Goblin RDM by Ametrina (Bahamut)
Introduction
The aim of this space is to provide a means for information access for new and aspiring Red Mages, and a place the entirety of the witching community can come together to fine tune our craft. It is not meant to be canonical in nature, nor a shopping list of BiS items, but will introduce players to some of the options and paths available to them. From there, your witchcraft knows no bounds. I would caution you, taking on the role as a Warlock amongst your peers will have you power-crazed and thirsting for more. But if manipulating power is what you desire, you've come to the proper place... right this way, friends.
Under Construction Notes
https://www.bg-wiki.com/ffxi/User_talk:Chizel/Sandbox_GobbieRDM
General Information
"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question and he'll look for his own answers." - Patrick Rothfuss, The Wise Man's Fear
Roles & Functions
Roles & Functions
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| Communicator
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Whether you communicate to your party or your party communicates to you through /party chat macros or Discord voice chat, it makes no matter. At some point you or your party members will need to communicate in one way or another. It could be to let the CORs know that Dia III has been applied, that the Tank's Phalanx timer is getting low and now's a good time to reapply some buffs, or working hand-in-hand with the Tank on a Circle pull in Dynamis Wave 3 so that you can time your silence to land as those nasty RDM, BLU mobs are spooling up ugly debuffs. If you're the quiet type, /party chat macros are fine, just don't get too carried away with the <calls>. If you enjoy talking with others and making yourself heard, chances are you're going to have to at some point try to elbow your way into the conversation just for a quick update. Get used to it though, it's a busy job, and letting people know what's going on, what they need, and what you need are critical for success.
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| Enfeebler/Crowd-Controller
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This is probably where the divergence is among Red Mages. In content where you're expected to buff, crowd control, debuff, and there are a prevalence of DPS jobs, suiting up /NIN or /DNC isn't always the wisest thing to do. Now if you can perform ALL of your primary duties (buffing, debuffing, crowd control) and the DPS is being rather lackadaisical, by all means whip out that Naegling or Crocea Mors and get busy! But early on in your path, you'll find that by the time you've completed your primary duties it's time for another round of them altogether. It's not usually until later on, when you've sorted out your Enhancing/Enfeebling duration that you'll start having time to melee, but even then you'll be limited in that capacity outside of solo or low-man content.
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| Enhancer
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RDM shines in functions both on the back line and front lines. The following roles are more of prioritizations than they are specifications, meaning that even though you'll primarily be supporting one class you're not off the hook for supporting in other ways:
- Tank Support - Largely you'll be casting Phalanx on your tank(s). They should have or be working on a Phalanx set of their own, so you'll want to communicate with them regularly about their buff duration and reapply it as necessary. It's 2024, Discord voice chat has been around for about as long as the dinosaurs have been dead. Talk to your tank(s). In Dynamis - Divergence you'll also work with the tank(s) on pulls so that you can be ready for any crowd control needs and more importantly, silence duties. Those Su5 BLU and RDMs in Wave III can be a total pain in the neck.
- Mage Support - Here, your primary responsibilities will be target control and critical debuffs for nuking strategies. Applying Gravity to slow the target's movement speed can lessen the danger for any mages that happen to get the target's attention too much over your tank(s). Frazzle III caps at -130 Magic Evasion which is a pretty huge benefit to preventing elemental resists. Also, it cannot be stated clearly enough how powerful Refresh III is at full potency & duration. Lastly (and we'll dive more into this later), you have the highest chance for Immunobreak in the game, you'll learn to use this to your party's advantage when it comes to immensely helpful debuffs like Elegy.
- DPS Support - This is not Red Mage as a DPS, but rather as support for. Haste II coming in at ~30% magic haste allows BRD to make some adjustments to their songs and get more punch or square up missing/needed defenses. Honor March at +2 and up, as well as Victory March even at +0 cap magic haste. So that's one less March needed. Refresh III for those utilizing the Schere Earring makes for some significant improvements to enmity management. Throwing out Phalanx II all around is a vast improvement to damage mitigation as well. The list goes on and on and on.
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| Healer/Healing Support
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You're no Musa Regen V Scholar, nor are you Oprah Winfrey with your status ailment heals like Yagrush White Mages typically are, but you've got some tools available to you.
- Backup Healing Support - Using the SCH support job should be king here, but at non-mastery or lower master levels, WHM would be the right call. RDM gets a natural C- in Healing Magic but /SCH under
Light Arts brings a RDM's Healing Skill to a B+. That's pretty big considering things like Cursna very much have a healing magic skill component to ensuring a higher success rate for removing status ailments like Doom. You're no WHM but more Cursna's going out is never a bad thing.
- Primary Healing Support - Main healing on RDM is not a ton of fun, admittedly, but it's definitely not impossible. Conserving your MP will be crucial as well as maximizing what you can do with single target cures. Quick Magic and the Quick Magic
category can significantly boost your MP management on top of Conserve MP.
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| Nuker
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Feel the struggle. I'm not kidding. Black Mage's Magic Attack Bonus trait is ~43% higher than a Red Mage's. Their Magic Burst Bonus trait is ~86% higher, Magic Attack Bonus gifts are ~77% higher, and Master Level 0 with 16 in Elemental Magic Skill puts RDM at 394 vs. BLM's 512. Where RDM tends to shine is shifting the Magic Damage ΔINT table on Tier II and Tier III nukes. Specifically speaking, in any scenario that you'll be "nuking with purpose" there'll likely be a BLM there nuking with you. They get big help with Burn bonuses from their JSE but you also get Gain-INT which can further widen the ΔINT gap. Utilizing SCH as a support job also gives you access to Dark Arts which will raise your Elemental Magic Skill to 404 and in later master levels grant you access to stratagems like "Ebullience". The job shares a lot of accessories with BLM so it's not difficult to find equipment for nuking, but don't go in expecting to nuke as hard as a Black Mage. Admittedly, though, it is a lot of fun.
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| Combat Mage
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If you came here looking to sharpen your Savage Blade, the wreckage of many a young mage hath been laid out before you whom traveled down this wreckless path. Yet, it is knowledge you seek, and I cannot deny you it. For knowledge is the bathing trickle of reflected sunlight off of the moon's surface, it's beauty is widely known but behind it the dawn will rise and a new world with it. Since you insist... Strength, Attack, and WSD are the things you seek. Now go, before I turn you into a frog or a newt.. Don't worry, you'll get better.
Seriously though, melee or combat RDM is a special critter. If you're responsible for crowd-control and critical debuffs, just chill. You'll get your shot. Seriously, the number of things outside of group content and even in group content you can solo are just silly. This aspect typically is still a bit of an alternative magic damage dealer, as you get access to some insane buffs to Enspell & Elemental Weapon Skill damage through Crocea Mors or the cheaper yet completely viable Vitiation Sword. When you can't reign supreme over the land of Elemental Weapon Skill damage, you'll always have Naegling to fall back on. Being able to give yourself 16 unique beneficial buffs already loads you up with a +16% boost to Attack during Weapon Skills, so in conditions where you are underbuffed or attack starved, and/or an Elemental Weapon Skill isn't viable, this becomes a fool-proof choice for melee/combat Red Mage. Not completely beholden to swords, you also have access to goofy and not completely invalid choices in Karambit, Ullr, as well as some pretty decent clubs, and some really strong daggers like Gleti's Knife, Mpu Gandring (Level 119 III), and the situationally useful Mandau (Level 119 III).
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Abilities and Traits
Merit & Job Points Progression
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| Group 1
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Description
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Notes
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| Convert Recast
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Shorten recast time by 20 seconds.
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There's so much refresh available in this game and potency gear for your own casting of the spell it's generally not worth it to put any points into this.
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| Fire Magic Accuracy
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Increase the accuracy of Fire spells by 3.
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If you're a Sortie nuker, this isn't a bad choice. You'll be casting a lot of fire on ya' boys: Skomora and Triboulex. Can also increase the chance of landing Addle and Addle II.
- Sortie Nuke Strategies: 5/5
- Other Content: 0/5
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| Ice Magic Accuracy
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Increase the accuracy of Ice spells by 3.
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If you're a dedicated Dynamis - Divergence support, meriting this increases the chance of landing spells like Bind, Paralyze II and Distract III.
- Primary Enfeebler: 5/5 - Personally, Distract is important enough to warrant this category 5/5 always.
- Enhancing/Healing Style RDM: Player Choice 0~5/5
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| Wind Magic Accuracy
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Increase the accuracy of Wind spells by 3.
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If you're a dedicated Debuffer, meriting this increases the chance of landing Silence and Gravity II.
- Primary Enfeebler: 5/5
- Other Playstyles: User Choice 0~5/5
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| Earth Magic Accuracy
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Increase the accuracy of Earth spells by 3.
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If you're a dedicated Debuffer, meriting this increases the chance of landing Slow II and Break. Not to mention there is a fair amount of Stone nuking in the "meta" these days, so this could be helpful vs. Ongo's giant squawk-box in Odyssey.
- Sortie Nuke Strategies: 5/5
- Other Content: 0/5
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| Lightning Magic Accuracy
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Increase the accuracy of Lightning spells by 3.
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Sorry nukers. Gone is the way of the storm, new is the way of stone and flame. But what about Stun?! Stun has an SE-confirmed +200 Magic Accuracy. I can't recommend any points in this category, but it doesn't mean you don't have to!
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| Water Magic Accuracy
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Increase the accuracy of Water spells by 3.
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Poison and Poisonga aren't generally something you want to land when performing crowd-control (let's be real, it's going to land anyway with or without points in this category.) And Water nuking isn't really done. Just like the drink, 0 points for creativity. Great surface tension, though!
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| Group 2
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| Enfeebling Magic Duration
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Increases enfeebling magic duration by 6 seconds.
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Prior to making progress through Odyssey NMs, I'd recommend more or all of these points be placed into the Magic Accuracy merit category instead.
- New RDM: 0/5
- Progress on Odyssey NMs: 5/5
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| Magic Accuracy
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Increases magic accuracy by 5.
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For newer RDMs I'd recommend maximizing this category starting out, once you've obtained and upgraded your Lethargy Armor Set to +2 (primarily the body and hands) and acquired some key Relic pieces like Vitiation Chapeau +1 and Vitiation Boots +1 you can begin considering swapping to Enfeebling Magic Duration merits.
- New RDM: 5/5
- Enfeebling JSE +1 or greater: 0/5
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| Enhancing Magic Duration
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Increases enhancing magic duration by 6.
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Being a realist, most of your party's buffs are going to be done around a 10 minute window with the Corsair's rolls and the Bard's Nightingale & Troubadour recast timers. Utilizing the Composure set bonus on the Lethargy Armor Set alone is going to put you in a good spot to meet that standard.
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| Immunobreak Chance
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Increases chance of immunobreak occurring by 3%.
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There are melee/enspell style Red Mages out there, and I'm not about to deny them their fun. But for content-oriented RDMs, this is your bread and butter and I cannot recommend maximizing this category strong enough. We'll take a surface level dive into Immunobreak later.
- Content-oriented RDMs: 5/5
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| En-spell Damage
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Increases damage of Enspell effect by 3, and Enspell II effect by 6.
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If you are a solo style Red Mage, points in this category will moderately increase your en-spell damage (up to +20 for Tier I enspells and up to +35 for Tier IIs when you use the Viti. Tights (109) or better. But if you're a content-oriented RDM, please consider one of the several other options available.
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| Accuracy
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Increases accuracy by 5.
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You'll get a whopping 25 accuracy out of this category. There is plenty of accuracy available to you as you progress into harder and higher tier content. 10/10 do not recommend.
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| Job Point Progression
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| Priority
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Notes
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| 1
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Magic Accuracy Bonus
- Increases Magic Accuracy.
- Magic Accuracy +1 per JP for a total of +20 Magic Accuracy at 20/20.
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Almost a "no-brainer." Increasing our Magic Accuracy helps us land spells, to improve and grow at this job, landing crucial debuffs is paramount.
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Saboteur Effect
- Increases enfeebling magic accuracy while under the effects of Saboteur.
- Enfeebling Magic Accuracy +2 per JP for a total of +40 Enfeebling Magic Accuracy at 20/20.
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Compounded interest, baby! Further increasing our Enfeebling Magic Accuracy under Saboteur to land critical debuffs will have us crippling NMs and trash mobs like seasoned witches in no time at all.
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| 3
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Enfeebling Magic Duration
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This should round off our enfeebling category for now, and RDMs should be set to start working on Enhancing Duration for a while.
