Dirty Rotten Azulmagia
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Dirty Rotten Azulmagia
- Number
- 25
- Level
- 50
- Standard Time
- 8:45
- Ideal Time
- 7:15
- Act 1 Enemies
- Azulmagia (enemy)
- Act 2 Enemies
- Azulmagia (enemy)
- Act 3 Enemies
- Azulmagia (enemy)
- Gil Reward
- 10,000
- Seals Reward
- 200
- Tomestones
- 160
- Next stage
- Papa Mia
- Prev. stage
- Amazing Technicolor Pit Fiends
- Patch
- 4.5
Dirty Rotten Azulmagia is a stage in The Masked Carnivale for Blue Mage, introduced in patch 4.5 with Stormblood.
Act 1
Enemies
Azulmagia
- Endurance: High
- Strengths: --
- Weaknesses: --
- Vulnerabilities: --
Strategy
- Ice Spikes: Opens with this move, setting up a permanent physical-reflection barrier. You can get off one physical attack if it's your very first move, after that only use magic. Be careful about autoattacks, he reflects those too!
- The Ram's Voice: Just like in Cutter's Cry, an untelegraphed circle AOE that inflicts Deep Freeze.
- The Dragon's Voice: Just like in Cutter's Cry, an untelegraphed donut AOE that inflicts Paralyze. Always uses this immediately after The Ram's Voice.
- Plaincracker: A circle AOE centered on himself (so back off), followed by a series of donut AOEs. Inflicts Vulnerability Up. This covers a lot of the arena, especially since he can use another move during the donut AOEs, so move quickly.
- Apocalyptic Bolt: Line AOE in front. Inflicts Vulnerability Up.
- Apocalyptic Roar: Cone AOE in front. Inflicts Vulnerability Up.
Act 2
Enemies
Azulmagia
- Endurance: High
- Strengths: --
- Weaknesses: --
- Vulnerabilities: --
Strategy
Adds the following attacks to his repertoire:
- Repelling Spray: Opens with this, setting up a permanent magic-reflecting barrier. Be aware that you will also take reflection damage from non-damaging spells like Off-guard!
- Blazing Angon Summons adds that cast Burn and inflict Burns, a stacking DoT. Destroy them with physical attacks.
Act 3
Enemies
Azulmagia
- Endurance: High
- Strengths: --
- Weaknesses: --
- Vulnerabilities: --
Strategy
In this phase Azulmagia switches between both barriers, and there will be an electric puddle around the edge of the arena. Adjust accordingly. He now starts casting the following spells:
- Charybdis: Summons four tornadoes that repeatedly cast circle AOEs on themselves and also wreck your visibility.
- Web: Inflicts severe Heavy, making it nigh-impossible to move without Loom. Move to the edge when you see this.
- Meteor: Inflicts massive damage, definitely one-shotting you. Always casts immediately after Web, so seriously, make sure you take Loom. Also leaves behind a flame puddle. Between this, Charybdis, and his normal attacks, you are not gonna have a lot of room to maneuver, which is why you want to move to the edge when you see him casting Web. Alternatively, Meteor can be tanked with Diamondback, though it's still advised to stay near the edge of the arena to minimise the amount of walkable area the burning field takes up.