Community Blue Mage Guide

==Latest Updates==
*Filling in preliminary information and fundamentals so as to have a solid base to read and pull from that matches up with other Community Job Guides.--Brahmsz (talk) 11:18, 26 June 2024 (UTC)
==General Information==
*Write about the job here, if we even need another BLU guide at this point. lol
**Apparently, we do... Brahmsz (talk) 19:15, 21 November 2023
**As an aside, this Community Guide will try not to retread territory covered in formerly Out of the BLU & The Beast Within.--Brahmsz (talk)
*One of the three Advanced Jobs introduced in the Treasures of Aht Urhgan expansion.
*One of the first genuine "hybrid" classes introduced outside of the main and original set of Advanced Jobs.
*One of the most versatile jobs in the game. Able to create and utilize various Job Traits through combination of set spells.
===Roles===
*All of them.
**As mentioned above, Blue Mage is one the most versatile jobs in the game due to its ability to set various and multiple tiers of job traits through spell selection. This allows a BLU to take on multiple roles (gear dependent) with varying levels of success (Content dependent). Your mileage may vary, but BLU is capable of assuming the role(s) of:
***Physical Damage Dealer, Magic Damage Dealer, Healer, Debuff & Support, Off Tank.
==Food & Medicines==
===Food===
Accuracy Options:
* Sublime Sushi
* Stats: HP+40, MP+20, STR+6, DEX+7, MND-3, CHR+6 Accuracy / Ranged Accuracy+10% (Max. 100), "Resist Slow" +1.
** One of the best accuracy-based foods in the game.
*** Purchased from the Auction House. Crafted only.
* Grape Daifuku
* Stats: HP+20, STR+2, VIT+3, Accuracy / Ranged Accuracy+10% (Max. 80), Attack / Ranged Attack+10% (Max. 50), "Magic Attack. Bonus " +3. Mirrored Pet Stats.
** If Sublime Sushi is the best accuracy-based, Grape Daifuku comes in as a close second. Adding moderate attack in exchange for a small loss of accuracy.
*** Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
* Seafood Gratin
* Stats: DEX+7, MND+7, Accuracy / Ranged Accuracy+20% (Max. 70), Evasion / Magic Evasion+12% (Max. 60).
** An honorable mention. A step down in accuracy, however, Seafood Gratin exchanges the further accuracy loss for a significant boost in magic evasion. (Which becomes a much bigger dealer in mid to late-endgame content.)
*** Purchased from the Auction House. Crafted only.
* Oden
* Stats: DEX+5, INT+5, Accuracy / Magic Accuracy+15% (Max. 70).
** Another honorable mention. Again, a step down in accuracy, however, Oden exchanges the further accuracy loss for an equal increase in Magic Accuracy.
*** Purchased from the Auction House. Crafted only.
Attack Options:
* Red Curry Bun
* Stats: Attack / Ranger Attack+23% (Max. 150), Demon Killer +4.
** One of the oldest attack foods in the game. Tried and true (if you have the accuracy to use it of course).
*** Purchased from the Curio Moogle for 7,000 gil, 84,000 a stack.
* Popo. Con Queso
* Stats: STR+5, MND+5, Attack / Ranged Attack+20% (Max. 130), Evasion / Magic Evasion+12% (Max. 60).
** Honorable mention. Introduced around the same time as the above Seafood Gratin (serves as the attack food version). 
*** Purchased from the Auction House. Crafted only.
Specialty Options:
* Marine Stewpot
* Stats: HP+90, Accuracy/R. Accuracy/M. Accuracy +90, Mirrored Pet Stats, -20 each.
** Group Food (~6 Party members within 10 yalms).
** A highly desired food choice--particularly in endgame content and scenarios. Only exists as singles and does not stack. As mentioned in the above description, a Marine Stewpot will work on up to an entire party as long as each member is within 10 yalms of the person using it.
** Any party member with an existing food effect on will not receive the effect of the stewpot.
*** Purchased from the Auction House. Crafted only.
* Riverfin Soup
* Stats: Accuracy / Ranged Accuracy +14% (Max. 90), Attack / Ranged Attack +18% (Cap: 80), Amorph Killer +5
** Honorable mention. Slightly stronger version of Daifuku. Only exists as singles and does not stack.
*** Purchased from the Auction House. Crafted only.
* Gyudon
* Stats: Double Attack"+5%, Weapon skill damage +5%
** Introduced September '22. Largely speaks for itself. No addtional stats, so make sure you can actually hit something if you're going to use it.
