast bar or ground indicator. You can tell when Sonic Boom is used on you when Anzu flaps its wings at you and hits you with a really fast unavoidable attack that gives you a DoT.

Fight difficulty: Easy, as long as you don’t try to fight too many Anzu in the area at once at lower levels. Try to have at least around iLV 130 gear.

Learn time: Fast. Sonic Boom is a 4 star action so the chance to learn is lower than average, but there’s so many opportunities to learn it that it should be quick.

Due to how easy Sonic Boom is to get solo a BLU may opt to power-level high enough to get this spell sooner to make it easier to farm other actions.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Currently part of the BLU endgame action rotation. Sonic Boom is the de facto GCD you’re going to be using when the other hard hitting spells and Abilities are on cooldown due to its 1s base cast time and excellent 25y range. With a potency that’s only very slightly less than the 220 average, it more than makes up for it with how often you can actually get casts off from nearly any distance in a fight. This allows a BLU to maintain a lot of mobility while still having uptime.

No.64: Whistle

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Dhalmel LV56

Location: The Sea of Clouds

(X17.8,Y31.7) (X20.5,Y29.2) (X25.1,Y32.7) (X26.3,Y28.8)

Soloable: Yes easily, around LV50 with adequate gear.

Action frequency: Dhalmels seem to use Whistle soon after a fight starts.

Fight difficulty: Easy, as long as you’re not trying to aggro like all of them in the area at once around LV50.

Learn time: Pretty fast. It’s a 3 star rank spell so it might take a few tries.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Currently part of the BLU endgame action rotation and “Moon Flute” opener. Whistle really buffs the damage from physical spells by a whole lot, especially something like “Final Sting”, and a “Tingle” boosted “Triple Trident”, or “Winged Reprobation”. Can definitely help cheese Masked Carnivale stages if you found that “Moon Flute” and “Bristle just wasn’t boosting “Final Sting” enough.

Though the major downsides for Whistle is that, like “Bristle”, it can’t buff any physical Abilities, the number of spells that are worth buffing are very limited, and being a 3 star rank action means that in the Beginner Spellcasting and Advanced Spellcasting challenges in the Masked Carnivale Whistle can’t be used at all.

No.65: White Knight's Tour

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: White Knight LV57 [Dungeon Mob]

Location: The Vault- Inner Sanctum (X11.7,Y12.6) (X9.1,Y11.3) [LV57 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and preferably a Heal or Tank mimic for survivability. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. Having “Ultravibration” and “The Ram’s Voice” combo will make the run much faster and safer solo with the bigger pulls.

Action frequency: White Knight will use its action soon after a fight starts.

Fight difficulty: Synced, the White Knight isn’t hard when only fought with the Black Knight. Luckily you don’t have to go far into the dungeon, but some of the larger trash mob pulls hit pretty hard so “The Ram’s Voice” and hopefully “Ultravibration” will go a long way to making things easier, especially if solo. In a group a good selection of spells will still help and “The Ram’s Voice” will still do a lot of heavy lifting, though it’s not as necessary to one shot everything.

Learn time: Synced, fairly fast even solo, as the White Knight is quite early into the dungeon and the fights aren’t really difficult.

Requirements: <Heavensward> This a Heavensward expansion dungeon. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access the quest to unlock this dungeon.

You must accept the “A Knight's Calling” Main Scenario Quest in Foundation (X:12.9,Y:11.4) from Hilda with at least a LV57 job.

Utility Notes: Synergizes with “Black Knight's Tour”. What the game wants you to do with the 2 Tour spells is alternate between them on packs of vulnerable mobs so that they buff eachother’s damage, at least until diminishing returns incur. Far and away the better effect compared to “Black Knight’s Tour”.

The slow effect will go a long way to prevent incoming damage while it’s inflicted. “Black Knight’s Tour” stripping off the slow and needing to reapply White Knight’s Tour will make diminishing returns incur faster, because of this you may want to just want to use White Knight’s Tour on its own to slow an entire pack in a line in front of you for the full 20 second duration.

No.66: Black Knight's Tour

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Black Knight LV57 [Dungeon Mob]

Location: The Vault- Inner Sanctum (X11.7 ,Y12.6) (X9.1,Y11.1) [LV57 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and preferably a Heal or Tank mimic for survivability. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. Having “Ultravibration” and “The Ram’s Voice” combo will make the run much faster and safer solo with the bigger pulls.

Action frequency: Black Knight will use its action soon after a fight starts.

Fight difficulty: Synced, the Black Knight isn’t hard when only fought with the White Knight. Luckily you don’t have to go far into the dungeon, but some of the larger trash mob pulls hit pretty hard so “The Ram’s Voice” and hopefully “Ultravibration” will go a long way to making things easier, especially if solo. In a group a good selection of spells will still help and “The Ram’s Voice” will still do a lot of heavy lifting, though it’s not as necessary to one shot everything.

Learn time: Synced, fairly fast even solo, as the Black Knight is quite early into the dungeon and the fights aren’t really difficult.

Requirements: <Heavensward> This a Heavensward expansion dungeon. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access the quest to unlock this dungeon.

You must accept the “A Knight's Calling” Main Scenario Quest in Foundation (X:12.9,Y:11.4) from Hilda with at least a LV57 job.

Utility Notes: Synergizes with “White Knight's Tour”, “Ice Spikes”, and “Bad Breath”. What the game wants you to do with the 2 Tour spells is alternate between them on packs of vulnerable mobs so that they buff eachother’s damage, at least until diminishing returns incur. The bind effect is inferior to “White Knight’s Tour” slow, but there are more spell options to apply slow and thereby buff Black Knights Tour damage.

While bind is pretty good in preventing damage to you, the main problem with alternating to the bind effect is that any attack from anyone will break the bind so that “White Knight’s Tour” will lose out on all that increased damage. So it’s best to only use Black Knight’s Tour when completely solo and your chocobo needs to be set to heal stance or put on standby so it doesn’t also attack.

No.67: Level 5 Death

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Page 64 LV59 [Dungeon Mob]

Location: The Great Gubal Library

(X13.2,Y12.0) (X12.7,Y12.5) (X13.5  ,Y12.6) (X14.3,Y13.1) [LV59 Dungeon]

Soloable: Yes, with “Basic Instinct”, “Mighty Guard”, and preferably a Mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. You may want to bring a Mimic that helps with more survivability as some mobs are immune to being frozen and will keep hitting you as you’re trying to burn down the packs.

Action frequency: This one can be really stupid to see cast. I’ve seen people say to bring a party with a person who has a level that’s a multiple of 5 to bait the cast. I’ve seen people say you have to break be out of tether range after getting aggro, but Page 64 will still occasionally cast Level 5 Death with a tethered player. Sometimes Page 64 will just take a ridiculously long time to cast if you just stand there looking at it. The spell has a cast bar and ground indicator.

After doing much testing and watching multiple videos I’ve seen Level 5 Death cast the most if you first get aggro, retreat far enough to break the tether, going backwards the way you came to avoid more mobs spawning and harassing your party, go around the corner with everyone to break line of sight, then after a few seconds have at least 1 person to go back into Page 64’s line of sight but still far outside of tether range. Page 64 should try to use Level 5 Death soon after it acquires a target as it’s the only attack it has that will reach.

Fight difficulty: The dungeon shouldn’t cause too many problems with good crowd control. Having “The Ram’s Voice” and “Ultravibration” will be optimal especially if solo. There will be a mob immune to freeze but “Missile” works on it fine. The first mini-boss is also easy enough to deal with as long as the AOE attacks are managed properly and people aren’t getting hit by Disclosure which will one-shot anyone level synced to the dungeon.

Page 64 is just a random mob and doesn’t deal much damage at all by itself. However you need to make sure you’re not in Level 5 Death’s AOE as it will probably kill anyone inside. You can’t learn a spell if you’re dead, so be careful with this attack. The most difficulty you’ll have with this guy is getting the Level 5 Death to come out in the first place.

Learn time: Despite the frustratingly long time you might have to wait for Page 64 to actually cast the spell you want, Level 5 Death shouldn’t take long to learn if the dungeon is run synced. You only need to make one run and it’s early-ish in the dungeon.

Requirements:  <Heavensward> This a Heavensward expansion dungeon. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access the quest to unlock this dungeon.

You must accept the “Forbidden Knowledge” Main Scenario Quest in Matoya's Cave from Matoya with at least a LV59 job. Matoya’s Cave location is pinned on the Dravanian Hinterlands map in the southwest corner. Its precise location is (X12,Y37) in the Dravanian Hinterlands.

Utility Notes: Part of the set of BLU cheese instant death spells. While Page 64’s version of Level 5 Death is an AOE that can be cast a mile away from the mob’s body, the spell used by the player is point blank with a somewhat short range. So you need to make sure you’re directly on top of the desired target so you don’t miss as the spell has a long 3 minute cooldown. Consider equipping “Hydro Pull” if you plan on making extensive use of Level 5 Death as it perfectly compensates for your lack of range.

Disregard the part of the Tooltip that says the chance of a successful attack is low cause the actual accuracy is around 90% on a vulnerable target. Level 5 Death is a bit picky with what targets can actually be hit by it. Typically the enemies that are immune besides bosses in trials, raids, and the final one in a dungeon are undead / Ashkin or machines / Forgekin. You also can’t use this to kill mobs inside treasure map dungeons.

Level 5 Death in FFXIV would seem like it should be pretty handy in a game with so many enemies on level plateaus that are multiples of 5, but “Ultravibration” will be used in the vast majority of cases due to it working on trash of any level, having a much shorter cooldown, and ignoring normal death immunity on frozen targets. If the 2 spells didn’t share a cooldown Level 5 Death would be used a whole lot more. What Level 5 Death excels at is the unusual dungeons that the mobs are immune to freeze and certain Mini-bosses or adds where it’s much more time efficient and / or safer to eliminate them instantly instead of fishing for hits with “Missile”, “Doom”, or “Tail Screw”. Notably most of the adds in “The Binding Coil of Bahamut” Morbol mount raids are susceptible.

No.68: Launcher

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Armored Weapon LV60 [Dungeon Mini-boss]

Location: Baelsar's Wall- Armory- Inner Reaches

(X10.9,Y11.2) [LV60 Dungeon]

Recommended: Doman Armored Weapon LV67 [Dungeon Mob]

Location: Doma Castle- Tenshu- Hall of the Four Pillars (X6.4,Y8.9) [LV67 Dungeon]

Soloable: Armored Weapon: Yes, synced with “Basic Instinct”, “Mighty Guard” and either Heal mimic or Tank mimic. You’re going to need one of those mimics to be able to survive. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. You can try unsyncing if you’re having too much trouble as Launcher is only a 2 star rank spell though it may take a few runs to learn.

Doman Armored Weapon:

Action frequency: Armored Weapon: Armored Weapon uses Launcher frequently throughout the battle.

Doman Armored Weapon: Launcher is used shortly after being pulled with an AOE indicator and cast bar.

Fight difficulty: Armored Weapon: Synced solo is a bit rough. The mini-bosses on the way to getting Launcher hit pretty hard so you’ll want more survivability. The Magitek Sky Armors are immune to freeze so they’ll have to be dealt with a different way. Armored Weapon itself is a bit of a pain to solo sync since it uses Extreme Caution way too often which really slows things down, Magitek Cannon hits like a truck, and adds need to be dealt with right away.

In a group things will go much more smoothly as you can pretty much just freeze pretty much all the trash and burn everything down. You should still have someone dedicated to taking hits. With a good spell repertoire and possibly “Ultravibration” the dungeon shouldn’t be a problem. Just make sure everyone is topped up during the Armored Weapon fight as you really don’t want people keeling over when trying to learn Launcher.

Doman Armored Weapon:

Learn time: Armored Weapon: Shouldn’t take too long, Launcher is only around halfway through the dungeon. “The Ram’s Voice” and “Ultravibration” will greatly speed things up.

Doman Armored Weapon:

Requirements: Armored Weapon: <Heavensward> This a Heavensward expansion dungeon. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access the quest to unlock this dungeon.

You must accept the “Griffin, Griffin on the Wall” Main Scenario Quest in Mor Dhona (X:22,Y:8) from Alisaie with at least a LV60 job.

Doman Armored Weapon:

Utility Notes: Launcher is one of those actions which makes me wonder what they were thinking when designing it. Why does it cost so freaking much? 2500 MP is far too much for a spell that has a random chance of being useful. While the range is pretty good and Launcher never misses on vulnerable targets, the majority of the time the damage won’t be that great on most of the targets unless you get very lucky. Launcher becomes less powerful as mobs get damaged because like “Missile” its damage is based on the target's current HP.

This spell synergizes with “Hydro Pull” to make sure as many targets as possible are within range and “Divination Rune” when there are a ton of mobs in the area to recoup as much MP as possible. The better options for crowd control like “Ultravibration” or “Level 5 Death” make it so Launcher is only useful solo when the mobs’ HP is full and when the more effective trash cleaners are on cooldown. If you’re set on using fractional damage on a large group of mobs you may want to consider “Dimensional Shift” for more consistent results and a far cheaper MP cost.

No.69: Perpetual Ray

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: The Manipulator LV60 [Raid Boss]

Location: Alexander - The Burden of the Father [LV60 Raid]

Soloable: Yes, with “Basic Instinct”, “Mighty Guard”, and Heal mimic or Tank mimic. “Gobskin” and a heal like “White Wind” or “Pom Cure” will be needed. This can be done even synced at iLV 270, though that will require nonstop shielding and healing along with a particularly powerful assortment of actions for high damage. You want an action that inflicts stun like “Bomb Toss” or “Faze”.

Action frequency: Perpetual Ray is used periodically through the battle. There is no cast bar, only a telegraph when the attack is being prepared. During the leg phases one of the legs will emit steam while its eye gathers energy and then Perpetual Ray will fire from the untargetable boss. During the 3rd phase where you can actually target The Manipulator after the legs have been eliminated, the boss itself will emit steam for a few seconds before firing a volley of Perpetual Ray blasts at the party. Perpetual Ray attack will deal high damage to a synced player, especially when fired multiple times in a row, if stun is not inflicted while the boss is producing steam. This stun won’t prevent Perpetual Ray from going off, so don’t worry about not seeing the attack. However, destroying one of the leg adds while it is steaming will stop the attack.

Fight difficulty: The Manipulator will cause problems if mechanics are not dealt with properly. Damage can be very high and mechanics that target specific roles go right out the window. When a leg starts steaming it should be stunned with a spell like “Faze” or “Bomb Toss” to reduce the damage taken from Perpetual Ray. Stunning will especially be important when fighting The Manipulator solo.

Soaking the orbs should be easy enough to deal with if “Gobskin” is used liberally and people are kept topped up. Quarantine may cause problems if the one tanking gets sucked up since it normally targets people by roles and would not pick the main tank. This will cause the boss autos to be redirected to the rest of the party. Jagd Dolls won’t be a problem for a BLU party with pretty good damage, solo will be more difficult to deal with as you’ll have to hold on to harder hitting actions to delete the adds immediately before you get 4 debuff stacks from them.

To avoid excess AOE splash damage from people being too close together everyone will have to be somewhat spread out. Spreading out is especially necessary for Judgement Nisi as the debuff will go on 2 random players and if everyone is too close together a chain reaction can cause both of the debuffs to pass on to multiple people at the same time, killing them instantly. The Nisi debuff can’t really do anything much when solo, though you will be receiving a lot of damage from other sources all at the same time. Discoid sort of acts as a soft enrage, if the encounter lasts for too long the damage from it will eventually become too much to handle. Discoid’s increasing damage won’t be a problem for a Blue Mage group unless people are dying left and right. Solo will be much trickier as you’re going in for a race against the clock.

Learn time: As long as there aren't deaths too many happening, a synced full party of 8 will only take maybe 5 minutes or so with fairly good damage. A synced solo player will take at least around 10 minutes for a run with good damage.

Requirements: <Heavensward> This a Heavensward expansion Raid. You must have cleared A Realm Reborn and all its main scenario quests. As well as completing the Main Scenario Quest “Heavensward”, unlocking the Alexander Raid series quest line, and progressing far enough to accept the required quest.

You must accept the “The Pulsing Heart” quest in The Dravanian Hinterlands (X:21.7,Y:18.8) from Mide with at least a LV60 job.

Utility Notes: Perpetual Ray is an odd spell, like “Reflux” it has a spammable effect that can be used to inflict a status infinitely. The wording on the action tooltip can be a bit confusing with how it describes the effect this spell has. What Perpetual Ray actually does is stun a target that was already vulnerable to stun to start with for 1 second every single time. Normally mobs become more and more resistant to certain status if they are inflicted with it a lot in a short time window, this spell bypasses these diminishing returns. It cannot inflict stun on an enemy that was already completely immune to that status from the start of battle.

Perpetual Ray sounds like it could be overpowered, but this spell is only useful in very specific situations. It has average damage and a longer than average cast time, meaning it won’t be able to damage nearly as well as other single target GCD with a much faster cast like “Sonic Boom” and it will be difficult to completely stun-lock an enemy by yourself or even with a few other Blue Mages working together. It is only a single target spell so you may want something like “Tatami-gaeshi” or “Bomb Toss” if you’re planning on stunning multiple mobs at the same time. The stun duration is too short to take advantage of “Sharpened Knife” unless there is a lot of BLU spamming the target with this spell. The main problem is that pretty most FATE or duty bosses are immune to stun and the FATE bosses that are able to be stunned are also can be frozen and taken out with “Ultravibration”. If you are FATE farming for an event and are determined to keep the boss alive Perpetual Ray may be an option.