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| 4
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Enhancing Magic Duration
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After making sure our opponents are sufficiently crippled, we want to look at increasing the duration of our enhancing spells. The big ones for RDM are going to be Phalanx and Phalanx II, Haste II, Flurry II, Refresh II and later Refresh III, as well as more RDM specific self-buffs like Gain Spells and Enspells. Not limited to these, all duration bonuses apply to any specific enhancing magic whether from Red Mage main job or chosen sub-jobs.
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| 5
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Stymie Effect
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The capstone of our major roles as enfeebler/enhancer, this category should have developing Red Mages ready to try their craft in content with higher difficulty. (i.e. Divergence Wave III, Sortie NMs, and Odyssey NMs provided they have also been working through JSE progression.
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| 6
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Quick Magic Effect
- Reduces MP consumption while under the effects of Quick Magic.
- Reduces MP consumption by 2% per JP for a total of 40% MP consumed reduction at 20/20.
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Quick Magic is an interesting function. It has a 10% activation rate cap, but having your MP spent cost 40% less and getting an instant recast sounds like my idea of a good time. Otherwise, you still need 2100 JP to master, so here we go!
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Player Choice 7~10
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Magic Atk. Bonus
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Nuking is another realm of Red Mage that has long been in the tool-kit of the class through out the entire Final Fantasy series, albeit not one of the stronger facets of the job. Such is the case with FFXI RDM, we will never be a Black Mage in our ability to nuke, but we certainly can put some numbers down. Onward, to 2100 JP and mastery!
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Player Choice 7~10
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Composure Effect
- Increases physical accuracy while under the effects of Composure.
- Increases physical accuracy by 1 per JP for a total of +20 Accuracy at 20/20.
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Now that our casting/crowd-control/crippling responsibilities are out of the way, it's time to pull out that blade! Melee/Solo RDMs out there may choose to maximize this category before a lot of the others and would be right to do so. Composure enhances a RDM's accuracy to begin with but also triples the base damage of enspells while active. Being able to physically strike our targets is the only way to ensure those enspell effects are in fact deadly, so any bonus to our physical accuracy is a nice addition.
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Player Choice 7~10
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Convert Effect
- Reduces the amount of HP consumed when using Convert.
- Reduce the amount of HP consumed by 1% per JP for a total of 20% HP Restored at 20/20.
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Congratulations! We've now reached the point (those of us without the coveted Murgleis) where we can prevent "Koru-Moruing" ourselves with some unnecessary mid-battle convert deaths! Onward to mastery!
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Player Choice 7~10
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Chainspell Effect
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This is actually somewhat good for the nuker-style RDMs because Chainspell allows you to 0 our cast time and recast time, and magic damage significantly boosts lower tier elemental magic damage more than higher tiers. So 1~2 times per Sortie Nuke run, we can Chainspell low tier spam on bosses. Which ever path you have chosen, congrats! You are now a "Master Warlock!"
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Support Jobs
Throughout the Final Fantasy series Red Mage has been referred to as Jack of all trades, and Master of none. I feel that never is that more-so the case than in Final Fantasy XI simply with the amount the main job can do already. Throughout your adventures and career as a practiced Warlock, you will find that several, not a few, Support Jobs will slide your tool-kit in directions toward being Jack of all trades, and Master of a few. The expandable job cards below will talk in more detail about some support job selections and go into what they bring to the table and how they are typically utilized.
Magic Support Jobs
Scholar
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| The content-aligned Red Mage's go-to choice for support job. Scholar brings a lot to the table.
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| Recommendation: HIGH
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| Master Level Traits Added: None Available
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White Mage
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Early on, as you discover all the finer trappings of the Red Mage class, utilizing White Mage as your support job can bolster your ability to main heal lower tier content in your progression. A lot of the mid-level progression is open to full alliances, so throwing a bunch of TP feed at mobs and NMs isn't typically a good idea. It's here that you can get a better feel for status healing with the -na line of Healing Magic and learning to watch your buff duration timers and when to re-apply them. At more advanced master levels other support jobs may take the lead in their utility, but if you support your group from the backline, White Mage is never a bad choice for a support job. Especially with higher tier access to curaga spells.
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| Recommendation: MEDIUM (For starting/non-mastered Red Mages: HIGH)
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Black Mage
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Black Mage as a support job has some pretty specific use cases and should be made available as content progression occurs. Chainspelling stuns on our ole' boy Zerde is a common use of RDM/BLM as well as another amorph fight in Peach Power. I would recommend unlocking and leveling this as a useful support job, but it may not be a primary option for newer, unmastered RDMs. Advancing into master levels can make this sub compete with /SCH in the crowd control department with access to Sleepga II.
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| Recommendation: HIGH
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| Master Level Abilities Added: None Available
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Physical Support Jobs
Ninja
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| The primary use of /NIN is going to be for its Dual Wield trait. With Haste II in your pocket, and Gear Haste capped at 25%, it will take a DW of +31 to reach the standard Delay Reduction of 68.75%. (For Gear Info users, and typical FFXI Enjoyers, that will translate as the 10-bit value 704/1024.) If you cap your Magic Haste at 43.75%, then you only need +11 DW to cap your Attack Speed. Adding DW beyond that will diminish TP returns. Dual Wield is typically utilized when a RDM wants to melee utilizing their powerful Enspell bonuses and gear to do a significant amount of magic-based "white damage".
Another major benefit to the support job is through the use of shadows to mitigate certain types of damage while soloing. Utsusemi shadows do a far better job at mitigating damage than Blink Shadows because the proc rate of Blink is not 100% and any AoE damage will strip the blink shadows entirely. The types of damage mitigation and behavior of Utsusemi shadows are as follows:
Single Target Physical (Multi-hit physical attacks that exceed the number of shadows held will clear them and any hits beyond the remaining count will still do damage.)
AoE Physical (Typically removes 2~3 shadows. There are some physical moves that will clear 3 shadows such as "Spike Flail.")
Single Target Magical (Consumes a single shadow.)
AoE Magical (Removes all shadows and damages.)
Single Target Breath Damage (Ignores shadows, but does not typically remove them.)
AoE Breath Damage (Ignores and removes all shadows.)
Lastly, and specific to RDM cases, sometimes where the melee benefits of /NIN are limited or non-existent, there exists the ability to Dual Wield for achieving higher Magic Accuracy options in the off-hand slot than can be gained through the use of a Shield or a Staff & Grip. Typically these situations are for simply testing purposes or scenarios where critical debuffs are necessary and not so much for the melee aspect.
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| Recommendation: HIGH
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| Abilities Added: None available.
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- Utsusemi: Ichi, Ni
- Tonko: Ichi, Ni
- Monomi: Ichi
- Kurayami: Ichi, Ni
- Hojo: Ichi, Ni
- Dokumori: Ichi
- Jubaku: Ichi
- Katon: Ichi, Ni
- Suiton: Ichi, Ni
- Raiton: Ichi, Ni
- Doton: Ichi, Ni
- Huton: Ichi, Ni
- Hyoton: Ichi, Ni
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| Master Level Abilities Added: None Available
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| Master Level Spells Added: None available
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Dancer
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Do a little dance! The other side of Dual Wield, /DNC allows a RDM to utilize a main and off-hand weapon still, albeit to a lower effect. With Haste II in your pocket, now you must have +41 in DW to reach that coveted number of 704/1024 Delay Reduction. Aha! But you have another tool in your bag! Haste Samba which will grant you and your engaged party members +5% Job Ability Haste and allow you to meet the same Delay Reduction with just +35 DW gear. Top off your Magic Haste and you're good to go at +21 DW without Haste Samba and +9 DW with it. Like /NIN, the Dual Wield property is primarily used as a means of attacking with two weapons imbued with powerful Enspells.
- !!! A word of caution: samba effects will overwrite enspell effects, so consider this before utilizing sambas for any enspell style strategy.
Like /NIN, dual wielding offers RDMs the opportunity to equip something with a more significant amount of Magic Accuracy in the off-hand. But the real target of /DNC are its job abilities:
- Spectral Jig for itemless/MP-free sneak and invisible buffs. Nice if you need to apply them in a place where magic-aggro is a problem, but keep in mind that your own sneak/invisible last approximately 379 years and they only get longer as you progress. Just remember to cancel both sneak and invisible before reapplying Spectral or it will have no effect. Important also to note that there are mobs that aggro Job Ability usage.
- Healing Waltz as a means of removing crippling status effects like Silence or Paralyze from yourself or other party members.
- Steps like Quickstep to lower a target's Evasion, Box Step for Defense, and Stutter Step for Magic Evasion.
- Chocobo Jig for a +20% boost to Movement Speed.
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| Recommendation: MEDIUM
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- Sambas: Drain Samba, Aspir Samba, Drain Samba II, Haste Samba
- Steps: Quickstep, Box Step, Stutter Step
- Waltzes: Curing Waltz, Divine Waltz, Curing Waltz II, Healing Waltz, Curing Waltz III
- Jigs: Spectral Jig
- Flourishes I: Animated Flourish, Desperate Flourish, Violent Flourish
- Flourishes II: Reverse Flourish
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Specific Use Cases
Dark Knight
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| Utilizing the tool-kit available to /DRK isn't nearly as much about maximizing the group damage output as it is controlling the opponent's damage output. Still a mystery to the player-base as to whether Absorb-TP scales or is limited by Dark Magic Skill, and after many attempts by SE to retrospectively nerf the spell, it is still one of the best methods by which to control TP accumulation and Regain on some NMs that will flatten you without so much as a sympathetic glance in the rear-view mirror. It is one of a handful of methods classified as Meta in some higher end content. I presume at some point in your enthralled warlock lives, you'll stumble across needing this tool-kit.
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| Recommendation: HIGH
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| Master Level Spells Added: None Available
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Rune Fencer
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| The large benefit to this support job is the sheer amount of Elemental Magic damage mitigation and enmity generating tools available that only serve to amplify what you can naturally do on Red Mage. Primarily, this will be used in back-up, solo, or niche tanking situations. Access to the Tenacity, Inquartata traits, and RUN JAs will make a decent impact defensively for both yourself and any party members around you.
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| Recommendation: MEDIUM
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Progression Overview
I know a lot of what's found hereafter will be basically "shopping list" material for the vast majority of players. However, if you're intent on making the most of your time as a Red Mage in FFXI, be sure to expand some of the notes in each set and read through the provided context and section introductions. Hopefully they'll provide some insight and useful information as you progress as a RDM!
The intent behind the progression sets (i.e. Beginner → Mid-Tier → High-Tier) is to show character/job progression through certain stages or levels of "Content." (Indicated by the "top caption" of each equipment set that falls under those 3 categories.)
Beginner
Post-Rhapsodies of Vana'diel
Players at this level of progress should be close to, if not completely done, with the entire RoV storyline. To be completely honest, this is the real work on Red Mage. A lot of this content will 100% carry over into the next stages of progress.
Some ideal content & gear progression:
- Domain Invasion
You should be intimately familiar with DI by now, hopefully you've acquired the items necessary to flesh out your RDM a bit more, but here's a list of noteworthy items you can focus on:
| Domain Invasion Rewards
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| 100~200 Points
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600 Points
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800 Points
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1,000 Points
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Sanctity NecklaceError creating thumbnail: Unable to save thumbnail to destination
Gishdubar SashError creating thumbnail: Unable to save thumbnail to destination
Eabani EarringError creating thumbnail: Unable to save thumbnail to destination
EmissaryError creating thumbnail: Unable to save thumbnail to destination
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Meili EarringError creating thumbnail: Unable to save thumbnail to destination
Mimir EarringError creating thumbnail: Unable to save thumbnail to destination
Vor EarringError creating thumbnail: Unable to save thumbnail to destination
Mani EarringError creating thumbnail: Unable to save thumbnail to destination
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Voluspa TathlumError creating thumbnail: Unable to save thumbnail to destination
Snotra EarringError creating thumbnail: Unable to save thumbnail to destination
Embla SashError creating thumbnail: Unable to save thumbnail to destination
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- Ambuscade Gear
Work towards obtaining the NQ armor sets if you don't have a small group of friends to gather Gallantry with, otherwise use the Ambuscade Chit +1 items to grab the +1 variants of Ambuscade Gear. An alternative path comes with the updates to Ambuscade in the March 10th, 2025 Version Update, in particular the Total Hallmarks cap was dropped to 16,000 from 25,000 and the ability to craft a full +1 set of both the Salvage and Nyzul/Limbus armor variants was implemented. In a huge benefit to new/returning players, 5,600 Total Hallmarks is enough to land an Ambuscade weapon complete to the Kaja stage, and 9,600 is a full weapon shy of meeting the Pulse Weapon requirement.