*** Purchased from the Auction House. Crafted only.
* Popoto Gratin
* Stats: Double Attack+5%, Store TP+5!!!
** Honorable mention. Very interesting food with a duration of 5 minutes but stacks to 99. Great for short battles.
*** NPC purchasable only. Available for purchase during The Green Festival in Lower Jeuno.
Defensive Options
* Om. Sandwich
* Stats: HP+11% (Max. 150), VIT+7, MND+7, Accuracy+11% (Max. 80), DEF+11% (Max. 120), Enmity+4.
** Introduced in The Voracious Resurgence mission-line. Comparable to Miso Ramen in HP and Defense; exchanging Magic Evasion and Magic Defense Bonus for accuracy and enmity+.
*** Purchased from the Auction House. Crafted only.
===Medicines===
* Echo Drops
** Useful for when silenced and no one else can (or is able to) Silena you. Keep these stocked.
*** Purchased from the Curio Moogle for 700 Gil.
* Remedy
** Useful for curing most debuffs curable with -na spells (ie: Paralyna). You can receive 12 a month for free from ambuscade. Keep these stocked.
*** Purchased from the Curio Moogle for 3,000 Gil.
* Reraiser / Hi-Reraiser
** Nothing wrong with keeping extra sources of Reraise in your pocket. Keep these stocked.
*** Purchased from the Curio Moogle for 1,000 and 1,500 Gil.
* Holy Water
** Extremely useful to have, especially when spell priority or universal cool downs from back=line supports are bottle necked... Keep them stocked.
*** Purchased from the Curio Moogle for 1,000 Gil.
* Panacea
** Sometimes you are overwhelmed with a number of debuffs (like an Impact) that need Erase and this is much faster than waiting on a support to erase them. Keep these stocked.
*** Purchased from the Curio Moogle for 20,000 Gil.
* Vile Elixir / Vile Elixir +1
** You never know when these might come in handy. Even for other party members... Great for putting in a bazaar for back-line supports when in a pinch as well! A single Vile Elixir or HQ can save you in those situations. Keep these stocked.
*** Purchased from the Curio Moogle; 20,000 Gil for NQ. 40.000 Gil for HQ.
*** Often cheaper to buy off the Auction House.
*** A number of NM's and various content drop these for free as well.
* Coalition Ether
** Honorable mention for when you need MP in a pinch. Has a one second usage time for a quick 150MP and no medicated status to boot.
*** Purchased from Ujlei Zelekko in the Pioneers Coalition in Easter Adoulin.
* Antacid
** Great for switching food on the fly when the situation calls for it. Keep a few, just in case.
***Purchased from the Curio Moogle for 1.000 Gil.
* El. Pachira Fruit
* Effect: 1hp/tick Poison Effect for 2 minutes.
** Perhaps you aren't engaged and can't swap to a particular piece of equipment with a damage over time effect. Poisoning yourself is a good option. Keeps you awake when you know the mobs you are fighting will spam sleep. Keep a few on hand.
*** Purchased from the Ghemi Sinterilo for 154 Gil in Kazham.
==Abilities, Traits, Merits, and Job Points==
===Abilities and Traits===
Given BLU's ability to set their own traits via spell selection/allocation, it's not feasible to list every trait possible in this section. Please use the link below to the Blue Mage Job Traits page linking this page to gain a grasp of all the settable traits and (just as importantly) how those Job Traits can be set.
https://www.bg-wiki.com/ffxi/Blue_Mage_Job_Traits
BLU gains two specific Job Traits through accumulated Merit Points at Level 75+: Assimilation and Enchainment. Please note the following Merit Points section for a better explanation of what those Merit Traits do and recommendations for investing merits.
{| style="background:#eef8fe; text-align: center;" class="wikitable mw-collapsible mw-collapsed" cellpadding="2" width="100%"	Job Traits 	Job Traits
Lvl. 	Name 	
75</sup>	Assimilation	
75</sup>	Enchainment 	
===Merits===
Group 1 	Group 1 	Group 1
Name 	Description 	Notes
Chain Affinity Recast 	Shorten recast time by 4 seconds. 	Beneficial only if using Chain Affinity on/near cooldown. Potentially useful for repeated multi-step Light skillchains, though strictly limited in use by JA cooldown with or without merits.