There are 3 very notable examples of Perpetual Ray having great utility. The first example is the FATE Special Tarasque Force in the Dravanian Forelands which has a very powerful boss that can actually be stunned. Normally Tarasque will continuously do a massive AOE attack that forces all players nearby to run far away if no one can stun it before the attack goes off. This attack has a very long cast time, long enough that even a lone Blue Mage can chain-stun it so they and none of the other players fighting Tarasque will have to give up their assault. Clearing Special Tarasque Force will sometimes be needed to help spawn the S rank hunt Senmurv in The Dravanian Forelands.

The second example of Perpetual Ray’s utility is in any fight with Diabolos. He can be stunned in both The Lost City of Amdapor dungeon and the Dun Scaith Alliance Raid until gaining a buff granting stun immunity while active. In the dungeon encounter, stun-locking Diabolos with 4 BLU may work for a little while but it won’t be fast enough to stop the immunity buff. So the party will have more luck dealing high damage from Abilities and fast casting spells. In the Dun Scaith encounter, having most of the 24 BLU bring Perpetual Ray will bring Diabolos to his knees and completely prevent the stun immunity buff from ever going up. There will be so much potential stun spam that “Sharpened Knife” can actually work well, though the first Diabolos phase is already awfully easy. Too bad we can’t use it on Diabolos Hollow because that would have been bananas.

The third example of utility is in treasure dungeons against the bosses inside the portal, except for the final one at the end that needs to be beaten to completely clear the duty. Yes, surprisingly enough the majority of the treasure map dungeon bosses are susceptible to stun. This means that a few Blue Mages can somewhat effectively lock out the bosses from taking actions. For those trying to solo map portals, the unfortunately long cast time and short stun duration of Perpetual Ray can make it difficult to abuse while still using the rest of your action loadout for optimal damage.

No.70: Cactguard

Type: Magic

Aspect: None

Rank:

Recommended: Sabotender Guardia LV50

[Add for Dungeon Mini-boss]

Location: The Sunken Temple of Qarn- Inner Sanctum (X15.9,Y11.2) [Hard] [LV50 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and a Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. You’re going to need a good repertoire of actions to be able to take out mobs before they gank you. You can also try to unsync the dungeon at a higher level if you’re having problems as the learn rate is high for Cactguard.

Action frequency: Sabotender Guardia spawns in the 3rd wave of adds in Sabotender Emperatriz encounter; after the mini-boss drops below 40% HP, Sabotender Guardia will immediately cast Cactguard on the mini-boss with an animation and tether.

Fight difficulty: Not too difficult. You’ll definitely want “The Ram’s Voice” and “Ultravibration” or at least “Level 5 Death” to clear out the mobs, especially if solo. The first mini-boss is vulnerable to fractional damage and instant death, however every time it’s hit with an instant death attack it changes phases instead of simply ending the fight entirely. So it will need to be killed multiple times.

The Sabotender Emperatriz fight has a lot of adds that need to be disposed of quickly which is only really a problem if you’re solo synced without a good selection of powerful spells. The adds can quickly overwhelm a lone player. This isn’t a problem with a good selection of powerful actions, but if you take too long with the Sabotender Guardia after it uses Cactguard the mini-boss will just kill everyone.

Learn time: Cactguard shouldn’t take too long to learn even unsynced, though that may take a few runs. Solo may run into problems with the unprepared.

Requirements: You must accept the “The Wrath of Qarn” quest in Mor Dhona (X:22,Y:8.7) from Hugubert with at least a LV50 job.

Utility Notes: Cactguard seems like it might be useful in theory. Though it never sees use in parties due to most BLU parties usually only having 1 tank, you not being able to use it on yourself, having a cast time while having such a short effect duration, and having much better mitigation tools that are much more reliable like “Chelonian Gate”, “Dragon Force”, and “Diamondback”. In a case where a non-tank is targeted with an attack that needs to be mitigated, “Avail”, “Diamondback”, “MIghty Guard”, or “Gobskin” are deployed instead.

No.71: Revenge Blast

Type: Physical

Aspect: Blunt

Rank: ✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes, if you are so determined to learn 50 spells solo.

Action frequency: N/A

Fight difficulty: Solo, you’re in for a challenge completing all those dungeons alone for spells. In a group, getting 50 spells was also pretty time consuming but not nearly as hard.

Learn time: Instant

Requirements: This is a Totem action. You need to learn 50 other BLU actions and collect your Revenge Blast Totem.

Utility Notes: Revenge Blast is very situational, but it can be super strong. In certain LV50 and 60 duties where the party has planned time windows in which HP is below 20% for almost everyone at once Revenge Blast can be spammed to great effect. This requires perfect coordination with the heals to make sure the party is topped back up before the next raid-wide damage goes out. More recently Revenge Blast has fallen out of favor, as bosses have gotten way more HP in LV70 and 80 duties. So it’s really not worth the risk or effort to maintain 20% HP for damage anymore, when it can be gotten in more reliable methods.

Synergizes with “Wild Rage”, to force your HP to critical with a couple of uses. Of course you can’t use this tactic if you’re currently under attack by anything or expecting any AOE damage. If this strategy is going to be employed in a party, you should probably communicate with your teammates so the heals don’t have a heart attack.

No.72: Angel Whisper

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes, as Angel Whisper is from completing Masked Carnivale stages it has to be solo.

Action frequency: N/A

Fight difficulty: This one can be a bit tough, 30 Masked Carnivale stages is nearly all of them. And there are a number of stages that are pretty tricky and challenging, requiring certain actions to even be possible. The more actions at your disposal to do damage the easier and faster this is going to be. I recommend looking up the Blue Academy Masked Carnivale tutorials on Youtube for any stage that’s causing problems.

https://www.youtube.com/@BlueAcademy

Learn time: Instant

Requirements: This is a Totem action. Must clear 30 Stages in The Masked Carnivale and collect your Angel Whisper totem.

Utility Notes: Currently part of the BLU endgame action loadout. One of the most important actions you can possibly have for BLU group content. The one and only revival spell that you have access to. Due to the need to beat nearly every Masked Carnivale stage for Angel Whisper it’ll probably be one of the later actions you’re going to get. Luckily you can’t make any use of it in the Masked Carnivale anyway since you can’t use it on yourself.

Of course such a crucial spell has to have a huge defect with its 10s cast time, pretty much requiring “Swiftcast” and a whopping 300s recast time. Red Mage over here spamming rez like it’s a going out of business sale and we have a freaking 300 second cooldown on ours. I guess Square couldn’t make it too easy with getting the Morbol mount. Reviving with BLU has to be a team effort so for harder BLU only content everyone in the party needs to have Angel Whisper in their action loadout.

No.73: Exuviation

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Abalathian Wamoura LV58

Location: The Sea of Clouds (X9.3,Y17.8)

Soloable: Yes easily. At least around LV50 with proper gear.

Action frequency: Exuviation is a bit of an odd one. To actually see the spell go off you need to attack both the Abalathian Wamoura and another mob near it at the same time. Damage the other mob a bit and eventually Exuviation will be cast.

Fight difficulty: Easy enough. As long as you’re properly geared and don’t grab too many mobs at once at a lower level this fight shouldn’t pose a threat.

Learn time: Very fast. Even with the unusual learning method for this spell, it’s an overworld 2 star rank spell with a high learn rate.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Exuviation is a must have spell. It’s essentially a personal “Esuna” that you need to clear a cleansable status. It also heals an okay amount of HP when you have Heal Mimic. It’s needed for things like several Masked Carnivale stages or full party duties like Dun Scaith when random party members get Doom status. The main problem this spell has is that its range is really short. So unless you want to spend time running all the way over to everyone to cleanse a status or coordinate stack ups so every party member is in range all at once, everybody should take Exuviation to a duty when “Esuna” would be needed.

No.74: Reflux

Type: Magic

Aspect: Lightning

Rank: ✮✮✮

Recommended: Cloud Wyvern LV56

Location: The Churning Mists- Four Arms

(X23.7,Y29.3) (X24.2,Y28.1) (X26.3,Y27.3)

Soloable: Yes easily, around LV50 with adequate gear around iLV130.

Action frequency: Cloud Wyvern can use Reflux soon after being pulled.

Fight difficulty: Not hard, only attacking one at a time should be fine.

Learn time: Being a 3 star rank spell it can take a few tries but this should be pretty fast.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: Reflux has to compete for a slot space with other GCD spells, so it has to do something to be worth picking. Luckily it has a very abusable effect, a heavy status that completely ignores diminishing returns. Though, like the other spell with a spammable effect, “Perpetual Ray”, the wording on the spell is misleading. The heavy status won’t do anything to an enemy that was already completely immune to heavy like bosses. You have to be able to inflict the status at least once to the target, ignoring resistance just stops the enemy from eventually becoming immune to heavy from inflicting it too much in a short time.

Some mobs in the Masked Carnivale and FATEs are excellent fodder for Reflux, and as long as you keep using it they will never be able to reach you. Of course you will be precluded from casting this in the Masked Carnivale if there is a rule against using Lightning actions, Beginner Spellcasting, or Advanced Spellcasting.

No.75: Devour

Type: Magic

Aspect: None

Rank:

Recommended: Decaying Gourmand LV50 [Dungeon Mini-boss]

Location: The Lost City of Amdapor- Halcyon Court- (X13.2,Y10.4) [LV50 Dungeon]

Recommended: Nullchu LV70 [Dungeon Mini-boss]

Location: Saint Mocianne's Arboretum [Hard] - Telmatology- Zymology- First Floor (X11.0,Y9.6) [LV70 Dungeon]

Soloable: Decaying Gourmand: Yes, unsynced only. Sorry, you will not be syncing this solo as Decaying Gourmand is immune to instant death BLU cheese like “Doom”. If you attempt this at LV50 it’s going to eat you and you’re going to die. Preferably done at least at LV70 and iLV 400 gear with “Basic Instinct”, “Mighty Guard”, and a mimic of choice. To learn this spell here solo you need to apply a DoT like “Song of Torment” before being eaten, but after lowering the Decaying Gourmand’s HP close to death, which will hopefully eliminate the mini-boss in time while you’re inside its stomach and teach you Devour.

Nullchu: Yes, synced with “Basic Instinct”, “MIghty Guard”, and Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. By far the most consistent option to solo as the fight is very straightforward compared to the other methods of obtaining Devour. Though Nullchu can hit very hard, survivability becomes an issue.

Action frequency: Decaying Gourmand: Devour is used fairly soon after you enter battle. Once a player is tethered and eaten the devoured status is inflicted on them. That player becomes inoperable and a Voracious Maw add becomes targetable on the mini-boss stomach.

Nullchu: Devour is used not too long into battle. You’ll know when it’s about to be used when an untargetable add spawns near the edge of the arena platform. Soon after that the Nullchu will fill a Devour cast bar, then eat the add with the action.

Fight difficulty: Decaying Gourmand: In a group synced the mini-boss shouldn’t pose too much of a threat as long as the party member that is eaten is freed from the Voracious Maw in time. There are poison DoTs to deal with so you might want to bring “Exuviation” though the damage from that isn’t too crazy. Solo unsynced has a bit of a tight window to lower Decaying Gourmand’s HP within kill range to apply a DoT in preparation of being eaten and not killing it accidentally before that.

Nullchu: Even in a synced group Nullchu hits pretty hard with Vine Whip. If the other attacks are handled appropriately like moving over to the untargetable add in preparation for Devour and the subsequent area wide breath attack or the stack up Fault Warren attack there shouldn’t be problems. Solo can be handed with Heal mimic instead of Tank mimic but you’re going to need “Gobskin“ and keep HP topped up constantly.

Learn time: Luckily Devour is only a 1 star rank spell. So no matter which method you choose to learn, even unsynced shouldn’t take long with a decent repertoire of actions available. “Ultravibration” and “The Ram’s Voice” will greatly speed things up in clearing out trash on the way. Both Decaying Gourmand and Nullchu are early in their respective dungeons as the first mini-boss.

Requirements: Decaying Gourmand: LV50 players need to talk to E-Sumi-Yan in Old Gridania (X:6.0,Y:10.7), to start the quest “One Night in Amdapor” to unlock the dungeon.

That quest is available after the completion of the main scenario quest “The Ultimate Weapon”.

Nullchu: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “Secret of the Ooze” quest in Rhalgr's Reach (X:11.7,Y:11.9) from Sawney with at least a LV70 job.

Utility Notes: Currently part of the BLU endgame Tank action rotation. An absolute must have spell for any BLU that plans on using Tank mimic often. Ultimately Devour is a constant 20% mitigation with a bit of bonus damage dealt, you pretty much always need to have its effect active in Tank mimic. However, there are some odd interactions in the Masked Carnivale which will fail challenges that relate to changes in your HP. The range on Devour is really short, though that shouldn’t usually be a problem since Tank mimic BLU are right up on a target’s hitbox the majority of the time.

 No.76: Condensed Libra

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Mechanoscribe LV60 [Dungeon Mob]

Location: The Great Gubal Library [Hard]- School of Nihility- Upper Floors (X10.0,Y10.4) [LV60 Dungeon]

Soloable: Yes, with “Basic Instinct”, “Mighty Guard”, and a preferable Mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. It will take awhile to go so far into the dungeon alone.

Action frequency: Mechanoscribes will use Condensed Libra once in a while with a cast bar. It is interruptible so be careful to not use something like “Bad Breath” before the action is cast.

Fight difficulty: Mechanoscribes aren’t difficult to deal with but you may want to eliminate other mobs while waiting for Condensed Libra to go off. The first mini-boss of the dungeon is vulnerable to the BLU cheese and party members taking turns using “The Ram’s Voice” with “Ultravibration” or “Level 5 Death” will clear out trash. Solo will be a slog if you try to do this dungeon without a good spell selection.

Learn time: Synced shouldn’t take too long unless you’re solo, though if you try to go unsynced or kill a Mechanoscribe by accident before Condensed Libra goes off there are several chances to learn.

Requirements: <Heavensward> This a Heavensward expansion dungeon. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access the quest to unlock this dungeon.

You must accept the “Let Me Gubal That for You” quest in Idyllshire (X:5.5, Y:6.6) from Midnight Dew with at least a LV60 job.

Utility Notes: In theory Condensed Libra sounds like extra free damage, however its randomness makes it difficult to line up with what you’re currently doing without using up way too many spell slots to match the current debuff. The spell used to be used in the standard endgame rotation but with the introduction of so many powerful new spells it’s not really worth a slot these days.

No.77: Aetheric Mimicry

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Corruption LV60 [Add for Dungeon Mini-boss]

(Can also take a humanoid or spider shape)

Location: Pharos Sirius [Hard]- Fuel Chamber- Third Level (X11.2,Y11.1) [LV60 Dungeon]

Soloable: Yes, synced with “Basic Instinct” and “Mighty Guard” with at least iLV270 gear. Unsynced can also work since you only need to kill the adds that keep spawning, which grants many chances to learn the spell.

Action frequency: The untargetable Corruption adds appear in the Ghrah Luminary mini-boss combat area after Ghrah Luminary's HP drops to around 85% and tether to you. They start to cast “Targeting” which will hit the target with Aetheric Mimicry once the cast finishes. You can and should redirect the tether to untargetable birds.

Fight difficulty: Synced, mob trash pulls will have to be dealt with before Ghrah Luminary. Crowd control spells like “The Ram’s Voice” will be helpful. If you’re in a party with a few people the mobs shouldn’t cause problems though someone should probably still have “Mighty Guard” on to keep aggro under control. They’ll cause more problems solo and your spell selection is probably pretty limited. Unsynced, just burn everything as fast as possible and get to the target fight.

The Ghrah Luminary fight synced isn’t too hard if you follow mechanics and heal when needed. You do not want the Corruption adds to finish the “Targeting” cast on you. If Aetheric Mimicry is used on you instead of the animals in the arena the mini-boss gains damage up buffs and starts hitting way freaking harder, then the Corruption starts attacking you at the same time. Either the spider or bird can work to give the tether to, though the spiders leave puddles when they and the spider shaped Corruption die, which will limit the area to stand in.

Learn time: Synced with a party following mechanics will be real fast as long as people aren’t getting wasted carelessly.

Solo, it may be faster to go in unsynced due to how many opportunities there are to learn. Just don’t kill Ghrah Luminary until you learn the spell, only go after the adds after their tethers resolve.

Requirements: <Heavensward> This a Heavensward expansion dungeon. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access the quest to unlock this dungeon.

You must accept the “Things Are Getting Sirius” quest in Limsa Lominsa Upper Decks (X:12.7, Y:12.8) from Trachraet with at least a LV60 job.

Utility Notes: Currently part of the BLU endgame action loadout. You should get Aetheric Mimicry as soon as it's practical to do so. It literally makes everything you do better. You can deal more damage for free, heal with low HP while not vaporizing all your MP spamming “White WInd”, and actually tank and not immediately die to a big pull or tank buster without “Diamondback”.

Do note though that there are tank busters that are supposed target an actual tank job instead of who has the most aggro, attacks that go after a tank job while in an all BLU party will target someone in the party at complete random. In cases like this everyone in the party needs to have “Diamondback” to not die if targeted or “Avail” to redirect the damage to the BLU tanking instead.

It’s weird the way this spell is activated, you need to go to a place with a good population of other Player Characters and use this spell on the role you want to copy. Other BLU that you try to mimic will always give you DPS mimic no matter if they have already had a Tank or Heal mimic. Turning on job icons over people’s heads will make finding a job you need to mimic easier.

Because the Mimicry buff is applied outside of the Masked Carnivale instance the game doesn't penalize you for using it with any of the weekly challenge restrictions.

Important: Put the Aetheric Mimicry button on your hotbar in a place you will not fat-finger or misclick it when in a duty. If you have a Tank or Heal mimic you will not get it back until you leave the instance completely and use it on another player again.