- Unity Base Items
Level 119~128 mostly, but there'll be one or two items from the 135 tier that you'll want to try and grab early on. Work toward upgrading these to their +1 variants by trading them and 50 of the Unity NM's material items to any of the Unity NPCs in the 3 starting nations at a cost of 10,000 Unity Accolades per weapon, armor piece, or accessory. The sheer number of items to upgrade and the associated cost in Accolades can bite into newer players' means of obtaining quick & easy gil through Sparks & Accolades, so be sure to try and farm up as many of the upgrade materials from the NMs as you can. You will likely get lucky on several of them and obtain the +1 variants right from the coffer. Efforts are doubled during Unity Wanted Campaigns, so be on the lookout for those events. This list is comprehensive but not exhaustive, there are a lot more items you may find yourself wanting as you develop your RDM, and they are noteworthy even if out of the scope of this guide.
| Unity Rewards
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| Unity Weapons
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Unity Armor
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Unity Accessories
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Demersal DegenError creating thumbnail: Unable to save thumbnail to destination
PukulatmujError creating thumbnail: Unable to save thumbnail to destination
Ternion DaggerError creating thumbnail: Unable to save thumbnail to destination
Marin StaffError creating thumbnail: Unable to save thumbnail to destination
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Blistering SalletError creating thumbnail: Unable to save thumbnail to destination
Rosette JaseranError creating thumbnail: Unable to save thumbnail to destination
Gazu BraceletsError creating thumbnail: Unable to save thumbnail to destination
Zoar SubligarError creating thumbnail: Unable to save thumbnail to destination
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Metamorph RingError creating thumbnail: Unable to save thumbnail to destination
Shinjutsu-No-ObiError creating thumbnail: Unable to save thumbnail to destination
Acuity BeltError creating thumbnail: Unable to save thumbnail to destination
Gelatinous RingError creating thumbnail: Unable to save thumbnail to destination
Sailfi BeltError creating thumbnail: Unable to save thumbnail to destination
Ghastly TathlumError creating thumbnail: Unable to save thumbnail to destination
Kentarch BeltError creating thumbnail: Unable to save thumbnail to destination
Mephitas's RingError creating thumbnail: Unable to save thumbnail to destination
Warder's CharmError creating thumbnail: Unable to save thumbnail to destination
Aurist's CapeError creating thumbnail: Unable to save thumbnail to destination
Fi Follet CapeError creating thumbnail: Unable to save thumbnail to destination
Odnowa EarringError creating thumbnail: Unable to save thumbnail to destination
Loricate TorqueError creating thumbnail: Unable to save thumbnail to destination
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- Vagary
The wonderful thing about Vagary is that if you can put together a group of motivated and capable players, you all can set a weekly Content → Vagary RoE objective and earn extra upgrade materials simply for clearing the NMs! Three weekly objectives is likely more than enough to acquire the materials you need for upgrading JSE.
Alternative Battlefields were added that will allow solo players the ability to unlock access to the Empyrean Armor Reforging process. These alternative battlefields come with no additional drops or rewards from the NMs within, so for any upgrade materials like Etched Memories and NM specific upgrade drops you'll either have to spend hard-earned gil or brave the eerie depths of Ra'Kaznar afterall!
| Vagary Rewards
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| Accessories & Armor
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JSE Upgrade Materials
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JSE Upgrade Currency
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Etiolation EarringError creating thumbnail: Unable to save thumbnail to destination
Befouled CrownError creating thumbnail: Unable to save thumbnail to destination
Rumination SashError creating thumbnail: Unable to save thumbnail to destination
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- Delve
Like Vagary, this content requires a minimum of 3 people in a party to enter, but there are a number of items and upgrade materials that can be grabbed from doing this content. Additionally, as you do this content you'll be rewarded with Mweya Plasm which can be used to purchase rewards from NMs you have cleared or stored up and used for Rune Fencer and/or Geomancer 
Ergon Weapon forging.
| Delve Rewards
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| Accessories
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Weapons
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JSE Upgrade Materials
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Mephitis GripError creating thumbnail: Unable to save thumbnail to destination
Fucho-no-ObiError creating thumbnail: Unable to save thumbnail to destination
Chaac BeltError creating thumbnail: Unable to save thumbnail to destination
Andoaa EarringError creating thumbnail: Unable to save thumbnail to destination
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BolelabungaError creating thumbnail: Unable to save thumbnail to destination
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- Reforged JSE
Work on getting your JSE armor sets to their +1 variants.
- BEGIN! Omen
With your Artifact JSE reforged to Item Level 119, maybe even a little bit before then if you have a group to run with, now is the time to start getting to know the ropes in Omen. Upon entry for the first time you gain access to your
Atrophy Armor Set +2, and soon thereafter you'll gain access to your +3 Artifact JSE after defeating either 100 foes in Omen or one of the Glassy (Empty) mid-bosses. You'll need a moderately sized pile of
P. RDM Cards anyway, so get in as often as you can!
- BEGIN! Dynamis - Divergence
Same goes for having reforged your Relic JSE to Item Level 119, it's a great time to start getting into Dynamis - Divergence or "Dynamis-D" as it's popularly called. You'll often play a pivotal role in Dynamis-D as a RDM with having the longest duration Phalanx available most times, you'll be tasked with sticking with the Tank on your runs and taking care of priority debuffs like Silence on the magic casting foes, Addle on the NIN and BST targets, and Distract on the THFs, MNKs, and DNC foes. If these are your first experiences with this content, do NOT hesitate to ask questions! Any group worth their weight in gold is going to be as informative and helpful to you as possible. GOOD Red Mages are hard to come by! On first entry, you'll gain access to
Vitiation Armor Set +2. Like Omen before this, you'll swiftly gain access to your +3 Relic JSE after killing either 100 trash mobs, or the Statue mid-boss looming over Wave 1.
- Special Note on Spending: in no way is this an attempt to redirect how players spend their hard-earned gil, but I feel so very often the advice of the more established players gets washed in a mix of "... just buy X item to be good," and "... save your gil for your AF, Relic, Empyrean upgrades." For me personally, I like to suggest players follow per slot spending limits for the purpose of saving for item progression.
- Try to stick to a 1,000,000 gil/equipment slot limit for this tier of progression. This should give you enough overhead to complete your 119 JSE equipment, pick up a few of the more pricey NQ crafted items, and even throw a little extra Unity augmenting materials at any +1 items you might currently have.
Mid-Tier
Omen/Dynamis Progression
Players should typically be involved with groups that regularly attend Omen and farm both Wave I & Wave II (Divergence) at this stage in their development.
- Ambuscade Gear
By now, you should be working toward or close to finished upgrading your armor sets to their +2 variants.
- Continue working on your never-ending list of Ambuscade Capes, hoarding up as many of the cape augmenting materials as you can each month.
- Omen
You should be familiar with this content by now but this stage of progression will focus mainly around completing this content and gearing up for harder challenges yet to come. This content can vary in difficulty from soloable "card/detritus" farming to Caturae NM battles. Teaming up with a group up to ~18 people strong is possible, but not required at all, even for the Caturae NM battles in many cases.
| Omen Rewards
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| Midboss Accessories
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Caturae NM Gear
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JSE Upgrade Materials
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Anu TorqueError creating thumbnail: Unable to save thumbnail to destination
Sherida EarringError creating thumbnail: Unable to save thumbnail to destination
Enki StrapError creating thumbnail: Unable to save thumbnail to destination
Erra PendantError creating thumbnail: Unable to save thumbnail to destination
Kishar RingError creating thumbnail: Unable to save thumbnail to destination
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Ammurapi ShieldError creating thumbnail: Unable to save thumbnail to destination
Ilabrat RingError creating thumbnail: Unable to save thumbnail to destination
Regal CuffsError creating thumbnail: Unable to save thumbnail to destination
Regal EarringError creating thumbnail: Unable to save thumbnail to destination
Regal GemError creating thumbnail: Unable to save thumbnail to destination
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- Vagary
Continue participating in this content. It will always be a fairly decent source of additional income long after you've acquired the upgrade materials you need.
- Delve
Continue participating in this content, as well. Another source of additional income.
- Dynamis - Divergence
You should be somewhat familiar with this content by now. Entry into each zone will gain you access to Relic JSE +2. Defeating 100+ squadron foes in Wave 1 of the corresponding zone, or defeating the Mid-Boss Statue will grant you access to Relic JSE +3.
- Reforged JSE
Work on upgrading your JSE to their +2 variants.
- Special Note on Spending:
- Try to stick to a 5,000,000 gil/equipment slot limit for this tier of progression. This should give you enough overhead to complete your 119+2 JSE equipment, perhaps splurge a little on a +1 crafted item here and there, and keep throwing extra Unity augmenting materials at the ever growing number of +1 Unity items starting to clog your inventory.
High-Tier
Sortie/Odyssey Progression
By this stage, you should have a handful of jobs available, and be running with groups that regularly work on Odyssey NM progress and likely even Sortie NM runs.
- Ambuscade
At this point, Ambuscade will primarily be about making gil or gathering currency to build REMA Weapons. Continue spam-buscade at your leisure to facilitate this endeavor.
- NOTE: Not ONE of these weapons are even remotely necessary to play the job efficiently and to high-performing capacity.
- Omen
Continue with Omen to get ahold of some of the Regal accessories, if you haven't quite gotten everything on the list yet. Otherwise it can be a viable alternative source for gathering
Astral Detritus to augment any of your REMA weapons you happen to be building.
- Dynamis Wave III
By now, you and your group should be well versed in the basic mechanics of the game. Enough that you should be able to work your way through and to victory in Dynamis - Divergence: Wave III. This will round out your development when it comes to REMA weapons since it is the single largest source of
Astral Detritus in a single sitting. Just remember, less is more when it comes to planning a winning strategy. Too many groups often go in unprepared for the significant jumps in required Accuracy, Magic Accuracy, and just general attentiveness and situational awareness.
- Odyssey
Here's (in my honest opinion) where the real challenge and fun begins. As you progress through Odyssey Vengeance levels, you will find some of the most challenging content that you have ever and likely will ever face in Final Fantasy XI. As such, some absolutely fantastic rewards will come to your RDM. A lot of the following rewards you should have at least some progress on RP-wise or at the very least have acquired them as you worked through Mid-Tier progression:
- For more information, go here.
- Limbus
Beginning with the June 2025 Version Update, players are now able to reforge their Artifact and Relic gear even further to new 119+4 JSE variants. Only minor individual attribute increases were provided with these sets along with some significant "updating" to the Evasion & Magic Evasion attributes. The Magic Accuracy portion of RDM work will acquire some moderate uplift in the use of the Artifact set when combined with Regal Accessory & set bonuses. Regrettably, none of the job trait bonuses or augments saw any increases. So you may consider these items more or less capstone pieces as you continue to advance well beyond the need of this guide. Here they are in their simplest form showing only the value increase to attributes affected:
- Reforged JSE
Complete your JSE armor upgrades to their +3 variants and start working toward +4 reforges at your leisure.
- Special Note on Spending:
- Try to stick to a 10,000,000 gil/equipment slot limit for this tier of progression. This should give you enough overhead to complete your 119+3 JSE equipment. At this point, rounding out sets will be all about saving for the higher end +1 crafted items, and still throwing extra Unity augmenting materials at the absolute infestation of +1 Unity items utterly destroying any hope of inventory management you thought you had. Focus your prayers here.
JSE Capes
Ambuscade Capes
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Below is an entirely incomplete list of some cape augmentation examples that you may need as you play RDM.
Sucellos's Cape Builds
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| Abdhaljs Materials
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Notes
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| Hybrid-Enfeeble/Enhancing
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|
This was one of the first useful capes I ever built in my progress on Red Mage. And it carried me up until just around Error creating thumbnail: Unable to save thumbnail to destination Aurist's Cape +1. For it's purpose, a mix of MND, INT, Magic Accuracy, Fast Cast, and Spell Interruption Rate down for most of your Enhancing Magic/Enfeebling Magic needs. You'll likely needle this one later into something that fulfills another purpose.
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| Cure Potency
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This should be another priority cape early on to boost your curing power as a support class, especially in content where it's less likely you'll be asked to come /NIN. Later on, you'll likely needle this to Enmity -10 from "Cure" Potency +10% as you'll have better and better sources of curing power available.
