|MP Cost:||31 MP|
|Set Point Cost:||2 Set Points|
|Casting Time:||7 Seconds|
|Recast Time:||60 Seconds|
|Obtained from Monster Family: Puk|
|Crosswind||Cone Wind Damage attack + Knockback|
|Ill Wind: Only used in Mamook and Besieged||AoE Wind Damage + Single Buff Dispel|
|White Wind: Only used in Besieged||AoE Curaga|
|Wind Shear||AoE Wind Damage + Severe Knockback|
|Zephyr Mantle||Five to Ten Shadow Blink|
|Special Notes on Monster and it's TP Moves|
Puk have many odd traits.
Wind-based spells, wind-based weaponskills, added-effect wind damage weapons, and Detonation skillchain damage will heal rather than harm a Puk.
On Lightsday, Windsday, and during Light or Wind Weather, Puks have the ability to regenerate TP. This can cause massive spamming of TP moves.
If you cast a spell of the element corresponding to the elemental day of the in-game Vana'diel day on a puk, it will get 100% TP instantly.
Wind Shear will knock you back a good distance. Make sure you are not tossed into other aggro monsters.
|Obtaining the Spell|
|Minimum Blue Mage Level Needed To Acquire Spell: Level 58 with Magus Jubbah equipped, 59 without.|
is best hunted in the Wajaom Woodlands.
If you hunt Zephyr Mantle when you can use it, 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. This spell can be soloed with great risk by a Blue Mage in the 70's.
There is aggro on the way to camp, so Sneak and Invisible spells or items, or a Chocobo to get to camp is needful for party members. A warp item will save a long walk home.
Zone into Wajaom Woodlands and proceed to H-11 on the map with a red circle and the camp arrow. There is a good camp on the west side of the area that you can pull Puks to. There is a Mamool Ja Blue Mage and some Raptors farther to the west so take care to not aggro them. There are several sight and sound aggro mobs in the pull area so take care when snagging a Puk. There are five spawns here.
If the first camp has a party in it there are several more camps to the south with two to three Puks in each. These are also marked with red circles above.
Pull the Puk down to the safe camp spot, and treat them like an experience monster. They do aggro by both sight and sound, but here in the Woodlands they do not link. When you fight, be sure to get your back against a wall or other zone edge. This will prevent Wind Shear's impressive Knockback from tossing you into the Raptors and Blue Mage Mamool Ja, or out into the other Puks.
A average party should have no problems in these camps. Look out for Wind Shear, and use no Wind magic and all should be well.
There are Higher level Puks in Mamook and other areas. The Lower ones are not much harder then the Puks in Camp #1, but the camps are harder to reach, and there is difficult aggro on the way to them. A basic experience party can deal with these though.
Zephyr Mantle can be learned in a Mamool Ja Besieged. You, a party, or alliance member must get the killing blow on the Puk for a chance to learn the spell. You do not need to have had engaged the monster yourself to learn the spell.
|Special notes about the spell a Blue Mage may like to know|
|Can I solo it? Yes. You will need to be in you mid 70's. A small party or a very skilled soloist to help is a better option here, to have the spell when you can use it.|
|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.|
|Do Puks like to use the move? Yes, they use it often.|
|The Spell gives the caster four shadow images that functions like Blink, NOT Utsusemi.|
|Zephyr Mantle can be paired with any of the following spells to create the Conserve MP Trait: Chaotic Eye, Frost Breath, or Firespit|
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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