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Every discipline in Eorzea and beyond can be grouped into one of three roles - Damager, Healer, Tank - and the best adventuring parties are those which include at least one of each. "Limited Jobs" are an exception. Though treated as DPS disciplines for the purposes of their equipment, Limited Jobs are capable of a wide variety of actions that cannot truly be slotted into a single role.

    Blue Mage 

Blue Mage

https://static.tvtropes.org/pmwiki/pub/images/bluemageffxiv.png
Abbreviation: BLU
Unlocking Requirements: Complete the Main Scenario of A Realm Reborn; must reach level 50 in any of the combat classes
Preferred Weapons: Walking Canes
Armor Type: Casting
Guild Location: Steps of Thal, Ul'dah

Sorcerers equipped with canes who study the powers of monsters and whose discipline originates with the Whalaqee tribe in the New World. Blue Mages are the first Limited Job, at present capping at level 80 and being unable to use the Duty Finder to find random groups. If a Blue Mage wants to do instanced content, it must be with a preformed party. They are also unable to enter instanced content beyond that of Shadowbringers.


  • Alpha Strike: The M.O. of a DPS-focused Blue Mage is to pop Moon Flute before dumping all of their most powerful spells into the enemy within that 15-second window. While they will be unable to use any actions for 15 seconds afterwards, the 50% damage boost from Moon Flute makes it more than worth it.
  • Animal Motifs: The Blue Mage's Relic Cane, the Spirit of the Whalaqee has a distinct wolf motif while the relic hat has an emblem of a Unicorn on it.
  • Anvil on Head: 4-Tonze Weight drops a phantom weight made of aether said to feel like a 4-tonze weight was dropped on your head.
  • Ascended Meme: Prior to being nerfed, the most optimal way to clear Masked Carnivale stages was to use an empowered Self-Destruct to one-shot the enemy. Patch 5.15 added the first Blue Mage weapon with materia slots (making it more optimal to use than prior, purely cosmetic ones), which is adorned with a Bomb.
  • Attack Reflector: Ice Spikes, Schiltron, and Veil of the Whorl both reflect a small amount of damage taken back at the attackers in imitation of imps, armadillos, and Leviathan respectively.
  • Badass Cape: The Blue Mage's gear has a fancy blue cape with red lining to it.
  • Badass in a Nice Suit: The job gear of a Blue Mage is fancy suit.
  • Beehive Barrier: Mighty Guard creates one when cast.
  • Bequeathed Power: Transfusion fully restores another party member's HP and MP before killing the user. It cannot be used to resurrect a target, however.
  • Blow You Away: Alpine Draft, Sonic Boom, and Garuda's Feather Rain are all wind-aspected attacks useable by the Blue Mage. Sonic Boom in particularly bears special mention because its cast time is so fast that you can move after the cast bar starts and the entire rest of the cast will fall under the grace period of moving but still getting the cast off, making it the most practical non-instant spell to use in fights that require a lot of moving.
  • Boring, but Practical: Goblin Punch is just a simple straight punch with no extra cooldown time and a low MP cost. Compared to other skills you may never even notice a Blue Mage casting this but it has a whopping 320 potency while Mighty Guard is active and attacking from the front, making it exceptionally useful for tanking Blue Mages. When soloing group content and making use of Basic Instinct it goes up to 640 potency, allowing Blue Mages to quickly burn down anything that doesn't die to Ultravibration or Missile.
  • Breath Weapon: The aptly named Bad Breath spell of the Morbol monsters and the Aqua Breath, The Ram's Voice, The Dragon's Voice, Snort, and Flying Sardine spells. A few non-breath attacks on enemies become this on the Blue Mage, including Flame Thrower and Ink Jet.
  • Buffy Speak: Pom Cure's explanation on how it can work like a Conjurer's Cure, as provided by a moogle.
    "Stuff your pom with magic - you know, the sparkly kind - then go 'bwaaa'!"
  • Cane Fu: The Blue Mage's weapon is a cane that they can use to bludgeon enemies and cast spells. It was even used by player character to bludgeon Kraken in the first Blue Mage job quest until it retreats.
  • Cast from Hit Points: The Spectral Berserker's Wild Rage is unique in that it's currently the only player-usable spell in the entire game that has an HP requirement instead of an MP one, specifically half of the caster's maximum HP.
