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Blue Mage/Blue Magic Guide by Sabishii

This Article is a Community Guide
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Intro

This guide was created with the intention of informing aspiring Blue Mages of the usefulness of spells at different levels. Some spells are useful, some aren’t, some are useful at certain levels, but lose their usefulness, others are always useful. This guide was created to explain which spells are the most useful, when to use certain spells, and so forth. I've also added job traits, since we've gotten more traits lately, some more useful than others.

Also here is a good link to show where and when to get your spells: Click here.

About Blue Magic Spells

There are several types of blue magic spells. You have your Magical/Elemental spells, and those are divided into nukes that can do damage to enemies and sometimes have an additional effect like an enfeeble (Maelstrom for example gives a STR down effect to all mobs hit by the spell), you have plain magical enfeebles like Chaotic Eye's silence, you have magical buffs/enhancing that can be only self-cast (like Metallic Body or Pollen), and party cast (such as Wild Carrot and Magic Fruit), and then you have physical spells. This next section goes into detail about each different type of spell.

Magical Nukes

As of now, there are well over 100 blue mage spells. They all have a variety of effects. Some spells cause blindness, some give weight (gravity), attack down, and so forth. They’re as varied as the enemies that give us our spells. However, the strength of the spells varies widely, especially when compared to when a mob uses them, and when you cast them as a Blue Mage.

For example, Bomb Toss, the spell we learn from goblins, is very powerful in the hands of a goblin. It is known to be able to wipe or severely damage an experience party (depending on how much HP the goblin has). However, when a blue mage sets Bomb Toss, the results are much different. You would be disappointed the first time you cast this spell and it does minimal damage. Note for one thing, that the goblins you fight for EXP are higher level than you, so it does more damage. But when you fight that same goblin when you’re a higher level than it, the mob’s bomb toss will do much less damage. The same applies for when you’re casting bomb toss (or other spells) against stronger foes. Also, Bomb Toss is dependent on INT for damage. A Blue Mage might need to completely re-gear himself with INT in order to get any reasonable amount of damage from Bomb Toss. You might even need to sub a mage job to get more INT and magic attack bonus to do more damage with his magical blue spells (like Bomb Toss or Eyes of Me).

Another note to make is that most magical blue spells are MP inefficient. They take a lot of MP to cast, but won’t do as much damage (also running the risk of being resisted) compared to the MP it cost to cast it. The big example of this is 1000 Needles. This does massive damage to a player when cast by a Cactuar, 1k damage(split between targets in the AoE), which can decimate even a lvl 75 player while solo, even if the level of the cactuar is much lower. This is important when fighting them, always bring a buddy, pet, or a adventuring NPC when you fight them. All a Cactaur needs to use it is enough TP to use it, and the game's AI can choose that attack. However, as a blue mage spell, this costs 350 MP! Now, you say to yourself, that is a lot of MP for 1k damage. You could do this same amount of damage, or more, if you do a fully geared up SA + CA Cannonball, or Vertical Cleave, for a fraction of the MP. Also, another big problem with this spell is that it is hit or miss. Most of the time in fact, against strong mobs, the spell will fail. It is unreliable, perhaps elemental seal or convergence can help the accuracy of 1000 Needles, but it still isn’t fool proof, and it’s still a lot of MP to cast for a single spell (and it has a long casting time). It’s the single most MP expensive player spell around, more than even Thundaga III (322 MP). So, this isn’t worth casting.

The conclusion is that most of the time, most damage dealing magical Blue Magic spells aren’t worth casting. Not to say they aren’t all are useless, I will note which ones I’ve found to be useful in my experience as Blue Mage, and from what I’ve seen on message boards. Which ones ARE useful though? The most important Blue Magic nukes are breath spells. This is because the damage is proportionate to your current HP. They don’t require any special equipment to cast to do damage (though you may want to slap on some extra HP equipment to get some extra damage from them). But you need to be fully healed to get the full damage from them. Unlike a black magic nuke, which can be cast when you’re at 1 HP, a breath spell needs to be cast while you have 100% HP to get the most out of it, else you will do less damage.