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| Dual Wield
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I won't pretend melee Red Mage isn't a thing, it very much is. For the enspellers out there, this will get you just that much closer to the Attack Speed cap. Consider a needle for this later on from Accuracy to more DEX.
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| Savage Blade/Knights of Round
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Just your run of the mill STR based Weapon Skill cape! Looks like all other Savage Blade capes, but this one is red.
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| Seraph Blade/Sanguine Blade
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Seraph Blade and Sanguine Blade will become staples of your Red Mage damage kit. While they function differently as magical weapon skills their WSCs are both primarily MND based. Depending on the buffs you have while performing either of these weapon skills, Weapon Skill Damage and Magic Attack Bonus augments could be interchangeable.
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Skirmish Cape
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- The
Ghostfyre Cape is insanely good at one thing, and okay-ish at some others. You'll have this in your Enhancing Magic Duration toolkit until the sun blackens and time fades into nothingness (by the way, that's your tank's Phalanx timer, stop what you're doing and tell 'em to get in their pajamas.) You can obtain this item from Reives located anywhere in Ulbuka including the Wildskeeper Reives. Alternatively, you can also obtain it by trading any combination of 3 other Reive Capes to Makel-Pakel in the Celennia Memorial Library.
- After you've obtained your handy-dandy cape, take it on over to Detrovio, found just inside the staging area of the Inventors' Coalition in Western Adoulin (J-10). There you can start trading him both your
Ghostfyre Cape and
Refractive Crystals you've been saving from spamming Emperor Arthro day in and day out to start augmenting your cape. Ultimately, you're aiming for the following:
- The Enhancing Magic Skill and Enhancing Magic Duration are the kickers here since you'll often be trying to reach for 500 Enhancing Magic Skill in your enhancing sets, any little bit helps. Additionally, the +1~20% Enhancing Duration comes in as a separate duration multiplier to any enhancing spells cast on yourself or other party/alliance members.
Equipment & Knowledge Progression
About Overlays
Special Note on Overlays: Among the equipment sets below, you'll see collapsed overlay sets which are typically just pieces layered over base sets to achieve a desired effect, duration, skill, or defensive parameter. For the sake of completion, a lot of these sets will be filled out completely, but not always. They'll be denoted characteristically as Equipment Set+ for example. These sets are generally Mid-Tier progression or higher. As such, they will contain components that can sometimes seem spread out amongst content-difficulties. These are done this way simply to save space in the guide and are not meant to leave anything out or ignore any alternatives.
Idle Set Progression
Damage Taken
| Damage Taken Information
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| Sadly, one of the biggest things I see new players skip right past is damage mitigation and new Red Mages are not exempt. The best thing you can do for your own progression and to ensure you and your group's success is set yourself up to be able to survive even the most dire of situations. Damage Taken gear is so prolific in the game now, albeit can be a bit more split between specific damage types early on. Generally speaking, you'll want to aim to protect yourself from hard hitting magic, and the auto-attacks of enemy targets as you get things under control. You're no good to your group if you're silenced or face down in the dirt.
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| Early Progression Damage Taken (DT) targets:
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All base Damage Taken categories cap at -50%
Physical Damage Taken (PDT): this will greatly help you mitigate auto-attack damage from enemies focused on you early on.
Magical Damage Taken (MDT): starting out, this is probably a bit more difficult to obtain than the above mentioned stat. However, utilizing Shell V (MDT -29%) gives you some room to breath. Shoot for an MDT of -21% to cap this stat.
Breath Damage Taken (BDT): rarest form of a specific damage taken stat on gear. Luckily, early on, you won't face a terrible amount of this incoming damage. The biggest example in early progression I can think of are the "fetters" you'll encounter in the Lilith high-tier mission battlefield as you work on acquiring pieces of the Malignance attire set. Creatures in the dragon family also utilize this type of damage.
- Most, if not all, items with
Augmented Magic Damage Taken stats on them will mitigate BDT.
- Damage Taken (DT): this stat encompasses all previously mentioned forms of the damage taken stat. Gearing for this stat at the cap of -50% will cap PDT, MDT, and BDT simultaneously, and is more commonly available the further you progress toward "end-game."
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| Note on Malignance Gear
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Malignance Attire Set: while this is a great DT, Evasion, and Magic Evasion option, it is not a set that is entirely necessary if your intent is to play more of a "backline/support" RDM role. The sets below reflect this.
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Idle Sets
| Beginner Idle
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| Post-Rhapsodies of Vana'diel
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DT-32% PDT-20% DEF+617 Eva.+209 M.Eva.+330 M.Def.Bns.+21
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Notes:
It's not hard to find a few pieces of Damage Taken reduction equipment to idle in early on with options like the Ayanmo Armor Set and some solid Physical Damage Taken pieces here and there. The goal is to nab as much overall damage taken reduction gear without compromising one way or the other, and to shoot for capping your magical damage taken with or without Shell V. Everything else is just icing on the cake.
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| Mid-Tier Idle
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DT-53% DEF+852~857 Eva.+425 M.Eva.+655 M.Def.Bns.+43
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Notes:
By the time we reach this tier of content, the straight Damage Taken stat is very readily available, so we start to shift our focus toward more Magic Evasion, raw Defense, and/or Magic Defense while we're standing around waiting for the action to come to us. Wait.. you're a Red Mage, we don't wait on action arriving at our doorstep, we manipulate it so it arrives early!
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| High-Tier Idle
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| Sortie/Odyssey Progression
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DT-62% DEF+816~845 Eva.+391~410 M.Eva.+655~696 M.Def.Bns.+40
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Notes:
As you can see, there's a huge overrun of the DT stat. As it caps at - 50%, you have a TON of room to try different things out. There's a lofty option with the Raetic Bangles +1 sitting at a cool 27,000,000 gil on [ FFXIAH], but at this tier feel free to reach for the stars and try some stuff like this, it's not like you'll ever run out of MP. Feel free to swap in a ton more Magic Evasion, Defense, and Magic Defense Bonus where you can, there's plenty of room.
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| Overlays: Refresh+
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| Refresh+
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Notes:
This overlay is purely to show what Refresh options are available. Stikinit Rings +1 are insanely priced at the moment, 80~100 million gil for +2 refresh has absolutely 0 value to a player of any caliber. Please very much consider these pieces as "I have literally nothing left to spend my money on" components. Plenty other options do exist (sans rings), such as:
Don't ever rely too heavily on Dark Matter augments, they can be very hit and miss. However, they are nice when they work in your favor.
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Fast Cast Progression
Fast Cast & Quick Magic
| Fast Cast & Quick Magic Information
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| Fast Cast
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| "Fast Cast" is, without question, the most noteworthy trait on RDM. Sometimes getting lost in the heaps of Fast Cast gear available to just about every job in the game at this point, RDM absolutely does make the very best use of the trait while also needing the least amount of it when fully Mastered. This makes a TON of room available for great pre-cast options like Magic Evasion and Damage Taken reduction gear.
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| Quick Magic
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"Quick Magic", sometimes listed as "Occ. quickens spellcasting" on gear, is not unique to RDM, but Red Mage does make the most significant use of the trait acquired through gear only. Red Mage gains benefits to the use of "Quick Magic" through the Category: Quick Magic Effect. 20/20 JP in this category gives RDM an automatic 40% reduction in MP cost for spells that are cast under a "Quick Magic" activation. The additional major benefit to a "Quick Magic" activation is that the spell is cast instantly and has an instant recast.
- For gearswap users, this does not affect mid-casts, but like anything in this game, can be affected by server-client response rate. I personally enjoy using this trait on RDM given the major benefits, but everyone is certainly free to make up their own minds.
- "Quick Magic" caps at 10% and noteworthy items available to RDM are:
Weather. RingError creating thumbnail: Unable to save thumbnail to destination +3%
Weather. Ring +1Error creating thumbnail: Unable to save thumbnail to destination +4%
Perimede CapeError creating thumbnail: Unable to save thumbnail to destination +4%
Witful BeltError creating thumbnail: Unable to save thumbnail to destination +3%
ImpatiensError creating thumbnail: Unable to save thumbnail to destination +2%
Lebeche RingError creating thumbnail: Unable to save thumbnail to destination +2%
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Fast Cast Sets
| Beginner Fast Cast
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| Post-Rhapsodies of Vana'diel
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M.Eva+360 Haste+25% "Fast Cast"+61 DT-31%
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Notes:
A fresh 119 RDM with 0  requires +50% Fast Cast to cap. Egeking and Chanter's Shield are relatively easy grabs for a new RDM and will provide you with some flexibility in your FC sets. Lilith holds your Malignance Earring, so be sure to pick that up. You'll be needing Malignance Attire Set anyway, so time to start farming! Damage Taken Reduction items are very good choices to fill in the holes. Having " Fast Cast"+10% on the cape gives you some flexibility if Main/Sub weapon needs are different.
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| Mid-Tier Fast Cast
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M.Eva+632 Haste+30% “Fast Cast”+42 DT-52%
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Notes:
By this stage it is assumed you have RDM mastered and therefore acquired all of the job gifts for Fast Cast. If you haven't, look back at some of the earlier pieces to fill the missing gaps. When mastered, you need 42 Fast Cast to cap. Another thing to note with previously displayed pieces with "Fast Cast" on them is that if you're in a situation where your Main/Sub weapon needs are different, there are plenty of options to bring you back to +42 to cap.
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| High-Tier Fast Cast
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| Sortie/Odyssey Progression
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M.Eva+691 Haste+30% "Fast Cast"+44 DT-65%
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| Overlays: Quick Magic & Alternate Fast Cast Sets
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| Quick Magic
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"Q.Magic"+10% M.Eva.+682 Haste+23% "Fast Cast"+50 DT-59%
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Notes:
Contrary to somewhat common belief, Quick Magic does not interfere with midcast equipment sets. Red Mage, taking FULL advantage of the Quick Magic effect category will maximize Gear Haste, "Fast Cast", Damage Taken, as well as Quick Magic in this set. With 20/20 in the JP category, every time Quick Magic activates, you will conserve 40% of the MP cost of the spell as well as have a near immediate cast and dramatically reduced recast time for the spell being cast. Utilizing Conserve MP in midcast sets can compound the interest with even more MP cost reductions.
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| No Gearswap FC/Idle
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"Q.Magic"+10% M.Eva+636 Haste+23% "Fast Cast"+50 DT-54%
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Healing Magic Progression
Healing Magic
| Healing Magic Information
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| Curing spells have some of the most misunderstood (or perhaps misinterpreted) mechanics behind them in the entirety of FFXI. I am definitely not going to go into overbearing detail about what all goes into that. If you want the deep dive, check this out. What I did try to focus on was a number of important curing stats, utilizing Healing Skill sparingly for the Tranquil Heart trait, Damage Taken reduction gear, and progressing Enmity reduction gear along the way.
Admittedly, healing is one of, if not the worst aspect of my knowledge. Much of the information here is fine tuned from conversations with a close friend and one of the best healers in the whole game. Yes, I'm biased. My tendency is to default to stay-alive-while-curing, so I generally go for very defensive cure sets. One of the best things that can be done defensively is practice positioning. Meaning, you want to be able to reach both your DPS players and Tank players with your cures AND be out of range of the enemy's nasty Area of Effect maneuvers if any. This is a joined effort most of the time, meaning groups will have to communicate effectively to achieve desired results.
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Cure Sets
| Beginner Curing
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| Post-Rhapsodies of Vana'diel
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"Cure" Potency+58% MND+202 Healing Skill+137 DT-22% M.Eva.+434 Enmity-8
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Notes:
Starting your journey into content, making yourself useful to those around you is going to go a lot further than anything. This set will put a little more power behind your cures and a bit more reliability behind your status heals if you sub /SCH in Addendum: White or /WHM. The Tranquil Heart trait caps at -25% Enmity/500 Healing Skill for all Healing Magic, and since there is not a ton of -Enmity gear available at early stages in RDM progression without compromising too much else, we're using that to our advantage here. Without Light Arts and without the /SCH support job, +132 Healing Magic Skill is needed to cap Tranquil Heart.
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| Mid-Tier Curing
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"Cure" Potency+53% MND+265 Healing Skill+15 DT-53% M.Eva.+747 Enmity-50
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| High-Tier Curing
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| Sortie/Odyssey Progression
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"Cure" Potency+52% MND+280 Healing Skill+30 DT-53% M.Eva.+747 Enmity-50
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Notes:
Cure away, my friends! Tranquil Heart gains start to taper off with your Enmity reduction gear doing the heavy lifting, adding more healing skill typically comes at a cost by removing either DT gear or "Cure" Potency. Likewise, the benefits "Cure" Potency II have are diminished in much the same fashion.
