|MP Cost:||53 MP|
|Set Point Cost:||5 Set Points|
|Casting Time:||2 Seconds|
|Recast Time:||37 Seconds|
|Obtained from Monster Family: Qutrub|
|Animating Wail||AoE Haste|
|Fortifying Wail||AoE Protect|
|Hex Palm||Drains HP, Only used with H2H attacks|
|Leaping Cleave||Single target damage, only used when wielding their initial sword, or the dagger on their backs.|
|Mangle||Three Hit cone attack, only used when wielding their initial sword, or the dagger on their backs.|
|Spinal Cleave||Single Target Damage, used only after sword is broken.|
|Special Notes on Monster and it's TP Moves|
Qutrub take triple damage from melee attacks, and double damage from magical ones, in return they have double the HP of other mobs their level.
All of the Qutrub damage TP moves can hurt, but a high level tank should have no problems with them.
|Obtaining the Spell|
|Minimum Blue Mage Level Needed To Acquire Spell: Level 70 with Magus Jubbah equipped, 73 without.|
|Animating Wail is best hunted in Arrapago Reef.
A Duo, Trio, or Party of higher level help is recommended for this spell, A Blue Mage, with a Tank, and Healer will have no problems. A 75 blink tank DD and a Blue Mage can duo the spell. In this case it's recommended that the Blue Mage have a White Mage subjob to support the Tank fully. A Beastmaster can solo the spell also. Solo as Blue Mage is possible with risk at Blue Mage level 75.
No special medicines are needed for the fight, but a way to sneak and invisible are mandatory for reaching camp. Having Chaotic Eye equipped is very helpful. A Warp item to save a dangerous walk home is a must.
Once you zone into Arrapago Reef, head to the camp near the exit of a cave towards the west side of G-9. The walk is dangerous, and you will face, sight, sound, Low-HP, and true-sight aggro on the way, so take proper care. There are several imps in the caves in the H-9 area, which is the most difficult part of the trip. Once past the imps, you will be at camp, a hill rising to the caves exit, this is a safe place to pull Qutrub to with no aggro worries. Your targets are in the open area, noted with a red circle, to the west. There are several Quatrub in easy range. The Qutrub will aggro via sight and sound, and can link, so be careful. Pull them to your camp, and proceed to try and see the move. The Qutrub here have two job types, BLM and DRK. Silencing both is very helpful. Respawn is fast enough that you should never want for a target.
Warning! A death in this camp can cause the NM Lamia #19 to spawn on the dead party member. Needless to say, this will end anything less then a very full, and skilled party.
There is a slightly safer camp a slight walk farther past the location of camp #1, where the risk of spawning the NM Lamia #19 is almost zero. You can reach this camp by following the instructions for camp #1 and just continuing on to the entrance of the ship marked above, where one Merrow spawns. By taking care, you can avoid blood aggro from the Skeletons located to the North and the Merrow should not trouble you. This is a this is a safe place to pull the three Qutrub from the South to with no aggro worries. Your targets are in the open area, noted with a red circle. There are three Quatrub in easy range, with a fast respawn. The Qutrub will aggro via sight and sound, and can link, so be careful. Pull them to your camp and go at them. The Qutrub here have two job types, BLM and DRK. Silencing both is very helpful.
You can also reach this camp via the North path out of the Ilrusi Staging point, but you'll need to deal with some Imps around E/F-5. You can also get here via the path that starts at the 'A' on this map, but to get there, you will need to pass several Soulflayers on the previous map. If you choose this path take great care!
There are high level Qutrub in the Mire. You will need a solid party to kill these effectively without risk. They ARE easy to reach from the Dvucca Staging point, or from the Undersea Ruins, but they are NOT easy to kill. The spawns are marked with red dots on the map above.
Note that there are a lot of other undead (Fomor, Skeleton, Bhoot) in the area. Care should be taken with ones HP as they can blood aggro from a good distance.
Animating Wail can be learned in a Undead Swarm Besieged. You, a party, or alliance member must get the killing blow on the Qutrub for a chance to learn the spell. You do not need to have had engaged the monster yourself to learn the spell.
There are higher level Qutrub on the Reef. You will need a solid merit or exp party to kill these effectively. They can be easily reached (The only plus to the camp) with a short walk with sneak and invisible. You will need a Lamian Fang key to reach the camp. They are not recommended.
Animating Wail can be learned in the Chief Sergeant level Assault; Operation: Snake Eyes. This mission has Quatrub who use the spell. Your party should have no issue killing the Quatrub.
|Special notes about the spell a Blue Mage may like to know|
|Can I solo it? Yes at 75, but it is very risky. A Duo, Trio or small party is far safer and the best way to go.|
|Do I need any special items? Yes, Sneak and Invisible items or spells to reach camp #1. Having Chaotic Eye equipped is very helpful. A warp item to get home, saves a horrid unsafe walk.|
|Do Qutrub like to use the move? Yes, and it's much simpler to see then the annoying Spinal Cleave, as no special conditions are needed for it's use.|
|The Haste effect from the spell is 15%, and lasts Five minutes.|
|Animating Wail can be paired with Blazing Bound, Quadratic Continuum or Delta Thrust to create the Dual Wield Trait.|
Do you have more information on this spell, or a better/new way to hunt it? Send an e-mail here, with the words: Blue Mage Spells in the subject line. We'll consider your information in the next page update.
Return to the main index page by clicking here