Aetheric Mimicry synergizes with several other spells, across the 3 different roles you can mimic.

Tank Mimic augments “Cactguard”, “Devour”, “Chelonian Gate”,and “Schiltron”.

Heal Mimic augments “Pom Cure”, “Gobskin”, “Exuviation”, “Stotram”, “Angel's Snack”, “Rehydration”, and “Deep Clean”.

DPS Mimic only directly augments “Matra Magic”, however any action that can Crit or Direct Hit may be enhanced more often.

No.78: Surpanakha

Type: Magic

Aspect: Earth

Rank: ✮✮✮✮✮

Recommended: Ravana LV53 [Hard Trial Boss]

Location: Thok ast Thok [LV53 Hard Trial]

Soloable: Yes, but not recommended. You ultimately have 2 options to do this solo. The synced way with “Basic Instinct”, “Mighty Guard”, and preferably Heal mimic. “Gobskin” and a heal like “Pom Cure” will go a long way to keeping you alive. Doing this trial synced alone will require building up the Echo buff up to around 50% by deliberately dying at least 3 minutes after pulling Ravana, easily done by jumping off the edge of the platform where there’s a broken wall. You need as many powerful actions that’s reasonably possible as there will be a time constraint to deal with. If you don’t get enough Echo to beat Ravana quickly enough, he will build up so much damage up stacks over time that he’ll kill you no matter how much you heal. Of course accumulating enough Echo will eat a lot of the duty timer so you also need to get the kill before that runs out. At 50% Echo you’ll still have a bit 30 minutes left so you will only be able to do a few good runs, but one clear will be all that’s needed.

The other way you can try to learn Surpanakha is an unsynced run with “Basic Instinct” and “Mighty Guard”. A LV60 with iLV 270 will work, though you can get really fast clears at LV70 with iLV 400. No need to worry about any time limits, extra Echo, or needing a super powerful loadout. However, this action is a 5 star rank Ability which has a very low chance to learn unsynced. If you’re unlucky you will need dozens of clears to learn this action.

Action frequency: Surpanakha is used in the later half of the battle, after Bloody Fuller and Pillars of Heaven during phase 2. There will be a red prey marker over the targeted party member before Ravana uses the attack. Surpanakha should be used on whoever is second on aggro, there is no cast bar and it will hit several times in a row.

Fight difficulty: Funnily enough a synced party with the maximum iLV allowed will have an easier time beating Ravana Extreme compared to a synced party dealing with Ravana’s regular trial. Though Ravana Extreme will die so fast it can be a bit impractical to learn Surpanakha there as he’ll still be dangerous if your party deliberately lets him live to get attacks off. Overall Thok ast Thok normal is much simpler mechanically if the party actually takes the time to process the mechanics instead of just annihilating the boss with raw unfettered damage.

Ravana can be a bit tricky if mechanics are not done properly as a number of his attacks inflict Vul stacks, high damage, or knockback. You’re going to want Ravana to be tanked close to the middle of the arena to limit damage to the walls. The boss cleaves so the party needs to avoid his front and not stand between a marked player and Ravana as Surpanakha hits in a very wide arc. Everyone may want to bring “Mighty Guard” to use if being targeted by Surpanakha. “Gobskin” should be used often by the Heal mimics throughout the battle. This is especially the case when the tank is being hit by Tapasya as that attack hits exceptionally hard and knocks back. A Blue Mage party should have the DPS to clear the adds out before they become a problem. “Diamondback” may be used if the BLU tank has too many Vul stacks and is risking death, otherwise “Bad Breath” is a more DPS friendly option for mitigation. While there is a soft enrage time limit that Ravana imposes with his Bloodlust damage up stacks, BLU should have more than enough DPS to beat the boss fine. Bloodlust will only start being a problem if people are dying a whole lot or when solo. Remember to avoid silly preventable deaths by not getting knocked off the edge where there’s a broken wall, typically from Pillars of Heaven, or carelessly collecting Vul stacks.

Learn time: An optimal run with a synced party doing Thok ast Thok [Hard] without too many deaths should only take several minutes. A synced solo run when you take the time to max out Echo will take at least 35 minutes unless you already have a really powerful assortment of actions including “Breath of Magic” and “Mortal Flame”. For the impatient, solo unsynced runs will force you to wait a few minutes for Ravana to use the Bloody Fuller animation and then Surpanakha. All the unsynced runs will have a combined time at least as long as doing a successful synced one with Echo prepared, if you’re on the luckier side.

Requirements: <Heavensward> This a Heavensward expansion Trial. You must have cleared A Realm Reborn and all its main scenario quests. As well as progressing far enough in Heavensward to accept the required quest.

You must accept the “Lord of the Hive” Main Scenario Quest in The Dravanian Forelands (X:30.4,Y:37.1) from Ysayle with at least a LV53 job.

Utility Notes: Currently part of the BLU endgame action rotation for all roles and “Moon Flute” opener. A must have Ability, Surpanakha is extremely powerful when all 4 of its charges are used all at once without using any other actions in between and under the “Moon Flute” effect. Even role actions and Sprint will still cancel the Surpanakha’s Fury buff. Though you can still take a second or 2 to move around and adjust if you need to avoid AOE attacks or successfully completing mechanics, before continuing to fire off the remaining Surpanakha charges. Despite this action being as powerful as it is and dumping so much damage up front, it’s surprisingly fast. The sheer speed of all Surpanakha’s damage is apparent when compared to other super powerful Abilities like “Apokalypsis”, “Nightbloom”, or “Phantom Flurry”, which take a longer time to get their full benefit and may require you to stand very still while their damage is channeled. Against bosses or their adds you should always wait until 4 charges are ready to go and be inside the “Moon Flute” damage window unless the boss is literally just about to die before every charge returns. Also useful for its earth element in the Masked Carnivale when a challenge or achievement calls for that. You’re going to be equipping and using Surpanakha all the time except when you’re not allowed to use 5 star rank actions, earth aspect, or in the rare situations where the enemy is impervious to its damage. Do be aware of Surpanakha’s range as you need to be pretty close to a target to get a confirmed hit and you definitely do not want to whiff on any of the hits or accidentally face the wrong direction when casting to dodge AOE.

When dealing with FATE or dungeon trash mob packs, Surpanakha’s individual charges are probably the best tool for grabbing the aggro of the entire pack all at once if you’re intending to tank. For the cases of grabbing firm aggro on packs you may use 1 charge at a time for each pack as your aim at that time is not to deal as much damage as possible with Surpanakha but to group every mob together for easier and faster disposal once the pulling is done. Surpanakha is ideal for this job as it has pretty good range ahead of you by attacking in a very wide arc to hit as many mobs as possible, each individual charge will recharge at a fairly fast base 30 seconds, being designed to hold multiple charges allows it to still have uses available while recharging, and being an Ability means it will cast instantly so your party doesn’t need to slow way down on pulls. Surpanakha is the closest thing Blue Mage has to an actual tank’s AOE attack that they use during pulls to generate aggro. Sure the BLU tank could just run ahead of everyone to get the mobs’ attention instead of attacking, but as soon as anyone else decides to do any healing, that person is going to have a real rough time with aggro before the mobs are frozen.

No.79: Quasar

Type: Magic

Aspect: None

Rank: ✮✮✮✮✮

Recommended: Sophia LV60 [Trial Boss]

Location: Containment Bay P1T6 [LV60 Trial]

Soloable: Yes, with “Basic Instinct”, “Mighty Guard”, and a Heal mimic or Tank mimic it’s surprisingly easy to solo sync with iLV 270. You will need “Gobskin” and a heal like “Pomcure when using a Heal mimic to stay alive. A Tank mimic can use “White Wind” and “Devour”. While not absolutely necessary, “Exuviation” will greatly help to cleanse the debuffs from Sophia’s Sin & Punishment attack since there aren’t other players with you to properly resolve the mechanic. By far your biggest threat in this fight as a solo player will be sliding off of the platform and instantly dying. Without another person to revive your corpse, it’s curtains for you and that particular run.

The only type of enrage condition to contend with is the Eternal Doom debuff timer during the add phase. If you’re doing this synced alone you should try to have decent damage as the longer the battle drags on the more problems can arise and the adds should be eliminated immediately in the last phase so the boss mechanics can be focused on. If Sophia is really close to being dead you can choose to ignore the adds, though be very aware of the additional hazards they cause. Of course you can complete this trial unsynced solo and runs will be very fast as long as you’re not carless and fall off, but this action has an awfully low learning chance without syncing so you will probably be running this fight dozens of times on average.

Action frequency: The absolute earliest Sophia will use Quasar is her first attack with a cast bar in phase 1, but with a traditional party of regular jobs she’d usually use it after cycling through some of her other channeled attacks first. It can depend on DPS, as a BLU party with exceptional damage will force the boss to phase change much faster than average. So there might be a chance to not see it at all in phase 1 if Sophia is pressured hard enough, though this is unlikely if synced.

You shouldn’t have to worry about seeing Quasar as she’ll use it right after the add phase once the scales come into play in the 3rd phase. Every time the boss tips the scales after the first time it will be her using Quasar. Some of the Quasar attack will target people on the platform with proximity markers and deal more damage to the party the closer they are to the markers. Other Quasar impacts will hit a scale which causes the arena platform to sharply dip to the side that’s hit with the heaviest set of impacts.

Fight difficulty: Despite how easily a synced BLU party can throttle Sophia’s HP, trying to completely faceroll this duty can get you killed when you’re not paying attention to mechanics. As with playing solo, falling off the platform will be the greatest threat to your personal health and the “Angel Whisper” rez is a very limited hot commodity. “Surecast” can save a BLU from getting knocked off or sliding around from the scales being tipped. “J Kick” will also halt any sliding or knockback immediately and propel you at Sophia when timed correctly. Just keep an eye out for the golden tethers going from the boss to the scales when Quasar is being cast and stay away from the side with more tethers. Don’t be around the Quasar proximity markers as it actually does a shocking amount of damage if you are anywhere it when the damage snapshot happens, even if soaking with “Gobskin”.

Being hit by most attacks will give Vul stacks or another debuff from Sin & Punishment. Fortunately the debuffs from Sin & Punishment can be cleansed with “Exuviation”. Be aware that if 2 of the same Sin & Punishment color incorrectly stack together it can spread a double DoT to the entire party all at once, which will rack up a lot of damage to everyone on top of Sophia doing other AOE attacks at the same time. Besides the scales making you fall off the platform when tipped, Sophia’s Aero II can also knock you off so you’re going to need to avoid the sides as being careless may get you killed by accident if you get boxed into a corner and can’t get out of the AOE before the snapshot happens. Blue Mages shouldn’t have a problem burning the adds down quickly but they can be a bit annoying by laying an ice puddle that lasts way too long, confusing players into attacking each other, or knocking you back.

Learn time: A full synced BLU party should only need around 5 minutes or so with minimal deaths and decent damage. A synced solo BLU is looking at well over double that time without deaths and good damage, but it should hopefully be less than 15 minutes. You can get some really fast runs unsynced solo but learning a 5 star rank spell will take a lot longer than a successful 15 minute run if you’re really unlucky.

Requirements: <Heavensward> This a Heavensward expansion Trial. You must have cleared A Realm Reborn and all its main scenario quests. As well as progressing far enough in Heavensward to accept the required quest.

You must accept the “Balance unto All” quest in The Rising Stones (X:6,Y:5) [which is a sub-area zone located in Mor Dhona (X:21,Y:8)] from Unukalhai with at least a LV60 job.

Utility Notes: As cool as Quasar looks it’s simply a basic magic oGCD action with a huge range profile with damage on the lower end for an Ability. As big as its range is, the potency is only about the same as “Feather Rain” or “Eruption” while having literally double the cooldown time as those 2 Abilities. This action’s primary function will be when you need to supplement your DPS where “Ultravibration” isn’t currently an option. If this Ability didn’t share a cooldown with “J Kick” it would probably see more use. Quasar just doesn’t offer the sheer utility of what “J Kick” can do in boss fights. When using Blue Mage for FATE farming or inside Treasure Map Dungeons you can go nuts with Quasar against the trash mob packs. Though you might end up fighting a boss inside the map portal and wish you had “J Kick” instead.

No.80: J Kick

Type: Physical

Aspect: Blunt

Rank: ✮✮✮✮✮

Recommended: Brute Justice LV60 [Raid Boss]

Location: Alexander- The Burden of the Son

[LV 60 Raid]

Soloable: Yes, but not recommended. Unsynced only with “Basic Instinct”, “Mighty Guard”, and Heal mimic or Tank mimic. “Gobskin” and a heal like “Pom Cure” or “White Wind” will be needed. The earliest this is possible solo is at LV70 with iLV 400 but LV80 with iLV 530 will be far faster and safer. You’re simply not going to be able to solo sync this raid as LV60 players will not have enough power to beat Brute Justice before enrage and there is way, way too much damage being taken so using “Diamondback” for absolutely everything isn’t feasible. With all the incoming damage you will need to have HP topped up and be under “Gobskin” protection constantly if doing this at LV70. Keep a sharp eye out for party stack up attacks and tank busters. Your action loadout should be strong enough to be able to burn down the boss and all the adds efficiently before running out of time otherwise you will run into enrage problems.

Action frequency: J Kick is easy to overlook and not notice as it happens very fast, without a cast bar, or any kind of indicator besides floating text after the party is damaged by it. Brute Justice is scripted to use J Kick several minutes into the encounter, not long after Short Needle sprays the party with unavoidable damage and Mega Beam. At the right time, Brute Justice will jump high into the air and kick the ground hard. This will deal AOE damage to everyone with J Kick, then Brute Justice splits into its constituent parts and becomes untargetable as all individual mobs launch various attacks on the party.

The main problem a BLU party will have besides the occasional sloppy death will be actually dealing far too much damage to Brute Justice before it even has a chance to use J Kick. Once Brute Justice is low on HP everyone needs to stop doing damage entirely until after the boss reassembles itself and be careful on using a DoT. Lowering the boss HP to 10% at the very least should still allow a buffer for DoTs still inflicted to tick down and not kill early.

Fight difficulty: While the power of the Blue Mage will let a synced full party crush this Raid quickly and easily if people know what they’re doing, multiple mechanics can definitely kill an individual player. It’s important to avoid all dodgeable attacks as virtually all of them will give a debuff to you, usually Vul stacks. The party should have another person able to tank besides the main Tank mimic, as the small robot adds before Brute Justice will cause problems when both adds are beating the same Tank mimic up at the same time. “Diamondback” will be necessary for anyone targeted by the various tank busters, though a Tank mimic using “Devour”, “Chelonian Gate” or “Dragon Force”, along with a Heal mimic’s “Gobskin” at the same time can make do without “Diamondback”. However, Double Rocket Punch was originally designed to be handled for soaking with 2 tanks at the same time with mitigation so “Diamondback” is definitely the preferred option with that.

Onslaughter will be burned down so fast by a Blue Mage party with iLV 270 and decent damage that it won’t have the time to do practically any mechanics besides doing a few attacks that people will have to quickly move out of. A solo LV70 person with iLV 400 will be cutting it close with some of Onslaughter’s mechanics, even with “Gobskin” always active. The Steam Regulator adds shouldn’t be too difficult to deal with alone, though the Discoid orbs will inflict a ton of damage to a LV70. Discoid orbs need to be soaked after topping up HP and casting “Gobskin” for every explosion if you’re below LV80 with iLV 530.

The real challenge for a full Blue Mage party starts at the small robot add phase. The adds need to be picked up immediately because they will kill party members within a few seconds that are not set up to tank. Both Brawler and Vortexer in the first wave as well as Swindler and Blaster in the second wave have tank busters so now would be the time to have 2 different individual players tank the adds separately so the main tank isn’t just run over. Pay very close attention to Brawler’s Blaster attack. A Single Blaster means that the BLU tanking Brawler needs to use “Diamondback” and everyone else needs to be far away from the mob’s front. For a Double Blaster people must remember to stack together in a line in front of Brawler and have “Gobskin” up, but if someone being targeted by it isn’t near a grouped up party then “Diamondback” will work. The Brute Force and Magicked Mark tank busters also need to be watched out for. The other attacks and mechanics from the adds should be manageable enough to dodge, mitigate, and heal through, as long as people don’t accumulate too many Vul stacks.

Funnily enough Brute Justice itself is simpler and easier to deal with than the small robot adds in the earlier phase when fighting it in a synced full party. There’s only 1 tank buster to handle, which will have to be mitigated with “Diamondback”. Everyone that’s not the BLU tank needs to be far away from the impact zone of Double Rocket Punch cause it will certainly kill someone that’s not set up to take that hit. The party’s main concern will be to actually hold back damage so Brute Justice will actually use J Kick. Damage received should be easy to manage in the Brute Justice phase with constant “Gobskin” uptime.

Try to not get hit with a ton of Vul stacks from attacks like Apocalyptic Ray and Long Needle. Though keep an eye out for Mega Beam when Brute Justice telegraphs it with a pose and cast bar, making sure to get away from the boss’ front. After J Kick is used and the boss separates into its different parts your job is to just survive while all the AOE and landmines around. Most importantly, everyone needs to stack for the Double Blaster otherwise someone is certainly going to die if they get hit by it without the party to split the damage, unless they can get “Diamondback” up in time. Once Brute Justice reassembles itself, feel free to finally kill it as long as people who need to learn J Kick aren’t dead at that time.

Learn time: Due to the enrage time of around 12 minutes, a synced run with a party will take less time than that as long as you’re able to stay alive by the end. Hopefully people will remember to not kill Brute Justice so fast that everyone won’t have to do the entire fight all over again and waste time. Doing this raid unsynced will take several runs at the least to learn a 5 star rank action, so attempting to acquire J Kick alone may require over an hour if you're unlucky.