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| Overlays: Weather Cure+, DT Cure+
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| Weather Cure+
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It's all sunshine and rainbows...
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"Cure" Potency+52% MND+215 Healing Skill+21 DT-51% M.Eva.+603 Enmity-46 "Iridescense" "Cure" Potency II+4%
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Notes:
"Iridescence" is related only to the Iridal and Chatoyant staves and provides an additional bonus to potency based on weather/day effects. Iridal Staff provides a +5% bonus while Chatoyant Staff provides a +10% bonus to potency. Similarly, the Twilight Cape offers a +5% potency bonus to "Cures" under either weather or day effects (not both). Hachirin-no-Obi (obtained through Synergy with all 8 of the Elemental Obis gathered from the quest: In the Name of Science) will force day/weather bonus activation, resulting in an overall "Cure" Potency bonus of:
+20% for Matching Day & Weather
- Matching Double Weather confers a +25% potency, making Matching Day & Double Weather give a +35% potency bonus
+10% for Matching Weather
+5% for Matching Day OR Weather
- Giving up your Ambuscade cape with something like -Enmity or +"Cure" Potency if you need it aren't generally going to be worth it with this cape, but it is an option.
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| DT Cure+
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You know.. my Phalanx is a lot better...
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"Cure" Potency+50% MND+254 Healing Skill+15 DT-53% M.Eva.+747 Enmity-41 DEF+846
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Status Removal Sets
| Beginner Status Cures
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| Post-Rhapsodies of Vana'diel
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Healing Skill +133 DT-15% PDT-10% "Fast Cast"+8%
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Notes:
Healing Skill plays directly into Spell Interruption Rate while casting Healing Magic and the effectiveness of certain status removal spells like Cursna. This set should net you around a 28% Doom removal rate. Also, keep in mind that while starting out /WHM is preferable, /SCH and Light Arts will bring your Healing Magic Skill to B+. It's not much, but it should net you roughly a percentage point more in your Doom status removal rate.
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| Mid-Tier Status Cures
|
|
|
Healing Skill+136 DT-31% PDT-10% "Fast Cast"+24%
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|
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Notes:
Yay, progression!
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| High-Tier Status Cures
|
| Sortie/Odyssey Progression
|
|
|
|
Healing Skill+83 DT-54% "Fast Cast"+35% Enmity-29
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| Overlays: Cursna+, Cursna-Received+
|
| Cursna+
|
Fill to me... the parting glass...
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|
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Healing Skill+166 Cursna+55 Conserve MP+22~27
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Notes:
As /WHM or any other support job apart from SCH you'll have 368 + 166 → (534) Healing Skill at level 99 and up. As /SCH under Light Arts you'll have 404 + 166 → (570) Healing Skill.
- With 0 additional Cursna Received gear on your target, you should be in the neighborhood of a 41.5~44.6% removal rate.
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| Cursna Received+
|
Of all the harm... that e'er I've done...
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Cursna Recieved+42 "Holy Water"+37
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Notes:
This set is made to optimize the "Cursna Received" stat and the effect of using Holy Water on yourself. Some other viable options:
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Enhancing Magic Progression
Enhancing Magic
| Enhancing Magic Information
|
Red Mage has an A rating in Enhancing Magic which is the highest in the game and tied only by Scholar while under the effects of Light Arts. At 99 a Red Mage should have 8 points into their Enhancing Magic Skill category which brings them to 420 skill. With no additional gear, a RDM will be at 456 skill when they attain Job Mastery.
Some spells cast with Enhancing Magic are skill dependent while others are skill capped. Others yet can be free from skill dependency entirely and instead become spells you'll want to try and optimize around their durations, potency, and generally not dying while mid-cast. The sets below should assist you in developing your support class nature on RDM and provide you with plenty of space to grow or prioritize your own needs.
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| Composure Job Ability Bonus
|
| Composure: The coolest trick in the book for RDM. Verbatim, this ability reads:
The degree by which your physical accuracy will increase is resolved by:
- ACC = floor( ( (24 × Level) ÷ 74) ÷ 49)
- Provides +26 ACC at Level 50
- Provides +50 ACC at Level 99
- Provides +70 ACC at Level 99 with 20/20 in the Composure Effect category of
.
Now, let's talk about calculating self-directed Enhancing Magic. Composure triples the duration of enhancing magic effects cast on yourself, but comes in as a separate multiplier to various gear that has Enh. Mag. Duration +η%.
- Composure duration (cDur) = (Base Spell Duration + JP Enhancing Magic Duration + Gear that increases flat time) × (1 + Duration+η%) × (1 +
Duration+η%) × (Composure Duration Multiplier)
- For instance, the Refresh line of spells have a base duration of 150 sec. With 0
and without using any gear that increases the base duration (seconds), we can then multiply the percentage based value of our Enhancing Duration +η% by the Composure multiplier (3).
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| Lethargy Armor Set: Augments Composure Bonus
|
| Additionally, Composure isn't only the coolest trick in the book for RDM, but those you'll be buffing with your Enhancing Magic will love it too! With the Lethargy Armor Set, having Composure active will confer a set bonus to your Enhancing Magic Duration when cast on others. Obviously we'll have to balance sets with necessary skill bonuses for certain spells, like Phalanx II which has an Enhancing Magic Skill component to its potency, or Refresh which utilizes some non-Lethargy pieces for its potency. Sometimes that means giving up one or more pieces from the set to meet that early on and even sometimes later in your progression, but overall it's a fantastic bonus when your tanks and mages glue themselves to your presence knowing they'll get significantly more potent and longer lasting buffs. It also increases the duration of your Enfeebling Magic spells, so just like your party friendos, those monsters are just going to love you to pieces!
The set bonus takes effect at Estoqueur's Attire Set +2 and up and you can mix & match pieces between this set and any item from the reforged set (Lethargy Armor Set) beyond it. This makes it incredibly easy to find some early Enhancing Magic Duration bonuses when casting buffs on party/alliance members and Enfeebling Magic Duration bonuses for those feisty lil mobbos. From the Lethargy Armor Set description:
- 2 pieces of the set: +10%
- 3 pieces of the set: +20%
- 4 pieces of the set: +35%
- 5 pieces of the set: +50%
- Note: While it's possible to achieve a +50% duration bonus to your enhancing magic utilizing all 5 pieces of the set, be careful to note that the
Atrophy Gloves +1 provide an Enhancing Magic Duration bonus of +16% which just barely starts to edge out the 5/5 Lethargy Armor Set bonus. For most of your party buffing, the Atrophy Gloves +1 and up will be prioritized over having a 5/5 set bonus from the Lethargy Armor Set.
- Composure duration (cDur) = (Base Spell Duration + JP Enhancing Magic Duration + Gear that increases base duration) × (1 + Duration+η%) × (1 +
Duration+η%) × (1 + Augments Composure Multiplier)
- In similar fashion to the self-targeted example above, we'll use the Refresh line of spells with a base duration of 150 sec. With 0
and without using any gear that increases the base duration (seconds), we can then multiply the percentage based value of our Enhancing Duration +η% by the Composure Lethargy Armor Set bonus.
|
Enhancing Magic Sets
| Beginner Enhancing
|
| Post-Rhapsodies of Vana'diel
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Aug.Enh.Dur.+4~44% Enh. Duration+56% Enh. Skill+53~62 "Fast Cast"+14% DT-21% PDT-10%
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|
Notes:
Get ready to live in Domain Invasion for a while. There will be items in DI you need forever in your career as a RDM, so just keep going and going and going. The amount of Enhancing Duration available on a high-end RDM is just ridiculous, but with Composure active this set should land you around ~11 minute Haste II and around ~9.5 minute Refresh II. Bear in mind that there will be other items you want to layer in for spells like Refresh so your duration will vary from there. Not much room for portability between slots if the spell you're casting depends on Enh. Skill early on this can leave RDMs a bit exposed when applying/reapplying Phalanx on others, we'll go into a more specific set for phalanx later. This set is under the Phalanx skill cap of 500.
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| Mid-Tier Enhancing
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|
|
Aug.Enh.Dur.+3~44% Enh. Duration+71% Enh. Skill +46~55 "Fast Cast"+27% DT-49%
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| High-Tier Enhancing
|
| Sortie/Odyssey Progression
|
|
|
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Aug.Enh.Dur.+3~44% Enh. Duration+78% Enh. Skill +54~63 "Fast Cast"+27% DT-49%
|
|
|
|
|
| Overlays: Duration+, Skill+
|
| Duration+
|
New Longer Lasting Freshness!
|
|
|
|
Aug.Enh.Dur.+5~64% Enh. Duration+91% Enh. Skill+67~76 "Fast Cast"+31% DT-13%
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Notes:
Brave the wilds and throw caution to the wind in this set with a whopping - 13% Damage Taken. I would highly recommend that any enhancing spells you cast for duration be done as pre-fight buffs. Lest ye be known not as the fine Red Mage but instead a fine Red Mist.
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| Skill+
|
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Aug.Enh.Dur.+1~20% Enh. Duration+45% Enh. Skill+170~179 "Fast Cast"+14% DT-3% PDT-4%
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|
|
Notes:
At Master Level 0 you'll need Enhancing Magic Skill +61 to break the Skill≥501 for your Enspell base damage calculation to start taking off. At 509 and every 8 Enhancing Magic Skill afterward your base damage goes up by 1 point. It doesn't seem like a lot, but with all the extra gear RDM gets to boost Enspell damage it can easily break 1k damage additional effect per hit. There is no known cap to enspell damage for Enhancing Magic Skill so min/max to your heart's desire.
Other Enhancing Magic spells that rely heavily on skill are:
- Phalanx - caps at 500 skill.
- Aquaveil - caps at 3 interruptions prevented at 501 skill.
- Barspell - Elemental potency caps at 500 skill.
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|
|
Composure Sets
| Beginner Buff Others
|
| Post-Rhapsodies of Vana'diel
|
|
|
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Enh. Skill +61~70 Aug.Enh.Dur. +2~24% Enh. Duration +56% Composure Dur. +35% DT -12% PDT -10%
|
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| Mid-Tier Buff Others
|
|
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Enh. Skill +46~55 Aug.Enh.Dur. +3~44% Enh. Duration +71% Composure Dur. +35% DT-35%
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|
Notes:
The big changes here are the upgrades to your JSE and the Ammurapi Shield becoming an option. The Incanter's Torque should replace the Melic Torque by now and will cover you if you need additional skill over duration. Likewise, a Lethargy Earring of any tier can replace the Andoaa Earring if more duration is needed over skill. See? All that time you spent in DI is paying off! You now have more duration and more skill, as well as the freedom to swap around for more of one or the other. Gone are the days of dropping out of item level 119 and you even get an extra 22% Damage Taken reduction.
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| High-Tier Buff Others
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| Sortie/Odyssey Progression
|
|
|
|
Enh. Skill +59~68 Aug.Enh.Dur. +3~44% Enh. Duration +80% Composure Dur. +35% DT-37%
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|
Aquaveil, Stoneskin, Barspells, etc.
| Aquaveil, Stoneskin, and Barspell Information
|
| Aquaveil
|
|
|
| Stoneskin
|
- Red Mage's Enhancing Magic Skill is high enough even before 99 that they hit the Stoneskin damage cap (350 HP) with zero additional gear. You can literally just throw on the Stoneskin Bonus gear on top of your Fast Cast set and call it a day if you want. I would encourage it, there's no honest reason to stack duration on a buff that is specifically designed to mitigate damage and wear off. Having a faster recast is amazing for those poopy fights that constantly eat your stoneskin. But since we're RDMs, here we go!
- If (Enhancing Magic Skill ÷ 3) + MND ≥ 130 → ᛉ = Enhancing Magic Skill + (3 × MND) - 190
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| Barspells
|
- !!! NOTE: While it's easy for RDMs to meet 500 Enhancing Magic Skill there are job specific bonuses & gear for White Mage that really drive up the effectiveness of their bar-elemental spells. Barspells will overwrite themselves regardless of potency. Please don't be that guy or gal that pops
Accession as /SCH and overwrites the WHMs bar-elemental spells.