But there are also other magic spells that are useful, if you’re geared correctly for them. Mind Blast is a high level thunder spell that can paralyze. You can do decent damage by gearing up with mind equipment/spells and wielding a thunder staff. But it takes a lot of MND equipment to do decent damage, as well as magic attack bonus spells, equipment, and equipping spells for the trait Magic Attack Bonus (unless you sub BLM or RDM). Eyes on Me also has potential to be a strong nuke, however, this spell requires Charisma. The point is, you will need to have elemental staves, and the proper stat gear to do decent damage with magical nukes, and it’s mostly not worth it for EXP/merit parties, but can be worth if for, let’s say, sea jailers that are strong against physical damage. You can also use burst affinity to burst off your own skillchains to help increase damage, however, this is most worth it in the cases of spells like Digest, MP Drainkiss, or Magic Hammer, since those spells give you HP or MP back. Many spells have such a long cast time that it is too hard, or impossible to self-burst off your own skillchain (like 1000 Needles).

Also, of big importance is the fact that certain mobs in Aht Urhgan (Colibri and Greater Colibri, but not Lesser Colibri) can mimic magical spells and songs cast at them. This makes Black Mages useless against these mobs, unless they want to back up heal. You don't want to get a Thunder IV spell or whatever mimicked (it's not reflect, reflect would imply that the spell is bounced back without affecting the mob that you cast the spell at, the colibri is still vulnerable to spells, it just casts it back if it's still alive after getting hit) back at you or your tank. Dark Knights' absorbs are mimicked back at their caster, so if a DRK tries to absorb-TP, if he's not fast enough, he'll get his TP absorbed back, Bard songs are affected so a BRD can get hit by his own lullabies or requiems, ninjutsu gets mimicked back at their casters. This sounds like it would be bad news for BLU. Who would want to be on the receiving end of their own Disseverment? However, this isn't the case for Blue Magic. For whatever reason, both Blue Physical AND Magical spells can't get mimicked by Colibri. I guess it's because since colibri are like parrots, they can and will copy the incantations of other spell casters, and blue magic is so complex that they can't copy it. Whatever the reason, you can cast MP Drainkiss on any colibri, and get MP back, and not have to worry about another MP Drainkiss being sent back at you. Also, summoner's magical (or Physical) blood pacts also don't get mimicked by Colibri. ( BLU and SMN spells can't be mimicked because they are considered as TP moves ... Aluard, Ragnarok)

When gearing for elemental nukes, note there are several stats that are required to do decent damage. Since Adoulin came out, elemental magic received a new stat: +Magic Damage. Dual wielding clubs with +magic damage on it, will greatly increase your elemental spells' effectiveness. Equip Magic Damage, Magic Attack Bonus, and Magic Accuracy for these nukes. Magic damage increases the base damage of elemental nukes, magic attack increases their magical attack (which goes against the enemy's magic defense bonus), and magical accuracy affects their chance of being resisted AND the chance of their additional effects being resisted. Magic accuracy is determined by magic accuracy+, and blue magic skill (INT and/or MND might have an effect too). For example, Subduction has Gravity II as an additional effect, it'll slow down the enemy's movement speed greatly. if your skill and magic accuracy isn't high enough the gravity won't land. But if you don't have magic attack or magic damage, the damage will suffer. I haven't had trouble with most mobs with the gravity landing, except for certain high-high-high level mobs (excluding mobs that outright resist all forms of gravity).

Physical spells

Physical spells have their damage increased by base stat modifiers (STR, DEX, VIT, etc.), wearing item level weapons and equipment, blue magic skill (increases each spell's base damage to a certain cap depending on the spell), and things that increase attack (like Nat. Meditation, Warcry, etc.). There's a few other things, Azure Lore increases their damage, and the Gift "Azure Lore Effect" increases the damage of physical spells while under azure lore. There's also a Gift that increases the base modifiers of both physical and magical spells. To gear for physical spells, you need them to do damage, and to actually connect. Their base accuracy is determined by your main hand weapon's accuracy. So increasing Accuracy will allow you to hit with them. Magic accuracy won't increase their chance to hit. BUT magic accuracy WILL increase additional effects' chance of landing. Sudden Lunge requires accuracy to hit, and magic accuracy for it's stun effect to land. If it misses, you don't do damage with it, you won't stun the mob. If it lands, but if you lack skill and magical accuracy and the spell won't stun, you just see a "knockback" effect. It's a balancing act between accuracy and magical accuracy for sudden lunge, headbutt, whirl of rage, and frypan, which are all physical stuns.

