Final Fantasy 14: Complete Guide To Playing Blue Mage

The Blue Mage is the most unique job in all of Final Fantasy 14. Usually, jobs follow a set path of slowly gaining extra abilities and mechanics as you master them, but the Blue Mage has its own ideas, and it's not keen on following the rules!
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PostsBefore we get started on the ins and outs of Blue Mage, there are some important things to understand about this Job. In-game the Blue Mage is considered a "Limited Job". This means Blue Mages can't queue for content like other jobs can, they can't access competitive PvP modes, they can't go higher than level 80, and they can't progress the Main Story Quest.
With those disclaimers out of the way, let's take a look at everything you need to know about the Blue Mage Limited Job!
Updated April 12, 2024 by Jacob Whaling: Patch 6.45 has raised the level cap for Blue Mage to 80. With his level cap increase, there are new Spells to learn, new Masked Carnivale stages to clear, and new quests to conquer. We've updated this guide to ensure everything is up-to-date.
How To Unlock Blue Mage
There are several requirements before you can unlock the Blue Mage. First, you must complete the "Ultimate Weapon" step of the Main Story Quest at level 50.
Then, as a level 50Disciple of War or Magic, head to Limsa Lominsa Lower Decks and speak to the Zealous Yellowjacket (X:9.9, Y:11.0).
The Zealous Yellowjacket will give you the "Out of the Blue" quest. Completing this will award you with a Soul of the Blue Mage and introduce you to Martyn the Blue Mage. Completion of this quest will also award you with a Rainmaker staff, equipping this and the Blue Mage soul will activate the job at level one.
Blue Mage Job Quests
Quest
Level
Quest Giver
Spell/Masked Carnivale Requirements
Rewards
Out of the Blue
50
Zealous Yellowjacket
Water Cannon (Blue Mage Spell)
Soul of the Blue Mage
Rainmaker
True Blue Attire Coffer (iLvl 1)
Blue Leading the Blue
1
Martyn
Blue Collar Work
10
Martyn
Blood Drain
Why They Call It the Blues
20
Martyn
Mind Blast
Scream Blue Murder
30
Martyn
Faze
Blue Gold
40
Maudlin Latool Ja
1000 Needles
The Real Folk Blues
50
Maudlin Latool Ja
Glower
The Spirit of the Whalagee
Magus's Attire Coffer (iLvl 130)
Turning Over a Blue Leaf
50
Maudlin Latool Ja
Dirty Rotten Azulmagia Masked Carnivale
Azulmagia
Into the Blue Again
50
Martyn
Something Borrowed, Something Blue
53
Martyn
Northerlies
Bolt from the Blue
55
Martyn
Whistle
Blue in the Face
58
Martyn
Exuviation
Blue Scream of Death
60
Martyn
Frog Legs
Blue Mage Log
Blue Cheese
60
Martyn
The Catch of the Siegfried Masked Carnivale
Mask of Azuro
Second-rate Entertainment
60
Martyn
Everybody Was Fukumen Fighting
63
P'yandih
Basic Instinct
Azuro and Goliath
65
Martyn
Tingle
Where the Gold Goes
68
Martyn
Ultravibration
Master of Mimicry
70
Martyn
Aetherial Spark
Mirage Gear Coffer (iLvl 400)
A Future in Blue
70
Martyn
Anything Gogo's Masked Carnivale
Predatrice
And the Crowd Goes Mild
70
Martyn
The Beard, the Myth, the Legend
73
P'yandih
Goblin Punch
Gridania's Most Wanted
75
P'yandih
Schiltron
No Butts About It
78
P'yandih
Rehydration
A New Gold Standard
80
Martyn
Phantasmal Attire Coffer (iLvl 530)
The Brave and the Blue
80
Martyn
A Golden Opportunity Masked Carnivale
Blue-eyes
How To Learn New Spells
As mentioned before, the Blue Mage is different from other professions. They don't learn new spells by just leveling up. Instead, they learn new spells by observing enemies casting them in the wild. After defeating the spell-casting enemy, the Blue Mage has a chance to learn that spell, adding it to their spell book.
You're not guaranteed to learn a Spell even after seeing an enemy cast it. Spells have "difficulty" tiers, ranging from one star to five stars. A one-star spell is easy to learn, but a five-star spell might take you a few tries.
