Solo BLU Treasure Maps

With the blue mages updates in 6.45, blue mage is stronger than ever in solo with a lot of potential variety in how you can opt to approach treasure maps. 

Why would I want to do BLU treasuremaps?

Solo Blue Treasure Map Primer

The following guide is a good starting point for how to approach solo blue mage. It is a good guide to browse over and all of the gaps from the 6.45 update will be covered in this guide.

Edy’s Blue Mage Solo Guide for Level 70 Timeworn Gazelleskin Maps: https://docs.google.com/document/d/1OBRLKMcXh2YGR5JuOwv-CXoAmgFJnTm3OEZHxYUm3vE

Getting started

If this is your first foray into blue mage solo do the following:

When getting started it is also highly recommended to have most (if not all) of the spells listed in the Spell Loadout section

Spells Loadout

The following are the list of spells that you should make sure to have in addition to your bursty oGCD spells and any other preferred spells

Non-negotiable Required Spells (treasure dungeons may as well be impossible without the following spells)

Aetheric Mimicry - Use of Healer or Tank Mimicry is required for survivability or sustain inside

Basic Instinct - Used to get a huge DPS/Healing boost, while technically possible to do without if you play well, it will take about three times longer to get through the dungeon. For all practical purposes, it is required.

Mighty Guard - Required or you will be flattened by auto-attacks and tank busters.

Filler single target spell - Goblin Punch is highly recommended as it is a 320 potency filler spell (you will be using mighty guard and typically attacking from the front); however, any spells works

Filler AoE Spell - Anything works. If tank mimicry, Peat Pelt and Deep Clean for AoE situations is highly recommended for the additional sustain that they offer you when used together.


Highly Recommended General Spells

Toad Oil - 20% evasion is _amazing_ and does a lot of work against both bosses and mobs

Bad Breath - Vuln Down on boss/mobs is very powerful


Highly Recommended when Outside of Dungeon

Ram's Voice + Ultravibration - Vibecheck very useful for clearing the chests

Dimensional Shift or Launcher or Missile - Pick one of the above to help deal with the three waves style of treasure chest


Highly Recommended Inside of Dungeon

- Bristle - For Mortal Flame/BoM and other big hitting spells

- Mortal Flame - Infinite duration 40 (120 with buffs) potency Damage over time (scales off both bristle and basic instinct)

- Breath of Magic - 120 potency (360 potency with buffs) AoE Damage over time effect, total potency is 7200 potency for two GCDs if it ticks fully over it's duration. This is your most powerful spell to use on the boss


Healer Mimicry Spells

Gobskin - Primary mitigation, needs to be up for tank busters and AoE Stacks

Pom Cure - Primary healing/Recovery

(Optional, for safety) Angel's Snack - Very useful emergency heal with a powerful Heal over Time effect


Tank Mimicry Spells

Devour - Grants you 20% increased HP which is useful for taking tank busters

Blood Drain/Divination Rune - Single Target/AoE MP Regen which you will need

White Wind - Primary healing and sustain spell

(Optional) Peat Pelt + Deep Clean Combo - Filler AoE where any mob first hit with peat pelt and then hit by Deep Clean will grant you a stacking heal over time effect. This is best used in AoE Circumstances).

(Optional for safety) Rehydrate - Very useful recovery spell when below 40% and unable to make effective use of white wind. Long cast time means that it will most often be used with swift cast.

(Optional for safety)Dragon Force - 40% damage mitigation this is very strong for adds phases.

(Optional for safety/damage) Chelonean Gate - 30% damage that turns into a 1000 potency hit once your HP drops by 30%


Optional Spells: Can opt to bring these for more damage if you have extra spell slots

Tingle + Triple Trident - Nice burst damage when used as a combo Tingle -> Bristle (or whistle) -> Triple Trident

Glass Dance/Veil of Whorl - Extra damage or damage reflect.

Peculiar Light/Offguard - Can give you 5% more damage, weaker than most other options. 


Niche/Not Generally Recommended

Moonflute - Very risky high DPS option. Due to the 15 seconds of being stuck without any ability to use magic, it is a high risk ability. Those 15 seconds could be enough for the boss to chip away at your health and kill you. Use at your own risk

Diamondback - 90% damage reduction is great, but being completely immobile for 10 seconds means that you are also not fighting things. If you wish to bring this, it can be an option to mitigate the risk of using moonflute as it leaves you vulnerable for only 5 seconds.

Matra Magic - We don't use DPS stance, so it's only 400 potency and shares a cooldown with Dragonforce/Angels Snack which are important safety cooldowns.

Cold Fog - With the addition of Goblin punch, this is now a much less valuable in treasure dungeons, TL;DR: Unless you can get at least 5 "White Death" casts off during that time, it is simpler to just keep hitting Goblin Punch from in front of the boss (and requires one less spell slot).

Rose of Destruction - ~160 potency per minute gain over Goblin punch for the cost of a spell slot.

