|MP Cost:||82 MP|
|Spell Modifiers||MND 30%|
|Set Point Cost:||4 Set Points|
|Casting Time:||3 Seconds|
|Recast Time:||30 Seconds|
|Stat Bonus:||MP+5 MND+1|
|Obtained from Monster Family: Soulflayer|
|Immortal Anathema||AoE Curse|
|Immortal Mind||Magic Att Bonus + Magic Def Bonus|
|Immortal Shield||Caster gains Magic Shield Effect|
|Mind Blast||Lightning Damage Attack + Paralyze|
|Mind Purge||Single target full Dispel|
|Reprobation: NM only||AoE full Dispel|
|Tribulation||AoE Bio + Blind|
|Special Notes on Monster and it's TP Moves|
Soulflayer are Black Mage type monsters, and enjoy casting High level -ga spells and Ancient Magic. They seem to fast cast on occasion.
Many of the Soulflayer TP moves are very deadly.
Tribulation's Bio is a massive 39 hp per tick!
The AoE Curse from Immortal Anathema weakens an entire party in one shot.
The Soulflayers aggro by True Sound, Sight, Magic and Job ability.
|Obtaining the Spell|
|Minimum Blue Mage Level Needed To Acquire Spell: Level 64 with Magus Jubbah equipped, 67 without.|
is best hunted in Caedarva Mire - Hediva Isle.
This spell can not be soloed. You will need a solid exp party, or small alliance. A White Mage is a must for removing The Bio from Tribulation.
Party members should have Holy Water to deal with Curse. Equipping one, or more stun spells is a good idea. A White Mage Sub-job can help. Sneak and Invisibility spells or items to get to camp #2 are needful. A warp item will save a long walk home.
If you have access to the Nyzul Island Staging Point skip ahead three maps.
If you do not have the Staging Point, grab a Chocobo and ride, or walk with sneak and invisible to F-6 in the Bhaflau Thickets. Give the Immortal there a Imperial Silver Coin to enter The Undersea Ruins.
Once in the Undersea Ruins go to the 'A' porter which is to your left.
Once you land on the 'A' teleport pad, go to the 'E' porter which is to your left.
Once you land on the 'E' teleport pad head North then East to the 'D' porter at H-8. If you have arrived by the Nyzul Island Staging Point, Head north and then West to the same place.
Once you land on the 'D' teleport pad you will take the one that leads to 'J'. It is to your Left when you pop up on the 'D' Pad, and glows a bright white.
Once you land on the 'J' teleport pad head north and zone to the Isle.
Once you Zone into Hediva Isle your camp is located right at the exit of the tunnel at H-6. Out on the island are more Soulflayers and Imps then you ever wanted to see in one place.
The zone here gives you a fast escape if you get a link, or a fight starts to go very badly.
Your Puller will have to head up the small hill and carefully get a Soulflayer. As they often open with a big magic spell be sure to have the puller run back out of range as fast as possible. There have been reports of Soulflayers fastcasting Sleepga spells and other ~ga magic when pulled. Be ready to support your puller if this happens to them.
If an imp is in the way, pull it back to the party and have them smash it. Any party that can kill Soulflayers will Destroy the Imps. They are annoyances here.
Silence the Soulflayer ASAP. It will cast nasty Black Magic often. Once you stop that, it will gleefully wade in and mele with your party. The Tank must grab and hold hate, and the Blue Mages are on Stun duty for Tribulation, Immortal Anathema, and magic spells should the silence wear. The White Mage should be ready with Divine Veil for the AoE Curse move and more importantly Tribulation's Bio. Get it off your party quickly. Once the Soulflayer uses Mind Blast make sure the White Mage gets the Paralysis off the tank, it's quite nasty.
The fights with the Soulflayers are Hard. But a Balanced Exp/Merit Party can kill them with team work. The key is to have a Dedicated White Mage to deal with the Status effects, A Tank who can hold hate to keep the Soulflayer pinned, and enough other damage output with the rest of the members to kill the monster. Having a Red Mage to Silence is a real bonus, as it's difficult to stick the spell on the Flayers.
A full party is recomended strongly. Trying to kill these with less then six is asking for deathga.
If you are planning a run to get the spell, give a few shouts in Whitegate. You will be able to pick up a few Blue Mages who need the spell who will add to your parties ability. There are always a few who are looking for a learning chance.