The challenge of the Blue Mage is collecting all these spells, as there are 124 of them for you to learn. You're limited to only 24 spells on your quick bar at a given time, so finding ways to combine these spells is part of the fun of playing the Blue Mage. You can come up with all kinds of creative combos.
On the other hand, the Blue Mage doesn't have a job gauge or complex profession mechanics to keep track of. All you have to worry about is taking the time to collect all the spells, and then equipping the ones you think are best for the job.
You must set spells as Active Actions before you can put them on your quick bar. Up to 24 can be selected, and you can save up to five sets of 24 spells, so you can swap between sets depending on what you're trying to accomplish with your Blue Mage.
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PostsThe Masked Carnival
The Masked Carnival is a fun activity that only Blue Mages have access to. It's a catalog of arena-based fights that require creative use of your spells to complete. This is a fun way of testing your skills and thinking about selecting the right spells for the job.
Some creatures will have certain weaknesses to a specific element, and sometimes you'll have to use spells that can control or exploit the environment in some way.
Each stage will reward you with gil, Allied Seals, and Tomestones of Poetics.
You can enter the Masked Carnivale by speaking with the Celestium Attendant in Ul'dah - Steps of Thal (X:11.6, Y:13.2), next to the Miners' Guild Aetheryte.
Blue Mage Log
The Blue Mage Log is a duty list made specifically for Blue Mages. Unlocked after completing the BLU quest "Blue Scream of Death", the Blue Mage Log lets you queue for certain duties with other Blue Mages, rewarding you with gil, Allied Seals, and Tomestones of Poetics.
Additionally, Weekly and Prime Targets are available, which can be defeated to earn a bounty of extra currencies.
How To Level Up Blue Mage
Due to its nature as a limited job, the conventional level-up methods don't apply to Blue Mage. Instead of mainly earning experience through dungeons or roulettes, the Blue Mage gets a massive bonus to experience earned from defeating monsters in the open world. This will be your primary method for leveling up.
You also gain a decent chunk of experience when learning a new Blue Mage Spell, so be sure to learn new Spells as much as possible throughout the leveling process.
Of course, this means that two players leveling their Blue Mages may have drastically different experiences, depending on which spells they learn or where they choose to level up. That said, we've outlined a few good leveling spots for each leveling range below.
- Level 1-10: Lower La Noscea, Central Shroud
- Level 10-20: East Shroud
- Level 20-30: Upper La Noscea
- Level 30-35: Eastern La Noscea
- Level 35-40: Coerthas Central Highlands
- Level 40-45: Northern Thanalan
- Level 45-50: Mor Dhona
- Level 50-55: Dravanian Forelands, Churning Mists
- Level 55-60: Sea of Clouds, Azys Lla
- Level 60-65: The Peaks, Yanxia, The Ruby Sea
- Level 65-70: Yanxia, The Lochs
- Level 70-75: Lakeland, Kholusia
- Level 75-80: The Tempest
Best Way To Level Blue Mage
CloseWhile grinding enemies around your level is always a great idea for Blue Mage, there's a method for quickly blasting through your Blue Mage levels, and only requires a single spell.
In the Norvrandt Slope region of The Tempest, around (X:25, Y:6), there are two enemies you can find - Deep-sea Leech and Clionid.
To power level on these enemies, put the Deep-sea Leech to sleep using the Role Action Sleep or the Blue Mage Spell Acorn Bomb. Then, use any spell to draw aggro on a nearby Clionid.
Flying Sardine is an instant-cast interrupt that is useful for pulling enemies.
Now, lure the Clionid toward the sleeping Deep-sea Leech. When the Clionid gets close enough, it will eat the Deep-sea Leech, instantly killing it and giving you the experience as if you had killed it yourself.
Be careful not to get hit by either the Deep-sea Leech or Clionid, especially if you're under level 75. After aggroing the Clionid and letting it eat the Leech, run away!
There is an abundance of these two enemies all around the area, making this the best way by far to level up your Blue Mage.
Useful Items For Leveling
There are a few items you may want to have handy as you grind through your Blue Mage levels. First and foremost are experience-boosting accessories that can be obtained mainly through preordering the game's expansions, like Menphina's Earring, which provides a 30 percent increase to experience earned below level 80.
The Heat of Battle III Free Company action increases experience earned through battle by an additional 15 percent. If you're rested, you'll also gain another 50 percent bonus to experience gain.
Utilize these experience-boosting items and effects to lessen the grind as you level your Blue Mage.