Burst Affinity Recast 	Shorten recast time by 4 seconds. 	Beneficial only if using Burst Affinity on/near cooldown. Offers some quality of life while cleaving if unable to consistently one-shot targets. BLU rarely seeks to self-Magic Burst in current content, but this does enable doing so more frequently.
Monster Correlation 	Increase monster family related effects by 1. 	Only carries any benefit whatsoever if fighting a specific monster or family while relying heavily on a spell with favorable correlation, and may carry a negative penalty in the opposite case. Some families and thus spells have no such correlation at all, such as the level 99 spells from hybrid elementals. Given the extremely limited use of blue magic spells for damage and niche value within that niche, this category is not recommended.
Physical Potency 	Increase the potency of physical blue magic spells by 2. 	Adds a modest attack multiplier (2/128 or 1.5625% per merit) to physical blue magic spells. +7.8125% at full merits.
Magical Accuracy 	Increase the accuracy of magical blue magic spells by 2. 	This trait helps not only increases the accuracy of Magical Blue Magic spells but also the additional effects of Physical Blue Magic spells.
Monster Correlation is best left unmerited, but none of the remaining options in this category are particularly impactful. BLUs can merit different options as best fits their situation or a particular encounter. Magic Accuracy is a safe general-purpose merit. Consider Physical Potency as a second option unless you anticipate using CA or BA on cooldown.	Monster Correlation is best left unmerited, but none of the remaining options in this category are particularly impactful. BLUs can merit different options as best fits their situation or a particular encounter. Magic Accuracy is a safe general-purpose merit. Consider Physical Potency as a second option unless you anticipate using CA or BA on cooldown.	Monster Correlation is best left unmerited, but none of the remaining options in this category are particularly impactful. BLUs can merit different options as best fits their situation or a particular encounter. Magic Accuracy is a safe general-purpose merit. Consider Physical Potency as a second option unless you anticipate using CA or BA on cooldown.
Group 2 	Group 2 	Group 2
Name 	Description 	Notes
Convergence 	Increases the power of your next magical blue magic spell. Limits area of effect to single target.Recast: 10min. Increase magic damage by 5% and magic accuracy by 5 per merit. 	Wanting to restrict an AoE spell to single-target is extremely rare these days, and the need to fully merit to get the most out of the damage/macc bonuses is too restrictive given other options in this category.
Diffusion 	Grants the effect of your next support blue magic spell to party members within range.Recast: 10 min. Increase duration by 5% per merit. 	Vital to BLU's light support capabilities. Many of BLU's best buffs such as Mighty Guard are self-target. Diffusion lets BLU buff the rest of their party with one such spell, albeit on a 10 minute timer. Extra duration from full merits is useful both for group and solo play.
Enchainment 	Grants a TP bonus to Chain Affinity. Increase TP bonus by 100 per merit. 	Chain Affinity itself is primarily a skillchain enabler, and any extra damage or debuff duration from +500 TP simply doesn't compare to other options in this category.
Assimilation 	Increases maximum blue magic points. Increase blue magic point maximum by 1 per merit. 	5 more set points for just 22 merit points. Always beneficial.
In contrast to Group 1, BLU's Group 2 merits are clear-cut: 5/5 Assimilation and Diffusion. 1/5 Convergence has on rare occasions seen use for the single-target effect, but is not relevant to modern content and is not recommended for a default merit configuration.	In contrast to Group 1, BLU's Group 2 merits are clear-cut: 5/5 Assimilation and Diffusion. 1/5 Convergence has on rare occasions seen use for the single-target effect, but is not relevant to modern content and is not recommended for a default merit configuration.	In contrast to Group 1, BLU's Group 2 merits are clear-cut: 5/5 Assimilation and Diffusion. 1/5 Convergence has on rare occasions seen use for the single-target effect, but is not relevant to modern content and is not recommended for a default merit configuration.
===Job Points===
{| border="0" width="100%" cellpadding="0" cellspacing="0" valign="top"
Job Points 	Job Points 	Job Points
Name 	Description 	Notes on Effects
Azure Lore Effect 	Increases damage of Physical Blue Magic while under the effects of Azure Lore. 	Increases damage by 1% for a total of +20% Physical Blue Magic damage while Azure Lore is active.