  • Counter-Attack:
    • The Mist Dragon's Cold Fog ability gives the Blue Mage a buff, if they're struck by an attack while the buff is up, for fifteen seconds they can counter with White Death, a hard-hitting 400 potency AoE with no damage falloff that also puts the enemies into a Deep Freeze state.
    • Genbu's Chelonian Gate gives the Blue Mage a 20% damage reduction to help with their tanking, and if while the buff is still up the Blue Mage takes 30% of their health, they get to counterattack with Divine Cataract, a 500 potency AoE attack with only 50% falloff, that jumps to a massive 1000 potency if the Blue Mage is mimicking a tank, ingoring Mighty Guard's damage penalty.
  • Combos: Many spells work in tandem with each other to give different outputs when used together, and that's not just from the general-use buffs such as Bristle or Whistle. For example, if you freeze an enemy with The Ram's Voice, the Deep Freeze status can be dispelled with The Dragon's Voice for increased potency, or as a catalyst for Ultravibration to instantly KO it.
  • Competitive Balance: Their limited level cap, which is intended to raise over time, and various restrictions regarding instanced content ensure that highly developed Blue Mages are unable to break relevant content while underdeveloped Blue Mages can not become a hindrance to unsuspecting groups.
  • Cool Mask: Their job gears helmet has a blue domino mask.
  • Crutch Character: 1000 Needles. Early on, dealing exactly 1000 damage is more than enough to instantly kill most enemies below level 30 (and even dealing 500 or 333 damage to two or three enemies can do the trick), making it worth using even with its six-second cast time. Once the player hits level 50, however, other spells begin to reach or even surpass 1000 Needles in damage while also casting in half the time, inflicting statuses on enemies, and/or having greater range. 1000 Needles does still have some niche use past that level, however, if a BLU is level syncing for a FATE boss that is below Level 30 and not vulnerable to instant death.
  • Damage-Increasing Debuff: The Off-guard spell makes a single enemy take 5% more damage for 15 seconds, while Peculiar Light does the same for all enemies near the caster, but only for Magic Damage. They share a cooldown due to their similar use. Condensed Libra has a shorter cooldown, but randomly chooses a debuff from one of three options: Physical, Fire/Wind/Lightning, or Water/Ice/Earth, and only one Libra debuff can be applied to an enemy at a time.
  • Death of a Thousand Cuts:
    • Song of Torment is a 30 second Damage Over Time spell that DPS-focused blue mages will apply liberally throughout a fight to continuously deal damage to bosses. Nightbloom causes the same debuff, but it lasts 60 seconds instead. Endwalker also introduced Mortal Flame and Breath of Magic, the former of which lasts permanently and the latter of which has a whopping 150 potency per tick for 60 seconds. With these spells, any boss fight becomes a battle of attrition for a party of blue mages.
    • Matra Magic has a very low potency of 50, but deals damage eight times in a row. This potency doubles if Aetherial Mimicry is used on a DPS, turning it into an 800 potency spell.
    • This is taken quite literally with 1000 Needles. Each individual needle only does 1 hp worth of damage, but the mage is firing off one thousand of them at once.
    • The Warrior of Light learns they very first blue magic spell, Water Cannon, by confronting a kraken and slowly beating it to death with their cane. Given how the cutscene Fades to Black, it's implied that this took a long time. By the time the kraken sinks into the depths, the Warrior is exhausted from how long it took and having to withstand countless water jets.
  • Death or Glory Attack: Final Sting and Self-Destruct, with Final Sting being slightly moreso. Both spells kill the Blue Mage but have bar none the highest potency of any spells in the entire game. With every damage buff possible that affects "physical" spells, it's possible to deliver a 2100 potency attack with a boosted 290% increase to that that can make Final Sting the only spell in the game capable of Direct Crits for over a million damage, numbers that a Black Mage or Samurai can only dream of seeing.
  • Elemental Powers: With their wide variety of monster obtained spells, including six elemental Primals, they can use all six elements in Final Fantasy XIV. And unlike all other colored mages, Elemental Rock-Paper-Scissors are indeed applicable to Blue Magics, at least for contents designed specifically for Blue Mages, such as The Masked Carnival. Completing the "Perfect Blue" challenge even requires the player to use spells of every element (and physical damage type) against Azulmagia, though the spells do not necessarily need to deal damage.