Requirements: <Heavensward> This a Heavensward expansion Raid. You must have cleared A Realm Reborn and all its main scenario quests. As well as completing the Main Scenario Quest “Heavensward”, unlocking the Alexander Raid series quest line, and progressing far enough to accept the required quest.

You must accept the “One Step Behind” quest in The Dravanian Hinterlands (X:21,Y:18) from Backrix with at least a LV60 job.

Utility Notes: Currently part of the BLU endgame action rotation for all roles and “Moon Flute” opener. Synergizes with all actions requiring you to be near the target. J Kick is a must have Ability that has special utility that no other action can match. The best gap closer that BLU currently has access to. This Ability has tremendous range, though the damage radius that J Kick affects is pretty darn small and its potency isn’t that great for a 60 second cooldown. So you’re only going to be hurting the mob that you are currently targeting unless the other enemies around are right on top of eachother. The animation for J Kick is really freaking fast as it rockets you into the mob's hitbox, making it ideal to deploy the rest of the “Moon Flute” opener afterwards.

Since a number of BLU’s most powerful actions require you to be somewhat close to the mob, J Kick saves time getting into optimal range. Because it’s a gap closer with so much range and no cast time it can get you out of danger such as escaping Azulmagia’s Meteor AOE or halting knockback and draw-in effects when timed right. J Kick can come in handy to supplement damage in the Masked Carnivale when you’re limited to only using physical actions. Be wary of the risk of J Kick’s aggressive repositioning of your character, as it can also get you killed if triggered by accident at the wrong time. You’re going to employ J Kick in nearly all situations, especially for speed farming, unless you’re precluded from using 5 Star Rank actions or a mob is resistant to physical damage. Quasar may be used instead when you want the damage over a much larger area and don’t necessarily need a gap closer like with some types of FATEs.

No.81: Triple Trident

Type: Physical

Aspect: Piercing

Rank:

Recommended: Ebisu Catfish LV67

Location: Yanxia- Valley of the Fallen Rainbow- Prism Lake (X28.6,Y6.8)

Soloable: Yes, easily around a similar level with adequate gear.

Action frequency: Triple Trident can get used soon after the fight starts, it’s an instant cast with no ground indicator when the Catfish stabs you 3 times in succession.

Fight difficulty: One on one they shouldn’t cause a problem though at levels closer to 60 the Catfish can hit surprisingly hard.

Learn time: A 1 star rank overworld spell will be super fast to learn, only a few minutes at most.

Requirements: <Stormblood> This a Stormblood expansion area. You must have cleared the Heavensward expansion and all its main scenario quests as well as progress far enough into Stormblood to be able to access this area.

Utility Notes: Currently part of the BLU endgame DPS and Off-healer action rotation and “Moon Flute” opener. A super strong physical spell when combined with “Tingle” and “Whistle”. Which is great cause we need all the hard hitting physical actions we can get, as there’s not really that many as it is. Consider buffing Triple Trident as much as you can before every use. A must have for Masked Carnivale challenges “Let’s Get Physical” and “Beginner Spellcasting”.

No.82: Tingle

Type: Magic

Aspect: Lightning

Rank: ✮✮

Recommended: Ebisu Catfish LV67

Location: Yanxia- Valley of the Fallen Rainbow- Prism Lake (X28.6,Y6.8)

Soloable: Yes, easily around a similar level with adequate gear.

Action frequency: Should be used shortly after the fight starts, spell has a medium sized AOE ground indicator and cast bar.

Fight difficulty: One on one they shouldn’t cause a problem though at levels closer to 60 the Catfish can hit surprisingly hard.

Learn time: A 2 star rank overworld spell will be super fast to learn, only a few minutes at most.

Requirements: <Stormblood> This a Stormblood expansion area. You must have cleared the Heavensward expansion and all its main scenario quests as well as progress far enough into Stormblood to be able to access this area.

Utility Notes: Currently part of the BLU endgame DPS and Off-healer action rotation and “Moon Flute” opener. Not so great on its own, it only truly shines when combined with “Whistle” to buff “Triple Trident” and “Winged Reprobation”. Tingle has the notable quality that it will buff every single individual instance of damage that “Triple Trident” deals instead of just adding 100 potency to the spell. Unfortunately due to it having a lightning element any weekly challenge in the Masked Carnivale that excludes that element will prohibit the use of Tingle entirely.

No.83: Tatami-gaeshi

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Dojun-maru LV70 [Dungeon Mini-boss]

Location: Kugane Castle- Hon-maru Manor- Budokan Training Grounds (X11.3,Y11.4) [LV70 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “MIghty Guard”, and Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Ultravibration” and “The Ram’s Voice” is highly recommended to clear out trash packs quickly while preventing enemy attacks.

Action frequency: Tatami-gaeshi is an odd action to see. Dojun-maru will cast Clockwork Medium shortly after the battle starts and a few seconds later untargetable adds appear on the edge of the arena. These adds project straight line AOE in front of them which make the mats on the floor vibrate and glow before the mats flip into the air before returning to the floor.

That mat flip animation is Tatami-gaeshi being cast. You should be able to see the add’s cast bar in the aggro list. While it appears like the adds are the mob that cast Tatami-gaeshi, the game still counts the mini-boss Dojun-maru as the actual user of the action.

Fight difficulty: In a synced group there shouldn’t be a problem in the dungeon with a good action selection. Freeze and clear out trash packs in the way, “Ultravibration” is recommended for ease and speed. The first mini-boss can hit kind of hard but “Gobskin” can eat most of the damage, otherwise it shouldn’t cause problems as long as people don’t stand in the add’s explosions. The summoners can’t be frozen but they should be able to be taken out before bringing in those gross Joi Koja head things.

Solo synced mobs can overwhelm you in a few areas as you’re not likely to kill the summoners in time. Luckily the Joi Koja can be frozen making them easy to use “Ultravibration” on or to just burn down with powerful Abilities.

Dojun-maru is easy enough to deal with a synced group and you don’t have to wait long to see Tatami-gaeshi. Pay attention to the add’s AOE and take out the targetable adds right away. There are times where there is a lot of AOE around and damage is manageable as long as you don’t let the adds explode. Simply burn everything as fast as you can.

Solo synced will have more problems with adds, you may want to save harder hitting actions to deal with them so they don’t explode all at once and wipe your HP out instantly. More need for healing and a longer time dodging all the AOE.

Learn time: A synced group should be able to blast through the dungeon pretty fast and Dojun-maru is about halfway through. “The Ram’s Voice” and “Ultravibration” will greatly speed thing up. Solo synced can be a bit slow even with the RV and UV combo, though this can be somewhat alleviated with a selection of powerful actions.

Requirements: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “King of the Castle” quest in Kugane (X:13.9,Y:13.3) from East Aldenard Trading Company Associate with at least a LV70 job.

Utility Notes: Tatami-gaeshi has average damage, but the largest range profile in the game for a stun next to a White Mage’s “Holy”. Despite the AOE of Tatami-gaeshi also being pretty wide with its ridiculously long range, its still a column in shape and will require you to line up multiple targets to hit as many as possible. Still, it can come in handy to damage and stun trash mobs far away as they approach a few times until diminishing returns kick in.

No.84: Cold Fog

Type: Magic

Aspect: Ice

Rank: ✮✮✮✮

Recommended: Mist Dragon LV70 [Dungeon Boss]

Location: The Burn- The Blacklands- The Aspersory (X5.2,Y3.0) [LV70 Dungeon]

Soloable: Yes, synced only with “Basic Instinct”, “Mighty Guard”, Heal mimic or Tank mimic, and a wide action selection. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. Will of course work unsynced, but good luck running the entire dungeon multiple times. The dungeon has been made slightly easier with the reduction of boss HP in patch 6.5.

Action frequency: Cold Fog is such a weird one. Mist Dragon will only use Cold Fog somewhat early in the fight after it uses Vaporize. 3 Draconic Regard dragon head adds will spawn and tether to Mist Dragon in its vapor form. You need to deliberately fail the add phase and leave at least one Draconic Regard add alive while the boss channels Cold Fog with a cast bar and growing ground indicator.

Whatever you do, don’t hit Mist Dragon’s vapor form. Killing all the adds will cause Mist Dragon to cast White Death instead. If the battle drags on too long the boss will use Vaporize again, but this can take a hot minute. So make sure to try to get Cold Fog casted the first time the add phase happens.

Fight difficulty: Doing The Burn synced in a full group is definitely the recommended method. You want a good action repertoire available. “Ulravibration” and “The Ram’s Voice” are a must for trash cleaning. “Gobskin”, “Angel’s Snack”, and “Diamonback”, “Exuviation”, and “Whtie Wind or “Pom Cure” are crucial for dealing with Mist Dragon solo. Though having those spells with “Angel Whisper” will also come in handy for group play.

It may be hard to believe but there is actually a mini-boss in a Stormblood dungeon that’s vulnerable to instant death BLU cheese. The first mini-boss Hedetet should be brought down with a “Missile” barrage. Spamming “Doom” works solo, backing out of the arena before it gets sealed if you’re not lucky to allow the mini-boss to reset and try again.

You’re going to have to fight the second mini-boss Defective Drone normally, it can be a bit of a pain to deal with solo. Luckily a synced group with a good action selection will absolutely destroy it. At times there are a lot of AOE happening all at once with a goo puddle in the way. The tank buster hits hard so you’re going to need “Gobskin” and immediate heals especially if not using a Tank mimic.

With the 6.5 update Mist Dragon should be easier to deal with, but still a pain and especially so when solo. Your group should process mechanics as best as you can besides deliberately failing the add phase to actually see Cold Fog, you really should “Diamondback” the Cold Fog attack right before getting frozen. A synced group with an adequate action stock won’t see some mechanics since your damage will be so high, just try to not go too ham on the boss before Cold Fog comes out. The Frost Breath tank buster still really hurts so mitigation like “Gobskin” will be needed, and cleanse the DoT with “Exuviation”. Don’t forget to break party members out of ice. It may take multiple tries solo synced as damage taken is still pretty substantial and there will be a lot of AOE to dodge.

Learn time: In a synced group this will optimally take like 15-20 minutes without deaths happening. “Ultravibration and “The Ram’s Voice” are definitely needed to really speed thing up. The first mini-boss being vulnerable to instant death / flat damage BLU cheese helps. Second mini-boss can be burned pretty fast. The Mist Dragon can be a pain in the butt. It hits hard and has a few invulnerability phases which may drag the fight out.

Solo synced you’re looking at around a 25 minute run without deaths. “Ultravibration” will be on cooldown half the time. Multiple deaths on Mist Dragon will make learning Cold Fog take way longer than it should. You can try to do The Burn unsynced, but you really don’t want to run this dungeon multiple times as the random learn chance of a 4 star rank spell isn’t great.

Requirements: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “Feel the Burn” Main Scenario Quest in Kienkan (X:6.1,Y:6.0), which is a sub-area in the Doman Enclave from Hien with at least a LV70 job.

Utility Notes: Currently part of the BLU endgame DPS and Off-healer action loadout. An absolute must have spell, Cold Fog has incredible potential in the right hands. A 400 potency instant cast spell that you can spam for 15 whole seconds while being able to freeze as a bonus on top of that is just nuts. Due to Cold Fog being a reactive spell which only procs in response to an enemy action it won’t work within a “Moonflute” opener, you just need to use Cold Fog and White Death as the opportunities present themselves.

The duration of Cold Fog being active for a tiny 5 second window means you need good prediction and fight knowledge to be able to cast it and have the effect active right at the moment you receive damage. Failing this means having to wait a long time for the spell to come back from cooldown to try again and a big DPS loss. It’s easy enough to proc White Death’s effect while being attacked by random trash mobs constantly as luckily damage from literally anything will work. In boss fights you’re mostly limited to raid-wide damage you know is coming, stack-ups where you need to stand with the rest of the party to split damage, or a soak mechanic like towers. Deliberately standing in avoidable AOE can work but not advisable.

No.85: Stotram

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Lakshmi LV67 [Trial Boss]

Location: Emanation- The First Altar of Djanan [LV67 Trial]

Soloable: Yes, synced but not recommended, with “Basic Instinct” and “Mighty Guard”. You will need a Heal mimic or Tank mimic with a heal like “Pom Cure” or “White Wind”. “Gobskin” will be necessary for eating tank busters with Heal mimic like The Pull of Light. You will absolutely need “Diamondback” when attempting to solo sync Lakshmi as the stack up attack The Pall of Light will kill you every time without it. Unlike most other actions gained from a Trial Boss, Stotram is only a 2 star rank spell, so it is feasible to unsync at LV70 or above in a reasonable amount of time. The chance to learn Stotram is fairly high and Lakshmi doesn’t have much downtime as long as you remember to use Vril when needed. If it feels like you’re still having trouble you can accumulate Echo, though there is no enrage of any kind to create a time crunch.

Action frequency: Don’t worry about seeing Stotram as Lakshmi will always use it as her first attack shortly after the Dreamer Ananta adds are pulled, it doesn't matter if the adds are alive or not.

Fight difficulty: Important: The Emanation trial has the Duty Action “Vril” which needs to be interacted with to resolve certain mechanics. Vril stocks are charged by running into the floating glowing orbs that periodically appear.

You can fall off the platform in this fight so don’t get careless with your footing when avoiding AOE. There are only 2 times where Vril is absolutely needed. The first is Divine Denial, where Lakshmi goes to the center of the platform and covers the entire arena with an unavoidable AOE. Divine Denial will knock any players flying off the platform without a Vril bubble active, though even with Vril up there will still be some knockback. The other time is to survive the Alluring Embrace attack when Lakshmi goes to the edge, puts up a shield and becomes untargetable, then growing massive.

A synced party will still need to watch out for the combined damage coming from the Dreamer Ananta adds if they’re killed too soon after each other and Lakshmi’s Stotram. A non-tank BLU can still get an unexpected death from all that damage at the beginning of the fight. Lakshmi has 2 tank busters: The Pull of Light, a powerful hit on the main aggro target and The Path of Light, a wide conical attack with a blue targeting marker indicating the individual to be attacked. The Pull of Light is easy enough to survive with “Mighty Guard” on and “Gobskin”. Normally The Path of Light would target the Off-Tank, but with an all Blue Mage party the target chosen is completely random. The Path of Light should be mitigated with “Gobskin” and aimed away from the rest of the party as much as possible.

The rest of the mechanics in Emanation are simple enough in a full party. Mainly don’t overlap AOE and leave an open space around Lakshmi so unmarked players can have full uptime and the right people can stack together for The Pall of Light. The Pall of Light will be the biggest obstacle for solo synced players.

Learn time: A full synced party will only need several minutes with properly handled mechanics. Solo synced you’re looking at around a 30 minute run at least. Echo will speed things up if the party is having trouble, though that will only really come into play when alone. Since Stotram has such a low star rank it still shouldn’t take too long to learn doing this trial unsynced at LV70 or higher with iLV 400 or better gear.

Requirements: <Stormblood> This is a Stormblood expansion trial. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this trial.

You must accept “The Lady of Bliss” Main Scenario Quest in The Fringes (X:28.1,Y:19.4) from Vajra with at least a LV67 job.

Utility Notes: Currently part of the BLU endgame Main Healer action loadout. The most popular use Stotram has is being an AOE heal with a fairly large radius, while you have Heal mimic active. Stotram’s healing isn’t as potent as combining “Pom Cure” and “White Wind” or the healing over time effect of “Angel’s Snack”. What this spell is good at is spamming a heal to keep up with constant incoming damage, when using “White Wind” so much in that situation would vaporize your MP. “Angel’s Snack” can be used when keeping HP topped up is needed but it may on cooldown or not good enough on its own to do the job, making Stotram helpful to supplement extra economical healing.

While Stotram may look like it would be too weak to be used offensively at first glance, the astute player will notice that this spell has no damage falloff whatsoever. Because BLU spells typically have 220 potency with a 50% reduction after the first mob their potency is only 110. Stotram’s universal 140 potency makes it the most powerful spell against crowds of more than 3 mobs, when “Choco Meteor” isn’t viable. Such as in a dungeon or if its much smaller radius would make it too difficult to hit all the desired enemies nearby, though “Hydro Pull” can greatly help with rounding up trash mobs.

No.86:

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Phantom Train LV70 [Raid Boss]

Location: Sigmascape V1.0- Phantom Forest- Freight Car

[LV70 Raid]

Soloable: Yes, synced but not recommended, with “Basic Instinct” and “Mighty Guard”. You will need a Heal mimic or Tank mimic with a heal like “Pom Cure” or “White Wind”. “Gobskin” will be necessary for a Heal mimic to mitigate the Doom Strike tank buster and the line up attack Diabolical Headlamp. All the damage from Phantom Train’s autos combined with its unavoidable AOE attacks like Acid Rain and Diabolical Wind will add up fast, all the while having to maneuver around ghosts moving about the platform.

Action frequency:

Fight difficulty:

Learn time: A full synced Blue Mage party without careless deaths will only need several minutes at most. A solo synced Blue Mage is looking at a nearly 20 minute run with a modest action repertoire. Doing this unsynced with at least a LV80 with iLV 530 gear can get run times down to several minutes, but it may take a few clears to learn Saintly Beam.

Requirements:

Utility Notes:

No.87:  Feculent Flood

Type: Magic

Aspect: Earth

Rank:

Recommended: Tokkapchi LV70 [Dungeon Boss]

Location: Saint Mocianne's Arboretum [Hard]- Environmental Control- Kingsloam (X18.4,Y4.1)

[LV70 Dungeon]

Soloable: Yes, with “Basic Instinct” and “Mighty Guard” with a Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “The Ram’s Voice” freeze or a sleep inducing effect will go a long way to keep you from being interrupted while interacting with the Water Conduit solo to wash off the muddy mobs. “Sticky Tongue” will come in very handy on the last boss when you need to manage the add.