Unbridled Wisdom Effect 	Enhances the potency of Conserve MP while under the effects of Unbridled Wisdom. 	Enhances potency by 3% for a total of 60% Conserve MP while Unbridled Wisdom is active.
Blue Magic Point Bonus 	Increases the maximum number of Blue Magic set points. 	Increases Blue Magic set points by 1 for a total of 20.
Burst Affinity Bonus 	Increases Magical Blue Magic damage while under the effects of Burst Affinity. 	Increases damage by 2% for a total of +40% Magical Blue Magic damage while Burst Affinity is active.
Chain Affinity Effect 	Increases Physical Blue Magic Skillchain damage while under the effects of Chain Affinity. 	Increases Physical Blue Magic Skillchain damage by 1% for a total of +20% while Chain Affinity is active.
Physical Blue Magic Effect Accuracy 	Increases the accuracy of the additional effect of Physical Blue Magic. 	Increases Physical Blue Magic spell's additional effect accuracy by 1% for a total of +20%.
Unbridled Learning Effect 	Increases the damage dealt by Blue Magic usable under the effects of Unbridled Learning. 	Increases Unbridled direct spell damage by 1% for a total of +20% while Unbridled Learning is active.
Unbridled Learning Effect II 	Increases the effect duration of Blue Magic usable under the effects of Unbridled Learning that affects party members. 	Increases Unbridled spell buff duration (self target and party) effect duration by 1% for a total of +20% duration.
Efflux Effect 	Increases the TP bonus from Physical Blue Magic spells under the effect of Efflux. 	Increases TP bonus by 10 for a total of +200 TP Bonus while Efflux is active.
Magic Accuracy Bonus 	Increases Magic Accuracy. 	Increases Magic Accuracy by 1 for a total of +20 Magic Accuracy.Magical Blue Magic and Physical Blue Magic Additional Effect.
Prioritize Blue Magic Point Bonus and Unbridled Learning Effect II first, then Magic Accuracy Bonus and Physical Blue Magic Effect Accuracy, then the remaining categories as desired.	Prioritize Blue Magic Point Bonus and Unbridled Learning Effect II first, then Magic Accuracy Bonus and Physical Blue Magic Effect Accuracy, then the remaining categories as desired.	Prioritize Blue Magic Point Bonus and Unbridled Learning Effect II first, then Magic Accuracy Bonus and Physical Blue Magic Effect Accuracy, then the remaining categories as desired.
Cumulative Job Point Bonuses	Cumulative Job Point Bonuses
Gift 	Cumulative Bonus
Capacity Point Bonus 	320%
Physical Defense Bonus 	70
Physical Attack Bonus 	70
Physical Evasion Bonus 	36
Physical Accuracy Bonus 	36
Magic Defense Bonus 	36
Magic Attack Bonus 	36
Magic Evasion Bonus 	36
Magic Accuracy Bonus 	36
Blue Magic Skill 	36
Superior Equipment 	Enables the player to equip items marked Superior 1 (Su1) through Superior 5 (Su5).
Job Trait Bonus 	Increases job traits gained from equipped blue magic by 2. Does not affect Gilfinder, Double Attack, or Auto Refresh.
Blue Magic Effect 	Attributes that affect the potency of blue magic spells are considered to be 5% higher when casting blue magic spells.
★Master! 	Grants the designation "Master Magus." Decreases the recast time of one-hour abilities by 15 minutes.
==Support Jobs==
Warrior
:A sub job for those beginning their Physical Damage Dealer journey into Blue Mage. Used for Berserk and WAR's native Double Attack trait.
Dragoon
:Dragoon may seem like an odd reference at first, however, once your gear, spells choices, and experience in physical dps reaches a certain threshold Dragoon becomes the next logical choice. Used for DRG's special Weapon Skill Damage trait and High Jump for shedding Enmity in lengthier fights (or those dropping high damage out the gate).
Dancer
:Dancer is more likely to be a soloing and Physical DD sub job choice. It may at first seem counterintuitive to use TP for Job Abilities but it offers a reasonably low-level access to the Dual Wield trait, minor Sambas, and more importantly Spectral Jig. Likely to be the sub job choice for leveling to 99 as well.
Red Mage
:Red Mage also aligns with soloing but leans towards Magical DD applications. RDM provides access spells like Phalanx, the "Spikes" line, and Enspells. RDM also offers native access to Fast cast and a moderate Magic Defense Bonus.