It has been reported that two Blue Mages along with a Red Mage or White Mage Can Trio the Soulflayers at this camp. The key to making it work is that the Soulflayers MUST be silenced to stop the spam of nasty spells they cast. The Blue Mages can then Head Butt the worst of the other TP moves, and quickly kill them with high damage spells. The near zone line is there for a fast escape if things go wrong.
Mind Blast can be learned on Arrapago Reef. There are Three Soulflayers noted by red dots on the map above. You will need to have the Lamian Fang Key to reach the camp. There is sight and sound aggro on the way to the camp. Take precautions.
The Soulflayers here are just as tough as the ones in Camp #1 above. Use the same methods to kill them.
Another option here is possible if you can find two 75 Beastmasters to help you out.
There are Crabs in this area, that a pair of Beasmasters can use to duo the Soulflayers. Each Beastmaster should charm a Crab, sic the Crab onto on of the Soulflayers and then stay far away. Make sure to not let the Crabs die, as repop takes a bit. The pair of crabs will wear the Soulflayer down. One pet swap may be needed. DO NOT mele with the flayers. There are enough Crabs in the area to get the job done, even with a swap or two.
There is a second Mind Blast camp on Arrapago Reef. Your Camp is at G-8, reached by a careful walk (beware the Imps outside the point!) after using the Ilrusi staging point. There are Two Soulflayers at G-6 on the map above. This is a good camp for a BLU/BST, though it can work for a party set up like the Camp #1 build also.
If you are trying as a BLU/BST Here is a strategy that has worked.
After you reach camp, the hardest part by far is the pull. Your camp at G-8 has 6 leeches. If you are level 73 Convert all the leeches to EM, so you have the strongest pets. If higher, you'll need to work with what is there. You now need to clear some local aggro. Kill off the Qutrub in the middle of the leeches, and then the skeleton on the boat near camp before pulling. You don't want them about if you take some damage while fighting the Soulflayers, and drop into yellow health, as they will blood aggro. The repop timer on them is sixteen minutes, so you will have a lot of time to work with the Soulflayers. But keep the time they will repop in mind so you don't get a rude surprise.
Now you are ready to pull. First Charm a Leech, and put up Metalic Body (or Stoneskin if you are /WHM) and Zephyr Mantle or Shadows. Then apply your Silent oil and Prism powder (or cast sneak and Invisible).
As noted on the map above, there are two Soulflayers at G-8 to the north of your camp. Head up to them, passing a skeleton at G-7. Get close enough to sic your pet on a Soulflayer and be ready, because it will aggro you as soon as you use sic. Odds are it will open with a magic spell. If it casts anything other then a tier 3 ~aga spell, just stand there and let your pet get hate and let blink and stoneskin absorb the spell the Soulflayer casts. After your pet has hate, use heel and use your silent oil and prism powder quickly and get back to the G-6 camp. Get past the skeleton at G-7 fast, if a Bio or poison is on you, you need to pass it before you fall into yellow to avoid blood aggro.
When you get back to camp, sic your leech back onto the Soulflayer, and then swap pets quickly so your leech does not come uncharmed from the pull. Now just keep swapping pets until the Soulflayer dies. A single leech can take 10-20% off the Soulflayer depending on what spells it uses. As long as you don't mischarm on a swap, or get blood aggro on the pull, you should be able to kill the Soulflayers with little trouble.
If you bring another BST, or a team of them, they can demolish the Flayers at this camp.
Mind Blast can be learned in Salvage. All Soulflayer here are quite dangerous.
Mind Blast can be learned from the NM Soulflayer that Blue Mages must beat to earn their AF Head piece. A Solid party set up as described in the Camp #1 description, should have no problems beating the monster.
|Special notes about the spell a Blue Mage may like to know|
|Can I solo it? No. You will need a full party for this spell.|
|Do I need any special items? Yes, Holy Water for curse. A White Mage sub-job for Erase can save your life. Stun Spells to deal with Some TP moves and long cast magic. Sneak and Invisibility items to reach camp #2. A silver Coin or ISP to get to Camp #1. A warp item to save a walk home.|
|Do Soulflayers like to use the move? It can sometimes take more then one kill to see it.|
|The Paralysis does not last long, but it procs very often.|
|Mind Blast can be paired with any of the following spells to create the Clear Mind Trait: Poison Breath, Soporific, Venom Shell, Awful Eye, Filamented Hold, Maelstrom, Feather Tickle, Corrosive Ooze, Sandspray, Warm-Up, or Lowing.|
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.
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