- !!! NOTE: Since AoE bar-status spells have a potency of +20, and those of the RDM's Self-Targeting variety have a potency of +30, with the
Sroda NecklaceError creating thumbnail: Unable to save thumbnail to destination providing an additional +20 for bar-status spells, RDM holds the highest potency to bar-status effects in the game (with exception to Baramnesia, which cannot be used with accession.)
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| Overlays-Self: Refresh, Aquaveil, Stoneskin, Barspells
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| Refresh-Self
|
All those post-A.M.A.N Trove orange juices are really starting to stack up...
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|
|
|
Refresh Potency+6 Base Refresh Dur.+50s Aug.Enh.Dur.+2~24% Enh. Duration+71%
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|
|
Notes:
Base Duration for Refresh and Refresh II is 150 sec. Enhancing Magic Duration 20/20 adds +20 sec to the base duration. Gishdubar Sash and Grapevine Cape add another +50 sec on the base duration. With Composure's triple duration bonus on self-targeted enhancing magic, you should be somewhere between 19~23 min duration. Your potencies will be around:
Amalric Coif is just fine if you can't afford or do not have the HQ, but your potencies will drop by -1 MP/Tick on each tier.
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| Aquaveil-Self
|
|
|
Aquaveil+6 Enh. Skill+67~76 Aug.Enh.Dur.+3~44% Enh. Duration+63%
|
|
|
Notes:
Only +61 Enhancing Magic Skill is needed at Master Level 0 ( +45 with capped Enhancing Skill  ), and +97 is needed at Level 99 with 0  or  to reach the point of Aquaveil preventing a base 3 Spell Interruptions (Total Spell Interruptions: 9). The Enhancing Magic Duration available here is completely unnecessary unless Composure is on cooldown (hint: It should never be on cooldown, unless dispelled or forgotten), in which case your duration will be between 17.5~ 24.5 min. Otherwise it will always be capped at 30 mins.
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| Stoneskin-Self
|
...the sun upon my skin ...hard against the wind ...I see myself again
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|
|
|
Stoneskin+125 Enh.Duration+38% "Fast Cast"+46% DT-46% PDT-3%
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|
|
Notes:
Layered up with more Damage Taken and Spell Interruption Rate reduction, as well as "Fast Cast" gear since:
- A. You want to survive while casting the dang spell.
- B. You want to prevent it being interrupted.
- C. You want to cast it as fast as possible, over and over again in the poopiest of situations.
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| Bar-element Self
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|
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Elemental Barspells+15 Enh. Skill+83 "Fast Cast"+48% DT-50%
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Notes:
Again, RDM only needs +80 skill to hit the Bar-elemental (R) cap of +150 with 8 in Enhancing Magic Skill. Befouled Crown is certainly an option. We'll be seeing more of it later, so pick one up if you haven't quite gotten to your Magic Skills. With this grouping:
- Bar-elemental (R) = +165
- Duration = 30 mins
Since Composure benefits to the RDM cap at 30 minutes, and this set is well over that, you'd be much better served with either Fast Cast or Damage Taken gear to replace any excess enhancing duration equipment.
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| Bar-status Self
|
Buffs been on for so long and I can't carry on...
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|
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Status Barspells+20 Aug.Enh.Dur+13~44% Enh. Duration+41% "Fast Cast"+23% DT-13% PDT-7%
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Notes:
- Bar-status (R) = +50 with
Sroda Necklace, otherwise +30.
- Duration = 30 mins
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|
|
| Overlays-Others: Refresh, Aquaveil, Stoneskin, Barspells
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| Refresh-Others
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|
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Refresh Potency +6 Aug.Enh.Dur.+3~44% Enh. Duration+81% Comp. Duration+10%
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| Aquaveil-Others
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|
|
Aquaveil+6 Enh. Skill+56~65 Aug.Enh.Dur.+3~44% Enh. Duration+53% Comp. Duration+10%
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|
|
Notes:
Chironic Hat and Amalric Coif if you don’t have or can't afford the HQ. Sadly, no Vadose Rod for RDM. Aquaveil is fairly unique in that the Aquaveil+ from you gear does transfer to other players when you use Accession with the /SCH support job. To maximize the effect you'll want to have ≥501 Enhancing Magic Skill to ensure at least 3 spell interrupt preventions and go from there. A Mastered RDM requires +45 skill to reach 501.
It's no Carcharian Verve but it's darn close as far as SIR goes. This set should get your party between 18~ 25 mins for others when used with Accession.
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| Stoneskin-Others
|
Sticks and Stones ...mostly stones.
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|
|
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Stoneskin+125 Aug.Enh.Dur.+2~24% Enh. Duration+53% Composure Dur.+20%
|
|
|
Notes:
Haven Hose have a Stoneskin potency of 15 less than Shedir Seraweels, but are significantly easier to get.
Use this set when you are looking for duration on others (instances like players having a Damage Over Time effect while moving from point A to point B), otherwise probably just use the " Fast Cast" self-stoneskin version from an earlier set palette. Duration on others should be between 10~ 12 mins.
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| Barspell-Others
|
|
|
Ele. Barspells +15 Enhancing Skill+82~91 Aug.Enh.Dur.+1~20% Enh. Duration+73% Composure Dur.+20%
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|
|
Notes:
With 8 points in for Enhancing Magic Skill, RDM only needs +80 skill to hit the Bar-elemental (R) cap of +150. A mention to the Befouled Crown that isn't terrible to get at this stage and will last throughout your RDM career for other Enhancing Magic Skill related duties; it has Enhancing Skill +16 on it and is the highest skill available for gear in that particular slot. Pick that up if you haven't quite gotten to your Magic Skills. With this grouping:
- Bar-elemental (R) = +165
- Duration = 17~21 mins (for others); 30 mins (for self)
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| Bar-status Others
|
Range of motion issues? I have a cream for that!
|
|
|
|
Status Barspells+20 Aug.Enh.Dur+11~24% Enh. Duration+31% Composure Dur.+35%
|
|
|
Notes:
Non-AoE bar-status spells come with a potency of +30 natively, surpassing the area of effect line of similar spells at +20 potency. RDM and RUN are the only jobs with native access to non-AoE bar-status spells. Among these two, only RDM has access to the Sroda Necklace, giving a RDM/SCH utilizing Accession the highest potency bar-status effects in the game.
- Bar-status (R) = +50
- Duration = 16~18 mins (for others); 30 mins (for self)
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|
|
Phalanx/Phalanx II
Phalanx I Sets
| Beginner Phalanx
|
| Post-Rhapsodies of Vana'diel
|
|
|
|
Aug. Enh. Dur.+1~20% Enh. Duration+10% Enh. Skill+36~45 Phalanx+7~17
|
|
|
Notes:
Even Job Mastery alone on RDM isn't enough to meet the Phalanx Enhancing Magic Skill cap of 500. Early on, it's a compromise, but take your time and develop the job through content and gear with higher skill and better duration will come to you. You only need Enh. Skill +23 to reach the -33 tier. So, if you're not too keen on spending a bunch of gil on 2x Stikini Rings, they won't help you hit 500 skill until you're at ≥1805  anyway. This set should get you between 17~ 21 mins duration.
|
| Mid-Tier Phalanx
|
|
|
Aug.Enh.Duration+1~20% Enh.Duration+17% Enh. Skill+51~60 Phalanx+10~30 DT-23% PDT-2% SIR-31%
|
|
|
Notes:
The Merlinic Attire Set and Chironic Attire Set are basically interchangeable here. You are just trying to get the Dark Matter augments for free during the campaigns. Until you roll a Phalanx+3 or higher you can keep using your Taeon Attire Set. The Chironic Gloves have Enhancing Magic Skill which helps reach the 500 skill cap for the -35 dmg. reduction as well as SIRD. Afterward, feel free to layer in duration. As for why I put the Merlinic pieces, 3 of them have " Fast Cast" which helps lower your recast times. It really isn’t something that matters too terribly much, but… I was in the Merlinic Attire Set page already so it was easier for me to copy/paste this stuff in. DT gear starts to come easier as additional pieces from this point on (the options shown are just some of the options available for damage mitigation). Duration is between 19~ 22.5 mins.
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| High-Tier Phalanx
|
|
|
Aug.Enh.Dur.+1~20% Enh. Dur.+18% Enh. Skill+54~63 Phalanx+10~30 DT-23% PDT-6% SIR-31%
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|
|
Notes:
You'll still need +40 Enh. Skill to reach the 500 skill cap for Phalanx to hit the -35 damage mitigation mark. But it should be significantly easier with more gil flowing into your pockets at this stage of progression. Stikini Rings +1 are a very big ticket item still, so if you can get away with the NQ(s), feel free to do so. Note that the only things that have changed from this set and the Mid-tier are the Leth. Earring +1 and the Stikini Ring +1. Duration is between 19~ 22.5 mins.
|
|
Phalanx II Sets
| Beginner Phalanx II
|
| Post-Rhapsodies of Vana'diel
|
|
|
|
Enhancing Skill +86~95 Aug.Enh.Dur. +1~20% Enh. Duration +40% Composure Dur. +50%
|
|
|
Notes:
With capped  in Enhancing Magic Skill and 0  , an unmastered RDM requires +80 Enhancing Magic Skill to meet the 500 skill-cap. Early on you're sacrificing the duration bonus of Atrophy Gloves +1 to meet that skill requirement. If you have access to a little extra gil, you can certainly add in the Atrophy Gloves +1 with an additional Stikini Ring and add under a tic of duration to Phalanx on others, but as-is this set should suffice and starts you off with around 12 minutes of duration. Oh boy, your tanks are going to love you.
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| Mid-Tier Phalanx II
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|
Enhancing Skill +52~61 Aug.Enh.Dur. +2~40% Enh. Duration +80% Composure Dur. +35% DT-35% PDT-3%
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| High-Tier Phalanx II
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| Sortie/Odyssey Progression
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|
Enhancing Skill +57~66 Aug.Enh.Dur. +2~40% Enh. Duration +88% Composure Dur. +35% DT-37% PDT-3%
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Notes:
Make sure you don't lose track of time on your tank! Gettin' pretty easy to "set it and forget it" with durations like this! You should be up around 18 minutes duration on Phalanx II now. More free time to run around silencing, distracting, and addling those pesky Dynamis mobs!
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|
Enspells
Enspell Sets
| Beginner Enspell
|
| Post-Rhapsodies of Vana'diel
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|
|
Enh. Skill+138~147 Aug.Enh.Dur.+1~20% Enh. Duration+30%
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|
Notes:
RDM99 with 0  in Enhancing Magic Skill has 404 skill when capped. This set should get you to either 542 or 551 overall skill. Stikini Rings aren't going to push you into the next tier of Enspell damage without at least 2  in Enh. Mag. Skill, so you can save your money for a little bit and fill open slots with ... (drum-roll) ... Damage Taken reduction gear!
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| Mid-Tier Enspell
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|
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Enh. Skill+170~179 Aug.Enh.Dur.+1~20% Enh. Duration+35%
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Notes:
8/8  in Enhancing Magic Skill and Job Mastery will get you to 456 overall skill. This set should get you to 626~635 overall skill. A Stikini Ring +1 isn't going to push you into a higher tier, and at the exorbitant price on it, it's wholly unjustified to sink any gil into it at all at this point.
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| High-Tier Enspell
|
| Sortie/Odyssey Progression
|
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|
|
Enh. Skill+179~188 Aug.Enh.Dur.+1~20% Enh. Duration+40%
|
|
|
Notes:
At this point it's all about Master Levels ( and I guess... saving that precious gil for Stikini Rings +1.) A single one and this set should push you to 635~644 overall skill. From 644 skill you'll need ML6 to hit the next base-damage tier and every 8 ML after that per tier stalling out at ML46, where finally another 39,000,000~48,000,000 gil will get you that last single 1 point of enspell base damage. Knock yourself out...
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|
Odin HTBF
This is NOT an exhaustive list, but should present a handful of options outside of the meta Aern/Esikuva/Ceremonial daggers being used. Daggers are ideal for their significantly lower Delay, but not strictly required. I've always found this fight to be more enjoyable with others, but being able to solo some of the grindy bits (like this fight/farm) definitely helps progress along.
| Overlays-Self: Enspell Engaged Sets
|
| DW Tier I Enspell
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|
|
Main Enspell Dmg.+19 Sub Enspell Dmg.+30 Haste+26% Accuracy+359~368 Mag.Acc.+300~309 Main sword enh. spell dmg.+400% Sub sword enh. spell dmg.+150%
|
|
|
Notes:
The amount of Additional Effect damage that RDM can do is, simply put, outrageous. In cases where targets have high physical defense, heavy physical damage resistance, or are immune to physical damage altogether, enspell damage is a way around that entirely. The set above is listed without a few very pricey items for a few good reasons.