  • Elemental Weapon: They can learn how to use Shiva's Glass Dance, as well as Ravana's Surpanakha.
  • Eye Beams: Glower, The Look, Level 5 Petrify, and Laser Eye all involve blasting your foes with energy beams or shot from the user's eyes.
  • Fighting Clown:
    • While Blue Magic is a serious school of magic passed down through the Whalaqee tribe, in Eorzea it's primarily shown through the spectacle of the Masked Carnivale, where the various incarnations of The Great Azuro dress in garish blue outfits to fight exotic beasts in front of a crowd. As a result, many characters write off Blue Magic as a bunch of parlor tricks used only to entertain the bored masses, not realizing that the Blue Magic is just as destructive and powerful as any of the other schools of magic practiced in Eorzea.
    • Blue Mages are known to spit fish at their opponents (Flying Sardine), enfeeble them with horrible-smelling breath (Bad Breath), drop 4-tonze weights on their opponents' heads (4-tonze Weight), and engulf them with a mixture of mud and fertilizer (Feculent Flood).
  • Fixed Damage Attack:
    • 1000 Needles does exactly 1000 damage, per the spell's incarnation in most games, and will split the damage near-evenly between nearby enemies. While weak sounding, 1000 damage is on the higher end of attack damage at level 50 note  which in inclusion to being an area-of-effect attack makes it deceptively strong. The main reason it eventually falls off is its 6-second cast time.
    • Also worth noting that 1000 Needles can be learned at nearly any level (with your best bet after or around level 25), and still deals 1000 damage regardless of debuffs on the caster (such as Mighty Guard) or the caster's level. As such it's often the go-to spell for leveling or level-synched Blue Mages, until other spells begin to catch up around level 40.
  • Food Fight: Candy Cane causes giant candy canes to rain down around a targeted enemy, lowering their strength and dexterity in the process.
  • Forced Sleep: Acorn Bomb can put an enemy and nearby enemies to sleep for a whopping 30 seconds. Chirp lasts an even greater 40 seconds, but requires that the Blue Mage be in close range to begin with.
  • Gendered Outfit: The male design for Blue Mage outfits has long trousers but the female version wears short shorts with thigh high boots instead. Or knee-high socks in the Mirage set's case.
  • Gentleman Wizard: Their design motif centers around stylish Victorian suits with a matching cane.
  • Having a Blast: Bomb Toss, which damages all enemies caught in the blast and also stuns them; Fire Angon, which throws a flaming lance at an enemy that explodes to damage other enemies near the target; and the aptly-named Self-Destruct.
  • Healing Hands: White Wind, Pom Cure, Exuviation, and Angel's Snack all heal HP to party members. White Wind heals an amount equal to the caster's HP, Pom Cure is a single-target spell, Exuviation has the added benefit of dispelling a single debuff on each player healed, and Angel's Snack is an all around powerful healing spell. If the Blue Mage copies a Healer with Aetherial Mimicry, some spells gain additional benefits: Pom Cure and Exuviation have stronger potency on top of the mimicry increasing healing output, Angel's Snack adds a regeneration effect, and the otherwise-damaging ability Stotram becomes a healing spell instead.
  • HP to One: Tail Screw has a low chance to inflict this, but fails on enemies that are immune to Instant Death, or are higher level than the caster.
  • Human Shield: Avail forces an ally to take any damage meant for the Blue Mage for a short time.
  • Humongous-Headed Hammer: The aptly named Magic Hammer, which drops a massive mallet made of magic onto an enemy, dealing damage to them and any others around them while also giving them a concussion debuff that lowers both their Mind and Intelligence stats. On top of that, it also restores 1000 MP to the caster.
  • An Ice Person: Ice Spikes, The Ram's Voice, Glass Dance, Northerlies, Cold Fog, and Blaze are all Ice-elemental spells.
  • I Just Shot Marvin in the Face: Right Round and Malediction of Water allow the Blue Mage to knock back everything around them, which includes allies. Given the various number of stack mechanics in the game, it's entirely possible for you to launch someone away and force them to take the attack alone and end up killing them.
  • Impaled with Extreme Prejudice: Abyssal Transfixion creates several blades that stab into the target all at the same time to deal damage and Paralyze it.