Abyssea and Elemental Spells (Trigger Spells)

Since Abyssea came out BLU are wanted for abyssea for yellow (elemental) triggers for NMs. Triggering yellow weakness greatly enhances the drop rate for upgrade items for trials/empyrean equipment, and it stops the mob from casting magic for a short period of time. You'll want to set three elemental magical spells according to the day the NM is claimed. You'll want to set the element of the day before, the day of, and the day after the day you CLAIMED the NM on.

This is a list of the elemental BLU spells placed in the correct order.

Element Spell
Fire Heat Breath
Earth Magnetite Cloud
Water Maelstrom
Wind Mysterious Light
Ice Ice Break
Lightning Mind Blast
Light Radiant Breath
Darkness Eyes On Me

So, for example, you claim your NM on Earthsday. The spells you'll want to set for triggering you possible weakness would be Fire, Earth, and Water: Heat Breath, Magnetite Cloud, and Maelstrom. Regurgitation would not work, because it's these 8 specific elemental BLU spells (be thankful they removed 1000 Needles from the list of possible triggers).

You'll need to cast your spell when the NM is: not using a TP move (regular attacks from Iron Giant NMs count as TP moves for some reason), not casting a spell, and not affected by a weakness. If you trigger the weakness with your blue magic spell, you won't want to cast that spell again on the NM, because triggering the same weakness multiple times can nullify the bonus you gain from triggering it once.

Voidwatch Triggers

Note that I haven't done voidwatch yet, but I dug around and found some information about it. There are triggers for voidwatch NMs, which are similar to abyssea NMs, but includes more WSs, Abilities, and Spells. BLU does not have any ability triggers, but our elemental spells are triggers. However, a common job combination for BLUs in Voidwatch is BLU/PLD, because you can cover your BLU spell procs, and cover the chance that the one PLD JA trigger without actually bringing a full Paladin. Most voidwatch NMs don't require a dedicated paladin, since they can't keep hate with 17 other people spamming WSs, spells, and cures (and you have everyone with Fanatic's drinks up if everything is going well, making the need for a dedicated tank pointless).

BLU has a lot of spell triggers, one BLU can only cover half the triggers, you set one half of the elements for BLU try to proc. If you have two BLUs in the party, coordinate with the other BLU to have all the BLU spells covered, set the elements he doesn't have set. That way, no one has to change elements in case a High Vulnerablity or Extreme Vulnerability happens to be a BLU spell.

Healing Magic

Another important note about Blue Magic Spells: we get a few healing spells. They are all affected by MND (some are also affected by VIT, Wild Carrot and Magic Fruit in particular), just like cure is. However, the White Magic Cure spells have one advantage that Magic Fruit and Wild Carrot don’t have. You can target someone outside of the party to cure them. Blue Magic healing spells cannot target someone outside the party, so you can’t use them to power level someone, you cannot even target someone in another party, but is in the same alliance. Just be mindful of this fact.

Diffusion and Buffs

Eventually, when a BLU gets to level 75, they get the chance to put in merits. One of the job abilities and traits we can merit is Diffusion, which when a self-target buff is cast after the job ability is used, the buff gets turned from a self target to a AoE Buff for all party members. The following spells can be used with Diffusion:

Plenilune Embrace, Magic Fruit, and Wild Carrot do not work with Diffusion because they aren't self-targeting spells, they can target party members. Diamondhide and Healing Breeze are self-targeting, but are party AoE spells anyway.

Diffusion combined with certain buffs can generate a considerable amount of hate, which can make them useful for tanking situations. Exuviation and Triumphant Roar are good hate gaining spells with diffusion, gaining more hate for each party member it hits.