Useful Spells For Leveling
As you level up your Blue Mage, there are a few key spells that you should watch out for, as these can make the leveling process much easier. We've listed some of the best leveling spells below, as well as how to get them.
Spell
Description
Earnable Level
How To Get It
1000 Needles
Deals a fixed 1,000 points of physical damage which is shared by all enemies around you.
24
Sabotender Bailaor in Flower Power Levequest - Sourthern Thanalan (X:18, Y:13)
Sabotender Bailaor - Southern Thanalan (X:16, Y:15)
Sabotender Desertor - Cutter's Cry
Choco Meteor
Deals unaspected damage to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% for all remaining enemies.
- Potency increases to 300 when partied with your personal chocobo.
53
Courser Chocobo - The Dravanian Forelands (X:37, Y:23)
The Ram's Voice
Deals ice damage to all nearby enemies with a potency of 220 for the first enemy, and 50% les for all remaining enemies.
- Additional Effect: Deep Freeze - prevents the target from taking any action
- Duration: 12 seconds
38
Chimera - Cutter's Cry
White Wind
Restores own HP and the HP of all nearby party members by an amount equal to your current HP.
1
Whalaqee White Wind Totem - Learn 10 Blue Mage Spells
Tips For Leveling Up
Because you will mainly be leveling up by killing enemies in the open world, always have your chocobo companion out with you. Your trusty chocobo will help you kill enemies, making the grind just a bit faster. Additionally, you should always try to fight enemies at least a level or two higher than you for the best experience gains, which your chocobo will help with.
Fighting enemies that are higher level than you can get dangerous, so set the nearby Aetheryte as your home point so you can quickly get back if you die.
Be sure to utilize chain bonuses to increase your experience gains. Killing enemies in succession will stack the chain bonus, making each kill worth more, as long as you can keep the chain up. That said, don't bother with FATEs, as the bonus experience granted to Blue Mages doesn't apply to enemies in FATEs, making them much slower and a waste of time for experience.
Blue Mage Rotations
Having an in-depth knowledge of rotations is important for most jobs, but for the Blue Mage, it's simply not as necessary. While Blue Mage can't be used in endgame content, there is content exclusive to Blue Mage that requires a deeper understanding of its spells.
Below, you can find a list of some of the stronger spells available to Blue Mage, as well as a brief description of their effects.
Spell
Effect
Tingle
Deals lightning damage to the target and all enemies nearby it with a potency of 100 for the first enemy, and 50 percent less for all remaining enemies.
Triple Trident
Delivers a threefold attack, each hit with a potency of 150.
Sonic Boom
Deals wind damage with a potency of 210.
Bristle
Increases the potency of the next spell cast by 50 percent.
Whistle
Increases the potency of the next physical damage spell cast by 80 percent.
Bad Breath
Blow noxious breath on all enemies in a cone before you, inflicting Slow +20 percent, Heavy +40 percent, Blind, and Paralysis.
Blood Drain
Deals unaspected damage with a potency of 50.
Peculiar Light
Increases magic damage taken by all nearby enemies by five percent.
Final Sting
Deals physical damage with a potency of 2,000 while incapacitating self.
Aetherial Mimicry
Mirror the aetheric properties of your target, granting yourself a beneficial effect corresponding with the target's role.
Song Of Torment
Deals unaspected damage with a potency of 50.
Sharpened Knife
Deals physical damage with a potency of 220.
Diamond Back
Reduces damage taken by 90 percent and nullifies most knockback and draw-in effects.
- Unable to move or take action for the duration of this effect.
Devour
Deals unaspected damage with a potency of 250.
Condensed Libra
Afflicts the target with Physical Attenuation, Astral Attenuation, or Umbral Attenuation.
Magic Hammer
Deals unaspected damage to target and all enemies nearby it with a potency of 250 for the first enemy, and 50 percent less for all remaining enemies.
Chelonian Gate
Summons a chelonian gate, reducing damage taken by 20 percent.
The Rose of Destruction
Deals unaspected damage with a potency of 400
Cold Fog
Grants Cold Fog to self.
Feather Rain
Deals wind damage with a potency of 220 to all enemies at a designated location.
Glass Dance
Deals ice damage to all enemies in a wide arc to your fore and flanks with a potency of 350 for the first enemy, and 50 percent less for all remaining enemies.
Pom Cure
Restores target's HP with a potency of 100. Potency increases to 500 when under the effects of Aetheric Mimicry: Healer.
Shock Strike
Deals lightning damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 50 percent less for all remaining enemies.
Supranakha
Deals earth damage to all enemies in a cone before you with a potency of 200 for the first enemy, and 50 percent less for all remaining enemies.
Angel Whisper
Resurrects target to a weakened state.
Stotram
Deals unaspected damage with a potency of 140 to all nearby enemies.
Phantom Flurry
Deals unaspected damage over time with a potency of 200 to all enemies in a cone before you.
Nightbloom
Deals unaspected damage to all nearby enemies with a potency of 400 for the first enemy, and 50 percent less for all remaining enemies.
J Kick
Delivers a jumping physical attack to target and all enemies nearby it with a potency of 300 for the first enemy, and 50 percent less for all remaining enemies.
Gobskin
Creates a barrier around self and all nearby party members that absorbs damage equivalent to a heal of 100 potency.
Matra Magic
Deals an unaspected eightfold attack, each hit with a potency of 50. Potency is increased to 100 when you are under the effect of Aetheric Mimicry: DPS.
Dragon Force
Reduces damage taken by 15%. Increases damage reduction to 40% when you are under the effect of Aetheric Mimicry: Tank.
Blue Mage Damage Rotation
With the recommended spells out of the way, here's a simple damage rotation for the Blue Mage. There aren't separate rotations for single target and area cleave, as most Blue Mage spells have an area of effect component built in.
- Start countdown > at ten seconds, Precast Whistle > at two seconds, Precast Tingle > cast Moon Flute (J Kick) > cast Rose of Destruction (Night Bloom) > cast Triple Trident (Shock Strike) > cast Bristle (Swift Cast + Glass Dance) > cast Supranakha (Matra Magic + Eruption) > cast Phantom Flurry.
- Use an HQ Tincture of Intelligence (any grade is fine) five seconds before pulling.
- Abilities in brackets are instant cast or off-global cooldown abilities, or fit into the global cooldown window.
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PostsBlue Mage Gear And Materia
After you acquire the Aetheric Mimicry spell, you can really play any role as the Blue Mage. Thanks to the massive variety of spells available, you can equip spells that help you specialize in one of the three roles: tank, healer, or magic DPS.
Whichever role you choose to play, you'll still be equipping casting gear, which will boost your Intelligence, Vitality, Determination, and Critical Hit. If you're looking to max out your stats through Materia, we recommend slotting in Critical Hit and Determination Materia for the best damage boosts.
Blue Mage Level 80 Best In Slot Gear - DPS
Slot
Gear
Materia
Weapon
Blue-eyes
Savage Aim Materia VIII (Critical Hit +24)
Savage Aim Materia VIII (Critical Hit +24)
Head
Edenmorn Hat of Casting
Quicktongue Materia VIII (Spell Speed +24)
Quicktongue Materia VIII (Spell Speed +24)
Body
Augmented Cryptlurker's Robe of Casting
Quicktongue Materia VIII (Spell Speed +24)
Quicktongue Materia VIII (Spell Speed +24)
Hands
Phantasmal Gloves
Savage Aim Materia VIII (Critical Hit +24)
Savage Might Materia VIII (Determination +24)
Legs
Phantasmal Slacks
Quicktongue Materia VIII (Spell Speed +24)
Quicktongue Materia VIII (Spell Speed +24)
Feet
Phantasmal Shoes
Savage Aim Materia VIII (Critical Hit +24)
Savage Might Materia VIII (Determination +24)
Earrings
Augmented Cryptlurker's Earring of Casting
Quicktongue Materia VIII (Spell Speed +24)
Savage Aim Materia VIII (Critical Hit +24)
Necklace
Augmented Cryptlurker's Choker of Casting
Savage Aim Materia VIII (Critical Hit +24)
Savage Aim Materia VIII (Critical Hit +24)
Bracelets
Augmented Cryptlurker's Bracelet of Casting
Quicktongue Materia VIII (Spell Speed +24)
Savage Aim Materia VIII (Critical Hit +24)
Ring 1
Edenmorn Ring of Casting
Savage Aim Materia VIII (Critical Hit +24)
Savage Aim Materia VIII (Critical Hit +24)
Ring 2
Augmented Cryptlurker's Ring of Casting
Quicktongue Materia VIII (Spell Speed +24)
Quicktongue Materia VIII (Spell Speed +24)
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