FATE Farming

Blue Mage has excellent tools for farming FATEs quickly. Use Aetheric Mimicry on a DPS, and summon your Chocobo companion so Choco Meteor is available.

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There are two types of FATEs to think about. For group FATEs, the basic flow is to gather enemies with Hydro Pull, freeze them with The Ram's Voice, then finish them with death spells, Choco Meteor, and AoE primal spells. For boss FATEs, use a Moon Flute opener. See the Moon Flute Opener page for details.

Key Spells

  • Hydro Pull: Wide-range AoE that deals 200 potency and pulls enemies toward you. Use this to round up enemies as they spawn before killing them with Choco Meteor or death effects.
  • The Ram's Voice: 220-potency point-blank AoE that applies Deep Freeze, preventing enemies from acting. Even players outside your party benefit from having enemies frozen.
  • Choco Meteor: 300-potency spell requiring your Chocobo companion to be summoned. This is your strongest spammable filler and will melt groups of enemies quickly.
  • Breath of Magic: Extremely strong AoE DoT for clearing groups when the Vibe Check is on cooldown.

Death Spells

Death spells deal percentage-based damage or kill enemies outright. Not all enemies are vulnerable, and many A Realm Reborn bosses are now immune due to past misuse. You can test vulnerability with Launcher: if it fully resists, the enemy is not vulnerable to death effects.

Warning
Please be a good citizen. Do not use death spells to instantly kill FATE bosses before other players can get credit. Using Missile to soften a boss with a large health pool is helpful, but denying others credit just to clear faster is not.
  • Missile: Deals damage equal to 50% of the target’s current HP. Single target, can be resisted. Good for softening up bosses or large enemies.
  • Launcher: Deals 10%, 20%, 30%, or 50% of maximum HP (chosen at random) to all enemies in a 15y radius. Cannot be resisted unless the target is entirely immune.
  • Dimensional Shift: An alternative to Launcher for weakening groups of enemies. Unlike Launcher it can be resisted, its damage scales with the target’s current HP (making it weaker as enemies are worn down), and its slow cast time limits how often you can use it.
  • Level 5 Death: Instantly kills enemies within a 6y radius whose level is divisible by 5. Can be resisted.
  • Ultravibration: Instantly kills any enemy affected by Deep Freeze or Petrification, even those immune to other death effects. Pairs naturally with The Ram's Voice.
  • 1000 Needles: Deals 1,000 damage split among enemies in a 4y radius. Not technically a death effect, but useful in low-level FATEs where it will one-shot most enemies.

Tail Screw and Doom also count as death effects but have too low a hit chance to be reliable.

Enmity

FATE participation credit is based on enmity generated. If FATEs are dying too quickly for you to get full credit, activate Mighty Guard and cast White Wind to generate a massive amount of threat. White Wind is especially effective in a party. As a bonus, Mighty Guard slows your damage output, giving other players a better chance to earn credit as well.