Physical Magic

Physical Spell Stat Modifiers and Accuracy

Physical spells are different from magical nukes. Like Weapon Skills, they also use a variety of modifiers. How do you know what stat to boost for what spell. The safe bet is Strength, since all spells are modified by a stat dependent on your STR, then are modified by whatever other stats it’s dependent on. For example, Bludgeon, you might find, is modified by Charisma. However, if you deck yourself out in full CHR gear, you’ll find you may not do as much damage as if you decked out in STR. That is because it is modified at first by Strength, then by charisma. When you use chain affinity, it gains a bigger boost from CHR, but since STR affects all your physical spells it is important to concentrate on STR gear. DEX is your second best bet, the three big multi-hit spells are affected by DEX. Also, DEX gives you accuracy which brings us to the next big point: physical spells are dependent on main hand accuracy. Just like a DD needs accuracy to hit a mob, a Blue Mage needs accuracy to insure not just their sword hits connect, but their spells connect too. If your spell misses, you’ll see a message like: “*Your Name here*’s spell has no effect.” You don’t want to see that, so you’ll end up gearing yourself similar to any other damage dealer, like DRG, SAM, DRK, MNK, or WAR for example. You’d better buy those woodsman/sniper rings, and wear that life belt. Sushi is also an excellent food to eat, though early levels, it is better to eat Rice Dumplings, since the straight accuracy bonus will be better than the percentage increase you get from sushi, and it’ll increase your STR and attack as well (good for those sword hits). But attack, while it should not be neglected, does NOT affect physical spells. It’ll just affect your sword damage.

Physical Spells and TP

There is a big misconception among new BLU with physical magic and TP. The spell descriptions say that certain effects of the spell are modified by TP. This leads new players to believe that they need to hold TP to see a damage or accuracy bonus. A good example is Bludgeon. The spell description says, "Accuracy varies with TP." The problem with this is, TP only affects the accuracy when Chain Affinity is used. Square-Enix noted that in the version update that came with the expansion Treasures of Aht Urhgan. When you use Chain Affinity, the next physical spell you use gets enhanced, damage modifiers or accuracy modifiers will be affected by your TP, and you will lose your TP once the spell is cast. But it doesn't matter, since TP won't affect your magic normally. Only when Chain Affinity is used will TP affect your spells. That means you can stop storing your TP and not using any weapon skills before you get chain affinity.

On the other side of the matter, blue magic spells give TP similar to how regular magic spells give TP. However, some physical magic spells hit more than once. Bludgeon can hit thrice, so the mob can get triple the TP of a regular spell if all hits of the spell connects. Normally, physical spells give 10 TP per hit. So Claw Cyclone will give back 20 TP, Bludgeon, Jet Stream, and Frenetic Rip give back 30 TP, and Disseverment and Hysteric Barrage give 50 TP back, all the other single hit spells give 10 TP back. Now if a spell doesn't completely connect, if only one hit of Bludgeon connects, the mob gets back 10 TP instead of 30 TP. If you only get 2 hits in, the mob gets 20 TP. The amount of TP given back to mobs can be reduced by subtle blow, so a BLU/THF with Raja's ring for example, gives 5% less TP to the mob with all their attacks, including physical magic. A BLU/NIN gets the Subtle Blow job trait, so they get a larger negative bonus to the TP they get back, and even more so when your BLU/NIN has Rajas equipped, or whatever other equipment you can find that has Subtle Blow (not that there are many). This normally isn't that important, but just be aware that a BLU spamming multi-hit spells may cause the mob to use TP moves faster.