Action frequency: Tokkapchi will use Feculent Flood after the 2nd Mud Slime add drops into the arena platform, when the boss likely has low HP by that point if your party’s damage is high. Tokkapchi will use Feculent Flood on the add to try to make it grow. The action has a cast bar and a conical ground indicator.

Fight difficulty: Being solo synced will have its share of problems. The trash mobs will take awhile without “Ultravibration”  being off cooldown and the mobs that can be washed off need to be frozen or slept so you can use the Water Conduit without being constantly hit. Getting mobs hit by Blooming Biloko’s AOE will make things easier when not using “Ultravibration”.

The first mini-boss hits hard and will need good mitigation and heals, as you may remember if you fought it to learn “Devour”. Vine Whip and its stack up attack Fault Warren hit hard. You need to make sure to run to the untargetable add to avoid its continuous breath attack. The second mini-boss can hurt with Stone II and Tectonics so heal and mitigate, her other attacks are largely avoidable. A party with good damage shouldn’t have too many issues dealing with the first 2 mini-bosses.

Synced the dungeon boss Tokkapchi will cause problems if people are careless. After it casts Mud Pie to summon a Mud Slime add do not let the add get hit by more than 1 AOE attack. If the add is hit by more than 1 AOE including getting pushed onto a goo covered platform the following Corrupture attack the Mud Slime does when it explodes will likely kill any non-tank BLU either directly or with a follow up attack from the boss like Quagmire before people have a chance to heal. Using “Sticky Tongue” on the add will let you much more accurately control where it ends up on the arena.

Mudsling is unmarked but its still a tank buster. Remember that the Quagmire AOE that players get marked with can overlap with the platforms and not get goo on them as long as the person’s actual character model is still standing on the grate. Unless the Mud Slime is right next to Tokkapchi when Feculent Flood is being cast you likely won’t be able to knock the add out of the AOE in time. The rest of the boss’ AOE should be easy enough to dodge and the 2 other Muddy Dorpokkur adds that spawn are inconsequential so they can be taken out without hassle.

Learn time: Solo synced you’re looking at maybe a 20 minute optimal run without deaths. With a decent synced group that doesn’t have wipes maybe a 13-15 minute run should be expected. Silly mistakes with the Mud Slime add are the most common form of death and will drag things out far longer than it should.

Requirements: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “Secret of the Ooze'' quest in Rhalgr's Reach (X:11.7,Y:11.9) from Sawney with at least a LV70 job.

Utility Notes: Feculent Flood is basically a standard Blue Mage 220 potency GCD spell with damage falloff and a range profile that has a very long area of effect. Compared to the attack used by Tokkapchi, your Feculent Flood is not a wide cone, but a straight line column shape. So you need to be more accurate to align multiple targets to be in the line of fire. No frills or bells and whistles, this spell is for when you need an Earth aspected action in the Masked Carnivale. Compared to its main competition “Plaincracker” which has to be close range to be effective, Feculent Flood will let you fire attacks off at a safe distance like what “Glower” is used for.

No.88: Angel's Snack

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes, it is possible to power-level yourself to LV70 solo.

Action frequency: N/A

Fight difficulty: Solo it will take a lot of kills to get to LV70, not hard, but it will take a good while. With a power-level buddy, killing overworld mobs after you hit them first with “Flying Sardine” will be far faster.

Learn time: Instant

Requirements: This is a Totem action. You need to get your BLU level up to 70 and collect your Angel’s Snack Totem.

Utility Notes: Currently part of the BLU endgame Healer action rotation. A must have heal for BLU groups, Angel’s Snack gives great party longevity and keeps everyone topped up during raid-wide damage, especially when combined with “Gobskin”. It needs to be used very carefully as the 2 minute cooldown will really restrict what situations you can use this spell in. In the Masked Carnivale and in Treasure Maps Angel’s Snack will make you hard to kill while the regen effect is up.

No.89: Chelonian Gate

Type: Magic

Aspect: Water

Rank: ✮✮✮✮

Recommended: Genbu LV70 [Dungeon Boss]

Location: Hells' Lid- The Polished Shell (X12.4,Y1.6)

[LV70 Dungeon]

Soloable: Yes, with “Basic Instinct”, “Mighty Guard”, and a Heal Mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive.

Action frequency: When Genbu actually uses Chelonian Gate seems to be based on both time and how much HP he has left. Solo, Genbu will use around 50% HP and with a group his HP is closer to 25%. You really can’t miss it as Genbu will stop the fight to become untargetable and cast Chelonian Gate. It’s that big shield that appears while knocking everyone back and you have to destroy it before the Genbu’s Focus gauge fills all the way.

Fight difficulty: Not too difficult with a full synced group. All the trash mob packs can be handled with “Ultravibration” and “The Ram’s Voice” except for the demon wall looking fire mobs called Nurikabe. It’s advised that you also use “Ultravibration” on Boltstorm Nue and Stillwind Nue before Genbu as they can take awhile to deal with. Solo, freeze or sleep the 2 of them and burn them down with “Missile” or fish for a “Doom” hit.

The first mini-boss Otake-maru shouldn’t cause problems if you watch out for all its attacks that are not marked. Like getting out of range of 100-tonze swing, staying away when drooling lava on a target, and staying away from the weapons it drops. The second mini-boss Kamaitachi can cause some issues. It has an unmarked tank buster and other attacks that will hit hard. You really want to stay away from the tethers zig-zagging across the arena to avoid Late Harvest and stay near the mini-boss to be able to get out of its Patient Blade attack which covers half the arena so you can get out of the AOE in time.

Genbu himself is fairly straightforward besides the unmarked tank buster which should be mitigated ahead of time if possible or healed through and having to pay attention to where the arrows are facing during Sinister Tide to avoid where the orb’s AOE is going to hit. Process the AOE attacks that come up and try not to be knocked into danger by Hell of Waves. Solo synced will require more action firepower to be able to break Chelonian Gate in time, in a group it shouldn’t take much to beat the DPS check.

Learn time: Genbu is the final dungeon boss so you’re in it for the long haul. In a synced group with the “Ultravibration” combo and a good action repertoire, without deaths on the way, you’re looking at a run a bit less than 15 minutes. Solo synced will be closer to around a 20-ish minute run without deaths.

Requirements: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “An Auspicious Encounter'' quest in The Ruby Sea (X:5.7,Y:15.7) from Soroban with at least a LV70 job.

Utility Notes: Currently part of the BLU endgame Tank action loadout. Chelonian Gate is only really meant to be used when using Tank mimic, as someone who may be using DPS mimic but has “Mighty Guard” to be an off-tank will probably be using “The Rose of Destruction”. BLU is still kind of squishy with Tank mimic and “Mighty Guard” so you need to be careful which attacks you try to mitigate with this spell. “Dragon Force” and “Diamondback” are much safer options.

Be very aware that like “Diamondback” you're locked into an unmoving pose and can’t act besides triggering Divine Cataract. Changing directions or moving at all will cancel the action and you’ll be eating a bunch of raw damage to the face. The extra damage you get from Divine Cataract when being a Tank mimic is a fair bit added to your overall DPS and can take a chunk out of trash nearby wailing on you. You can also try to boost the power of Divine Cataract but that requires extra forethought and fight knowledge in a boss fight to know a tank buster is coming before the attack has begun casting.

No.90: The Rose Of Destruction

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Ivon Coeurlfist LV70 [Dungeon Boss]

Location: The Temple of the Fist- The Closed Fist- Guidance- Enlightenment (X12.1,Y5.3) [LV70 Dungeon]

Soloable: Yes, with “Basic Instinct”, “Mighty Guard”, either Heal mimic or Tank mimic, and a good spell repertoire. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Gobskin” is almost required to be able to survive the final boss solo. There are parts of the dungeon that can cause problems solo such as the high damage from the larger pulls and boss mechanics.

Action frequency: Ivon Coeurlfist is scripted to use The Rose of Destruction about halfway through the battle after the Rhalgr's Piece proximity attack. It’s the stack up marker attack and has a cast bar.

Fight difficulty: A full synced group can burn through the trash mobs with “Ultravibration” and “The Ram’s Voice” fairly easily though damage from the bigger pulls is high so mobs need to be frozen right away when pulling is done. Solo synced large pulls may be too hard to handle before they can be frozen. Notably the trash mobs between the 2nd mini-boss and the final dungeon boss Ivon Coeurlfist are weak to “Saintly Beam”. In a group, since you’re just going to instantly delete all the packs with “Ultravibration” you won’t need to rely on “Saintly Beam”, but it is handy to use solo while “Ultravibration” is on cooldown.

A group shouldn’t have much difficulty with the Coeurl mini-bosses, at least compared to the horde of trash mobs before. Just watch out to where they jump to and avoid the overlapping AOE. You can either deal with them both at once or one at a time. While there aren’t many mechanics to process with the first mini-boss they can hit kind of hard solo if you’re not using a Tank mimic, still shouldn’t be too hard to deal with alone with adequate mitigation and healing.

The second mini-boss Arbuda can be a pain in the butt compared to the Coeurls. It forces a lot of repositioning and will punish mistakes with damage down debuffs and Vul stacks as well as deal a good chunk of damage, especially with its unmarked tank buster Fourfold Shear. You’re going to want a wide selection of powerful actions to deal with Arbuda solo. Make sure when the party is being chased around by Tapas AOE markers you don’t run into other attacks going off at the same time.

The final dungeon boss is the primary reason you would want to bring Heal mimic solo. Ivon Coeurlfist’s Touch of Slaughter deletes all your HP to 1 if not mitigated with “Gobskin” and immediate healing will be needed if HP gets reduced to 1. If you’re a Tank mimic you need to perfectly snapshot “White Wind” or “Swiftcast” “Rehydration” to get enough HP back so you don’t die instantly to the next follow up attacks. I mean you could also bring “Gobskin” as a Tank mimic but it will barely leave you alive with how little the shield potency will be. As a group “Gobskin” should still be used and immediate healing will be a priority.

Ivon Coeurlfist's other attacks aren’t nearly as much of a hassle to deal with. You mostly dodge out of the AOE while getting out of the path of the floating heads at the same time. Surprisingly the stack up attack you’re trying to learn, The Rose of Destruction, doesn’t hurt much with mitigation solo. If by yourself you really need to move to collect all the orbs when the boss starts casting Furious Fist, a group doesn’t worry about it as each person only needs to pick up a few orbs each. You still ultimately want a fairly wide selection of actions when alone to make the final boss go down as quickly and painlessly as possible.

Learn time: A synced full party with “Ultravibration” and “The Ram’s Voice” with a decent collection of actions should take less than 15 minutes without careless deaths and if no one has keeled over when the boss was finished off. A solo run is going to take closer to 20 minutes without too many deaths.

Requirements: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “To Kill a Coeurl'' quest in Rhalgr's Reach (X:12.9,Y:12.8) from Ortwin with at least a LV70 job.

Utility Notes: Currently part of the BLU endgame DPS and Healer action rotation and “Moon Flute” opener. You’re going to have The Rose of Destruction equipped most of the time. It does pretty high damage on a relatively shorter cooldown and since it’s technically a spell instead of an Ability it can be greatly amplified by “Bristle”. The knockback side effect really doesn’t come into play much as bosses are immune to its effect, so you may forget that this action does knockback in the first place. Having no element is nice and it opens up the opportunity to use it in element-restrictive rule sets within the Masked Carnivale.

No.91: Basic Instinct

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Master Coeurl LV24

Location: Upper La Noscea- Oakwood- Fool Falls (X8.7,Y21.2)

Soloable: Yes easily. Now wouldn’t that be ironic if the premier solo spell wasn’t accessible solo.

Action frequency: Master Coeurls will use Basic Instinct very soon after a fight starts. There will be a cast bar.

Fight difficulty: Easy, perhaps too easy. Chances are your BLU is a way higher level than LV24, so you might want to draw aggro with “Flying Sardine” or a cane wack. After you see Basic Instinct you may be able to one or two shot it with pretty much anything besides the fish.

Learn time: This should be very fast. A 2 star rank overworld spell will only take a few minutes at most.

Requirements: None

Utility Notes: It’s important to note that Basic Instinct will need to be cast every single time you die or go into a new duty. It’s also important to know that it will not work in the Masked Carnivale, as it’s only ever intended for 1 person. Funnily enough you can use Basic Instinct as the last man standing in party activity, if you wanted to really give “Final Sting” or “Self-destruct” some kick. Don’t forget to use “Mighty Guard” whenever you use this spell to tank.

With the combination of Basic Instinct and “Mighty Guard” you should be able to solo nearly any dungeon synced. Makes action learning vastly easier if you’re not having luck with learning unsynced or can’t find a party with the Party Finder in a reasonable amount of time.

No.92: Ultravibration

Type: Magic

Aspect: None

Rank:

Recommended: Kongamato LV68

Location: The Peaks- Wightrock (X15.6,Y25.1)

Soloable: Yes, easily around a similar level with adequate gear. Trying to fight this thing too early even at level 60 with iLV 270 and a chocobo helping will still incur a lot of damage.

Action frequency: Kongamato will use Ultravibration on occasion, you shouldn’t have to wait long to see it.

Fight difficulty: Kongamato shouldn’t put up too much of a fight if you are currently set up to fight it. If you want to get Ultravibration super early before LV60 you’re going to need at least a LV70 friend.

Learn time: It’s only a 1 star rank spell in the overworld so even if it takes awhile to fight a Kongamato at level 60 Ultravibration shouldn’t take too much time to learn.

Requirements: <Stormblood> This a Stormblood expansion area. You must have cleared the Heavensward expansion and all its main scenario quests as well as progress far enough into Stormblood to be able to access this area.

Utility Notes: Synergizes with “The Ram’s Voice”, “Northerlies”, “Cold Fog”, “Level 5 Petrify”, and “Hydro Pull”. Sort of part of the set of BLU cheese flat damage / instant death spells. While it can instantly delete mobs, it can’t do anything on its own at all. This is the premier trash cleaner and easily learnable to boot. Ultravibration is one of the main reasons you’re going to want to power-level BLU before doing too many dungeons. With a group of Blue Mages taking turns using this spell your party can clear dungeons at ridiculous speed. After keeling over in a dungeon pull gone wrong Ultravibration will come off cooldown so you’ll be able to deal with that mob pack easier when your party pulls it again.

Nearly all Moogle Tome farms that use BLU to run dungeons require every person to have “The Ram’s Voice” and Ultravibration. You’re going to want to use this spell over “Level 5 Death” most of the time due to it working at any level, having a much shorter cooldown, and ignoring death immunity to mobs that can be frozen and petrified. There are multiple ways to inflict freeze on mobs but “The Ram’s Voice” has by far the best synergy. Due to the limited range of both of the spells in the RV and UV combo you should heavily consider also bringing along “Hydro Pull” to compensate. It is important to remember that you should not abuse Ultravibration in events that involve FATE farming, as this will rob other players of credit for that FATE if used before other people in the zone have adequate participation in that FATE.

93

Type: Magic

Aspect: Ice

Rank: ✮✮

Recommended: Alte Roite LV70 [Raid Boss]

Location: Deltascape V1.0- Dimension Castle [LV70 Raid]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

94

Type: Magic

Aspect: Fire

Rank: ✮✮✮✮

Recommended: Omega LV70 [Raid Boss]

Location: Alphascape V3.0- The Interdimensional Rift- Final Verification

 [LV70 Raid]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

No.95: Dragon Force

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Probably not, chances are you needed to get a party to help with learning at least a few of the prior 100 actions.

Action frequency: N/A

Fight difficulty: Some of the fights for spells or Totems might have caused trouble and made you curse your luck, especially if solo.

Learn time: Instant

Requirements: This is a Totem action. You need to learn 100 other BLU actions and collect your Dragon Force Totem.

Utility Notes: Currently part of the BLU endgame Tank action loadout. A must have spell for any aspiring BLU tank, we actually get mitigation that lets us move and act at the same time as we’re bracing for damage. Combined with tank mimic, “Mighty Guard”, and “Devour” you should be able to eat a tank buster with Dragon Force without needing “Diamondback” every time. While Dragon Force is also super cheap to cast, you can only do so with a base 2s cast time and a whole 2 minute recast time. So you may need to use “Swiftcast” to get Dragon Force out in time and also be somewhat selective to what damage you mitigate with it.

In the Masked Carnivale you’re prohibited from using Dragon force with the “Advanced Spellcasting”, “Beginner Spellcasting”, and “Let’s Get Physical” challenges, though in the Masked Carnivale the only mitigation that will usually be required to survive mechanics will be “Diamondback”.

No.96: Aetherial Spark

Type: Magic

Aspect: None

Rank:

Recommended: Salt Dhruva LV69

Location: The Lochs  (X25.0,Y22.8) (X28.6,Y25.7) (X29.7,Y26.1) (X30.9,Y22.9) (X32.1,Y21.2) (X31.8,Y23.7)

Soloable: Yes, easily around a similar level with proper gear.

Action frequency: Salt Dhruva should use Aetherial Spark shortly after a fight starts. It’s an interruptible cast bar so try not to use “Bad Breath” during the cast.

Fight difficulty: Being around LV69 with up to date gear for your level should make this easy.

Learn time: Super fast, an overworld 1 star rank spell will only take a few minutes at most.

Requirements: <Stormblood> This a Stormblood expansion area. You must have cleared the Heavensward expansion and all its main scenario quests as well as progress far enough into Stormblood to be able to access this area.