Rune Fencer
: A utility subjob choice in the case of soloing and/or low-manning purposes, aimed specifically for survival against magic damage and status effects. Offers quite a bit in terms of enmity tools when in an off-tank or even main tank scenario.
* Abilities: Sub-menus (see below)--
** Rune Enchantment: Ignus, Gellus, Flabra, Tellus, Sulpor, Unda, Lux, Tenebrae.
** Effusions: Swordplay, Swipe & Lunge.
** Wards: Vallation, Pflug, Valiance (ML5).
** Traits: Tenacity III.
** Enhancing Magic: Barspells (self), Protect II, Shell II, Regen II, Stoneskin (ML 5).
** Divine Magic: Flash
===Notes on Tanking as main job BLU===
Whether you're tanking or simply playing defensively because the enemy has turned towards you or it simply has nasty AoE damage, Blue Mage is a in a unique position with its suite of spells accessible as a main job versus other jobs as a sub. That said, there are two points to keep in mind in these scenarios when they occur: 1) Mitigating incoming damage and negative status effects through defensive measures; and 2) Maintaining a high(er) level of enmity over other party and/or alliance members to keep them safe. Please see below.
 
====Defenses, Enmity, & Tanking====
Layering Defenses
*As mentioned above, the key to mitigating damage and negative statuses is through layering defenses against them.
:*On the physical side, the two most basic values to keep in mind are Vitality, Physical Defense rating. Defense rating is further enhanced by stats such as Physical Damage Taken -% (PDT-%) gear and its more advanced form Damage Taken -% (DT-%) gear.
:*On the magical side, it starts with the the stats of Intelligence, Mind, Magic Defense and Magic Evasion. Magic Defense is further enhanced by magic damage taken -% (MDT-%) gear and its more advanced form Damage Taken -% gear (which covers bother Physical and Magical damage, but also the less often seen Breathe damage).
:*As mentioned previously, BLU has a entire suite of not only defense minded magic spells but Job Traits which can be set through spell set selection prior to or in the midst of combat. This by no means an exhaustive list but please keep some of these below spells in mind..
:**Usable Spells: Cocoon, increases Physical Defense rating by 50%; Occultation, creates multiple blink shadows; Magic Barrier, absorbs direct magic damage; Barrier Tusk, a -15% damage taken spell (calculated after gear cut); Saline Coat, a three minute Magic defense buff which degrades over time.
:**Traits through Spell Selection: Defense Bonus, Magic Defense Bonus, Evasion Bonus, Magic Evasion Bonus★ (BLU is the only job in the game that gets this as a trait), Inquartata★ & Tenacity★ (hallmarks of Rune Fencer), as well as Counter (just a quick remind that Counter has an accuracy check).
Managing Enmity
*Enmity itself can be divided into two specific measurable types: Cumulative Enmity and Volatile Enmity. 
:*Cumulative Enmity is largely static and typically builds slower than its counterpart. Cumulative Enmity is reduced by outside actions such as taking damage and getting debuffed (negative status effects). 
:*Volatile Enmity is more fluid in that it builds quickly--typically (but not always) at a rate of three times that of Cumulative Enmity. However, Volatile Enmity natively reduces overtime. Approximately 60 Volatile Enmity per second.
*Please see Enmity Table section below for the measurable caps on both types of enmity.
*Enmity in general can be split across three categories: Curing, Damage, and Actions. The first two are fairly self-explanatory but here is a direct link for further explanation: Damage and Cure Enmity Gain. Please see below for Actions. 
:*Virtually every player action in the game generates enmity. Although most don't do much, "enmity actions" would be actions with notable enmity value(s) attached. (Such as Flash or Provoke)
*Enmity also has a general range limit. Which should be kept in mind for tanking purposes, such as when kiting a mob.
**The maximum range for registering a Spell or Ability's Enmity with/against a given foe is 25 yalms.
Enmity Table
*As per the Enmity page:
:*The cap enmity is 60,000 total (30,000 each of Cumulative (CE) and Volatile Enmity (VE)).
:*If multiple players have enmity on a monster (on the hate list), the monster will target the player on the hate list with the highest combined enmity values.
:*In the case of multiple players having identical enmity values (being at enmity cap for example), a monster will target the player that acted most recently.