Skillchains

Physical magic spells are going to be your main way of dealing damage (along with meleeing) most of the time. They are your most cost efficient, fastest casting/recasting, and strongest spells available. They are similar to weapon skills, in that they are have different stat modifiers that affect the damage. Also, when you use the job ability Chain Affinity, they become quite potent, and allow you to skillchain with other players, and even self-skillchain. This makes the Blue Mage extremely versatile skillchain partners once we reach level 40 for Chain Affinity. Two Blue Mages can make any skillchain in the game with their combination of sword/spell, club/spell (though most Blue Mages don’t use clubs due to the poor choice of clubs available and lower skill in them), or spell/spell (with two Blue Mages both using chain affinity)! Early on, our skillchain of choice is Fusion and Gravitation (if you use a club, you can do Fragmentation). At high levels, once you get Savage Blade, you can do Self-Distortion, and Self-Light very easily. Savage Blade + Disseverment gives you Distortion, and Savage Blade + Cannonball gives you Light. However, it takes some fancy macroing and timing to do decent damage with self-light (which would involve using Sneak Attack and DEF, STR, and VIT gear). Most BLU/NIN prefer (due to the lack of SA) to use distortion, since disseverment is such a powerful spell in most cases, and the skillchain will do more damage than Light, surprisingly. In HNM cases, you would find yourself more useful to not skillchain at all, and use Chain Affinity + Sneak Attack + Cannonball (or Vertical Cleave, depending on whether the mob is kited or not and your gear set up).

SATA Spells

This brings up another point. Physical spells are capable of being combined with Sneak Attack and Trick Attack. Sneak Attack guarantees a critical hit, boosting the damage of the spell, however, similar to weapon skills when combined with sneak attack by a player subbing THF, only the first hit of a multi-hit weapon skill or physical spell (yes, physical spells can have multiple hits, just like a weaponskill) will be a guaranteed critical. Just like a DRK/THF doesn’t use sneak attack with Guillotine, don’t expect to use sneak attack with bludgeon and expect a HUGE damage increase, only the first hit of the spell will get the damage bonus. However, Trick Attack works differently. Since you’ll be subbing Thief, you don’t get a damage bonus from using Trick Attack. However, trick attack transfers the enmity (hate) gained from the WHOLE spell onto your trick attack partner, so it works with multi-hit spells like Bludgeon and Jet Stream. So, your best bet with Sneak Attack is to use a single hit spell. The very best spells to combine sneak attack with are as follows: At lower levels, Mandibular Bite and Sickle Slash, at mid-levels, Death Scissors and Dimensional Death, then at endgame: Cannonball and Vertical Cleave. When you use Sneak Attack with a spell, you’ll want to macro in ALL your STR gear (with the exception of Cannonball). This is due to the fact that all those spells rely on strength. Cannonball uses defense and VIT, as well as STR as modifiers, so it requires a specialized build.

Efflux

This is a new JA we get at lvl 83, as stated it gives a TP bonus to the next physical spell you cast. I have no idea how much, but it does give a nice pure damage increase even if the spell has TP modifiers to ACC under chain affinity or something else. Combined with Chain affinity, Efflux can give a sizable spell damage increase. It's especially effective with quadratic continuum. It has a 3 minute recast so it doesn't always line up with chain affinity. But it's a really useful JA.

Gifts and Job Points

At level 99, post Adoulin, Job Points and Gifts were added. Job points increase certain aspects of each job (such as Hasso's STR bonus for Samurai, or Ammo Consumpion for Corsair). Gifts are bonuses you gain for have enough job points spent. If you're a serious BLU, you want to gain as many job points as possible. It is possible to solo job points in certain camps as a Blue Mage using the subduction mana-burn method. Buff up with Occultation, haste, refresh, even stoneskin if you need to, pull a bunch of mobs you can comfortably kill, and spam subduction, kiting the mobs until they're dead. Some other nukes can be useful if the mobs are strong against wind (charged whisker, thermal pulse, etc.).

Here's a list of job point categories and what I feel of them:

Name Description Notes
Azure Lore Effect Increases the damage of physical blue magic spells while under the effect of Azure Lore.

Increases damage by 1.

Helps azure lore physical spells' damage a bit. You'll want to max out EVERYTHING eventually, but this one can wait.
Unbridled Wisdom Effect Enhances the potency of Conserve MP while under the effects of Unbridled Wisdom.

Enhances potency by 3.

Makes all those MP expensive spells from unbridled wisdom sometimes cheaper to cast.
Blue Magic Point Bonus Increases the maximum number of blue magic points.

Increase blue magic points by 1.

This gives you more set points (but not set slots) by 1 per upgrade. Max this out immediately, it's the most important job point you can get. Having this category maxed gives you 10 more set points, and this stacks with assimilation, giving you a maximum of 70 set points at your disposal. Work on this first.
Burst Affinity Bonus Increases blue magic spell damage while under the effects of Burst Affinity.

Increase damage by 2.

Magic bursting is rare for Blue mage, but it does affect the magic damage a little bit when you use burst affinity. Not a major priority.
Chain Affinity Bonus Increases physical blue magic skillchain damage while under the effects of Chain Affinity.

Increase skillchain damage by 1%.

This increases your skillchain damage when you're using chain affinity and trying to skillchain, usually your self-skillchains (like Chant Du Cynge + Sinker Drill = Darkness). It's nice for solo skillchaining, because parties tend to spam weapon skills and interrupt your skillchains.
Phys. Blue Magic Acc. Increases the accuracy of additional effects of physical blue magic.

Increase additional effect accuracy by 1 percent.

This increases the magical accuracy of physical spells' additional effect. This is a sizable chunk of magical accuracy, because it's 1 PERCENT per upgrade. Having 10 job points in this gives you 10% magical accuracy bonus for sudden lunge's stun effect. This is also an important upgrade. Maybe try to upgrade this second.
Unbridled Learning Effect Increases the damage dealt by blue magic usable under the effects of Unbridled Learning.

Increase damage by 1%.

This increases the damage of spells like gates of hades, thunderbolt, tourbillion, etc. Not much to say about it.
Unbridled Learning Effect II Increases the effect duration of blue magic usable under the effects of Unbridled Learning that affects party members.

Increase effect duration by 1%.

Probably the worst of all the job points, and the most confusing. None of the blue magic unbridled learning spells affect party members. It affects the buffs, like Pyric Bulwark and Harden Shell's duration. For Carcharian Verve, it only affects the aquaveil duration, I've heard, and not the magic/physical attack bonus. Focus on this last if possible.
Efflux Effect Increases the TP bonus from physical blue magic spells while under the efect of Efflux.

Increases TP bonus by 10.

Efflux increases the TP bonus of spells, and stacks with chain affinity. They're synergistic in that regards. This increases your physical spells' damage. This is a nice upgrade, it'll give you +100 TP bonus to physical spells when using efflux.
Magic Accuracy Bonus Increases magic accuracy.

Increase magic accuracy by 1.

This magical accuracy upgrade is less than "Physical Blue magic Acc" but it affects magical nukes and physical additional effects. Gravity from subduction is more likely to hit. This makes this a priority.

Spell Strengths and Weaknesses

Magical spells have different element types (earth, fire, wind, etc.), come from different enemy types (aquan, beasts, demons, etc.), and physical magic comes in the three different damage types (blunt, piercing, and slashing). Some enemies have resistance to some damage types (slimes are resistant to physical damage), while some are weak against others (pots are weak against blunt damage). Know your enemies well, for as a BLU, you are using your own enemies attacks against them, it is similar to how a BST needs to know how to use the creatures he charms against other enemies.

Spell Types – Ecosystems

Spells come from different kinds of mobs that serve different roles in Vana’diel’s ecosystems. If you’ve played BST, you’ll know that certain mobs can intimidate, or be intimidated by other mobs. It’s like rock-paper-scissors that goes on like this: Beasts beat Lizards which beat Vermin which beats Plantoids which beats Beasts, Aquan beats Amorpha beats Birds beats Aquan, Undead and Arcana oppose each other, Dragons and Demons oppose each other, Lumorian and Luminion (two types of creatures in sea) oppose each other, and Beastmen stand on their own. A beast type spell will have an advantage against a lizard enemy, but a beast spell will be weak against a plantoid mob. Not only that you need to be aware of the elements as well. Magical spells of one type can be resisted if used against a mob type that it is weak against. This is called Monster Correlation (BLU’s AF helm enhances this effect, as do one of our group one merits).

Blue Magic Job Traits

There is a guide as to what job spell combos make what job traits. I mention some of them in this guide. But what job traits will you use? Which are good to use? It's all situational of course, but there are several which you WILL want to use most of the time.

Level Available Job Trait Comments
4 Beast Killer Situational, I never really use it much, but you can get a Beast Slayer sword to make it more potent.
16 Auto Regen Useful early on when poison can kill you easily or maybe if you're tanking. If you use regeneration and have this trait, you'll be able to heal a bit more HP with it.
20 Lizard Killer Situational, you can't depend on a killer trait to always work.
24 Clear Mind You can get several tiers of this trait, unlike other job traits. However, you'll be using up many spell slots of spells you probably won't use that much to get the higher versions.
30 Resist Sleep I've actually resisted sleep from a player in nyzul isle while charmed by a porrogo mob. It was funny, though the group got hurt by me. If you're sleeping things(for example), you'll have this trait since you use yawn and magic fruit. It's often you'll end up with the trait, but it's not that useful. You won't really resist sleep from a mob that uses it that's strong enough to sleep you.
32 Magic Attack Bonus If you're doing any kind of magical nuking, you'll want this trait. It adds a considerable amount of damage to your magical spells. It doesn't affect physical spells though.
34 Undead Killer You may have this early on, but again, you probably won't use any killer trait much.
38 Attack Bonus I initially used this before I started equipping vertical cleave for self-darkness when I got Expiacion, +10 attack won't do a tremendous amount to your sword damage but you may set this if you want.
38 Rapid Shot Why the hell do they give us this trait? We can use chakrams for throwing, yes, but have no skill in them. They gave PUP no chakrams, but gave them throwing skill. Even if you're pulling, it wouldn't matter to have this trait, it's useless.
40 Max MP Boost It's +10 MP, which you'll spend in one spell. It's not even enough MP for an extra head butt. Useless.
40 Defense Bonus It's only +10 DEF. It won't let you take much less damage. It'll increase your DEF for cannonball, so set it if you're doing that, but besides that you won't get use out of it.
44 Plantoid Killer Another killer trait. Situational, but not really useful.
46 Clear Mind II Clear mind, we get more of this, but it costs too many points to set a lot of this.
50 Magic Defense Bonus You won't use the spells this uses, but if you MUST have magic defense, set it. You probably won't use this much though, I never used it. Too bad Saline Coat doesn't make this job trait, saline coat is useful for something like astral flow in dynamis, and maybe set magic defense bonus while using that.

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Level Available Job Trait Comments
58 Auto Refresh Use this always. Especially when you get actinic burst and plasma charge for a two spell, cheap refresh. Your damage is limited by your MP, so you'll always want more MP. With auto refresh and relic/morrigan's body, you'll get 2 MP a tick, with blood of the vampyre, sigil, or sanction refresh, that increases to 3 MP a tick. Cast Battery Charge with that, and you'll get 7 MP a tick! See where I'm going with this?
61 Clear Mind III By this time, you have auto-refresh. Do you really want to use that many spell points for clear mind for resting when you could have auto-refresh? Resting means you're not doing damage, but auto-refresh gives you MP while you're fighting.
62 Max HP Boost +10 HP won't save you from anything. It's not worth it.
63 Accuracy Bonus YES. Set this. You could always use +10 Acc for your physical spells, and the spells it uses are useful. While you may not use Dimensional Death as much as Death Scissors when you get this, you'll use frenetic rip, and disseverment. No reason not to set this if you're meleeing and casting physical spells.
65 Conserve MP It's useful while soloing, or if you're not able to rest so much, but now that we've got battery charge, we've got a lot of MP coming back to us. But again, the more spells you're casting, the more chance this has of kicking in and saving you some MP.
66 Clear Mind IV You'll need to dedicate 8 spell slots to get this trait, and a LOT of spell points. It's not worth it.
69 Evasion Bonus You'll use hysteric barrage a lot, but you won't use screwdriver by the time you get it. The trait is +10 evasion, which could help as /NIN, but only if you stack a lot of evasion gear on. I never really used this.
69 Resist Gravity You'll never resist gravity from a mob you're fighting. It'll likely only make it last less. You'll never use it.
69 Store TP It cost a lot of spell points to set this. It costs 9 spell points. You'll probably won't have room for it, since you need tail slap and sickle slash to make this. BLU can get a lot of Store TP gear though. We get the Cobra Harness Set which has store TP, and the Enkidu's Subligar also has store TP. But it's more efficient to get a haste gear set instead, which will help your TP gain AND your utsusemi recast timers.
70 Counter Counter only works when you don't have shadows up. You have zephyr mantle when you're not /NIN, and utsusemi when you are. Otherwise, you won't be taking damage. We get some counter gear to increase the proc rate, but you won't use this.
72 Fast Cast I love fast cast. I have a gear set for fast casting utsusemi. People say our physical spells are fast enough, which is true, but what about the magical spells? What about utsusemi? You use Fast Cast and casting speed in your "Pre-cast" sets when using GearSwap.
78 Magic Burst Bonus This is a new trait, it makes spells burst for more damage. But it's really hard to burst the damaging ones off your own skill chains, but you CAN burst MP Drainkiss off your own self-darkness. So this actually has a use.
80 Dual Wield You get dual wield I with this, it doesn't stack with /NIN or /DNC dual wield. So it only potentially has use when you're using /THF (cannonball), /RDM (magic nukes), or /SCH (healing, campaign battle). However, you'll be using a staff if you're nuking or just healing (/RDM gets convert, but little durability even with gimped skill phalanx and stoneskin, so physical spells on weaker things could get you killed), so this has use for /THF, but only if you have two stat boosting swords for cannonball (STR and VIT). I'm not sure which boosts damage more for that, STR/VIT or the defense from Genbu's Shield or Acheron Shield. If you're using vertical cleave instead of cannonball, and you have two STR boosting swords (like a Magian Trials STR Shamshir and/or a Firmament, this will win out.
80 Double Attack A nice trait, especially for CDC now. Is naturally weaker than Warrior's tier 1 trait. Warrior gets 10% double attack for Double Attack I, supposedly 12% with Double Attack II at lvl96 (and more with merits). BLU gets 7% with their set trait. Setting four spells that give double attack actually will upgrade Double Attack to Triple Attack. Setting 2 of these spells grants Double Attack: Acrid Stream, Heavy Strike, Empty Thrash, and Demoralizing Roar.
83 Zanshin Zanshin can increase your accuracy by letting you attack again after missing an attack. It gives you an extra chance of attacking. There's a theory that SAMs that own the Nanatsusaya great katana can boost their accuracy farther than the cap, if they gear and merit for zanshin, since that sword supposedly give a 100% zanshin rate. If you miss an attack, it lets you attack again. If you lower your accuracy rate below the max rate, it lets you attack again, and for SAM with Ikishoten merits, and lower accuracy, they can get TP faster if their zanshin kicks in more often, allowing them to gain more TP faster. Anyway, Zanshin could be useful against high EVA mobs, since if you're missing melee more often, it'll give you a second chance to attack. Fit it in, if you want and have the room for it. Takes Whirl of Rage and Final Sting set to get this trait. I'm also hearing Zanshin doesn't work with multiple hits (like double attack procs or dual wield, I'm guessing it won't work with the offhand strikes), so that might decrease your mileage out of this trait unless you aren't dual wielding.
83 Skillchain Bonus This gives an 8% bonus to skillchains you participate in. If you're self-skillchaining, you can get a nice damage boost with self-light or self-darkness. The SC does more than what you close the chain with. Set it for a nice bonus. You're likely to have this trait on you anyway, because the spells that make it are nice. Goblin Rush and Benethic Typhoon.
90 Gilfinder/Treasure Hunter Useless, unless you set all three spells that give gilfinder, to get an upgrade to treasure hunter. Setting two of these spells grants Gilfinder: Charged Whisker, Everyone's Grudge, Amorphic Spikes.
93 Triple Attack Great for Almace wielding BLUs. CDC mixes really well with double/triple attack. Setting all four spells that can grant double attack gives you triple attack. Rate of Triple Attack is 5%.

Blue Magic Trait Break-Down

There are a lot of traits for Blue Mage

Blue Magic Spells

Source entry: Blue Mage/Blue Magic Guide by Sabishii. Cached on this server on 4 November 2026.

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