Utility Notes: The main problem with Aetherial Spark is that its bleed DoT can’t be stacked with “Song of Torment” or “Nightbloom”, due to this you’re going to be using a slot taking those 2 actions instead the large majority of the time. “Nightbloom” has an AOE effect so you’ll prefer that for mob packs that you’re not instantly deleting with “Ultravibration” or “Level 5 Death”. Aetherial Spark has a niche use when both “Nightbloom” and “Ultravibration” / “Level 5 Death” is on cooldown, which only really happens if solo. In this situation you’ll want to buff Aetherial Spark with “Bristle” like you do every time “Song of Torment” is cast. The spell will supplement your damage on the mob pack you’re currently working on.

No.97: Hydro Pull

Type: Magic

Aspect: Water

Rank: ✮✮✮✮

Recommended: Kelpie LV70 [Dungeon Mini-boss]

Location: The Drowned City of Skalla- Lookback Cave- The Green Screams- The Shallows (X10.7,Y11.4) [LV70 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Might Guard”, and a Heal mimic or Tank mimic. This shouldn’t be too difficult to do.

Action frequency: Kelpie uses either Hydro Push or Hydro Pull, which is the action you’re after, shortly after Rising Seas which makes the water surrounding the arena dangerous. If Hydro Push is used instead, then Hydro Pull will be used after Bloody Puddle and a bubble tethers to players. The action is indicated when Kelpie rushes to one of the edges and a cast bar.

Fight difficulty: Luckily Hydro Pull comes from the first mini-boss so there aren't other bosses or much trash to get in the way. If doing this solo you may want to hold off on using “Ultravibration” on the first couple of packs, instead using it on the Swallow Larvae and Salt Swallow once all of them have been pulled together.

Synced, Kelpie is easy enough, even solo. Though its tank buster Torpedo is unmarked and will still hit very hard so “Gobskin” should be used if you’re using Heal mimic. 6.5 update patch notes mention a change to Kelpie but the fight seems to be pretty much the same except the bubble chasing tethered players appear to be moving slower. It’s simple enough to position yourself for Hydro Push and Hydro Pull then maneuver where the bubbles blow up.

Learn time: Doing this synced with a group will be very fast. The few trash packs in the way can be quickly erased with “Ultravibration” and “The Ram’s Voice”. Your party can burn through Kelpie’s HP fast with a moderately powerful action loadout, as long as you just make sure Hydro Pull is cast. Solo will be a bit slower, but as long as you avoid a careless wipe this should be one of the faster dungeon runs for an action.

Requirements: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “The Mad King's Trove” Main Scenario Quest in The Lochs (X:32.0,Y:33.0) from Alphinaud with at least a LV70 job.

Utility Notes: Hydro Pull has average damage with a large range profile, but that’s probably not why you’re here. This spell has a unique powerful effect that no other action in the game can do outside of PVP. The draw-in that Hydro Pull does synergizes perfectly with your premier trash cleaners “Ultravibration” and “The Ram’s Voice” or “Level 5 Death”. The trash cleaners have a pretty limited range and long cooldowns so being able to actually hit an entire pull at once is essential. Hydro Pull will also disrupt the attacks of nearby mobs it effects during draw-in.

The draw-in only works on trash mobs in the overworld including FATEs, trash in regular dungeons, and certain stages in the Masked Carnivale. So you won’t be able to abuse this power inside Treasure Map Portals, but its fine for treasure chest mobs that appear in the overworld. There are times in the Masked Carnivale that while the draw-in would be useful, the additional damage Hydro Pull does will cause problems.

One particular use of Hydro Pull of note is in Masked Carnivale stage 27. Normally what can be an annoying and frustrating stage for many can have its difficulty trivialized with this spell. While the easiest way to deal with Typhon would be to wait for the 3rd wave of bombs and draw-in all the bombs under it for an instant kill, Typhon can even be dealt with as early as the first bomb wave by compensating for the Snort that blows the bombs away the first time.

No.98: Malediction of Water

Type: Magic

Aspect: Water

Rank: ✮✮

Recommended: Sai Taisui LV70 [Dungeon Mob]

Location: The Swallow's Compass- The One River- Wrathful Current (X12.2,Y8.3) [LV70 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and a Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. This is a bit of a pain in the butt to solo as there are multiple mobs immune to freeze and “Missile” at the beginning of the dungeon.

Action frequency: Malediction of Water is a bit strange, as only a certain specific Sai Taisui mob uses it at all. The actual mob that uses the action is in the narrow hallway portion of the dungeon indicated on the map shown above with the walls that stop you from being washed away by water. It’s a bit past the first mini-boss Otengu. You’ll know the action was used when you see the giant AOE that covers the entire path. The Sai Taisui using Malediction of Water will have a cast bar and ground indicator.

Fight difficulty: A synced party with a decent action set should be able to chew through most of the trash mobs easy enough with “Ultravibration” and “The Ram’s Voice” except for the Sai Taisui and Geomantic Kiyofusa. “Missile” will work on the Geomantic Kiyofusa but not the Sai Taisui, so they’ll need to be taken out the hard way. Remember that the Sai Taisui that you fight before the first mini-boss won’t use Malediction of Water so you don’t need to hold back to wait for the action you’re looking for to be cast.

Mini-boss Otengu can hurt with its unmarked Might of the Tengu tank buster, otherwise he’s simple enough to deal with. Simply avoid all the floating Embers moving around while dealing with the other mechanics going off. The Embers do have a pretty big explosion AOE when you combine all their effective range together. “Gobskin” should be enough to soak the majority of the unavoidable damage. You shouldn’t have issues solo besides having to heal a bit more.

Learn time: Not too long in a synced group as the target mob is earlier than the halfway point in the dungeon, but a few mobs are immune to freeze and flat damage or death effects which will slow things down. The first mini-boss Otengu can be burned down quickly. In total learning this spell will take several minutes or so.

Solo synced will take awhile longer but luckily “Ultravibration” and “Missile” can still handle most of the mobs. Otengu can hit pretty hard if you’re not a Tank mimic, so it will take some extra time to shield with “Gobskin” and heal. You’re looking at a run a few minutes longer by yourself.

Requirements: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “Tortoise in Time” quest in The Ruby Sea (X:27.9,Y:16.4) from Bunchin with at least a LV70 job.

Utility Notes: Malediction of Water certainly is a spell isn’t it. You may be wondering “Why oh why would I use this spell when I could use Protean Wave?” And I would say “You know that’s a very good question.” Typically shoving party members around and possibly killing them isn’t exactly a good way to make friends. “Protean Wave” has comparable range but with an arguably better range profile since it has a wider conical AOE shape instead, a cheaper MP cost, a higher potency, and a more powerful knockback that also doesn’t make your teammates want to throw you into a nearby dumpster.

As for practical uses in combat the only one you’re likely to see is in the Masked Carnivale, if there’s weekly challenges for both Beginner Spellcasting and Mastery of Water as well as needing a spell with an AOE effect or knockback. The community has also come up with a kind of wacky air-hockey type sport being referred to as “Ballafell”. In the game 2 teams of players and 1 “ball” player, who are all in the same party so Malediction of Water will affect everyone playing, will use the spell to push the ball player into a designated goal on a housing plot. Since Malediction of Water only works in combat a training dummy is used as part of the field of play to trigger the combat flag.

No.99: Choco Meteor

Type: Magic

Aspect: None

Rank:

Recommended: Courser Chocobo LV53

Location: Dravanian Forelands- Chocobo Forest (X34.8,Y28.9) (X37.4,Y23.7) (X40.1,Y27.4)

Soloable: Yes, around a similar level. Being LV50 with iLV 130 gear should be more than enough, but they do hit hard when you’re at that level.

Action frequency: The Courser Chocobo will use Choco Meteor pretty frequently.

Fight difficulty: Fairly easy, but they do hurt more than you might expect around LV50.

Learn time: Should only take a minute or 2 at most being a 1 star rank overworld spell.

Requirements: <Heavensward> This a Heavensward expansion area. You must have cleared A Realm Reborn and all its main scenario quests as well as progress far enough into Heavensward to be able to access this area.

Utility Notes: First and foremost do not forget to summon your personal combat chocobo when getting into fights in the overworld if you plan on making extensive use of Choco Meteor. Also make sure to keep an eye on your choco’s health in some of the crazier FATE fights as you don’t want to lose out on a ton of damage cause you didn’t realize your buddy has been dead for 5 minutes. This spell is the defacto overworld GCD spell to use when your hard hitting spells like “Triple Trident” or Abilities like “Eruption” are on cooldown. A 300 potency spell that’s spammable at will is nutty, they should just call this thing the FATE eraser.

No.100: Matra Magic

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Probably not, chances are you needed to get a party to help with learning at least a few of the prior 100 actions.

Action frequency: N/A

Fight difficulty: Some of the fights for spells or Totems might have caused trouble and made you curse your luck, especially if solo.

Learn time: Instant

Requirements: This is a Totem action. You need to learn 100 other BLU actions and collect your Matra Magic Totem.

Utility Notes: Currently part of the BLU endgame DPS action rotation and “Moon Flute” opener. Matra Magic is extremely powerful when used with DPS mimic, “Bristle”, and “Moon Flute”. You should always buff the damage of this spell when it comes off of cooldown as much as that particular fight will allow.

The only real downsides to using Matra Magic is that you have to have DPS mimic on to actually make it useful and a number of Masked Carnivale challenges exclude it like “Advanced Spellcasting”, “Beginner Spellcasting”, and “Let’s Get Physical”.

101

Type: Physical

Aspect: Blunt

Rank: ✮✮✮✮

Recommended: Omega LV70 [Raid Boss]

Location: Alphascape V3.0- The Interdimensional Rift- Final Verification [LV70 Raid]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

No.102: Both Ends

Type: Physical

Aspect: Blunt

Rank: ✮✮✮✮✮

Recommended: Qitian Dasheng LV70 [Dungeon Boss]

Location: The Swallow's Compass- Dairyu Chain- Serenity (X11.2,Y6.2) [LV70 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and a Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Gobskin” will be needed to mitigate tank busters and stack up attacks if not using a Tank mimic. This is the final dungeon boss you’re learning from so you’re in for a fight alone.

Action frequency: A version of Both Ends is scripted to be used shortly after the battle starts, after the boss uses The Short End and dangerous zone forms around the perimeter of the arena. Both Ends is strange with how the action has 2 distinct animations when Qitian Dasheng casts it. One form of the attack is a close range AOE, short staff, and a ground indicator. The other form has the staff extend and glow with electricity before a donut AOE is cast. Both forms have cast bars, so pay attention to what the staff is doing while the action is being channeled. As far as I know, either form of Both Ends being used will count towards learning the action successfully.

Fight difficulty: If you’re already running the dungeon for “Malediction of Water” that’s a chunk of Swallow’s Compass done. Though you still have a whole lot of extra trash, a mini-boss, and the final boss Qitian Dasheng to deal with. “Ultravibration” and “The Ram’s Voice” will be able to handle most trash mobs except Geomantic Kiyofusa which you can use “Missile” on and Sai Taisui which have to be taken out the hard way every time you see them in the dungeon. Doing trash solo in the beginning can be annoying as you're forced to do tiny pulls and clear each room before the first mini-boss so “Ultravibration” has limited effect.

Dealing with the first mini-boss Otengu will be the same strategy given for the run with “Malediction of Water”. Otengu can hurt with its unmarked Might of the Tengu tank buster, otherwise he’s simple enough to deal with. Simply avoid all the floating Embers moving around while dealing with the other mechanics going off. The Embers do have a pretty big explosion AOE when you combine all their effective range together. “Gobskin” should be enough to soak the majority of the unavoidable damage. You shouldn’t have issues solo besides having to heal a bit more.

The second mini-boss Daidarabotchi does have some dangerous attacks. The safest place to be is right in front of it and in the middle so you’re able to dodge left and right to avoid the arm slams and the cone AOE attack. The main thing to worry about in that position is when a player is targeted with a marker and chased with AOE spikes shooting out of the ground. The large puddle in the middle of the arena that forms after a punch limits space to maneuver. Solo will take longer but there’s also less AOE to dodge since there aren't as many players to target.

The final dungeon boss Qitian Dasheng can hit hard and you don’t want to take the unmarked tank buster The Short End or the stack up attack Five-Fingered Punishment without mitigation if not using a Tank mimic. Besides those attacks you primarily need to pay attention to what version of Both Ends he’s using cause it will knock you into the danger zone if it hits. The Servant of the Sage add damage will really add up, especially if solo. In the second phase after the boss splits into 2 mobs the party mainly needs to go to the correct clone during their Both Ends cast while resolving other mechanics going off at the same time. If someone bites the dust while one of the boss clones dies you can still revive and kill the other Shadow of the Sage. If no one has “Angel Whisper” reviving anyway to the start of the dungeon should still let you learn Both Ends as long as you’re alive when the next clone dies. Solo will be much more punishing without a really good action repertoire and you’ll be taking way more damage.

Learn time: A synced party without deaths will still take a little while through the entire dungeon. A few mobs are immune to being frozen in the beginning of the dungeon. Still, “Ultravibration” will still be able to keep things moving at a brisk enough pace. A good run will take maybe around 15 minutes. A solo synced run will take closer to at least 25 minutes.

Now, you could run the dungeon unsynced and try to farm the Shadow of the Sage when the boss splits into 2 distinct mobs with Splitting Hairs. Killing one of the clones when both mobs are at low HP and keep letting Splitting Hairs be cast to get another Shadow of the Sage. I wouldn’t recommend this method as Both Ends is a 5 star rank Ability action with a really low learn rate unsynced, so you may spend so much time farming that it would be less of a hassle to run the dungeon once synced.

Requirements: <Stormblood> This is a Stormblood expansion dungeon. You must have cleared Heavensward and all its main scenario quests as well as progress far enough into Stormblood to be able to access the quest to unlock this dungeon.

You must accept the “Tortoise in Time” quest in The Ruby Sea (X:27.9,Y:16.4) from Bunchin with at least a LV70 job.

Utility Notes: The action that BLU learns is essentially a combination of both versions of Both Ends that the boss uses. Both Ends is very powerful, suffers no damage falloff, and has some kind of ridiculous range to the point of almost having too much range. Unfortunately Both Ends shares a cooldown with one of the most powerful actions, Nightbloom. Typically Both Ends will only be used instead in certain challenges in the Masked Carnivale or situations where a lot of trash is going to die very quickly, faster than Nightbloom’s DoT can tick.

It is particularly useful in the Masked Carnivale when you can only rely on physical type actions. You need to be very careful when using Both Ends in the Goldor duty A Golden Opportunity, when you’re doing the “All That Glitters Is Blue” achievement for the Gentlemage’s Umbrella. Since you’re not allowed to destroy the Gilded Crystal in act 2 you need to be on the absolute opposite side of the arena when using Both Ends so you don’t hit it by accident as the action’s range is just that huge.

103

Type: Physical

Aspect: Blunt

Rank: ✮✮✮✮✮

Recommended: Suzaku LV70 [Trial Boss]

Location: Hells' Kier [LV70 Trial]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

104

Type: Magic

Aspect: None

Rank: ✮✮✮✮✮

Recommended: Tsukuyomi LV70 [Trial Boss]

Location: Castrum Fluminis [LV70 Trial]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

No.105: Goblin Punch

Type: Physical

Aspect: Blunt

Rank:

Recommended: Hobgoblin LV70

Location: Kholusia- The Bright Cliff- Cracked Shell Beach (X36.2,Y29.2) (X33.7,Y31.5)

Recommended: Hobgoblin Guard LV78

Location: Kholusia- Scree (X25.9,Y9.2)

Soloable: Yes, easily around LV70 with appropriate gear.

Action frequency: The Hobgoblin will use Goblin Punch periodically, it shouldn’t take long to see it. There is no cast so you need to look for the animation of multiple punches going off or look at the combat log.

Fight difficulty: Easy, around LV70 the Hobgoblin doesn’t really pose too much of a threat.

Learn time: Really fast, it’s a 1 star rank overworld spell. Should only take a minute or 2 to get.

Requirements: <Shadowbringers> This a Shadowbringers expansion area. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access this area.

Utility Notes: Currently a part of the BLU endgame rotation for Tanks. Behold the one and only front positional attack. Goblin Punch effectively replaces “Sharpened Knife” if you plan on tanking and expect to stare face to face with a boss often. The damage this spell gets when you have “Basic Instinct” and “Mighty Guard” on while facing a target’s front is pretty nuts. You may want to get Goblin Punch before you do a lot of dungeons solo. When going for the secret achievement “All That Glitters Is Blue” Goblin Punch will likely make up a good chunk of the total damage you’re going to do in the second act. If you’re not planning on actively tanking you’re better off sticking to “Sonic Boom” inside duties as the default GCD spell.

No.106: Right Round

Type: Physical

Aspect: Blunt

Rank: ✮✮

Recommended: Greater Armadillo LV77 [Dungeon Mini-boss]

Location: Malikah's Well- The Jade Paths- Terminus

 (X12.5,Y10.8) [LV77 Dungeon]

Soloable: Yes, easily synced with “Basic Instinct”, “Mighty Guard”, and Heal mimic or Tank mimic.  A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Gobskin” will be needed to mitigate tank busters and stack up attacks if not using a Tank mimic.

Action frequency: Right Round is scripted to happen shortly after Greater Armadillo is pulled, after the stack up attack Head Toss causes the mini-boss to lose the spiky ball it holds at the end of its tail. It will tether to the ball and begin to channel Right Round with a cast bar, then spin around and knock back any nearby players while picking the spiky ball back up.

Fight difficulty: There’s only a couple packs of trash on the way to Greater Armadillo and its the first mini-boss at the start of the dungeon. “Ultravibration” and “The Ram’s Voice” will make short work of the trash pulls.