Blue Magic Enmity Table	Blue Magic Enmity Table	Blue Magic Enmity Table
Spell 	Cumulative Enmity Value	Volatile Enmity Value
Blank Gaze 	320 	320
Fantod 	320 	320
Jettatura 	180 	1020
Temporal Shift 	180 	1020
Actinic Burst 	180 	1080
Exuviation 	640 (per party member) 	640 (per party member)
Sheep Song 	320 CE 	320 VE
Stinking Gas 	320 CE 	320 VE
Soporific 	320 CE 	320 VE
Geist Wall 	320 CE 	320 VE
Cold Wave 	320 CE 	320 VE
Tips Regarding Enmity Spells
:*MP Cost, Casting time, Casting as well as AoE Range are all considerations for what spells you choose.
:*Fantod has a faster Casting Time and MP Cost over Blank Gaze. Consider Blank Gaze to be more of a /BLU Enmity spell.
:*Actinic Burst & Temporal Shift are both full AoE magic spells verses Jettatura's conal fan effect.
:**MP Cost in order would be Actinic Burst (24MP), Jettaura (37MP), followed by Temporal Shift (48MP).
:*Since Fantod and Exuviation are single-target self-buff spells, both can be granted to party members via Diffusion for additional Enmity gain.
:**Although Exuviation is obviously the better choice at twice the Enmity as Fantod.
:*Of the five lower AoE spells available, Sheep Song has the lowest MP Cost (22MP), followed in order by Soporific (24MP), Cold Wave (37), Stinking Gas (44MP), and Geist Wall (46MP).
:**Stinking Gas has the longest casting time at 4 seconds compared to 3 seconds for the others.
:**Geist Wall has the shortest recast time (30 sec), followed by Stinking Gas (37s), Sheep Song & Cold Wave (60s), and Soporific (90s).
==Weapons & Weaponskills==
===Weapons===
====Swords====
 : Sparks sword. Item level 117 so you'll want to upgrade out of it quickly, but it's cheap and you can swing with it while you farm up other options. Latent is active under 1000 TP and during weaponskills.
*Cost / How to Obtain: 7000 Sparks from Records of Eminence NPCs.
 : Another easy to obtain weapon if you have some Bayld to spare.
*Cost / How to Obtain: 3000 Bayld from Craggy Bluff.
 : You have weapons now! Go swing at a dragon and then talk to Zurim. You can get a fair bit of use out of this while farming Domain Invasion for Escha rewards, even after upgrading into the next tier of weapons.
*Cost / How to Obtain: 80 Domain Points from Zurim.
 : Unremarkable in its base form, but this is the starting weapon for . Pick it up sooner than later so you can start upgrading it.
*Cost / How to Obtain: 1500 Total Hallmarks reward from Gorpa-Masorpa. See Ambuscade Weapons
 : Easily obtained through Domain Invasion. Sports a -7% Blue Magic casting time effect and can be further powered up through augmentation.
*Cost / How to Obtain:
**Chance drop from Yilan in Escha - Ru'an.
**Purchase from Zurim for 200 Domain points.
 : Somewhat more expensive Domain Invasion option, but with greater potential. Subject to Oseem's wild ride of augmentations, but a well augmented Colada is a solid mainhand that can later serve as an offhand as you upgrade into better weapons. Can reaugment for niche stats like Enhancing Duration or Phalanx after upgrading out of it as a melee weapon.
*Cost / How to Obtain:
**Chance drop from Ironside in Reisenjima.
**Purchase from Zurim for 800 Domain points.
 / : Third and fourth stages of the Ambuscade sword. Takes some effort to upgrade, but Eletta Sword is competitive with an upgraded Iris and Kaja Sword is a well-rounded mainhand that compares favorably with augmented Colada.
*See Ambuscade Weapons
: Very powerful Ambuscade Weapon, this is BLU's non-ultimate mainhand of choice for most melee-friendly content. Naegling possesses two special effects when used in the main hand:
*Savage Blade damage+15%
*Attack during all weapon skills increased by 1% per buff on the player
In addition to its well rounded melee stats, Naegling is a serviceable magic weapon and may be useful during cleaves for access to Sanguine Blade.
*Cost / How to Obtain: 16,250 Hallmarks to upgrade from a base Tokko Sword to Kaja Sword. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to Naegling.
