Blue Mage DPS Spell Summary — Endwalker 6.3
On this page, we go over the spells, abilities, and traits that a Blue Mage has in Final Fantasy XIV: Endwalker (Patch 6.3).
Spell Learning Mechanics and Locations
This page will outline the actual process for how to learn Blue Mage spells, as well as list all spells and where to learn them.
Spell Learning Mechanics
As with other Final Fantasy games, Blue Mage learns spells by defeating enemies who use those spells. It's not quite that simple, as there are some details that aren't explained in-game.
Spell Learning Criteria
At minimum, the following criteria must be met to learn a spell:
- The enemy must use the spell before it dies.
- The enemy must actually die. For example, you cannot learn Perpetual Ray from Onslaughter in Burden of the Son because Onslaughter never dies, it just leaves the arena.
- You must be alive when the enemy dies.
Some spells are learned by satisfying certain conditions and then using a totem item. Totems can be acquired from Wayward Gaheel Ja in Ul'dah - Steps of Thal (x:13, y:13). These spells can only be learned from the totem, even if an enemy casts a spell with the same name (e.g. Enkidu and White Wind).
Spell Learning Chance
There are only two things that affect the learn rate of a spell: the spell's star rating (1 to 5 stars) and whether or not the content is level synced. In general, if a spell has a higher star rating then it has a lower learn chance. However, if you are running group duties level synced, you are guaranteed to learn spells. The following do not count as group duties and follow whatever the spell's unsynced learn rate is:
- Masked Carnivale
- Open world combat
There are two spells that are exceptions to this. Mind Blast and Glower are both guaranteed learns even when unsynced, probably because they are required for job quests.
There are a lot of myths around spell learning chances, and in some of the other games these did actually matter. However, none of these things have any affect on your chance to learn a spell:
- Number of times the enemy casts the spell.
- Number of Blue Mages in the party.
- Having non-Blue Mages in the party.
- Party item level (i.e. minimum item level setting has no effect)
- Whether or not you get hit by the spell.
- Silencing echo.
- The difficulty of the duty (Hard vs. Extreme)
Unsynced learn rates haven't been published anywhere, but we have enough anecdotal evidence to estimate that 1-star spells have about a 50% learn rate and 5-star spells have about a 5% learn rate.
Synced or Unsynced
The most common question people will ask after reading this is "should I do things synced or unsynced?" It is absolutely better to run things synced where possible since you are guaranteed to learn the spells. All open world and dungeon spells can be learned solo synced because of Basic Instinct. The three cases where it might be easier to do it unsynced is for Feather Rain and Glass Dance where they come from Extreme trials, or Aetheric Mimicry, where it comes from infinitely spawning adds during the first boss.
Blue Mage Spell Locations and Additional Information
Below you will find a table that lists all spells and their locations. Unfortunately not all spells are particularly useful, so there will be some notes about general usefulness or quirks of spells in the table. Additionally, some "bait" locations that are generally bad have been omitted (e.g. A ranks). In general, locations will be listed in order of convenience/ease of access.
|Spell||Spell Location||Extra Notes|
|1. Water Cannon||
|2. Flame Thrower||
|3. Aqua Breath||
|4. Flying Frenzy||Zu - Pharos Sirius||In order to trigger the spell being cast, you must break two eggs to cause Zu to enrage. You should have the party spread out, since Flying Frenzy does a lot of damage and stuns you. Zu is vulnerable to death effects, so you can use Level 5 Death to kill it quickly after the enrage.|
|5. Drill Cannons||
|6. High Voltage||
||After engaging the enemy, you need to move away to make it use Loom to teleport to you.|
|8. Final Sting||
|9. Song of Torment||
||This spell has a 100% learn chance even unsynced.|
||Bristle boosts the potency of all Spells by 50%, but does not boost the potency of Abilities. This is visible in the tooltip of each spell. A good rule of thumb is that GCD actions like Matra Magic are spells and OGCD actions like Nightbloom are abilities.|
|13. White Wind||
|14. Level 5 Petrify||
|15. Sharpened Knife||
|16. Ice Spikes||
||Used only in Masked Carnivale: 12. The Plant-om of the Opera.|
|17. Blood Drain||
||This spell is critical to maintaining MP levels while using expensive spells like White Wind and Diamondback!|
|18. Acorn Bomb||
||This spell is mostly useless after Sleep was added.|
