Blue Magic Curriculum: Spell #49 – Veil of the Whorl

Welcome to the forty-ninth entry of the Blue Magic Curriculum, where we talk about the spells found in the Blue Mage Spellbook, along with their strengths, weaknesses, and what about them could be improved. In this case, we’ll be going over the forty-ninth spell, which happens to be the last of the ARR spells, that creates an aquatic veil to repel the spells of those who assail you: Veil of the Whorl.


This fearsome magic, inspired by Leviathan, creates an aqueous film of water collected from the atmosphere. Though a veil in the sense of offering protection from outside forces, it also functions as a mirror, reflecting foes’ aether back upon them..

Range: 0y

Radius: 0y 

D.Type: Magic

Element: Water

Alignment: Umbral

Explanation

Veil of the Whorl is the fifth of what are known as Primal Abilities, unique and often heavy-damaging oGCDs for Blue Mages. This one in particular happens to be a counter ability, where once it is used all attacks that hit the player will cause damage to the enemy who uses it for 50 potency per hit. It has a cost of 500 MP, lasts 30 seconds, and shares a recast timer with Glass Dance at 90 seconds.

I am going to be completely honest, this primal ability is almost completely useless. I have never seen someone take it in an instance, which is a shame because theoretically, it should be one of the first Tank spells that Blue Mages have access to. So let’s breakdown why Square Enix did this spell dirty.

For starters, it shares a recast timer with Glass Dance. It goes without saying that Glass Dance hits like a truck at 350 potency with falloff and covers a vast area. In comparison, Veil of the Whorl only does a measly 50 potency per hit that the enemy inflicts upon you for the duration of the spell, meaning that the enemy would have to hit you at least seven times in order to get the same amount of effectiveness.

Now you might not be thinking that’s a big deal. You just pop this ability and let the enemy hit you. But remember, Blue Mages are casters who have access to a metric tonze of crowd control techniques specifically to shut down the enemy from being able to hit you via status effects like the overpowered Deep Freeze, meaning that by nature you are not going to get hit often enough to make up the opportunity cost.

And even on enemies who you can’t just stop via crowd control spells, such as bosses, you are not a Tank by default. You don’t have the health nor defense to stand there and take hits, even if you mimic one. The only way for you to do that is to use Mighty Guard, which nerfs all the damage you deal… including counter damage. 

So not only is the spell hampered by the fact that it is reliant on the enemy to trigger its effect, but it’s hampered by the one spell someone acting as a Tank must have up to survive. When the alternative is Glass Dance, there really isn’t a comparison because killing an enemy faster is always the better alternative. It also doesn’t stack with Ice Spikes, which at least has the decency to inflict Slow on anything stupid enough to hit you that isn’t resistant or immune.

And then there’s the fact that Leviathan happens to be one of the bosses where you can effectively die for good if you fall off the railings, making it difficult to obtain. Thankfully, you can obtain it in the Hard Mode that doesn’t have that mechanic, but due to the nature of the boss, it is easy for mages to kill themselves by attacking the wrong body part with the wrong type of spell (use Physical spells on the part that reflects magic and any other spells on the part that reflects physical.) due to inexperience.

Sadly, there’s honestly a ridiculously easy improvement that would make this spell absolutely invaluable to Blue Mages who act as Tanks: make it a cooldown. Namely, make it reduce the damage you take for the duration that it is up. With 30 seconds active time and a recast of 90 seconds, it could effectively be similar to Warrior’s Vengence.  I wouldn’t mind it stacking with Ice Spikes either. 

Veil of the Whorl is sadly underwhelming compared to the other primal abilities, where you can make an argument for their benefits and detriments. It’s completely reliant on the enemy to deal damage, suffers from Mighty Guard, and honestly offers no benefit in situations where Deep Freeze works better. If it acted like a cooldown it would be invaluable to Tanks, but without that, I cannot justify bringing this spell when we have a limited number of slots already.

Now, onwards to Heavenswards. 

PROS
  • Instant Cast
  • 30 Seconds Duration
CONS
  • Takes 90 Seconds To Recharge
  • Mighty Guard Nerfs Damage
  • Unreliable Damage 
  • Deep Freeze Exists
Potential Improvements
  • Increase Counter Damage  Under Aetherial Mimicry: Tank
  • Reduce Damage Taken When Active
  • Allow Combination w/ Ice Spikes

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