Whistle - Useful for the Whistle -> Tingle -> Triple Trident Combo, but due to the premium on spell slots, better to use bristle in it's place (as it's used with at least two other spells)

Song of Torment -  750 potency for two GCDs only 110 more than just hitting Goblin Punch twice. Also overlaps with Nightbloom. With the addition of Breath of Magic and Mortal Flame, it's not really worth the spell slot anymore


Tank vs Healer Mimicry

Both are completely viable, but have different playstyles for solo treasure dungeons and the choice is just based on your own preferences.

Tank Mimic playstyle

If you know the fight and you are comfortable with regen/MP it can be a very comfortable playstyle. It can deal with tank busters and add phases more easily due to mitigation like Dragon Force and Chelonean Gate; while having 20% extra HP from Devour's health boost. Add phases are much less spicy with Tank Mimicry as you can always precast Dragon Force for 40% additional mitigation.

Unfortunately, if you find yourself in a pinch (due to taking a tank buster or AoE stack without enough HP or generally running low on MP), it's much more difficult to recover. Letting your HP dip below 40% typically requires the use of another spell like Devour or Rehydrate to recover.

Tips


Healer Mimic Playstyle

As long as you are pressing Lucid Dreaming on cooldown, MP will never be an issue, but you will spend a lot more time managing your health. So long as you have enough time to cast Pomcure you are always able to recover.

Taking tank busters without full HP + Goblinskin is very dangerous since Tankbusters + 1 auto attack will typically kill you. Adds phases are spicier and your HP will swing harder than a tank unless you save Angel's Snack for that time.

Tips


Useful Spell Macros

Many thanks to Aurora (Tonberry) of the Content Achiever's Discord for sharing their research that allowed research and macros that helped allow me to write this section.

While it is possible to use the "Load Active Set" option in the Blue Spellbook, this does not work with maps due to all spells needing to be off cooldown with no active effects (such as Aetheric Mimicry which will be active).

To work around this, we can opt to use the following commands to enable/disable any commands that we need.

/bluespellbook which can be used to enable or disable individual spells

/hotbar blueaction which can be used to place an ability on your hotbar

Example

I have the following abilities that I want to use inside

And the following that I want to use outside

As I keep most of these spells on my hotbar anyways, just activating everything is enough for me. The only hotbar modification is needing to overwrite Hydropull with Goblin punch. 

Inside macro

/macroerror off

/bluespellbook set "The Ram's Voice" off

/bluespellbook set "Missile" off

/bluespellbook set "Ultravibration" off

/bluespellbook set "Hydro Pull" off

/bluespellbook set "Mortal Flame" on

/bluespellbook set "Basic Instinct" on

/bluespellbook set "Dragon Force" on

/bluespellbook set "Goblin Punch" on

/hotbar blueaction "Goblin Punch" 1 5


Outside Macro

/macroerror off

/bluespellbook set "Mortal Flame" off

/bluespellbook set "Basic Instinct" off

/bluespellbook set "Dragon Force" off

/bluespellbook set "Goblin Punch" off

/bluespellbook set "The Ram's Voice" on

/bluespellbook set "Missile" on

/bluespellbook set "Ultravibration" on

/bluespellbook set "Hydro Pull" on

/hotbar blueaction "Hydro Pull" 1 5


The above macros should be used as a starting point for your own creations. This is not required, but it does make it more convenient to optimize your loadouts.

Getting into the dungeon

Step 1 - Get to the treasure chest in the overworld

Step 2 - Kill one of the three kinds of packs

- If a pack of four different mobs, Vibecheck them

- If a pack of 3 mobs, vibe check the first -> Burn down the second/third with available spells

- If a pack of 1, dimensional shift/missile until other two packs spawn and then vibe check

Step 3 - Click portal if one appears

Once inside

Once inside the dungeon you will be greeted by either the canals or by the big roulette room.  Regardless of whichever you get, make sure that you Basic Instinct and Toad Oil up before triggering the mobs.

Note on special mobs: You can safely ignore most of the "special adds" (big brute guys, mandragora crew, goblin/golden namazu/golden frogs) as they don't typically drop anything of note and won't aggro unless you attack first or approach too closely.

Goblins/Namazu/Frogs are nice to kill for a bonus gil reward, but don't risk your clear trying to get one.

Door Dungeons

For most of Door Dungeons (such as the Aquapolis and Canals), you will be prioritizing spreading your bursts out over the course of the room. Breath of Magic will do a lot of passive work and you can keep very healthy HP with Peat Pelt and Deep Clean combo. Don't go _too_ crazy with bursting until you have confirmed that all three cages have been opened.

Last floor in the canals is a boss fight, but the same applies. Be conservative with your burst until you have confirmed that all the cages have opened.

Roulette Dungeon

Roulette (such as the Shifting Sands) is a series of boss fights. Most bosses will have a phase two where they add an additional move to their rotation and spawn some additional monsters.

Always open with Bristle -> Breath of Magic -> Bristle -> Mortal Flame. These are a _huge_ DPS boost and will help burn down the boss much more quickly.

Unless you are 100% sure that the boss does not have spawn additional mobs, be conservative with your burst abilities. If you open the fight by using all of your available abilities, none of your two minute cooldowns will be back in time for the adds phases and you will have a much harder time dealing with them.

Once additional mobs spawn, you should prioritize the following