To make things even easier Greater Armadillo is vulnerable to the BLU cheese so after it uses Right Round the party should fire away with a “Missile” barrage or you could try to fish for a “Doom” hit. Do be aware that the mini-boss can still hurt with its tank buster Stone Flail and stack up attack Head Toss if solo.

Learn time: Very fast for a dungeon spell, even solo synced. Should only take several minutes at most.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “A Fresh Start” Main Scenario Quest in Amh Araeng (X:15.8,Y:29.1) from Ryne with at least a LV77 job.

Utility Notes: Primarily used just for fun. Right Round is one of the only options to knock back a crowd of trash mobs surrounding you, but your party members probably won’t appreciate it as well. While damage is low against single targets there is no falloff so this spell is almost as strong as most other AOE spells when used against several mobs. It probably shouldn’t be used to fling you and half the party off the platform in Eden's Promise: Eternity during the add phase that time you were helping a BLU party learn “Laser Eye”. This is another spell that can be used while playing Ballafell to clear space around yourself from other players and move the “ball” around.

No.107: Schiltron

Type: Magic

Aspect: None

Rank:

Recommended: Long-tailed Armadillo LV77

Location: Amh Araeng- The Southern Hills of Amber (X18.0,Y29.9) (X15.0,Y31.4)

Soloable: Yes, easily around a similar level with proper gear.

Action frequency: Schiltron should be used shortly after a fight starts.

Fight difficulty: Easy as long as you don’t try to fight it too early solo.

Learn time: Super fast, a 1 star rank overworld spell like this will only take a minute or 2 at most.

Requirements: <Shadowbringers> This a Shadowbringers expansion area. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access this area.

Utility Notes: Schiltron has very niche uses. Most of the time packs of trash mobs are taken out with crowd control like “Ultravibration” / “Level 5 Death” or powerful Abilities while frozen to prevent excess damage to you. Schiltron can help supplement damage when you’re solo tanking with Tank mimic but it can’t reduce damage like “Ice Spikes does with its slow effect. If you’re getting beat up by so many mobs that you want to get good use out of this spell you’re not going to survive long solo unless you’re healing constantly. If you’re not going to use Tank mimic you’re going to be better off using “Ice Spikes” if you want to supplement your damage while taking less damage yourself.

No.108: Rehydration

Type: Magic

Aspect: None

Rank:

Recommended: Slippery Armadillo LV70

Location: Amh Araeng- Qasr Sharl (X32.5,Y9.3)

Soloable: Yes, easily around a similar level.

Action frequency: Slippery Armadillo should use Rehydration after being damaged shortly after starting battle. It’s an interruptible cast bar so be careful to not use “Bad Breath” or “Flying Sardine”.

Fight difficulty: If you’re coming in geared at iLV 400 from Stormblood BLU content you shouldn’t have any problem.

Learn time: Super fast. A 1 star rank overworld spell will only take a minute or 2 to learn.

Requirements: <Shadowbringers> This a Shadowbringers expansion area. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access this area.

Utility Notes: Rehydration has niche uses. It has a way too long of a cast time, but is very affordable MP wise. Most of the time to heal as a BLU you’re going to be using “White Wind” if you’re not in Heal mimic. When you are Heal mimic you’ll be doing “Pom Cure” or “Exuviation” instead. Rehydration is most useful as a very frugal heal or as a panic button with “Swiftcast” when acting as a solo, usually as Tank mimic.

It can come in quite handy when doing treasure map dungeons solo. In treasure map dungeons some mobs have tank busters combined with auto attacks that follow it and also sometimes adds that will destroy your life without the extra durability that Tank mimic will provide. On top of that treasure map dungeon mobs can’t be frozen. In this case you can use Rehydration when you want to conserve MP or if “White Wind” would not be practical.

No.109: Breath of Magic

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Yes, it is possible to power-level yourself to LV80 solo.

Action frequency: N/A

Fight difficulty: Luckily if you went through all the trouble to level to 70 for “Angel’s Snack” you’re most of the way there. Solo is still a bit of a slog so getting a power-level buddy is preferable to make the fighting faster.

Learn time: Instant

Requirements: This is a Totem action. You need to get your BLU level up to 80 and collect your Breath of Magic Totem.

Utility Notes: Currently part of one version of the BLU endgame DPS action rotation and “Moon Flute” opener. Fired from the face. A must have spell. While very powerful, especially when boosted with “Bristle” and “Moon Flute”, its potential diminishes with duties requiring more players. Someone still should definitely use Breath of Magic in 24-man raids cause it’s a free increase to DPS. There’s also the inverse with duties designed to handle fewer people like the Masked Carnivale, in which Breath of Magic and “Mortal Flame” do an incredible portion of your damage to susceptible enemies.

Be aware of the range limitation of this spell as you need to be somewhat close to targets and you should always boost the damage of it as much as possible when reapplying the DoT when it wears off. Being an AOE spell with no damage falloff is handy though most mob trash packs will die way before the DoT expires while in a party. When participating in a party with other Blue Mages one person should have Breath of Magic and a different person should have “Mortal Flame”.

No.110: Wild Rage

Type: Physical

Aspect: Blunt

Rank: ✮✮✮✮

Recommended: Spectral Berserker LV80 [Dungeon Boss]

Location: The Heroes' Gauntlet- The Luminous Sanctuary- Illuminated Plaza- Lakeland (X14.9,Y10.9) [LV80 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, Heal mimic or Tank mimic, “Gobskin”, and very importantly “Diamondback”.  A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Diamondback” is so necessary solo as it is very likely you will not survive Spectral Berserker without it. A wide action repertoire will make this dungeon solo vastly easier.

Action frequency: Spectral Berserker is scripted to use Wild Rage not too long into the encounter, it’s used after Beastly Fury segments the arena and the stack up attack Wild Anguish. Wild Rage has a cast bar and a large blue knockback ground indicator. The attack will leave a deep crater and is only ever used twice.

Fight difficulty: A synced party with adequate gear and action selection will be able to clear the trash pulls pretty fast. “Ultravibration” and “The Ram’s Voice” works well though some pulls are staggered like with the Spectral Paladin being immune to freeze or insta-death effects. The random trash mobs in this dungeon also seem to be immune to draw-in effects from “Hydro Pull”. Solo synced you should be taking advantage of the NPCs helping when possible during “Ultravibration” downtime and things will be a fair bit slower.

Just bring “Missile” or “Doom” for the Spectral Thief as it’s vulnerable to being cheesed. Spectral Thief can hit hard with the tank buster Spectral Dream if you let it. The second mini-boss Spectral Necromancer will actually put up a fight. You may want to bring “Exuviation” cause she has a very wide cone AOE called Absolute Dark II that inflicts doom. “Gobskin” will be useful to deal with her tank buster and Necroburst. At times there won’t be much space to maneuver but she shouldn’t cause too much trouble with mitigation and you’re not caught up in a big Necrobust with 5 zombies or get doom without “Exuviation”. When solo kite the zombies close together and make sure they’re not surrounding you when the crawling one pins you in place.

The final dungeon boss Spectral Berserker can be a menace. Dude hits like a freight train on steroids with multiple attacks that can one shot people even with “Gobskin” mitigation if mechanics are not processed properly. This is primarily a problem when solo, Wild Anguish will almost certainly one shot you if taken alone without “Diamondback”. During Wild Rage you can’t stand inside the blue knockback AOE indicator and for Wild Rampage you must remember to stand inside the crater. Failure to do these things will kill a BLU instantly and the party has limited rezing available.

Learn time: A synced party with good damage and minimal deaths should take around 15 minutes. A solo synced player with pretty good damage and no deaths will be closer to a bit over 20 minutes. This assumes that the party wasted the first mini-boss Spectral Thief with the BLU cheese to make things go faster.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “The Converging Light” Main Scenario Quest in Kholusia (X:11.5,Y:33.1) from Y'shtola with at least a LV80 job.

Utility Notes: Synergizes with “Revenge Blast”, Wild Rage won’t kill you directly if you use it a couple times to force your HP down into “Revenge Blast” optimal range. Of course this is incredibly risky so you need to know when any raid-wide damage will come and you can’t be tanking or expect to rip aggro as literally any damage will destroy you. While this spell is fairly strong it also has a long cast time and you have to be aware of how close to a target you are.

The party you’re in should know that you’re going to use the Wild Rage and “Revenge Blast” strategy ahead of time so they don’t start panic healing. I would only suggest you use Wild Rage if you know exactly what you’re doing, are completely versed in the encounter’s scripted events, and have optimal coordination with whoever may be healing. Wild Rage and “Revenge Blast” are highly impractical to use inside the Masked Carnivale unless you are able to completely avoid any damage so it won’t see much use there.

No.111: Peat Pelt

Type: Magic

Aspect: Earth

Rank: ✮✮

Recommended: Mudman LV80 [Dungeon Mini-boss]

(Not to be confused with the A-rank hunt mark The Mudman)

Location: Matoya's Relict- Grimegrot- Clayclot Cauldron (X11.2,Y8.2) [LV80 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, a Heal mimic, Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Gobskin” should be taken if Heal mimic is used.

Action frequency: Peat Pelt is used early into the encounter after the Hard Rock tank buster and Petrified Peat. Petrified Peat will have AOE indicators that turn into puddles and mud balls will quickly drop onto them. Mudman will then have a Peat Pelt cast bar in which the mud balls that dropped down will tether to players. Do not get overzealous with flat damage / instant death BLU cheese on Mudman before it uses Peat Pelt.

Fight difficulty: Easy enough with the right spells, even synced solo. The trash on the way to the Mudman mini-boss can be quickly dispatched with “Ultravibration”, “The Ram’s Voice”, and “Hydro Pull”. Mudman’s tank buster Hard Rock should be mitigated because it can still hurt. Then the mud balls from Peat Pelt should be flushed down the holes to avoid excess damage assuming the mini-boss lives that long. Mudman should be disposed of with the BLU cheese after it uses Peat Pelt at the beginning of the battle. A “Missile” barrage or a successful hit with “Doom” should do the trick. Solo will force you to do one of the trash mob pulls the hard way but it should be manageable with a pretty good action repertoire and “The Ram’s Voice”.

Learn time: Very fast for a dungeon action. Mudman being the first mini-boss and vulnerable cheesing will make things even faster.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “Like Master, Like Pupil” Main Scenario Quest in Limsa Lominsa Upper Decks (X:9.0,Y:13.5) from Y'shtola with at least a LV80 job.

Utility Notes: Synergizes with “Deep Clean”. You will not be using Peat Pelt on its own for damage as its potency and duration is way too low for that. It needs to function as a pair with its counterpart “Deep Clean” to inflict the Begrimed DoT for the other spell to proc its effect when used. Peat Pelt could be used so another individual would cast “Deep Clean” to get its effect on themselves instead, but Peat Pelt will be most useful when solo to cast on several trash mobs to inflict Begrimed on as many targets as possible.

No.112: Deep Clean

Type: Physical

Aspect: Blunt

Rank: ✮✮✮

Recommended: Seeker Of Solitude LV80 [Dungeon Mini-boss]

Location: The Grand Cosmos- The Chivalric Sphere- The Martial Court (X11.2,Y14.8) [LV80 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and a Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Gobskin” will be needed to mitigate tank busters and stack up attacks if not using a Tank mimic.

Action frequency: Deep Clean is scripted to happen shortly after the pull. The Seeker Of Solitude mini-boss will use Tribulation to create DoT puddles and a several seconds later untargetable broom adds move across the arena and stop on the Tribulation puddles, then do an AOE attack animation that erases the puddle. That swirling animation which gets rid of the black puddles is Deep Clean. Even though it appears that the adds are the ones using Deep Clean, the game still counts Seeker Of Solitude as the caster of the action when you get the kill to learn this spell.

Fight difficulty: The trash mob packs before Seeker Of Solitude are easily eliminated with “Ultravibration” and “The Ram’s Voice”. A solo player will need to take out the trash the hard way while “Ultravibration” is on cooldown. Luckily you learn Deep Clean from the first mini-boss so there isn’t much fighting to get to this point in the dungeon.

Seeker Of Solitude itself can cause some problems due to the sheer amount of AOE attacks going off all at the same time. You need to avoid the Tribulation puddles while dodging the brooms along their path and the Deep Clean AOE as well as take attacks directly coming from the mini-boss. The main threat is being pinballed all over the place from one broom into another or into puddles and AOE, racking up Vul stacks. “Gobskin” should be used to mitigate, but reducing damage from the tank buster and stack up attacks is most vital solo and when not using Tank mimic. If solo you’re going to want a powerful action set to clear the mini-boss as painlessly as possible.

Learn time: Fairly fast for a dungeon action. A prepared party will clear out the few trash mob packs before the first mini-boss quickly. Solo will need more time to clear trash out of the way and a wide variety of actions to burn them down when frozen.

Seeker Of Solitude can be burned down fast with a party well equipped with actions. Though the mini-boss can slow things down with the sheer amount of dodging you have to do.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “A Grand Adventure” Main Scenario Quest in The Ocular from Crystal Exarch with at least a LV80 job. The Ocular is a sub area inside of The Crystarium you access by talking to the Crystarium Gatekeep (X:13.5,Y:11.3).

Utility Notes: Synergizes with “Peat Pelt”. The damage Deep Clean does is very average and there are better options for raw power in a physical spell. What Deep Clean can shine with is its utility, no pun intended. You don’t want to use this spell on its own as its additional effect will only activate when “Peat Pelt” is used first and Begrimed is inflicted. Deep Clean’s additional effect is also amplified when using Heal mimic. It’s best used soloing multiple mobs in a trash pack in a dungeon, map portal, or FATE to supplement healing when you’re expecting incoming damage.

113

Type: Physical

Aspect: Slashing

Rank: ✮✮✮✮

Recommended: The Ruby Weapon LV80 [Trial Boss]

Location: Cinder Drift [LV80 Trial]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

114

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Titania LV73 [Trial Boss]

Location: The Dancing Plague [LV73 Trial]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

115

Type: Magic

Aspect: None

Rank: ✮✮✮✮

Recommended: Eden Prime LV80 [Raid Boss]

Location: Eden's Gate: Resurrection- The Core [LV80 Raid]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

No.116: Conviction Marcato

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Forgiven Obscenity LV79 [Dungeon Boss]

Location: Mt. Gulg- The False Prayer- The Winding Flare-The Cant Below (X11.2, Y14.1) [LV79 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind” is necessary to survive. “Gobskin” will be needed to soak up damage if using a Heal mimic. This is going to be rough alone if you’re going to do large pulls and don’t have a good selection of powerful actions.

Action frequency: Conviction Marcato is scripted to be used after the boss uses Divine Diminuendo twice, approximately 45 seconds into the battle. The attack has a cast bar and a channeling animation to show where it’s going to hit, which will be in front of the boss and on diagonals where the glowing discs appear.

Fight difficulty: You can make absolutely humongous trash mob pulls in this dungeon which can make things faster, but much harder if the party can’t manage all the incoming damage. “The Ram’s Voice” should be used right away once mob pulling comes to a stop. “Hydro Pull” is highly recommended to grab as many mobs into the range of “The Ram’s Voice” as possible after the initial freeze used to halt incoming damage. Be aware that there can be so much trash in the pull that the mobs will have a tendency to slide and push each other out of “Ultravibration” range. While “Hydro Pull” will temporarily compensate for this, the party needs to be somewhat quick to draw-in mobs, freeze as many as possible, and clean out the trash before being overwhelmed.

This is especially tricky solo, it will be tempting to speed things up and pull everything possible. You’ll be likely to freeze a good chunk of the trash packs following, though only having one “Ultravibration” available and not having any extra help keeping mobs in range with “Hydro Pull” can mean a quick death once freezing is no longer an option. When doing this alone you will need a powerful action loadout to deal with “Ultravibration” stragglers. Forgiven Apathy (demon wall looking mobs) at the start of the dungeon and Forgiven Revelry (the giant punching mob) right before the final boss are immune to freeze. However, those mobs are still vulnerable to the BLU cheese like “Missile” and “Doom”. The Forgiven Apathy can be obstructive with its AOE while trying to manage all the other trash packs at the same time.

The first mini-boss Forgiven Cruelty is able to be cheesed so a “Missile” assault or “Doom” infliction will end the fight quickly, but it will open the fight with its tank buster so be ready for that cause that hurts pretty bad. The second mini-boss Forgiven Whimsy shouldn’t be too difficult with a BLU party if people pay attention to the face telegraphs and donut ground indicators to avoid AOE damage as well as the cast bar for the unmarked Catechism tank buster.

The enemy you’re here for, the final dungeon boss Forgiven Obscenity, will cause problems if your party doesn’t know what they’re doing. At first the battle starts out easy and simple enough, as the encounter continues there will be less safe places to maneuver into. While one individual mistake won’t kill you (with one notable exception) a lot of attacks will start to have their AOE overlap so you’ll accumulate damage and Vul stacks rapidly with carelessness. This fight will drag on for a while if you don’t have a good pool of actions to pull from when solo.

Do not forget to track and get near the glowing version of the boss once clones appear and they cast Divine Diminuendo or Conviction Marcato. Forgiven Obscenity’s version of Conviction Marcato will also attack in straight lines from the golden discs, not just from the front, but the back is safe. Most importantly, be prepared for the boss’ unmarked tank buster Sacrament Sforzando, it comes late into the fight. You really want your HP to be topped up and some kind of mitigation for it, especially as a non-tank Blue Mage.

Learn time: A party with good damage and no deaths, while insta-killing the trash mob packs and first mini-boss will have about a 15 minute run at least. Even with pretty good damage solo and without deaths, as well as abusing BLU cheese to make things faster, you’re looking at around at least 25 minute runs.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “Extinguishing the Last Light'' Main Scenario Quest in Kholusia (X:18.6,Y:17.7) from Chai-Nuzz with at least a LV79 job.