 : One of the easiest (though mundane to complete) swords for Blue Mage. Thibron in its completed form grants a +1,000 TP Bonus to any weapon skill when equipped. Your preferred offhand for Savage Blade, Expiacion, Black Halo, and Judgement.Thibron is a non-Item Level weapon and thus has much lower accuracy than other recommended swords, but at this point you should be working towards gear with sufficient accuracy to support this weapon along with stronger +Weapon Skill Damage gear for the aforementioned weaponskills.
*Cost / How to Obtain: Completion of a series of battle related quests from Trial of the Magians. See Magian Sword Trials
 : Your offhand of choice when accuracy is an issue with Thibron.
*Cost / How to Obtain: Chance drop from A Stygian Pact High Tier Mission Battle.
 : Excellent utility weapon for solo/lowman play, debuffs, and even cleaving. Respectable melee stats with a generous helping of accuracy and attack, defensive stats with Damage Taken-10% and Phalanx received+5, good magic accuracy/damage stats, Fast Cast+10%, and Refresh+3. Can surpass Zantetsuken as an offhand if in need of further accuracy and attack.
*Cost / How to Obtain: Purchasable from the Pilgrim Moogle in Rabao after successfully defeating the Atonement 3 NM Kalunga in Sheol: Gaol of Odyssey.
 : Honorable mention. Used to be a solid mainhand, with the highest base damage of any sword BLU can equip, but is less common post-Naegling. Has the greatest accuracy bonus of any weapon in this category when fully augmented, so it may still have use if you're desperate for accuracy. Critical Hit Rate+4% pairs well with Chant du Cygne.
*Cost / How to Obtain: Chance drop from Sarama UNM, augmented with Lustreless Wing.
 : BLU's Divergence weapon. Offers three augment paths, making it into a mini-Empyrean (Path A), a mini-Mythic (Path B), or a utility Job Ability cool down reduction tool (Path C). Path B is most useful for limiting TP feed with Subtle Blow II+25, but incurs steep tradeoffs by swapping out any of BLU's superior mainhands. Niche at best and difficult to justify given the significant investment required.
: BLU's Mythic weapon. Among the ultimate weapons, few are as transformational to their job as Tizona. Tizona passively converts a portion of melee damage to MP, giving BLU nigh infinite MP on anything it can melee. Its level 3 aftermath of Occasionally Attacks Twice or Thrice (2~3x) yields incredible damage and TP gain.
*Tizona's associated weapon skill is Expiacion. Fully upgraded Tizona grants a 49.5% damage boost to Expiacion, pushing its WS damage beyond even Naegling's Savage Blades.
: The Empyrean sword. Mainhand Almace comes with DEX+70 when fully augmented to boost accuracy, crit rate, and Chant du Cygne damage alongside the CDC+10% damage augment. CDC also grants Almace an occasionally deals triple damage aftermath for enhanced melee damage.
*CDC is no longer sword's go-to weaponskill for most content, limiting Almace's appeal. While self-Light skillchains are beneficial in lowman/solo situations provided WS wall isn't a factor, Tizona's Damage->MP tends to shine there as well and Almace doesn't outpace Tizona's damage unless maintaining AM3 is an issue. R15 augments only add 5 base damage vs Tizona's +18, putting mainhand Almace further behind. While Almace was once also a great offhand, it has fallen out of use with the introduction of other weapons and increasing prominence of Thibron.
 : The Aeonic sword. Sequence's main appeal is the ability to multi-step Darkness and Umbra skillchains. Its Store TP+10 carries over when used offhand, but the TP Bonus+500 does not.
*Sequence's associated weaponskill is Requiescat, which gains the Darkness skillchain property when using Sequence and can then make Umbra skillchains. Unfortunately Requiescat deals very poor damage and R15 Sequence only boosts Requiescat damage by 10%, limiting Sequence's potential.
 : The Prime sword. Reminiscent of Sakpata's Sword in many ways and fits into a similar utility niche. The two share healthy -DT, +Refresh, and magic accuracy/damage bonuses, and can be paired together to capitalize on both. Caliburnus has even greater base damage, accuracy, and attack, plus an ODD/OTD effect on melee hits depending on upgrade stage. While Tizona already fills many mainhand utility applications for BLU, Caliburnus has some upsides for disengaged situations, unique skillchain options, burst damage when maintaining AM3 is impractical, and even as an offhand to Tizona. Most of its stats are retained offhand, though you lose Imperator and the ODD/OTD effect.