  • Jack of All Trades: Blue Mage is a highly versatile class. While officially listed as a Magical Ranged DPS, it can also function as a Healer or Tank, with myriad spells allowing them to perform as either. As Martyn himself explains, Blue Mages can fulfill all of those aforementioned roles.
    Martyn: Blue mages can do everrrythiiing! Attackin', defendin', healin'—you name it!
  • Kamehame Hadoken: Apokalypsis has the Blue Mage drop down on all fours to secure themselves to the ground and then launch an utterly massive beam of energy from the four disembodied heads summoned above them in mimicry of Therion's form.
  • Knockback: Snort, Protean Wave, and Rose of Destruction knock back enemies hit. Malediction of Water and Right Round knock back both enemies and party members hit.
  • Last Stand: Basic Instinct provides the Blue Mage one. It can only be used if the BLU is alone in content intended for 2 or more players, or if every party member but them is dead, increases their damage and healing done by 100%, removes Mighty Guard's damage penalty, and makes them 30% faster for one final hail mary attempt to kill whatever killed your party (or to make solo unsynced dungeons or raids much easier).
  • Light 'em Up: Saintly Beam bombards an area with purifying light. While its damage is an unimpressive 100 potency at base, its strength quintuples to 500 potency against the undead.
  • Literally Shattered Lives: Ultravibration does this to enemies who are currently frozen or petrified, resulting in a One-Hit Kill.
  • Luck-Based Mission: Do you need to survive a heavy hitting tankbuster? Do you want to make it a complete coinflip? If so, Blue Mage's Force Field is there for you with a 50% chance of mitigating the correct damage type by 50%.
  • Magic A Is Magic A: Blue Magic is defined as drawing from an enemy's aether as they die, after observing the techniques they use, thereby granting the user both the knowledge and ability to perform the same natural abilities as spells.
  • Magicians Are Wizards: The Blue Mage has the trappings of one because The Masked Carnival is a vaudeville like spectacle show where the Blue Mage shows off their strange magics on stage.
  • Making a Splash: The first spell they learn is Water Cannon, learned from fighting off a Kraken, although there are far less dangerous enemies to learn them from. There is also Aqua Breath, Ink Jetnote , Veil of the Whorl, Protean Wave, Malediction of Water, Hydro Pull, Chelonian Gate, and Sea Shanty. As of Stormblood and continuing into Shadowbringers, the Blue Mage is also the only caster class with access to offensive water magic since damage was removed from the White Mage's Fluid Aura before the spell was removed entirely in Endwalker.
  • Mana Drain: An usual case when using Blood Drain. The enemy version absorbs your HP to restore its own. The Blue Mage version still causes damage to the enemy, but you recover MP instead.
  • Mechanically Unusual Class:
    • They are a Limited Job with a level cap ten to twenty levels (depending on the patch) below that of other Jobs. They must learn their skills by defeating specific monsters after they use the abilities they need and have solo content unique to them known as the Masked Carnival. Their abilities are also handled in a loadout style menu of 24 spells at any one time, making their spells and rotation entirely player-created instead of set in stone like every other job. Because of the odd properties of their spells and their acquisition, Blue Mages cannot be taken into the Duty Finder with random parties, do roulettes, enter Deep Dungeons, nor PvP, but in return receive significantly more experience from killing enemies out in the world, though they can still enter unsynced and premade groups for content so they can learn spells only found on trial and dungeon bosses. Even when suffering a drop in levels in synched content, they never lose access to any of their spells. Additionally, Blue Mage is the only combat class incapable of using a Limit Break.
    • Gameplay-wise, their job flow and rotation are also not strictly "cast one spell, cast next spell" or "cast spell until proc happens", unlike every other job. A loose encouragement exists in the form of certain spells making other spells do more damage (similar to Final Fantasy XI's Skillchain system) and mana costs making it impractical to spam high power Blue Magic, but other than that, a Blue Mage's rotation is entirely flexible, and entirely player-created.
    • Blue Mage weapons are entirely cosmetic and provide zero stat bonuses. The weapons from level 60 onward have two materia slots, but still no base stats.
    • As of Shadowbringers' revamp of tank stances to only generate extra enmity, Mighty Guard is the only tank stance that went unchanged, keeping the sharp damage reduction and HP gain.