Utility Notes: Synergizes with “Winged Reprobation”. The BLU version of Conviction Marcato only hits from the front, still it has a very long range profile. Most of the time it has very average damage, in theory every 90 seconds when you can use “Winged Reprobation” 4 times Conviction Marcato all of a sudden becomes super strong, especially when it is further amplified with “Bristle”. As powerful as this spell can be, it’s difficult fitting into a rotation and “Moon Flute” window due to how long it takes to get it to full power. The timing for the “Moon Flute” opener only really allows a couple of “Winged Reprobation” casts, not enough to proc the Winged Redemption effect. You can still try to take Conviction Marcato if you feel you have the space for it, though it likely won’t reach its full potential without squeezing out another action during the “Moon Flute” window. You may want to use this spell against trash mob packs but there are better options out there besides the obvious “Ultravibration” and “The Ram’s Voice” combo, like “Choco Meteor” in the overworld or “Stotram” in duties that have trash packs with several mobs.

No.117: Force Field

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Wayward Gaheel Ja [NPC]

Location: Ul'dah- Steps of Thal (X12.5,Y12.9)

Soloable: Probably not, chances are you needed to get a party to help with learning at least a few of the prior 120 actions.

Action frequency: N/A

Fight difficulty: It’s a long road to get to this point, and some of the fights might have been a little rough.

Learn time: Instant

Requirements: This is a Totem action. You need to learn 120 other BLU actions and collect your Force Field Totem.

Utility Notes: Honestly I have no idea what on Etheirys were they thinking when they developed Force Field. Imagine going through all the effort of collecting 120 actions for this. While a 50% reduction in damage sounds strong in theory, wasting a slot on a 2 minute cooldown that’s a complete coin toss if it will even actually do anything to save your life is insane. If you’re a BLU tank the entire party is depending on you to not die to every tank buster cause it will probably lead to a wipe as the boss turns around after rendering you into a fine paste to decimate everyone else. If you want to use a slot on a 2 minute long cooldown spell that will actually mitigate damage on command just equip “Dragon Force” instead.

118

Type: Physical

Aspect: Piercing

Rank: ✮✮✮

Recommended: Innocence LV79 [Trial Boss]

Location: The Crown of the Immaculate [LV79 Trial]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

119

Type: Magic

Aspect: None

Rank: ✮✮✮

Recommended: Eden's Promise LV80 [Raid Boss]

Location: Eden's Promise: Eternity- The Garden of Nowhere [LV80 Raid]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes:

No.120: Candy Cane

Type: Magic

Aspect: None

Rank: ✮✮

Recommended: Aenc Thon, Lord of the Lingering Gaze LV73 [Dungeon Mini-boss]

(Not to be confused with Aenc Thon, Lord of the Lengthsome Gait)

Location: Dohn Mheg- Hidden Gardens- Teag Gye- Lran Mheg (X11.2,Y15.6) [LV73 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and a Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Gobskin” will be needed to mitigate tank busters and stack up attacks if not using a Tank mimic. “Diamondback” may be preferable to deal with the stack up attack. You really want a powerful action loadout to burn the mini-boss down as fast as possible as it does a whole ton of damage and the longer the fight drags on the more chances there are for a mistake.

Action frequency: Oh don’t worry about seeing Candy Cane, the mini-boss will use it immediately and then over and over again throughout the fight. It’s a tank buster with a marker and cast bar.

Fight difficulty: Luckily your party won’t have to go through too much trouble to get to the first mini-boss Aenc Thon, Lord of the Lingering Gaze. There’s only 2 trash mob pulls on the way. They’ll be easy to eliminate with “Ultravibration” and “The Ram’s Voice”, except for the Dohnfast Fuath which are immune to being frozen but not other BLU cheesing actions like “Missile”. Solo will be more troublesome as you won’t have “Ultravibration” available for one of the pulls unless you bite it and revive to try again with that pack of mobs.

Synced, the mini-boss Aenc Thon can be pretty annoying to fight. The encounter opens with the tank buster Candy Cane. This attack might as well be raining cars on you instead of candy because even a BLU tank with some mitigation on besides “Diamondback” can lose so much HP. Landsblood will juggle a careless party to death that can’t dodge the geysers correctly. Remember to move far away from the foaming geysers as their telegraph is way smaller than the actual eruption. The Laughing Leap stack up attack is easy to handle with a full Blue Mage party, but will be worse than Candy Cane when solo. You’re going to be relying on “Gobskin” for nearly every mechanic, though the best mitigation will be good damage to end the battle quickly.

Learn time: Since this action is learned so early in the dungeon from the first mini-boss, a party with pretty good damage and no deaths will only take several minutes at most. Solo will take a few minutes longer than that. Dealing with one of the trash mob pulls and the Dohnfast Fuath without “Ultravibration” will slow things down.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “The Key to the Castle” Main Scenario Quest in Il Mheg (X:14.3,Y:31.1) from Sul Uin with at least a LV73 job.

Utility Notes: Finally BLU gets a physical counterpart to “Magic Hammer”. Candy Cane has a short cast time and works as MP recovery along with party mitigation. This mitigation will stack with others like “Addle” and “Feint”. While Candy Cane has the potential to be useful, the majority of party-wide damage is magic based so you’re going to be relying on “Magic Hammer” most of the time. The cooldown is a minute and a half so you need to make sure to use this spell at the most opportune moments. There are physical attacks that primarily focus on the tank that you might want extra mitigation for.

No.121: Mortal Flame

Type: Magic

Aspect: Fire

Rank: ✮✮✮

Recommended: Lugus LV80 [Dungeon Boss]

Location: The Grand Cosmos- The Divine Sphere- The Chamber of Celestial Song (X11.2,Y4.2) [LV80 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and a Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Gobskin” will be needed to mitigate tank busters and stack up attacks if not using a Tank mimic. This spell is learned from the end of the dungeon so there’s a lot of enemies to go through alone, it will help greatly to have a big action repertoire.

Action frequency: Mortal Flame is scripted to be used after the Captive Bolt tank buster. A blue targeting marker will appear above all party members and there is a cast bar.

Fight difficulty: “Ultravibration” and “The Ram’s Voice” will make short work of the trash mob packs with one notable exception. Lord Tolthewil is the final trash mob before the final dungeon boss Lugus. Lord Tolthewil is completely immune to BLU cheese in any way, also being immune to freeze. Solo, all these packs will take a good while and the final trash pull can be annoying to deal with without a decent supply of powerful actions available.

Strong actions are especially important solo to manage the mobs you can’t one shot. Seeker of Solitude’s strategy is the same as when you fought it to learn “Deep Clean”. The encounter can cause problems if you’re getting knocked all over the place from the brooms into other AOE. The tank buster and stack up attacks need to be mitigated with “Gobskin” if solo. The second mini-boss Leannan Sith is susceptible to the BLU cheese so bring along “Missile” or “Doom” and you can nearly disregard all mechanics besides mitigating its tank buster that’s used at the start.

The dungeon boss Lugus will be problematic if its mechanics are not processed correctly. Making mistakes will be costly and may very well cause death for an error. It’s extremely important to be wary of not destroying furniture unless Lugus uses Mortal Flame. Without enough furniture to transfer the Mortal Flame debuff to people are going to drop like flies and make this fight much harder. Doing this boss solo will actually be simpler to keep the furniture around as there’s a lot less AOE attacks going off. Otherworldly Heat (expanding fire cross) and Fire's Domain (charge attack with conal fire) are the other attacks that will burn furniture, prepositioning before the attack goes off is crucial. “Gobskin” and having HP topped up will be needed if not using Tank mimic for the Captive Bolt tank buster as it really hurts.

Learn time: Being at the end of this dungeon, Mortal Flame can take a little while. Insta-killing trash mob packs and the second mini-boss will greatly speed things up. Surprisingly enough one trash mob immune to cheesing will take way longer than the Leannan Sith mini-boss. Multiple mistakes on Lugus leading to deaths will really slow things down. A party with decent damage and minimal deaths will have a about 15 minute run or so. Solo with good damage will be closer to a bit over 20 minutes at least.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “A Grand Adventure'' Main Scenario Quest in The Ocular from Crystal Exarch with at least a LV80 job. The Ocular is a sub area inside of The Crystarium you access by talking to the Crystarium Gatekeep (X:13.5,Y:11.3).

Utility Notes:  Currently part of one version of the BLU endgame DPS action rotation and “Moon Flute” opener. A must have spell and the game’s one and only permanent DoT. It’s very important to remember that Mortal Flame can only be effective after a mob has been pulled, so you do not cast it as your first attack. Since Mortal Flame only needs to be used once until a target dies and its potency snapshots what boosts the player was using to amplify the spell when it was cast you need to use “Moon Flute”, “Bristle”, and preferably Pots when inflicting the DoT. Incredibly powerful in the Masked Carnivale on boss mobs not immune to magic type or fire elemental damage. Due to being limited to one Mortal Flame effect per mob its usefulness greatly diminishes in 24-man duties, though someone should still take it. Only one player in a Blue Mage party should carry Mortal Flame and that person should be different from the one equipped with “Breath of Magic”. It’s not recommended to use this spell on weak trash mobs as it only hits one enemy at a time and they don’t usually live long enough to make the DoT worth it.

No.122: Sea Shanty

Type: Magic

Aspect: Water

Rank: ✮✮✮✮✮

Recommended: Nixie LV80 [Dungeon Mini-boss]

Location: Matoya's Relict- Wandering Well- Clearnote Cauldron (X11.2,Y11.0) [LV80 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, a Heal mimic, Tank mimic. A heal like “Pom Cure” or “White Wind" is necessary to stay alive. “Gobskin” and “Diamondback” need to be taken if Heal mimic is used.

Action frequency: Nixie will become untargetable and start to channel Sea Shanty during the add phase approximately 40 seconds after being pulled, regardless of how much HP it currently has. You’ll know when the action was cast with an animation, it’s the huge arena sized water explosion on the platform that happens once the adds are eliminated.

Fight difficulty: Parties with “Ultravibration”, “The Ram’s Voice”, and “Hydro Pull” will be able to clear out all the trash mob pulls easily. Solo will have more trouble as there are staggered mob packs that would have been easier to deal with if more mobs could have been pulled together for “Ultravibration” to take out. So if solo you’ll need a somewhat powerful action reserve to be able to take out packs while UV is on cooldown. Luckily the first mini-boss Mudman can be cheesed, take it out with “Missile” or “Doom” after it uses “Peat Pelt” if you need to learn that. Just watch out for its Hard Rock tankbuster.

Firstly, you’re going to need “Diamondback” or “Avail” to mitigate Nixie’s tank buster as it targets a Blue Mage at complete random and will likely kill any non-tank BLU. “Diamondback” will block the damage almost entirely, though if you want to have more uptime the one targeted by the tank buster can “Avail” to transfer the damage to the BLU tanking. The other attacks are simple enough to mitigate and heal through, however some attacks may target someone at the same time as the tank buster. Don’t worry too much about the add phase solo with a half decent action repertoire as the add HP isn’t that high and their enrage cast is very slow. Despite the add phase being easy enough solo, you want to have good enough damage so the fight doesn’t drag on with more tank busters you have to mitigate.

Learn time: Shouldn’t take too long. A party that dealt with the trash mobs efficiently and used the BLU cheese to get the first mini-boss out of the way will get to Nixie in no time. You should be able to burn Nixie down as fast as you want as long as the party doesn’t somehow kill it in under 40 seconds. In total groups with good damage should only need several minutes. Solo without any deaths will be closer to around 12 minutes minimum with pretty good damage.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “Like Master, Like Pupil” Main Scenario Quest in Limsa Lominsa Upper Decks (X:9.0,Y:13.5) from Y'shtola with at least a LV80 job.

Utility Notes: Currently part of the BLU endgame action rotation for all roles and “Moon Flute” opener. A strong magic nuke with no damage falloff. You’re going to be using this all the time unless the Masked Carnivale precludes using magic type, water, or 5 star rank actions. Sea Shanty has a peculiar additional effect, literally doubling the potency to a juicy 1000 with no falloff has the potential to be very powerful. Though you’ll almost never see the effect in action unless you just happen to be FATE farming in an overworld zone that has the required weather. Importantly, be aware of Sea Shanty’s limited range, you need to be somewhat close to a mob’s hitbox for the action to hit and you do not want to whiff this.

No.123: Apokalypsis

Type: Magic

Aspect: None

Rank: ✮✮✮✮✮

Recommended: Therion LV80 [Dungeon Boss]

Location: Amaurot- Fading Hearth- Thus did the third doom unto us. (X21.5,Y19.6) [LV80 Dungeon]

Soloable: Yes, synced with “Basic Instinct”, “Mighty Guard”, and Heal mimic or Tank mimic. A heal like “Pom Cure” or “White Wind” is necessary to survive. “Gobskin” will be needed to soak up damage if using a Heal mimic. You’re going to want “Diamondback” and a good repertoire of powerful actions. “Missile” or “Doom” will come in handy for the first mini-boss. You may want to consider bringing “Peat Pelt” and “Deep Clean” to supplement healing with the second mini-boss.

Action frequency: Apokalypsis is used near the start of the battle, after the first Shadow Wreck and the generation of a DoT puddle behind Therion. There will be a cast bar and an obvious animation Therion does as it charges up energy. The attack itself is the gigantic freaking laser beam fired through the center of the arena that does persistent damage.

Fight difficulty: A synced party with “Ultravibration”, “The Ram’s Voice”, and “Hydro Pull” shouldn’t have problems dealing with the random trash mob packs. Some mobs will tether and fixate on specific players besides the tank. Those mobs may have to be kited a bit to make sure they don’t wander off after being reeled in. Some pulls are staggered so using “Ultravibration” at the wrong time solo will make clearing the mobs more annoying.

With the first mini-boss The First Beast your party can pretty much ignore normal mechanics as “Missile” spam or “Doom” will end the fight extremely fast. Its first attack directed at the one tanking called Venomous Breath can hurt. The second mini-boss Terminus Bellwether is basically trash, the fight. The actual mini-boss has very little HP, which a well equipped Blue Mage party will absolutely demolish. Since none of the adds can’t be dispatched with “Ultravibration” or any kind of flat damage cheese they will need to burned down with other methods. The adds are also immune to the draw-in effect of “Hydro Pull” so they will be kited together normally, though the bombs will tether and fixate on random players. All of the combined damage from the mobs will add up and AOE indicator attacks will inflict Vul stacks or a fire resistance down debuff. When going solo “Peat Pelt” and “Deep Clean” will help you to stay alive while also dealing damage. While alone a strong set of actions will still let a player crush Terminus Bellwether, but if your damage is lacking “Diamondback” should let you survive the Burst attack.

The final dungeon boss Therion is dangerous. You can fall off the edge and safe ledges you stand on to avoid Apokalypsis will gradually crumble away. This creates a soft enrage condition where there will be no safe areas to go eventually. With a full party of Blue Mages, enrage won’t be a problem if people aren’t dying a lot and your group's damage is somewhat decent. It can be a bit too easy to get really damaged by the persistent Deathly Ray AOE that the floating heads project before people are able to move to safety. Everyone needs to be topped up and shielded with “Gobskin” when the heads appear on the sides of the arena since there’s no telegraph showing which head will shoot Deathly Ray first. When attempting Therion solo you need to push out damage as hard as possible to get the boss down before the safe ledges go away. If all the safe ledges are gone you’re going to need “Diamondback” to eat the damage from Apokalypsis at the right time.

Learn time: A fully prepared synced Blue Mage party should take at least around 15 minutes, assuming there are no deaths and the first mini-boss is cheesed. Solo players are looking at around a 20 minute run at least, with good damage and a fast kill on the first mini-boss.

Requirements: <Shadowbringers> This is a Shadowbringers expansion dungeon. You must have cleared Stormblood and all its main scenario quests as well as progress far enough into Shadowbringers to be able to access the quest to unlock this dungeon.

You must accept the “Shadowbringers” Main Scenario Quest in The Tempest (X:16.5,Y:30.4) from Alisaie with at least a LV80 job.

Utility Notes: Fired from the face. A very interesting action, Apokalypsis is as powerful as it looks. This Ability has the potential to be far and away one of the strongest a Blue Mage has access to. If a target will remain in range and you won’t have to move for 10 whole seconds then this action may be worth considering. Like “Phantom Flurry”, Apokalypsis is channeled after being used so the damage will persist inside its effective range until being canceled by the player doing something else or the 10 second cast running out of time. This persistent damage will even continue after “Moon Flute” transitions to its Waning Nocturne debuff phase, effectively snapshotting all the extra potency gained during the Waxing Nocturne buff window.

As great as all this sounds there’s a reason why it’s typically not taken as a part of BLU endgame rotation. 10 seconds is a very long time to stand perfectly still, not have the mob move out of range, and not get killed in the process of channeling this attack. Next, Apokalypsis shares a cooldown with “Being Mortal”, which offers all of its damage upfront. Apokalypsis would have to be channeled for several seconds at least just to have its damage be equal with “Being Mortal”. Lastly, this action and “Phantom Flurry” can’t be used in the same “Moon Flute” window as they’re both snapshotted at the end of Waxing Nocturne’s buff. Though you could switch back and forth between using Apokalypsis for one window and using “Phantom Flurry” a minute later during another Waxing Nocturne. Due to the extra complications Apokalypsis introduces most choose to simply not bother with it in more difficult content.

124

Type: Magic

Aspect: None

Rank: ✮✮✮✮✮

Recommended: Titania LV73 [Trial Boss]

Location: The Dancing Plague [LV73 Trial]

Soloable:

Action frequency:

Fight difficulty:

Learn time:

Requirements:

Utility Notes: