blue mage guide ffxi

As of right now, little is know about Blue Mage and their skillchains. On top of this, Flash can help you keep enmity. :<. Duration: 0:00:30 This job class combines the abilities of a mage with those of a physical damage dealer, allowing players to learn abilities from defeated monsters and use them in battle. In Patch 4.5, by popular demand, Blue Mage (BLU) has been added to FFXIV Stormblood. Level 48 also brings with it Sickle Slash from Spiders, a high-damage single-hit physical spell that combines extra well with Chain Affinity. After activating it, your next "magical" blue magic spell is amplified and may be used to magic burst. Pro-Tip: Equip spells for their effects first. If you can actually magic burst it, even better! These stack very well with Sneak Attack and the Chain Affinity ability. Final Fantasy XIV is a massively multiplayer online role-playing game (MMORPG) set in the fantasy realm of Eorzea.. Your spells are limited not only by your MP and level, but by "Set Points". Yawn (Apkallu) at level 64 is one of the better sleep spells in the game. Blue mage is known as a limited job. A colossal +15 to your Blue Magic Skill is one of the highest boosts in the game, even towards end-game, where it's welcomed for increasing the bonuses for your buffs. Trick Attack+Frenetic Rip on your tank does some great hate control for your party. Nasomi Community FFXI Server Board index International Jobs Blue Mage. Learned from the Ghrah monsters in Lumoria and equippable at level 74 is Actinic Burst. Magic and Job Traits Combat Skills Combat Skills See Also: Level-by-level Skill Cap Chart Merits Worm bane by Amanoj: This thread is a tale of a Blue Mage's quick leveling. I agree. ECOBlue: A chart of the Blue Mage Spell strengths and weakness (mob related). Scholar learns Sublimation, Raise, and Reraise, Rune Fencer gains an additional rune, Auto-Regen, and Blink, Dancer grants Drain Samba II and Healing Waltz, Red Mage gains Fast Cast II, and Warrior gets Warcry. This guide will NOT tell you specifics such as end-game gear sets. Another important Lv.74 spell is Magic Hammer, learned from Poroggos. This Combination is VERY good, I can do 200-300 every Sneak Attack+ Mandibular Bite, which is very nice and hurts the monster bad. For example, the damage for Bludgeon is enhanced with Charisma. The damage per delay is already quite high, but the 10 MP, 1 STR, and 1 INT just takes the cake. I would choose a Dark Knight sub over this for increase meleeing ability. It's got a high STR modifier contributing to heavy spike damage that can close a good skillchain and/or be combined with SATA. The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. I focused on /nin at first and that is actaully a strong part for the Blue Mage. Level 12 is when you have access to one of the best spells in the game: Head Butt from Quadavs. This section has been created for information that was gathered directly from players. Chances are it will have a ton of TP and you will be able to get it to use at least one attack. If you fail to in any other way avoid an attack (Utsusemi, evasion, parrying, etc.) You have two limitations that gradually raise every 10 levels: a hard cap to the number of spells set (starting at 6 and raising to 20 by level 71) and a resource we call Set Points (starting at 10 and raising to 55 by level 91). Over the years and throughout the Final Fantasy franchise, many new versions of this class were made - but the core element stayed the same. Blue Mages are capable of dealing heavy physical or magical damage, healing and support, debuffing, or tanking. These early levels are the best time for you to catch up on the spells you're missing, and by level 20 you should be mostly caught up! Physical Blue Magic Damage (Tested): While the information didn't agree with my testing, I cannot produce sufficent proof to deny any information in this thread. If you want to tank in the earlier levels, youll have to sub Warrior. The head piece sadly doesn't get as much use as one would hope. However, if you really like the whole support role in the party, this may be a decent option. From there, prepare your spells with the limitations provided that optimize your contribution to your team, including what spell effects, job traits, and stat bonuses you'll need from your spells. It costs 5 set points, but it also contributes towards Accuracy Bonus. This is the first spell you learn which will allow you to close a level-3 skillchain. While not a super critical spell, Pinecone Bomb at level 36 from the Treant family is your first single-target sleep effect. Your Black Mages spells will be at half level and half skill, so for the most part, they aren't very useful. Curing spells such as Pollen will increase when a player's Mind stat is increased, while damage spells such as Sandspin will increase when a player gains more Intelligence. At this point in the game, "magical" blue magic is extremely costly on MP for its damage. Recast: 0:02:00 Ontop of that i can if needed pop of a SA Cannonball for 400-600, or a SACA Cannonball for up to ~1200 (yeah i know that my gear sucks still), and it takes me about 2 sec to change from TP gear to Cannonball gear, with 1-2 macros (depending on exactly what i'm wearing while tping). Identical to a Bard support job. You can even hit yourself with an Etude to enhance the potency of a particular spell, or lower the monsters resistance to a particular element with a Threnody, but with halved skill and no instrument, expect the enemy to resist it. I feel that Dark Knight would provide better boosts to a melee heavy Blue Mage, while Red Mage would be better for those who are heavier on casting, but still enjoy to melee (more casting would require more resting, unless you have Refresh and Juices). Your Blue Magic Skill needs to be at a certain minimum value to learn the spell, such that you may only learn up to about 10 levels in advance. There's a lot of spells. Great job Pro! Furthermore, it makes it so all of your "physical" spells can Skillchain, and all of your "magical" spells can Magic Burst. Dancer and Summoner get a few nice boosts as well. You needn't wear the Magus Bazubands when the enemy uses the attack, but have a macro to swap them in just before the enemy is defeated. At level 65, the incredibly useful Zephyr Mantle is learned, which really makes it easier to deal with not having /NIN shadows. Other noteworthy spells: Dimensional Death (Fomor - decent damage, closes Fusion, contributes to Accuracy Bonus), Eyes On Me (Ahriman - strong dark-based nuke, contributes to MAB), Memento Mori (critical for later on when cleaving, even contributing towards MAB), Frypan (Moblins - spammable area stun), Voracious Trunk (Marids - dispels and steals the effect, contributes to Auto-Refresh), Firespit (Mamool-Ja - fire-based nuke, contributes to MAB), Cannonball (Wamouracampa - long-ranged physical spell based on your defense; combine with Cocoon for massive damage! Manage all your favorite fandoms in one place! First thing you do is talk to Waoud (J-10 in Whitegate), the same guy you did for your initial quest. Dark Knight also has a number of spells, albeit generally useless. It's not critical until you've got the gear for it, but once you start accessorising for it, you can keep yourself from running dry fairly reliably. Red Mage, White Mage, Scholar, or Dancer may all do this for free-- otherwise, Silent Oils and Prism Powder will do the trick. Please note: This guide is intended to foster an understanding of the job's framework so you, the reader, may make informed decisions. Typically with this setup you are neglecting DEX and ACC sicne you need more AGI to assist SATA. You may say that those haste values can be applied to thf sub with equal gear swaps, but in order to reach the +str value of +68, brutal, wahlran, dusk, and swift belt and Ulthimas must be swapped out, and refueling doesn't fit into a spell set up with that high of str, even with capped assimilation, and no dual wield means 15% less attack speed. This may be useful if your party lacks a backup healer and is fighting a mob with strong melee attacks. Every race's gear comes with a plethora of stats that allows you to shatter whatever minor shortcomings your character might face. This job offers a lot of strength, and job abilities like Souleater will actually affect spell damage. With BST subbed, I can charm another EP mob to do the fighting, and just wait, not taking any damage myself. Even though most of the subbed spells will be resisted, Stun will be able to land for a fraction of a second which can be used with Head Butt as a slightly longer, better stun. While I don't expect every BLU to have the same, the least should be around 8% TA and 23% DA. Elvaans can use gear to raise INT so every magical spell lands as well. Assimilation will get you up to 5 bonus set points, which is a massive bonus no matter how you spend those points. At level 72 you can finally set Fast Cast. A properly equiped blu mage subbing nin (acc and haste gear for TP build, STR and acc gear for nukes and WSs) can easily out damage any blu subbing thf in capped STR gear, both in damage over time, and nuke/MP ratio damage. All in all both subs are good, nin typically the better long term sub. Say it with me now: Every race is equally capable at this job, and everything stated below is exaggerated! This means you always hit and your spells will land. This is simply to increase your support role should you want it. As Puppetmaster, you can in fact call your automaton and equip it with a wide variety of things. /BRD: Bard is a nice subjob to have at low levels. Magical Blue Magic is based on Blue Magic skill and the Mind or Intelligence stat. Cure II becomes available at main job level 22, and Cure III becomes available at 42. Subject gains Reraise, Float, and Haste status. Blue mage functions independently of other classes and jobs, starting at level 1 with a maximum level of 70. Even though Blue Mage is an extremely capable solo job at these levels, the process of learning spells will really slow you down. If this list isn't correct, I will add my own list under this section. With that said, you wont even get any useful Black Magic spells. It's roughly equal to Cure IV and contributes to Resist Sleep to boot! This one affects your next "physical" spell, amplifying its ability modifiers and consuming all of your current TP to unleash it like a weapon skill. Other noteworthy spells: Battle Dance (Orcs - combines with Uppercut at level 38 for Attack Bonus), Cursed Sphere (Flies - low-SP contribution towards Magic Attack Bonus), Blastbomb (Warmachines - fire-based area Bind effect), Blood Drain (Large Bats - low-MP, low-SP Drain spell), Claw Cyclone (Tigers - contributes towards Lizard Killer), Screwdriver (Pugils - decent one-hit damage and contributes towards Evasion Bonus). Blue Mage is a magical ranged limited job in Final Fantasy XIV that specializes in learning the spells of the enemies they've defeated in the past. Adennak's Skillchain Chart, Now with Blue Mage Hotness. No other way can Blue Mage perform self-skillchain total damages of over 2,000 damage, and simultaneously give the majority of the enmity to the tank. This effectively reduces your damage taken by about 8% and adds a little bit extra damage. Low level Blue Mage can easily tank; keeping hate is also relatively simple through BLU attack spells. Great job once again! In Dvucca Isle, talk to Nahshib. Blue Mage traits are gained differently than other jobs. BLU spell hunting guide. In my TP set I'm sitting at 3% QA, 11% TA, 29% DA. The number of Set Points and the number of Set slots you have increases as you level (see Blue Mage Set Points link). you can stop an attack in its tracks and strike an enemy instead. However, any change at any time will lock you out of using your spells for 60 seconds, so it's best to prepare them in advance. When you use the addon to equip a certain set a timers-based timer is displayed to let you know when your spells are ready. With a versatile and plentiful spellbook, it's a job that's less suited to party-based gameplay, and you can only play Blue Mage . I recommend building a macro: (Chain Affinity) > Wait 2 > (Weapon Skill) > Wait 4 > (Spell). This will increase your damage and allow you to keep hate. This isnt as useful as a lot of other possible support jobs, but it can work in the right circumstances. Assimilation is absolutely the most important thing you can merit. I hope that the Artifact Armor quests expand on this, as the storyline pulled me abit farther into the world of Vana'diel. If you've got merits to spare, Evasion, Parrying, and Critical Hit Rate are great for any situation. But if you have a group of people you can really shine. Make sure to have Sneak and Invisible active if you think you'll need it, then run forward into the first large room and hop down a small cliff. spot in Dangruf Wadi I5-J5 when the weather is normal. It's a light-elemental Aspir spell that also inflicts damage. Your goal is to try and anticipate what you need before combat begins. Don't forget about your artifact equipment, either. Death Scissors (Scorpions) is a standout spell at level 60 as well. Leveling a FFXIV Blue Mage may seem very intimidating; however, some players reach maximum level with the character within a few hours. Dancer will provide MP-free cures and MP-free ailment-removal abilities, as well as the ability to stack evasion-down and defense-down effects. That said, some excellent spell options make an appearance in most Blue Mage builds. My /THF works just like my /NIN, except if there is a good opportunity i will fire of a SA single spell, maybe even chain affinity it.. but not always. If this isn't your first job to Lv.75, you might even have some merits stacked up already. WHM continues to be one of the best soloing subs available. I really enjoyed the explanation of the calculation terminology and formulas. Forgot I made a converter from console lines to spellast. A large amount of Blue Mages have been seen using this combo. By this point you should have figured out what works best for you. On top of this, Dragoon also has great job traits; namely Attack Bonus (at level 20) and Accuracy Bonus (at level 60). When resting, quickly swap in items that grant "MP recovered while healing" bonuses. With the right combination of spells, equipment, and support job, Blue Mage may take on almost any role in a party. Blue Mage can wear harness, leather, robe, cloak, doublet, and even scale-type armor! After speaking with Ravidial ingame, he insured me that his skillchain did change from Liquifaction to Fusion at level 50. Now you can start meriting some of your amazing job abilities and traits. Name: Chain Affinity It's one of the better physical-damage spells, and imposes a halfway-decent poison to its target. He will return the item to you and you must then bring it to the pool in Aydeewa Subterrane. ), and if set together for 6 points will combine to form Auto Regen. It will save you and your party (or trusts) a ton of MP on healing. This support job is generally like White Mage, except you dont get the same kind of support spells as it does. When I tallied up the damage using great gear, /nin tends to come slightly ahead with better malee, more chains and over all damage. Rosmerta's Cape: same as the above. And in Azouph Isle, talk to Nareema. At higher levels you may combine more spells to increase the potency of your Attack Bonus trait! Congratuations! These formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents. Since this support job isnt useful until Lv.60, youd be better off subbing Thief in a lot more cases. Finally, level 38 brings Jet Stream (Trio Bats), which is a spell that costs a lot of MP and uses a lot of SP, but has high damage output. Congratulations! Level (1-99) The difference in my gear as /THF and /NIN for tp building is offhand weapon > Acheron Shield. I find a Blue Mage a fun job to play and I would like to see more jobs like that in the game, like the Mime (in old games you could equip the exlusive skills of other party members), or Beastmaster that would work like summoner but instead of primals, you would summon monsters in your control. Name: Burst Affinity Layout By: Chrisjander (Ifrit) See also: Blue Renkei Outright avoiding attacks and feeding fewer TP to the enemy just means less worrying about nasty status effects and the like too! All times are UTC. This is a huge milestone! If you'd rather use Savage Blade, you can use Disseverment to close Distortion instead. Page 1 of 1 [ 4 posts ] . Give the man a sticky for this thread please! To get there, head outside the Ironbound Gate at Aht Urhgan Whitegate H-7 into the Bhaflau Woodlands. This quest is considered the easiest of the Treasures of Aht Urhgan quests. Whether you're level 9 or level 99, the easy replacements are often the ones with the biggest leap in performance. Blue Mage is unlike any of the current jobs in Final Fantasy XI. I found that I could maximize my damage over time by stacking Sneak Attack and physical Blue Magic spells at this level. However, Dragoon has one of the best sets of support job equipment such as the Wyvern Earring that provides +5% Haste, the Wyvern Mantle that provides +6 attack, and the Wyvern Targe that provides a Haste+1% buff. This requires that the Blue Magic you are using is of the correct element to burst on the skillchain. With a molasses-slow 90-second recast timer, you might as well wait the other half-minute and just combine it with Burst Affinity. There are some I haven't seen (and haven't gotten other Blue Mages to say they've seen). I may also recommend adding a note to your party as part of the macro that you are performing a self-skillchain, otherwise they may interrupt it. With that out of the way, I would recommend starting in the Windurst area. Blue Mage is first unlocked at Limsa Lominsa Lower Decks (X:10.0 Y:11.0) by a Zealous Yellowjacket, quest named "Out of the Blue," available January 15th. Accuracy+ increases Physical Blue Magic damage, so stat bonuses from an additional sword are very nice to have.. /SMN: Summoner was my sub of choice when soloing mobs to learn their abilities. Level: 25 Here are my results. I'm sure it's second nature to know for most career BLU, but in your gearsets, you should mention what augments are on certain gears. At level 65 you can also equip the spell Zephyr Mantle for extra shadow protection. Oh yeah, and Thiefs naturally highest dexterity and agility are no laughing matters either. He also stated that no addition Job Traits or noticable change to Chain Affinity was present. There is very little Blue Magic specific equipment in the game. Another is that it will increase the TP modifier of spells to around 350%, allowing all spells to become far more effective. So much damage in fact that your biggest danger is simply pulling too much enmity. Be sure you wait the full three days and dont talk to him in between it or youll have to do the question and answer segment you had to do for the initial quest. Don't worry, you'll be fine! Your solo play is still plenty adequate, especially with trusts. They tend have spells miss. The Blue Mage Hunting Grounds . The article will link to information on the job within FFXIclopedia. Should totally throw in a BLU XML for the lazy folks 9.5/10 other wise nicely done. At Lv.40, you get Clear Mind, alleviating the need to waste useful Set Points and spell slots for the same effect. You can give all of the mages Ballad for Refresh and all of the front-line fighters enhancements to attack or accuracy. /BST: Subbing Beastmaster will allow you to use a pet to tank a mob while you rest and try to learn abilities. And I managed to acquire all the level 1's AT level 1, using /BST. Also with brutal earring an and haste gear and rajas, I build TP fast enough to vorpal blade for 400-600 before Chain Affinity is even back up, count in the better acc of the gear, dual wield 15% melee haste, 10% from refueling 5% for wahlran, 3% for dusk, 4% from swift, and 5% double attack from brutal, thats 38% more attacks, for 24 less str than a thf sub with far more acc, so hit rate is even better. Head back to Waoud and receive your reward. A Job Trait will unlock with 8 points, and most spells contribute 4. The actual melee boosts from Red Mage are only stat boosts. Spell Name. Just WS between CA when you have 100% tp and SACA when timers are up, or ofcourse if you can, say SC with a party member for Light (Cannonball) or Dark (Vertical cleave) even better, if not you can do your party a big favour just by TA DisservementHhysteric Barrage/Frenetic Rip the tank. A: To learn Blue Magic, a monster needs to use an ability. By setting Enervation (Trolls, Lv.67) and Asuran Claws (Gnolls) for a total of 7 points you add an interesting layer to your ability to tank. Diamondhide from Trolls at Lv.67 is a fantastic spell. One or two extra job traits and spells, plus the bonus stats they provide. You may rearrange your spells at any time, even in combat. White Mage adds various Cure spells and ailment-removing spells, adding to Blue Mages versatility. I will try to add the information as soon as I can. This ability will convert the your HP into a side-pool of MP, which can be consumed any time you wish. Many people also wonder exactly what else Azure Lore does. I recommend playing around with it, but not relying too heavily on it. Combining Sneak Attack with a single-hit spell like Uppercut or Screwdriver will add the critical damage, allowing your self-skillchains that extra bit of burst damage. Beastmaster as a support job also enhances charisma by a lot, increasing Bludgeon damage. A very overlooked support job. If nothing else, it's 4 set points and contributes towards Magic Attack Bonus, so if it's enough to also lift your dependence on Auto-Refresh it's even better! You will have access to Bio and a few of the Absorb-spells. (Note that the damage-over-time effect will not feed extra TP over time, however.). If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty. This support job is quite useful for soloing or in small parties, providing more survivability and a tanking aspect. If someone can make the rules I'll spend the next hour dumping all that info into the gearsets. Summoner as a sub also provides a boost to both the INT and MND stats. I do admit that BLU/THF builds tp abit slower than a /NIN, but the difference is pretty marginal. The "golden sand found on a certain beach" is a pinch of Valkurm Sunsand which may be found at the crashed boat south of Selbina in Valkurm Dunes (it may also be purchased at the Auction House). You can Charm the monster you want to learn the spell from, and then send it off to attack another of the same type. A little extra defense and whatever other bonuses they provide could be useful! This is actually a great job to take into duoing situations. Seriously, don't people really use equip swap macros at all? Dancer provides the same level of Dual Wield as subbing Ninja for the next 10 levels here too. Each one of these NPCs will launch an attack at you. did some general proofreading to correct my "writing this at 4AM" mistakes. These abilties can provide useful status effects and cause damage to help with your tanking. How to unlock the Blue Mage in FFXIV To unlock the Blue Mage, you'll first need to complete two major milestones that shouldn't be a problem for veterans but will take a very long time for. The B- in clubs is no laughing matter, either. And of course, before you head outside, don't forget Signet! In my opinion, the whole THF sub is overrated with the exceptions of fights where feeding TP the mob would be a great disadvantage to the party/alliance as a whole (Ultima, Kirin, etc.) Drain and Aspir will be more useful due to a B+ in the spell set thanks to Dark Arts. As thf sub (+68 str 22 dex +19 acc), SACA vertical cleave lands for 1.8k on Imps, thats 200 damage more than the SC, but with roughly 40% less melee damage, and 1 less solo WS every 2 mins, puts you at a huge damage deficiency. The Lv.52 footwear and Lv.54 legwear are fantastic defensive pieces. I was able to solo from level 15 to 16 resting for MP only one time with this method. In this sense, the Blue Mage is designed for solo play. /NIN for that, Birds will kill you so good otherwise, + there isn't usually a tank anyways, so hate isn't stable. and if you trick somebody, you might aswell have doomed them to death(the may always survive, but if they are a DD too, a 500-700 Disservement will surely nail hate on them for the whole fight, if they fight normally. Its a great weapon and youll surely use it for a few levels at least. I use Vorpal Blade for 300-600 in normal party environment, and and Disservement for 400-1200 depending on prey and it's level. Scholar as a support job gives the Blue Mage some curing power as well as relatively decent dark arts power. Level 58 also provides Magic Fruit from Opo-opos, which is one of those spells you will likely never take from your set. You'll see this guide split into two primary sections, a basics overview to get you up and running, and (soon) an advanced topics section that will delve into some of the nuances that make the class a challenge to play at the highest tier. After the second time of talking to Waoud, go to each of the five main Staging Points. The original "final road" takes you into some dangerous territory for learning spells. FnDragon - BLU75/THF37 Experiment and enjoy the job for whatever it's worth to you! Scholar also provides Clear Mind and Resist Silence. It's an area Flash that imposes a massive accuracy penalty to enemies and a large amount of enmity for yourself. With a simple set up, I prep before each battle by casting utsutsemi, refueling (which is a MUST have once you hit lvl 48) and then metallic body which is a spell I've constantly used since lvl 8. Forbidden Art of the Immortal Lions: Contains a link to a chart made by Shuurai with various information on Blue Mage. It also provides some decent stats, but at a steep cost of 5 set points. Ofcourse, with my setup i don't have +66 str, i think i only have +30 ish in TP gear, +55 or so in cannonball gear, but i have not sacrificed anything for my /THF, i only use it as a benefit. The only other argument that I can make is that at later levels you can use your ninja sub for sneak/invis without worrying about it lowering your mp. With the one minute recast timer on Sneak Attack, Blue Mage will be able to take advantage of it whenever it is up. There are several key points that distinguish it from other jobs. MP is also critical, especially in the earlier levels. FANTASY is a registered trademark of Square Enix Co., Ltd. Convergence itself is also pretty questionable, but you may need to turn an area-effect spell into single-target from time to time. Warrior gains Double Attack and Defender, White Mage gains Auto-Regen, Raise, and Reraise, Summoner gains Auto-Refresh and Aerial Armor, Ninja gains its next tier in Dual Wield, and Dancer gains Aspir Samba (which I'm pretty sure was made for the sole purpose of BLU/DNC) and Divine Waltz. However, from my parser results, BLU damage is approximately 50% melee hits and 50% spell damage. That seriously cuts in to the effectiveness of the weapon's OA2-4, the high delay causing more issues by actually significantly slowing your attack rounds as compared to a Shikargar. Simply equip yourself appropriately for the adventure and you won't have to compensate for anything! It can end up deadly for a person in an NM or Sky fight. * Notifications for standings updates are shared across all Worlds. Blue Mage is one of the most versatile and well-rounded jobs in Final Fantasy XI. Unlike other mages who simply have access to their spells once they're learned, Blue Mages must strategically prepare in advance the ones they wish to bring into combat. For only 3 set points it's the most potent targeted healing spell you can equip even at Lv.99. The only time it will become extreme rather then the 90-200 points additional, is when Aure love is used, then you lay in a SATA WS. Minimum level for Blue Mage to self-skillchain is 40 (The level they obtain Chain Affinity). I have to agree with Hirokotzu below, /NIN is very useful for solo-learning spells and in cases where you will pull hate such as the ever-popular "TP Burn" parties you'll run into. Aside from that, this quest offers little danger. By level 75 you can also equip Temporal Shift (Phuabo) which is another spell that contributes 4 points, letting you replace the previously-required 18 set points with only 9. Rate This Guide. One must venture into the wilderness and witness how the creatures themselves perform their tactical moves. FINAL You may now also add Thief to your list of fun (if a bit niche) support job options. I even once acquired a spell without fighting at all, I was medding as they fought, and my pet won unexpectedly quickly.

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