    • Their Apokalypsis spell is one of the only damaging abilities in the entire game that has to be channeled to deal damage - meaning that the caster must remain still and not use any other action for the duration of the spell, else it cancels early.
  • Memory Jar: Actually averts this, along with Machinist. The Soul of the Blue Mage does not yet contain any memories of past practitioners; according to Martyn, it's just used as a medium to learn magic from enemies. Unlike Machinist, this isn't because blue magic is a newly-developed discipline; the implication is that all the Whalaqee practitioners in the New World are learning how to use blue magic by trial and error.
  • Mythology Gag: The flavor text for Matra Magic describes the spell's name as once encompassing near-death curses and converting life into mana. Swapping the target's HP and MP bars is how Matra Magic works in the Tactics games, with the "near-death curse" referring to it being able to kill targets who have run out of MP.
  • Necessary Drawback: The Damage Over Time effects on Mortal Flame (which lasts permanently) and Breath of Magic (whose damage surpasses every other effect like it several times over) are so powerful that only one instance of each may be applied to a single enemy at a given time. Otherwise boss fights would be demolished by the sheer amount of damage being dealt while a party of blue mages is free to move around.
  • Non-Indicative Name: The Blaze spell is Ice-elemental. The description for the spell points this out, citing either a jest made by the author who wrote the novel where Alte Roite was first mentioned or the fact that the frostbite the attack causes resembles a burn.
  • Not the Intended Use:
    • At the time of their introduction, players realized that the massive experience boost provided to Blue Mages would also apply to their Chocobos, making the Blue Mage a favorite for leveling the birds until this aspect was patched out about two weeks later.
    • Early on, blue mages found that use of Self-Destruct and Final Sting made for an excellent opener in boss fights — provided they could kamikaze the target and then release back to the start of the instance in time before the timer locking an arena kicked in. This would allow them to teleport back into the fight back at full health with no damage penalty, and a massive chunk of the boss' HP missing. The addition of the "Brush With Death" debuff on use of self-killing skills mitigates abuse of this.
    • Self-Destruct has also been used for Mundane Utility, as using it allows you to return to your Home Point at any time. Unlike the spell Return, Self-Destruct has no cooldown. It is also the only way players can die in sanctuary areas. This allows Blue Mages to bypass some of the harder jumping puzzles required for Sightseeing log completion by getting other players who have completed the puzzle to resurrect them.
    • Blue mages get a boost to experience earned from monsters they helped kill in the open world to make up for their inability to queue for dungeons normally or benefit from the armoury bonus. But this bonus applies all the way up to the level cap. So if say, a friend were to help the aspiring blue mage kill Level 70 mobs on the coast of Kholusia, the blue mage could reach the level cap in a couple of hours.
  • One-Hit Kill:
    • Doom and Level 5 Death are capable of killing anything not immune to death and of equal or lower levels to the character using them. The latter can affect more than one enemy at a time, but has the restriction of only working on enemies whose level is a multiple of 5. There are even quite a few bosses that manage to avert Contractual Boss Immunity, with the general rule of thumb being that they won't work on things not actually living.
    • Ultravibration is another instant-death spell. It only works if the targets are suffering from Deep Freeze or Petrification, but also has the added benefit of ignoring the innate death immunity of non-living enemies as well as being more reliable than the previous two examples.
  • Overly-Long Tongue: The Sticky Tongue spell pulls enemies to the Blue Mage and stuns them. Somewhat subverted in that, ironically, the actual spell seems to use mucus to grab enemies, unlike the Gigantoads who actually use their long tongues.
  • Palette Swap: The previewed hat and mask is an amalgamation of two previous head pieces, colored blue. It looks nice, though.
  • Percent Damage Attack: Missile, Launcher, and Dimensional Shift. Missile halves the current HP of a single target. Launcher hits all nearby enemies, but deals a random percentagenote  and is much more expensive. Dimensional Shift deals 30% of the target's current HP to all nearby enemies and is much cheaper to cast than Launcher, but takes 2.5 times as long to cast.
  • Power Copying: Blue Mages have to learn the actions of monsters by hunting them down and defeating them. It's not a guaranteed process though, and magics at higher rarity have a significantly lower chance to be learned.