|19. Bomb Toss||
||Stacks and shares a cooldown with Peculiar Light.|
||Our most useless spell!|
|24. Flying Sardine||
||In The Dragon's Neck, Typhon uses Snort quite late into the fight. There are many spells similar to Snort, but only the one actually called "Snort" counts.|
|26. 4-tonze Weight||
||This is the only spell locked behind the Hildibrand questline. It has some niche use in A8S for slowing down orbs!|
|27. The Look||
|28. Bad Breath||
||The damage down component works on all enemies, making this functionally similar to Reprisal.|
||Cuca Fera is vulnerable to Death effects, so you can kill it easily after it uses Diamondback. When using Diamondback you are unable to move for 10 seconds and there is no way to cancel this early. Diamondback's mitigation is twice as effective as Tank LB3!|
|30. Mighty Guard||
||This reduces damage dealt by 40%. This should only be used as a tank, when using Basic Instinct, or when mitigation is needed.|
|31. Sticky Tongue||
||The extra threat is negligible. It mostly only matters for golems in The Second Coil of Bahamut (Turn 4). However, this spell is still extremely important for The Second Coil of Bahamut (Turn 4) and some Masked Carnivale stages!|
|32. Toad Oil||
||This is a "bait" spell. Outside of buffing Self-destruct it is functionally useless.|
|33. The Ram's Voice||
|34. The Dragon's Voice||
||The AOE pattern for this ability is a large donut shape. It is useful in certain fights for hitting multiple ranged targets at once.|
||Has roughly 67% accuracy. Reduces HP by 50% of current HP. If two Blue Mages use this on the same server tick, the enemy might die instantly!|
|36. 1000 Needles||
|37. Ink Jet||
||Mostly useless, but can be used in Masked Carnivale: 19. On a Clear Day You Can Smell Forever to blind yourself and dodge the Schizocarps!|
|38. Fire Angon||
|39. Moon Flute||
||Buffs all damage by 50% for 15 seconds, followed by being unable to use job or role actions for 15 seconds ( Sprint is usable). Effective use of this ability is the most important thing for increasing your DPS as a Blue Mage. For more info, see the Blue Mage Rotation guide.|
|40. Tail Screw||
||Has roughly 10% accuracy.|
|41. Mind Blast||
||This spell has a 100% learn chance from Galvanth the Dominator even unsynced.|
||Has roughly 33% accuracy.|
|43. Peculiar Light||
||Stacks and shares a cooldown with Off-guard.|
|44. Feather Rain||
||Shares a cooldown with Eruption.|
||Shares a cooldown with Feather Rain. This can be learned on normal solo synced easily with Mighty Guard, White Wind, and 1000 Needles.|
|46. Mountain Buster||
||Shares a cooldown with Shock Strike.|
|47. Shock Strike||
||Shares a cooldown with Mountain Buster.|
|48. Glass Dance||
||Shares a cooldown with Veil of the Whorl.|
|49. Veil of the Whorl||
||Shares a cooldown with Glass Dance.|
|50. Alpine Draft||
|51. Protean Wave||
||This can be learned from the tornadoes during Shikigami of the Undertow. When they despawn you have a chance to learn the spell.|
|55. Abyssal Transfixion||
||This spell is mostly useless after Sleep was added.|
|57. Eerie Soundwave||
|58. Pom Cure||
||This can easily be done solo synced since it comes from one of the trash mobs before the actual boss.|
|60. Magic Hammer||
||This is the opposite of Cover. Any mitigations that the receiver has active do apply to the damage taken.|
|62. Frog Legs||
||This is a very close range AOE spell. It does not function like Provoke which gives you additional enmity after taking aggro, instead it sets your enmity exactly equal to whoever has the most enmity.|
|63. Sonic Boom||
||Because of its range and cast time, this is our most reliable filler spell!|
||Bristle boosts the potency of all Physical Spells by 80%, but does not boost the potency of Abilities. This is visible in the tooltip of each spell. A good rule of thumb is that GCD actions like Final Sting are spells and OGCD actions like J Kick are abilities.|
|65. White Knight's Tour||
|66. Black Knight's Tour||
|67. Level 5 Death||
||Has roughly 90% accuracy. Sometimes this enemy just takes a very long time to cast the spell.|
||Has 100% accuracy.|
|69. Perpetual Ray||
||This can be used to cheese certain things like Diabolos in Dun Scaith or some achievement FATEs like Special Tarasque Force.|
||Since this spell can only be used on other targets and is relatively weak in terms of mitigation it is functionally useless.|
|71. Revenge Blast||
|72. Angel Whisper||
||Every Blue Mage should have this if they plan on running group content. The spell has a 5 minute cooldown, so it is beneficial if everyone in the group has it. Raises are a very high-value resource in Blue Mage groups.|
||To trigger the spell cast, you must attack an additional enemy nearby and get its health low.|
||If you are trying to learn this solo from Decaying Gourmand, you need to time a damage-over-time spell or Doom to kill it after it uses Devour.|
|76. Condensed Libra||
||This was a core spell at level 60, but due to spell slot restrictions isn't used frequently at level 70!|
|77. Aetheric Mimicry||
||This is the spell that allows us to play as any role!|
||All 4 charges should be used at once, as the bonus makes the hits do 200, 300, 400, and finally 500 potency.|
||Shares a cooldown with J Kick. This is rarely used, since the mobility from J Kick is generally more helpful.|
|80. J Kick||
||Shares a cooldown with Quasar.|
|81. Triple Trident||
||The 100 potency buff applies to all three hits of Triple Trident.|
|84. Cold Fog||
||In order to learn this spell, you must fail the mechanic with three heads during Mist Dragon. When this spell is triggered, for the next 15 seconds you are able to use White Death which is an instant cast 400 potency GCD.|
||This is our best AOE damage spell for 4 or more targets (when not under Healer Mimicry).|
|86. Saintly Beam||
|87. Feculent Flood||
|88. Angel's Snack||
||Shares a cooldown with Dragon Force and Matra Magic.|
|89. Chelonian Gate||
||Shares a cooldown with The Rose of Destruction. When channeling, you are unable to move. If a certain amount of damage is taken, you can do massive damage as a tank especially if paired with Bristle. This spell is sometimes called The Bluest Night in reference to The Blackest Night.|
|90. The Rose of Destruction||
||Shares a cooldown with Chelonian Gate.|
|91. Basic Instinct||
||This has 100% accuracy and works on all enemies that can be frozen or petrified. The freeze/petrify and Ultravibration combo is sometimes called "Vibe Check."|
|94. Mustard Bomb||
||Most bosses are immune to the Lightheaded debuff.|
|95. Dragon Force||
||Shares a cooldown with Angel's Snack and Matra Magic.|
|96. Aetherial Spark||
||Since this doesn't stack with Song of Torment and Nightbloom, it is mostly useless.|
|97. Hydro Pull||
||This spell is very helpful for rounding up enemies to then kill with the Vibe Check combo.|
|98. Malediction of Water||
|99. Choco Meteor||
||This is the strongest filler spell we have in the open world. Inside of duties it's not very strong since we cannot summon chocobos inside duties.|
|100. Matra Magic||
||Shares a cooldown with Angel's Snack and Dragon Force.|
|101. Peripheral Synthesis||
||Most bosses are immune to the Lighthearded debuff.|
|102. Both Ends||
||Shares a cooldown with Nightbloom. Outside of some very niche scenarios where you need to kill lots of enemies quickly, you will rarely use this spell.|
|103. Phantom Flurry||
||Shares a cooldown with Both Ends.|
Which Spells Should I Learn / Which Spells Are the Best?
The only real answer here is that you should learn every spell. If you intend on playing DPS or tank you will need to learn at least 100 spells anyway to learn Matra Magic and Dragon Force. As for "best" spells, it is largely situational.
Many fights and encounters will require specific spells to handle certain mechanics, which we will call "utility spells." One example of this is Devour which we use in Alexander - The Burden of the Son (Savage), or A8S, to resolve the Gavel mechanic.
With all of this in mind, here are some general loadouts for each role that will cover most situations.
DPS Spell Loadout
The last three spots can be used for utility spells. If you need even more utility spells, the order to drop spells is Glass Dance followed by Whistle
Main Healer Loadout
The main healer will primarily be using Pom Cure to keep the tank alive and Stotram to keep the party alive. If you need utility spells, the order to drop spells is Whistle, then Cold Fog, then the Triple Trident combo. While Cold Fog is incredibly strong, it is unlikely you will get a full usage of it as the main healer
Off Healer Loadout
The off healer will play primarily as a DPS, but helps heal where necessary (such as after raidwide damage). If you need utility spells, the order to drop spells is Glass Dance followed by Whistle.
Tanks actually have the most flexibility in terms of spell slots! We mostly just keep our MP healthy with Blood Drain and Magic Hammer so that we can mitigate tankbusters with Diamondback and help heal with White Wind. Mighty Guard reduces the damage we deal by 40%, so we're not going to be doing that much damage to begin with! If you need even more utility spells, the order to drop spells is Glass Dance followed by Cold Fog. Just like with main healer it is unlikely that we will be able to make full use of Cold Fog so it is safe to drop it.
- 07 Mar. 2023: Fixed missing tank loadout.
- 24 Feb. 2023: Guide added.
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