- They aren't needed to make effective and sufficient use of such mechanics.
- They are sometimes not only extravagant in outright cost, but sometimes in build cost too. (i.e. - the raw materials needed to make
Crocea Mors as well as the amount of RP needed to gain effective output. The Orpheus's Sash can take literal months or years of accessing A.M.A.N. Trove or Nyzul Uncharted Campaigns to acquire.)
If you want to go for that single extra point of Dual Wield you'll have to shift some gear around often compromising Defense or other stats to make it happen. DW +10 will get you where you need to be on attack speed without compromising too much else.
Samnuha Tights are an option, albeit a pretty squishy one at that. I don't care to list them in this set because they dump too much Defense, Damage Taken, and Magic Evasion for my taste.
Die-hard RDMs that don't opt for the Magnetic Earring from Apocalypse Nigh will probably go for the Hollow Earring over the Lycopodium Earring from Moblin Maze Mongers - Liquidation Team, which is just fine.
- Note1: If you want the extra enspell damage and you have the merits for it, replace the pants with
Viti. Tights +2Error creating thumbnail: Unable to save thumbnail to destination
- Note2: Single-Wield is the same, but you have a shield and don't care about DW. Find Accuracy and Magic Accuracy for those slots, or "Store TP" if your Acc/M.Acc is fine.
|
| Odin HTBF
|
To become as the Einherjar!
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|
|
|
Enspell dmg.+19 Haste+26% Accuracy+314~323 Mag.Acc.+230~239 Attack+81~90 DEF+709
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| Tier II Enspell
|
It's what they call... "New and Improved" Just without the improved part!
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Main Enspell Dmg.+17 Main sword enh. spell dmg.+400% Enh. Skill +80 Accuracy+299~330 Mag.Acc.+224~228 M.Acc.Skill +242 Haste+24%
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|
Notes:
Notes here.
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|
|
Enfeebling Magic Progression
Enfeebling Magic
| Enfeebling Magic Information
|
Enfeebling magic is used to cripple or hinder your target's abilities to perform various functions against you or your party members. They fall into several categories and subcategories that will have you gearing for Enfeebling Magic accordingly. They are:
- MND stat based enfeebling that will adjust the spell's potency or effect against your target based on a dStat modifier (difference between your MND and the target's MND values.)
- MND based Magic Accuracy spells which do not depend on a dStat modifier to determine its effect/potency, but instead will better make use of magic accuracy in ensuring the effect lands on your targets.
- MND based Enfeebling Magic Skill spells which do have a base potency/effect determined by a dStat modifier, but also who's potencies/effects are greatly enhanced by enfeebling magic skill.
- INT stat based enfeebling that will adjust the spell's potency or effect against your target based on a dStat modifier (difference between your INT and the target's INT values.)
- INT based Magic Accuracy spells which do not depend on a dStat modifier to determine its effect/potency, but instead will better make use of magic accuracy in ensuring the effect lands on your targets.
- Spells which fall into this category: Bind, Gravity, Gravity II, and Break.
- Note: Gravity II is typically desired at the highest possible effect/potency so taking magic accuracy into consideration to a point and layering in the highest possible effect+ is usually the way to go here.
- INT based Enfeebling Magic Skill spells which do have a base potency/effect determined by a dStat modifier, but also who's potencies/effects are greatly enhanced by enfeebling magic skill.
Procedural Note: You may be asking yourself, "Why would I cast lower tier enfeebles in a higher magic accuracy loadout and then switch to potency on the higher tier?" Sometimes you need the target to have slightly lower magic evasion to land a higher potency something else, at the same time, said target has a higher magic evasion than normal to begin with. Rather than casting the same thing over and over with no result, it can be beneficial to just land something lower potency with higher magic accuracy and move to the higher potency enfeeble you desire. Examples like rather than waiting for immunobreak cycles (discussed later) to land Silence, simply landing a high-magic accuracy Frazzle II will be enough to stick a subsequent silence. Other examples include using Frazzle II to land full potency Distract III, or full potency Frazzle III. As with anything, some surface level knowledge of your target as well as the tools available to you will be beneficial in helping you figure out the quickest and most accurate method of applying enfeebling magic on your targets.
|
| Magic Accuracy
|
| Part of accurately and reliably applying enfeebling spells to your targets will depend on your magic accuracy. The below information is pulled from the Magic Accuracy page to illustrate better how this stat is utilized.
There are several components of Magic Accuracy:
- Total relevant magic skill (Enfeebling, Elemental, etc.)
- 1 Skill = 1 Magic Accuracy
- Magic Accuracy for Songs is proportional to the sum of Singing skill and Instrument skill for the equipped instrument type, but it is unclear whether there is a further modifier.
dSTAT's effect on Magic Accuracy
| dSTAT |
MAcc |
# dSTAT:1 MAcc
|
| < -70 |
-30 |
-
|
| -70 ~ -30 |
-30 ~ -20 |
4
|
| -30 ~ -10 |
-20 ~ -10 |
2
|
| -10 ~ +10 |
-10 ~ +10 |
1
|
| +10 ~ +30 |
+10 ~ +20 |
2
|
| +30 ~ +70 |
+20 ~ +30 |
4
|
| ≥ +70 |
+30 |
-
|
- dSTAT : The difference between the caster's and target's relevant base stat.
- dSTAT is a piecewise function which caps at ±30 Magic Accuracy at ±70 dSTAT. Magic Accuracy gains from dSTAT are still subject to the Magic Hit Rate equation.
- The associated stat varies based on the type of magic spell:
- Magic Accuracy Skill from mainhand weapon only
- 1 Magic Accuracy Skill = 1 Magic Accuracy
- Magic Accuracy from equipment, Job Abilities, Atma, Atmacite, etc.
- There is a vast selection of gear options with magic accuracy: a table listing all of them at once would be cumbersome and difficult to navigate.
- Search for Magic Accuracy gear on FFXIAH (search options can be further specified by job, level, etc. using the advanced search options at the top of the page).
In addition to the above categorization of enfeebling spells and consideration of Magic Accuracy, determining the hit rate of such spells also takes into consideration the target's Negative Status Resistance Rank. The following information is included directly from that page to explain the topic in more detail:
|
| Negative Status Resistance Ranks
|
Monsters use separate negative status resistance ranks for the hit rate calculations and resist states of certain effects inflicted upon them.
- The following status effects rely on these ranks: Amnesia, Bind, Blindness, Charm, Dark based sleep (such as Sleepga), player cast Elegy, Gravity, Light based sleep (such as Repose), Paralysis, Petrification, Poison, Silence, Slow, Stun and Terror.
- These negative status resistance ranks operate independently from elemental resistance ranks and have their own characteristics.
- Example: When the spell Paralyze is cast on a monster, this spell does not refer to the target's Ice elemental resistance rank for hit rate calculations despite Paralyze being an Ice-based spell. There is a separate Paralysis resistance rank that is used instead (this only applies to player to monster interactions).
- While it is common for the negative status ranks of normal monsters to match the element of the spell being cast, there are many instances where this is not the case. This is especially true for countless Notorious Monsters.
- Monster negative status ranks use the same magic accuracy table as elemental ranks for hit rate calculations.
- For example, a monster with a matching Ice elemental rank and paralysis rank of 60% will require the same amount of magic accuracy to reach the 95% hit rate cap for both ranks.
- At rank 5%, negative status ranks are guaranteed a full resist like elemental ranks.
- Any Enfeebling Magic that lands in conjunction with the job ability Stymie at this rank can bypass this forced resist state, but will only last for half duration.
- At rank 10%, this is where elemental and negative status ranks begin to diverge in behavior. Negative status ranks, like elemental resistance ranks, are capped at a 5% hit rate. However, negative status ranks do not have a guaranteed 1/2 resist at ranks 50% and higher.
- This means that it is still possible to land a full duration spell at ranks 10% and below.
|
| Modifying Negative Status Resistance Ranks
|
- Negative status resistance ranks can only be lowered by correlating spells that are capable of triggering an Immunobreak.
- Negative status ranks cannot be lowered by the job ability Rayke.
- Performing a Skillchain will not lower a monster's negative status rank. However, performing a Magic Burst with spells that rely on negative status ranks will still grant a Magic Accuracy bonus of +50.
- Spells that lower elemental resistance such as Threnody do not affect the magic accuracy of spells that rely on negative status ranks.
|
| Immunobreak
|
| Immunobreaking is a unique mechanic to enfeebling and a vital aspect of playing RDM. Understanding how it works and being able to apply it in a multitude of different scenarios will serve you very well as you develop your skills playing this job. The information that follows will address some of the key factors of immunobreak and its uses.
An Immunobreak occurs when certain Enfeebling Magic spells are resisted which results in the monster's resistance rank to the negative status effect that triggered it to lower by one rank. This reduction results in the lowering of the monster's magic evasion to subsequent casts of the same negative status effect. Any Immunobreaks triggered afterwards by the same Enfeebling Magic will stack in a cumulative fashion and further lower the monster's negative status resistance rank. This rank will stay at its modified level until the corresponding negative status effect successfully lands.
- Only spells classified as Enfeebling Magic can trigger an Immunobreak.
- The lowering of a monster's resistance rank does not occur with all Enfeebling Magic. Only the following spells are capable of triggering an Immunobreak: Bind, Blind, Blind II, Break, Breakga, Gravity, Gravity II, Paralyze, Paralyze II, Poison, Poison II, Poisonga, Silence, Sleep, Sleep II, Sleepga, Sleepga II, Slow and Slow II.
- This mechanic is beneficial not only to the Enfeebling Magic used to lower the monster's negative status resistance rank, but also to any source capable of applying the same effect such as Blue Magic or certain avatar Blood Pacts despite those spells or abilities not being able to trigger an Immunobreak themselves.
- Example: A player casts Sleep on a monster. The spell is resisted, but an Immunobreak occurs. Not only will the monster's magic evasion be reduced for subsequent casts of Sleep, but spells such as Dream Flower can take advantage of this reduction as well.
- A monster's resistance rank is reset to its original value when a corresponding negative status effect is successfully inflicted upon it. The more times a monster's resistance rank is reset, the more difficult it will progressively become to trigger subsequent Immunobreaks.
- Note that it is the monster's resistance to Immunobreak itself that increases and not its resistance to the negative status effect.
- There is a limit to the number of times a monster's resistance rank can be modified and then reset as a cycle. The number of Immunobreak cycles possible depends on the monster's starting negative status resistance rank. Once this limit is reached, it will no longer be possible to trigger an Immunobreak on the monster for that particular negative status effect.
- One Immunobreak cycle consists of any number of Immunobreaks triggered, the successful landing of the status effect and subsequent reset of the monster's resistance rank to its original value.
- Any corresponding negative status effects that land at the monster's starting resistance rank without any Immunobreaks will not count towards the maximum number of Immunobreak cycles allowed.
- Immunobreaks can only be triggered when the starting negative status resistance rank of a monster is rank 30% or higher.
- If a monster's starting rank is 40% or lower it will not be possible to elicit an Immunobreak.
- During an Immunobreak cycle, negative status resistance ranks may be reduced at most to a rank of 50%.
- If a monster is completely immune to a negative status effect, it will not be possible to trigger an Immunobreak and the chat log will display a "completely resists" message.
The chance for an Immunobreak to occur varies from monster to monster, and can even vary between the different Immunobreakable negative status effects of a single monster. It is possible to increase the chances of one occurring in the following ways:
- Enfeebling Magic skill: The higher your Enfeebling Magic skill is, the higher your chances of triggering an Immunobreak are.
- Resisted Spells: The more times a spell is resisted, the higher the probability of an triggering an Immunobreak.
- Saboteur: this job ability increases the chance of an Immunobreak occurring for Enfeebling Magic spells cast while under its effect.
- Immunobreak Chance Merit Point category: Each merit placed into this Group 2 category will increase your Immunobreak rate by 3% up to a total of 15%.
- Immunobreak Chance equipment augment: The Red Mage relic boots starting with the Duelist's Boots +2 up to the fully upgraded Vitiation Boots +3 are augmented with an additional 1% chance to trigger an Immunobreak per 1 point invested in the Red Mage Group 2 "Immunobreak Chance" merit point category, up to a maximum increase of 5%.