  • Power Gives You Wings: Using Ravana's Suparnakha will cause two of the Lord of the Hive's wings to briefly appear on the user's back. Also coupled with Spontaneous Weapon Creation, as the Sword Beams are fired with replications of Ravana's blades. Likewise, Titania's Being Mortal grants the user a set of pixie wings that they use to fly around with as they cast the spell.
  • Prestige Class: Blue Mages are only obtainable after reaching level 50 on another job and completing the Praetorium. Downplayed since it doesn't require any expansions, and starts out at Level 1, although it gets EXP much more quickly from open-world enemies.
  • Purposely Overpowered: With the appropriate spells, a Blue Mage is potentially a Master of All, able to tank, heal and deal damage simultaneously. The dev team's stated rationale was that they wanted to go all out with this job without worrying about game balancing, which is why it is classified as a Limited Job and unable to do most things requiring a group.
    • Subverted on launch in 4.45, where Blue Mage fell short of this mark. Most of their spells were either weaker than other jobs' basic skills or Awesome, but Impractical.
    • Played Straight in 5.1 and onwards thanks to an increase in level and skill adjustments. Blue Mages gained increased potencies across the board, Off-guard became a Trick Attack clone, several new spells mimic various Tanks' defensive cooldowns and the now removed Ultimatum, they gained cheaper heals not tied to their health including the ability to apply shields, cure ailments, and revive, and Aetherial Mimicry allowed them to further specialize in a role provided they have someone of that role around to mimic.
    • A team of Blue Mages can pull off outrageous feats that other classes can only dream of, like clearing the Second Turn of the First Coil of Bahamut in less then 30 seconds. Their Purposefully Overpowered design bars them from duty finder, story, and deep dungeon content because of how they can do everything. As such, they're in high demand when Moogle Tomestone events show up, as they can utterly blast through content at breakneck speed with the right strategy.
  • Rapid-Fire Fisticuffs: Suzaku's Phantom Flurry has the caster rapidly kick the area in front of them, dealing damage over time.
  • Rocket Punch: Omega's Peripheral Synthesis creates a massive robotic fist that is launched in a straight line. Enemies hit take damage and are afflicted with Lightheadedness, which allows the spell to combo with either itself (dealing more damage) or Mustard Bomb (adds a Bleed debuff)
  • Rule of Fun: The main reason why the dev team wanted to include something so versatile and overpowered; they wanted the players to be able to revisit old content with a fresh new challenge.
  • Sacrificial Revival Spell: The Transfusion spell sacrifices the caster in order to fully restore a party member's HP and MP. However, it still cannot be used to resurrect fallen players.
  • Shaping Your Attacks: Abyssal Transfixion creates swords made out of eather to skewer a target from a distance.
  • Shed Armor, Gain Speed: Inverted by the Diamondback spell. It works by weaving earth-aspected aether around oneself like an enormous shelled carapace, reducing damage taken by a whopping 90% and nullifying most knockback and draw-in effects. But given that this spell is meant to be used by shelled dragons bigger than tanks, this barrier is so heavy that the user is completely unable to move or attack for its duration.
  • Shock and Awe: Numerous spells like Ramuh's Shock Strike and The Dragon's head bring down or emit lightning to shock unfortunate saps struck by it.
  • Situational Damage Attack:
    • Lakshmi's Strotam spell changes effect depending on the mimicry. As a tank, it's a fairly weak 100 potency AoE that's good for getting aggro, as a DPS the mimicry increases its potency to be somewhat more lethal, as a Healer, however, the attack changes into a high-range party heal that further stacks with Healer Mimicry's potency boost to become as potent as a Cure III but with the range of Medica.
    • The Nixie's Sea Shanty spell does a powerful 500 potency's worth of damage to the target. But should it be cast during rain, shower, or thunderstorms, the power doubles to a whopping 1,000 potency.
  • Spike Shooter: They can learn the Cactuar's 1000 Needles spell, which shoots a thousand needles as a Fixed Damage Attack.
  • Spontaneous Weapon Creation:
    • Shiva's Glass Dance creates a bow out of ice to fire a rapid volley of icicles at nearby enemies.
    • Ravana's Suparnakha creates two of Ravana's swords to shoot out Sword Beams of earth-aspected aether at enemies.
  • Stance System: Aetherial Mimicry allows the player to emulate the magical properties of any other target player based on their role. Tank increases the Blue Mage's defenses while empowering Cactguard. Healer increases the Blue Mage's base healing output while also increasing the healing potency of Pom Cure, Exuviation, and Gobskin. DPS increases the Blue Mage's Critical and Direct Hit rates.
