
Overall Blue Mage is an excellently self-sufficient job, and their ability to pin down enemies for long periods, use any learned skill in any dungeon regardless of level-sync, and deliver very situational but very heavy damage alongside buffs and healing gives them a support role when placed alongside other jobs in a party. Aetherial Mimicry, introduced in version 5.15, can be used to seamlessly fill any of the three roles, and skills obtained from primals are some of the most powerful available to a Blue Mage.
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They are set apart from full jobs by the contextual and powerful nature of their various learned skills: Ram's Voice and the Northerlies spell (combined with Dropsy from Aqua Breath) can be used to completely freeze enemies for long durations, White Wind can be used as a full-party full heal, and there are various instant-death or HP percentage-based skills which can be used on a wide array of foes. Displayed skills include traditional abilities, such as 1000 Needles, and the ability to copy skills from primals, such as Shiva's ice bow.Ī Blue Mage, assuming most or all skills are learned, does not have any set rotation of skills to use, and due to the individually weak potencies of their main attack and supplementary attacks (such as the starting spell Water Cannon, or Glower), it is in their best interest to learn skills such as Off-guard and Peculiar Light to maximize their output. They're forbidden from Duty Roulette, PvP, Deep Dungeon, and similar other content with matchmade player queues or a level-cap above 60. They can only participate in instanced duties as members of a pre-formed party. For all other content available to them, a Blue Mage will work best in a party. Though described as a solo job, the Blue Mage's solo gameplay is oriented towards the Masked Carnivale, a single-player combat-puzzle event exclusive to Blue Mages.
