|MP Cost:||59 MP|
|Set Point Cost:||4 Set Points|
|Casting Time:||7 Seconds|
|Recast Time:||56 Seconds|
|Obtained from Monster Family: Mamool Ja Fighters|
|Firespit||Single target Fire Damage|
|Forceful Blow: Only used after weapon is thrown||Single target Damage attack|
|Rushing Drub/Slash/Stab||Single target four fold Damage|
|Somersault Kick||Single target damage attack + Knockback|
|Warm-Up||Caster receives Accuracy Boost + Evasion Boost|
|Weapon Throw: Weapon is lost||Single target Ranged damage attack|
|Special Notes on Monster and it's TP Moves|
Mamool Ja Fighters are the Brown Skinned Mamool Ja. They come in five job types; Beastmaster, Blue Mage, Dragoon, Ninja, and Thief. They all have high evasion.
Warm-Up raises Accuracy and Evasion by about 40 points. It makes the caster very hard to hit.
Firespit and the four-fold damage moves can deal serious damage.
|Obtaining the Spell|
|Minimum Blue Mage Level Needed To Acquire Spell: Level 59 with Magus Jubbah equipped, 62 without.|
is best hunted in the Wajaom Woodlands.
This spell can not be soloed. You will need a small party, or a skilled Level 75 solo-class (BST, NIN, RDM). A basic experience party set up will work very well. A 68 BLU/BST can solo it at camp 1C.
Party members should have a way to Dispel Warm-Up, so setting Blank Gaze or Geist Wall is a plus. Having a way to silence a monster is a huge help. There is aggro on the way to camp, so Sneak and Invisible spells or items, or a Chocobo to get to camp is needful. A warp item will save a long walk home.
Both camps A & B in this zone are about equal. Zone into Wajaom Woodlands and proceed to D-10 or D-12 on the map. In both camps, there are tunnels that zone into other areas, this is your safe camping area. There will be sight and sound aggro on the way to them, so take precautions. Taking a Chocobo to camp is a perfect solution. Hopefully the Chocobo stable NPC has not been kidnapped! At either camp you will find four Mamool Ja. In each, there are two Brown Skinned Mamool Ja Fighters who can teach you the spell. Camp A has a Blue Mage and a Thief, Camp B has a Ninja and a Thief. Choose the camp that has what you prefer to fight. The Thieves have very high evasion. The Blue Mage will cast a lot of spells, and make you sad you can't do as much damage with them as he. The Ninja uses powders that can hurt.
Pull the Mamool Ja down to the safe camp in the tunnel and treat them like an experience monster. They do aggro by sight and link, so take care with your pulls. You may need to kill the Mage type Mamool Ja to keep your pulls of the Fighters clean.
A average party should have no problems in these two camps.
There is a Lone Blue Mage Mamool Ja Mimicker located at H-12 in a small path that leads to Mamook. There is a Raptor near him also. When you pull take care to avoid it. This Camp is marked as C on the map above.
A 68 BLU/BST can easily solo the Mimicker with local pets at Camp 1C. There are plenty of pets to use; The attercops work well, but you can use pephredos in a pinch if you need an emergency pet. You could even Charm puks if you are a risk taker, starting the fight with one can work very well. Sticking with attercops (be careful, they link) is the safest path though. Put pet after pet on the Mamool until the Mamool is nearly dead, THEN finish it off with your Blue Magic in hopes of learning the spell. It is best if you put a very large distance between yourself and the Mamool when you are getting ready to charm a new pet, this will allow you more time to recharm if your charm fails. Also, keeping Zephyr Mantle up (casting outside of hate range of the Mamool) is highly recommended.
If you seek some more targets, you can zone into Mamook from Wajaom Woodlands at D-12 on the Woodlands map. In the circled area you'll be able to easily reach four Mamool Ja, two of which are fighter class. They are a tiny bit stronger then in the Woodlands. Be sure to stay on the path around the edges of the area marked above. There is a lot of aggro in the lower center area.
Treat Mamool Ja here like a regular experience monster for your fights, and move your camp to each mob rather then pulling. They do aggro and link, so take care. You will need to kill the two Mage type Mamool Ja to reach all of the Fighter types. Watch out for Somersault Kick, as it's knockback effect can toss you off the path into the aggro area below.
A average party should have no problems in this camp.
There are Higher level Mamool Ja Fighters deeper in Mamook and in other areas. The Lower ones are not much harder then the Mamool Ja in Camp 1 or 2, but areas deeper in the zone have a bit more aggro, and camps are harder to reach. A basic experience party can deal with these. The 81+ Mamool Ja are for Merit Parties. Not Recommended.
Warm-Up can be learned in a Mamool Ja Besieged. You, a party, or alliance member must get the killing blow on the Mamool Ja for a chance to learn the spell. You do not need to have had engaged the monster yourself to learn the spell.
Warm-Up can be learned in Assault. The Mission Imperial Agent Rescue has Mamool Ja who use the spell quite often. Your party should have no issue killing the Mamool Ja here.
|Special notes about the spell a Blue Mage may like to know|
|Can I solo it? No. You will need a party or a very skilled soloist to help.|
|Do I need any special items? Yes, Sneak and Invisibility items, or a Chocobo to reach camp. A warp item to save a walk home.|
|Remember, you can only learn the spell from the Brown Skined Mamool Ja Fighters (BLU, BST, DRG, NIN, THF).|
|Do Mamool Ja's like to use the move? Yes, they use it often.|
|The Spell Adds approximately +10 Evasion and +10 Accuracy|
|Warm-Up 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, Lowing, Mind Blast|
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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