  • Stunned Silence: Flying Sardine works like this. The idea of being hit in the face by a fish your opponent spat at you is so dumbfounding that the target immediately forgets what they were doing, stopping interruptible spells in their tracks.
  • Suicide Attack: Final Sting and Self-Destruct can inflict massive damage to enemies at the cost of knocking out the caster instantly. Patch 5.1 introduced the "Brush With Death" debuff, effectively preventing the player from repeatedly spamming it with the help of a resurrecting mage.
  • Sword Beam: Surpanahka creates a pair of Ravana's swords, held in a cross, that fire off a low but wide shockwave. Like Ravana's own version of the attack, it is a Spam Attack that can be used up to four times in a row, growing in power as long as no other skills are used. According to the flavor text, the spell draws in earth-aspected aether from nearby mineral deposits to fling it forward as a wave of shrapnel.
  • Taken for Granite: Level 5 Petrify turns enemies whose levels are in multiples of 5 into stone.
  • Taking the Bullet: Avail works identically to Paladin's Cover, allowing the Blue Mage to take all damage a nearby ally would have taken for its duration.
  • Taking You with Me: The entire point of the Self-Destruct and Final Sting spells. Because the target is considered defeated before the caster, a Blue Mage can emerge victorious from the Masked Carnivale using these abilities to finish off the enemy.
  • This Is a Drill: Drill Cannon damages all enemies in front of you. If they are under the Petrification status, Drill Cannon's power gets a huge boost at the cost of removing the Petrification status upon impact.
  • This Looks Like a Job for Aquaman:
    • A few S-rank elite marks can be spawned more quickly by casting Self-Destruct, such as Chernobog in Outer La Noscea (requires players to die), Safat in Coerthas Central Highlands (requires players to be reduced to 1 HP or lower), Tarchia in Amh Araeng (specifically requires Self-Destruct to be used near its spawn points—particularly interesting given Blue Mages were still capped at level 50 when the level 80 Tarchia was released. Avoiding local wildlife to cast the spell would've been a legitimate concern), and Armstrong in Garlemald (requires players to die on its spawn point while wearing the Mended Imperial Pot Helm and Mended Imperial Short Robe).
    • Because their spell list isn't restricted when level synced, a Blue Mage that knows the right spells tends to be extremely powerful in FATEs due both having fairly high potency skills available when other jobs are yet to unlock theirs, incredibly large wide AoE attacks to tag many enemies at once, and the ability to take advantage of many FATE bosses being vulnerable to Level 5 Death or Missile. Even a single Blue Mage can complete certain FATEs intended for groups not only alone but within seconds. This has made the job popular to use for certain tasks that involve FATE grinding, like when trying to get Luminous Crystals or doing certain Crossover Events that take place in older areas.
  • Throw Down the Bomblet: The Bomb Toss spell conjures up a Cartoon Bomb for throwing at enemies.
  • Victor Gains Loser's Powers: Through killing monsters after they use a learnable skill, the Blue Mage has a chance of learning said skill. It is RNG dependent, meaning some skills are harder to learn. Lore-wise, the Blue Mage absorbs a bit of the opponent's aether, meaning that they don't need to get hit by the skill, but chances are they will get hit by it, often several times, in the process of killing the target.
  • Violation of Common Sense: In order to learn Cold Fog from the Mist Dragon, the player has to deliberately fail the mechanic and get hit by it. None of the other Blue Magic spells require you to be hit by the attack, and the class was in fact advertised as not needing to be hit by attacks to learn them.
  • Waist Coat Of Style: Under their suit jacket they have an elaborate waistcoat and a fancy tie for good measure.
  • Wave-Motion Gun: Therion's Apokalypsis can be added to the Blue Mage's repertoire, allowing the caster to channel a colossal laser for up to 10 seconds and dealing heavy damage to enemies hit by it.
  • You Are Already Dead: Lugus's Mortal Flame inflicts a permanent damage over time debuff, meaning that unless the party wipes, that enemy will die eventually. To keep it from getting too ridiculous, a single enemy can only have one instance of the debuff at any one time.
  • You Will Not Evade Me: Hydro Pull pulls enemies toward the caster.

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