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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
Gil 10,000
Seals Reward
Allied Seal 200
Tomestones
Allagan Tomestone of Poetics 160 
Prev. stage
The Masked Carnivale Amazing Technicolor Pit Fiends
Next stage
The Masked Carnivale Papa Mia
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

  • 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 Dungeon 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

  • 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

  • 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, 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 minimize the amount of walkable area the burning field takes up.
    • Meteor can also be escaped by using gap-closers such as   Flying Frenzy or   J Kick. However, the effectiveness of this depends on where Azulmagia is standing, so   Loom is still preferred for consistency.

Achievement tips

To earn the achievement   Something Borrowed, complete this stage with the following bonuses:

  • Can't Touch This: Take no damage whatsoever.
  • Too Fast, Too Furious: Complete the stage in less than the ideal time (7 minutes, 15 seconds)
  • Ain't Got Time to Bleed: Restore no HP whatsoever. (Spells that change HP, such as   Devour, will also nullify this)
  • Total Mastery: Use spells with all six elements and all three physical damage types (Fire, Water, Ice, Earth, Lightning, Wind, Piercing, Slashing, Blunt).

"Total Mastery" is mostly a matter of bringing the right spell types, and using them as the fight starts. After that, the fight can be played somewhat normally.

Act 3 can be finished early with   Final Sting or   Self-destruct at around 60% HP - use the one that Azulmagia is not currently reflecting.