|MP Cost:||28 MP|
|Set Point Cost:||5 Set Points|
|Casting Time:||3 Seconds|
|Recast Time:||60 Seconds|
|Stat Bonus:||INT+3, MND+3|
|Obtained from Monster Family: Zdei|
|Decayed Filament: Used only when Bars surround the Zdei||AoE Damage + Poison|
|Optic Induration||Cone AoE Damage + Petrification|
|Reactor Cool||Caster receives Ice Spikes + Defense Boost|
|Reactor Overheat: Used only when rings surround the Zdei||AoE damage + Plague|
|Reactor Overload: Used only when rings surround the Zdei||AoE damage + Silence|
|Static Filament: Used only when Bars surround the Zdei||Cone AoE damage + Stun|
|Special Notes on Monster and it's TP Moves|
Zdei have true sight, and aggro from the side that has more decorations around the eye. They switch between states of having bars, rings, and nothing around them. Some TP moves only happen in some states.
Zdei are Black Mages. They love to cast high ~aga spells, and Ancient Magic.
Almost all of the Zdei TP moves are pretty bad. They all stick for good periods. The Petrification is very dangerous. The Ice spikes from Reactor Cool cannot be dispelled.
|Obtaining the Spell|
|Minimum Blue Mage Level Needed To Acquire Spell: Level 65 with Magus Jubbah equipped, 68 without.|
|Reactor Cool is best hunted in Grand Palace of
This spell can be soloed, but the risk is very very high. Feel free to try, but be ready for death. For best results you will want a basic party to hunt the spell, or a duo with a skilled 75 Tank that uses shadows. A small three person party works best if you cannot get a full exp sort set up to hunt.
You must be at or past CoP mission 8-2 to enter the Grand Palace of Hu'Xzoi. Party members should have Antidotes, Remedies and Echo Drops for status effects. A way to silence the Zdei is very useful. Stun spells are also a must.
Once you zone into the Grand Palace of Hu'Xzoi, there are two camps that can be reached easily, located at J-10 and J-7. In each case, there are a pair of small alcoves that are across from each other. One Zdei will spawn in each pair of rooms. Which room in each pair seems to be random, but there will be one Zdei in each pair of rooms.
There is aggro on the way from Ghrah class monsters. They will aggro if they are in bird or spider form. Wait for them to change into the safe ball shape before running past.
Reaching the other Zdei in the Grand Palace of Hu'Xzoi is difficult, because of locked gates that can only be opened while on CoP mission 8-2. So the two camps will have to be enough. Respawn is 16 minutes, so given the time to hike between camps, and the time for the fights with the Zdei, you shouldn't need to wait too long for each new spawn.
Zdei can be dangerous foes. If you have a full party you should have no issues, you will be able to kill them easily. If you are in a trio or duo, silencing them will help with your battle a lot. The Blue Mage should be ready with stuns to stop the nasty AoE moves if possible, and to take the pressure off your blink tank friend. Having someone as a /WHM, or a White Mage main, to remove the paralysis from the Ice spikes is important. Keep your tank's HP up. Optic Induration takes the Zdei a very long time to ready. Stun it. The petrification is nasty and long lasting. It can end the fight, and not as you wish it to. Take care, watch out for each other, and you should have no problems.
A solo strategy has been suggested:
Stack up on eva skill+ gear. Having the pots miss you makes a big difference. /NIN is a must.
Setting the following spells will do the job: Exuviation, Head Butt, Frenetic Rip, Hysteric barrage, Disseverment. Chaotic Eye (Sticks well on the mob) , Diamond Hide (takes two non-crit hits) and Warmup for more Eva, and Actinic Burst for emergency utsu re-cast.
It will take about three rounds of the multi-hit spells to kill the target.
The only difficult thing you may find is keeping them alive long enough to use tp more than twice. You don't want to mess around with them for too long, so go for the zerg kill asap.
Open with Chaotic Eye, then cycle the multi hit spells, then stun. Recast utsu as needed. If the mob cast Reactor Cool early in fight, just backwards tank it. If you get paralyzed cast Exuviation.
Aw'zdei are found in the The Garden of Ru'Hmet. As they are higher levels, they are not the best targets with the lower ones so easily reached. You also need to be on or past CoP mission 8-3 to get at them.
|Special notes about the spell a Blue Mage may like to know|
|Can I solo it? Yes but at very high risk. A Duo with a Blink Tank will work, a small party is even better. A trio is where it becomes safe.|
|Do I need any special items? Yes, Antidotes, Echo Drops, and Remedies to cure possible status effects. You also must be at or past the 8-2 CoP mission to hunt this spell.|
|Do Zdei like to use the move? It's one they use in all states, so it shows up often.|
|The Spell provides a 12% defense boost, and the spikes last for two minutes. Like all Ice spikes, they can paralyze when hit by a foe.|
|Reactor Cool can be paired with any of the following spells to create the Magic Attack Bonus Trait: Sound Blast, Cursed Sphere, Eyes On Me, Memento Mori, Heat Breath, Dream Flower, or Magic Hammer.|
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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