*Caliburnus' associated weaponskill is Imperator, which is a damage varies with TP WS similar to Savage Blade and Expiacion. It grants a +PDL aftermath with potency varying by Prime stage and TP. While its Distortion property is shared with Expiacion and Chant du Cygne, it also possesses Detonation and Compression properties that enable additional skillchain possibilities:
**Imperator>Savage Blade/Expiacion will skillchain indefinitely, alternating Detonation and Scission. This is more easily maintained with Expiacion, albeit for slightly less potential damage, since a drop into Expiacion>Imperator will still create Detonation rather than Distortion.
**Imperator>Imperator creates Gravitation, which Caliburnus can then follow with >Imperator/Expiacion/CDC (Darkness) or >Savage Blade (Fragmentation)>Expiacion/Imperator/CDC (Distortion).
 : Recommended first target for club use. Quality nuking club that is reasonably easy to obtain and upgrade.
*Cost / How to Obtain: Chance drop from T2 NM Kamohoalii in Escha - Zi'Tah.
 / : The club equivalent to Kaja Sword / Naegling, respectively, greatly boosting Black Halo damage. Your preferred mainhand for blunt melee as well as a great nuking weapon.
*See Ambuscade Weapons
 : Strongest magic damage club BLU can wear. Gets even stronger with augments.
*Cost / How to Obtain: Purchase from the Pilgrim Moogle in Rabao after successfully defeating the Atonement 3 NM Mboze in Sheol: Gaol of Odyssey.
===Weaponskills===
====Sword Weaponskills====
*Savage Blade: Learnable at 240 Sword Skill minimum via the Weapon Skill Quest Old Wounds.
:*Damage+15% when used with & from Ambuscade.
:*Scales well with fTP and TP overflow.
*Expiacion: Obtainable at Lvl 75 minimum.
:*Unlocked by completing Unlocking a Myth quest and while mainhanding .
:*Gains up to +49.5% damage from a fully upgraded Tizona.
*Chant du Cygne: Obtainable at Lvl 85 minimum.
:*Prior to unlocking weapon skill is accessible when main hand is equipped with .
:*Unlocked after completing Kupofried's Sword Moogle Magic quest.
:*Damage+10% when used with R15 Almace.
*Sanguine Blade: Learned at 300 Sword Skill.
:*Restores HP based off damage dealt and TP value.
:*Falls under Magic Weapon Skills, so will never miss. Has an attached dINT stat.
:*Heavily influenced by MAB as well as Darkness affinity accessories.
:*Retains a static fTP value but the "drain" effect scales with TP (50% to 160%).
*Requiescat: Learnable at 357 Sword Skill minimum. Requires Merit Points to unlock. Please see .
:*5 hit WS with fTP transfer.
:*Deals Non-Elemental damage.
:*Attack power varies with TP, with an attack penalty below 3000 TP.
:*Rarely used except to break through a specialty damage shield or extend a skillchain.
:*Damage+10% when used with R15 
====Club Weaponskills====
*Judgment: Learnable at 200 Club Skill minimum.
:*Scales extremely well with TP, similar to Savage Blade and Expiacion.
:*Great for situations where slashing damage may not be feasible or blunt damage is far more exploitable.
*Black Halo: Learnable at 230 Club Skill minimum via the Weapon Skill Quest Orastery Woes.
:*The other club equivalent of Savage Blade, now with the requisite second hit and associated Ambuscade weapon.
:*Scales well with fTP and TP overflow.
:* & provide a 50% damage bonus.
*Realmrazer: Learnable at 357 Club Skill minimum. Requires Merit Points to unlock. Please see .
:*7-hit weapon skill with fTP transfer. Accuracy varies with TP.
:*Fusion skillchain property pairs well with Black Halo for Light skillchains.
==Equipment==
===Job Specific Equipment===
====Artifact Armor====
====Relic Equipment====
====Empyrean Armor====
===Equipment Sets===
Foreword
Welcome! You've made it down to the equipment section (which is currently barren)! As mentioned above, Blue Mage is one of the most versatile jobs in the game and as such this carries forward into its equipment sets. Again, BLU is capable of assuming the role(s) of Physical Damage Dealer, Magic Damage Dealer, Healer, Debuff & Support, and Tank. Outside of those particular roles, you also have you "Idle" and "Defensive" sets to think about as well. That said, it gives much to think about/consider/juggle in terms of priority and what's "best". Will work on this as time permits.
====Melee Sets====
====Blue Magic Sets====
Category:Job Guides