Currently, there is only one piece of armor in the game with the "Immunobreak +1" stat: Chironic Hose
- This stat allows the player to reduce a monster's resistance rank by two ranks per Immunobreak instead of just one while equipped.
|
| Potency/Duration Calculations
|
|
|
MND Based Enfeebling Sets
| Beginner MND Enfeebling
|
| Post-Rhapsodies of Vana'diel
|
|
|
|
Mag. Acc. +231~289 M.Acc.Skill +242 MND +193~221 Enf. Skill +93 Enf. Duration +10% Enf. Potency +10
|
|
|
Notes:
This is a solid starter build for MND-based Enfeebling Magic. Some of the items come from some places long lost to the knowledge of the ancients. Like the Vertigo Ring often overlooked, usually because people rush out to buy expensive Stikini Rings, and while they're definitely worth more than their weight in gil, I wouldn't want to have to tell you as a new RDM that you should feel obligated to run out and spend all of your Sparks of Eminence and Accolades gil bank-roll on them. You're going to need that gil when you start upgrading your Atrophy (AF) gear and your Vitiation (Relic) gear anyway. Some items are a bit of a tough get (See: Grioavolr) if you're trying to avoid Domain Invasion but as a newer RDM you're going to want to do plenty of it anyway. The staff is the only item from DI that will persist through your development until some significant progression is out of the way. That being said, there's so much great gear that you can get for absolutely free right from Domain Invasion points.
While you can build 2 separate Ambuscade Capes for both MND-based and INT-based Enfeebling Magic, later on the Aurist's Cape +1 will come to replace BOTH of them. I recommend putting 20x Abdhaljs Thread into one stat and 10x Abdhaljs Dye into the other. (I personally chose to do 20 MND/10 INT because far more INT is available as you progress and a large portion of the time you'll be casting MND-based enfeebling spells.)
|
| Mid-Tier MND Enfeebling
|
|
|
Mag. Acc. +371~443 Mag.Acc.Skill +242 MND +262~315 Enfeeble Skill +94 Enf. Duration +20% Aug.Enf.Duration +1~20% Enf. Potency +12
|
|
|
Notes:
At some point you'll likely shift away from the Kishar Ring in favor of more Magic Accuracy or a combination of that and Enfeebling Magic Skill to simply apply status debuffs more reliably at the expense of very, very slightly lower recast times and enfeebling duration. Your best bet to achieve this will likely be a Stikini Ring. With M.Acc +8 and "All magic skills" +5, you'll effectively add M.Acc +13 to your enfeebling toolset.
Forget the Stikini Ring +1 for now. It's far too expensive, and you have plenty of JSE to work on yet. [1]
|
| High-Tier MND Enfeebling
|
| Odyssey/Sortie Progression
|
|
|
|
Mag. Acc. +364~450 Mag.Acc.Skill +242 MND +270~323 Enfeeble Skill +77~91 Enf. Duration +45% Aug.Enf.Duration +1~20% Enf. Potency +17
|
|
|
Notes:
Sky's the limit now, but keep focus as you continue to progress JSE. Eventually the Stikini Ring +1 will be in reach and provide you with a combined M.Acc + 19 between its magic accuracy and " all magic skills" attributes.
|
|
INT Based Enfeebling Sets
| Beginner INT Enfeebling
|
| Post-Rhapsodies of Vana'diel
|
|
|
|
Mag. Acc. +231~289 Mag.Acc.Skill +242 INT +161~179 Enf. Skill +93 Enf. Duration +10% Enf. Potency +10
|
|
|
Notes:
Take a look at the Beginner MND Enfeebling set notes. The notes for this set fall along the same premise.
|
| Mid-Tier INT Enfeebling
|
|
|
Mag. Acc. +362~448 Mag.Acc.Skill +250 INT +224~277 Enf. Skill +94 Enf. Duration +20% Aug.Enf.Duration +1~20% Enf. Potency +12
|
|
|
Notes:
Notes from the Mid-Tier MND Enfeebling set also apply here.
|
| High-Tier INT Enfeebling
|
|
|
Mag. Acc. +421~507 Mag.Acc.Skill +250 INT +253~306 Enf. Skill +76 Enf. Duration +40% Aug.Enf.Duration +1~20% Enf. Potency +17
|
|
|
Notes:
Notes from the Mid-Tier MND Enfeebling set also apply here.
|
|
| Overlays: Potency+, Skill+, Immunobreak+
|
| Potency+
|
|
|
Enf. Effect +51 Saboteur +13
|
|
|
Notes:
Enfeebling effect gear applies as a percentage multiplier to the potency of enfeebling spells that have a variable potency one way or another. Some are affected to some degree by dStat modifiers like MND or INT differences compared to the same attributes of your target. Some are affected by enfeebling magic skill. Others yet aren't affected by anything but potency/effect gear.
- Saboteur applies a Potency +100% effect to normal monsters and is limited to +25% on NMs.
Leth. Gantherots have a "Saboteur+" effect starting at +5 with the Estq. Ganthrt. +1 iteration and the value increases with each upgrade/reforge step along the way to Lethargy Gantherots +3 at +14. This value is unaffected by NMs while Saboteur is active giving you a maximum possible Potency +172% effect to normal monsters and +97% versus NM targets.
- It's worth noting that Saboteur also applies an Enfeebling Duration +100% to normal monsters and +25% to NMs, and the "Saboteur+" effect similarly applies to this duration.
|
| Skill+
|
What I do have is... a particular set of skills...
|
|
|
|
Notes:
Some Enfeebling Magic spell potencies depend heavily on enfeebling magic skill, like: Poison, Poison II from the INT/ Black Magic side of things, and Frazzle~ Frazzle III or Distract~ Distract III from the MND/ White Magic side. For strategic purposes, we generally don't worry about Distract~ Distract II and typically cast Frazzle II in our highest possible magic accuracy simply to apply a " neutralizer" to our target's magic evasion in order to land a full potency Frazzle III for Magic Damage/ Magic Burst strategies, Distract III on targets with significant elemental resistance to Ice based spells, or those with high negative status resistance to spells like Bind, Blind, Break, Gravity, Paralyze, Silence, Sleep, and Slow.
|
| Immunobreak+
|
One step forward Two steps back...
|
|
|
|
Notes:
Take note of the job listings on this piece of gear. Mention it to your WHM, BRD, and SCH friends. The ability to elicit an "Immunobreak!" on a target is improved, primarily from the caster's perspective, by making use of higher enfeebling magic skill. Each time an immunobreak class spell is resisted, the probability of triggering an immunobreak is increased. For the RDM's part, the probability of eliciting an immunobreak is also increased with Group 2 Merit Points in the Immunobreak Chance category, utilizing the Vitiation Boots in combination with merits, and activating the Saboteur job ability.
|
|
|
For what it's worth, if you're needing a little bit more Magic Accuracy at the expense of a little dStat modifier (based on the spell), its contribution to overall magic accuracy, a small chunk of enfeebling duration, and/or a bit of enfeebling potency, the following items may assist:
Null Loop boasting a handsome M.Acc. +50 will grant you (more or less, depending on the tier of JSE neck used) +25 magic accuracy over
Duelist's Torque +1 with MND/INT -12 and Aug.Enf.Duration -20%
Null Belt with M.Acc. +30 will give (more or less, depending on your waist option)
Null Shawl has M.Acc. +50 and competes (more or less, depending on your back option) with:
Special Note: As with anything in this game, your situation will vary widely based on live circumstances, the specific content and its difficulty, and the completely unpredictable human element. I wouldn't generally recommend utilizing more than 2 of these pieces in combination at any one time to account for the significant loss of any dStat modifier or magic accuracy components, as well as any resulting changes to needed/desired enfeebling potency. The
Null Masque has been left out of this consideration purely for the fact that the
Vitiation Chapeau beyond +1 already carries a comparable amount of magic accuracy when coupled with its enfeebling magic skill as well as its INT/MND attribute.
Elemental Magic Progression
Magic Damage
| Magic Damage Information
|
| Magic Damage
|
|
Damage Dealt = D × MTDR × Staff × Affinity × Resist × Resistance Rank Reduction × MB × MBB × Day & Weather × MAB/MDB × TMDA × Potency Multipliers
Damage Dealt is calculated by multiplying the following terms in order (see above). After each multiplication step, the product is floored to the next lowest integer before continuing to the next multiplier. Each term after D starts with a base of 1.0 and is increased or decreased by caster and target stats and attributes as well as other effects.
- D: INT-adjusted base spell damage
- MTDR: Multiple-Target Damage Reduction (for area of effect spells)
- Staff: Elemental staff hidden damage bonus multiplier
- Affinity: Elemental affinity damage bonus multiplier (from Magian Staves, Atma, Atmacite, and Elemental "Magic Atk. Bonus")
- Resist: Reduction of spell damage due to resist states
- Resistance Rank Reduction: Reduction of spell damage due to resistance rank
- MB: Magic Burst
- MBB: Magic Burst Bonus
- Day & Weather: Day and Weather multipliers, including Iridescence and equipment modifiers
- MAB / MDB: Caster Magic Attack Bonus factor divided by target's Magic Defense Bonus factor
- TMDA: Target Magic Damage Adjustment (Magic Damage Taken reduction)
- Potency Multipliers: e.g. Ebullience, Klimaform Bonus, Goetia +2 Set Bonus, etc.
|
| INT Adjusted Base Damage
|
INT Adjusted Base Damage (D) is defined by the equation:
- D = mDMG + Vn + (ΔINT • Mn)
- Intelligence: applies in a few different steps while determining base magic damage such as:
- ΔINT: the difference between your INT (cINT: caster's INT) and your target's INT (tINT: target INT). It is then modified by the Vn determined by the caster's INT-tier. For this we need to resolve Vn to go any further. This term is then resolved by reducing your ΔINT by the factor of the Vn that corresponds with the determined INT-tier you are casting from. Having now resolved Vn to V50 we can modify the ΔINT by ΔINT(64) - (V50 = 50) → ΔINT = 14
- Vn: base damage for the Elemental Magic spell which you are casting. For example: with ΔINT = 64 your INT-tier falls in the range of ΔINT50~99 which corresponds to V50. Therefore the base damage of the spell you are casting will correspond in that column of the base damage and multiplier table.
- Mn: an INT multiplier based on your ΔINT (in this example: 64) which corresponds to the M value in the column labeled M50~99
- mDMG: the last part of determining base magic damage is found simply by adding up any "Magic Damage+" term found throughout your equipped gear at the time of casting.
Some important things to note about base damage:
- The lower the tier of the spell cast, the lower the M value will be.
- The greater the ΔINT, the higher V will be and the lower M will be.
- The lower the ΔINT, the lower V will be and the higher M will be.
- In underbuffed or strictly low-tier spellcasting with smaller ΔINT values, mDMG will often be the greatest available factor in improving base magic damage. Conversely, in significantly buffed, higher tier spellcasting, pushing ΔINT as high as possible will be the greatest contributing boost to base magic damage.
From here the other 42,971 terms of overall magic damage will start to factor in.
|
| Magic Attack Bonus vs. Magic Defense Bonus
|
This will be the other significant factor (outside of magic bursting) toward your Magic Damage output that you can somewhat control. The term itself is a multiplying factor on base magic damage.
Using the same Leth. Fuseau +2Error creating thumbnail: Unable to save thumbnail to destination component with MAB = 53 and assuming for simplicity's sake a target with MDB = 0 we get:
- MAB/MDB = ((100 + 53) ÷ (100 + 0)) → MAB/MDB = 1.53
Ignoring all other terms and factors of the magic damage equation this results in:
- Magic Damage Dealt = D • MAB/MDB → 465 • 1.53 = Magic Damage Dealt = 711
- It may not seem like much, but consider we're only using Stone III in an entirely made up scenario with a single piece of gear and 0 other damage multipliers to "demonstrate" the math behind very basic magic damage output.
|
| Magic Burst
|
Magic Bursting and Magic Burst Strategies will be a large part of getting the most out of elemental magic casting. This part of the magic damage equation is a direct multiplier on magic damage and depends entirely on the number of skillchains performed without breaking the chain.
- MB = 1.0 + 0.25 + (0.1 • SCη>1)
For an example we'll use the calculation including a 3-step skillchain (SCη>1 = 1).
Once again, ignoring all other damage factors of the magic damage equation, and using our previous result from base magic damage and MAB/MDB of Magic Damage Dealt = 711, we find:
- Magic Damage Dealt = 711 • (1.0 + 0.25 + (0.1 • SCη>1)) → 711 • (1.25 + (0.1 • 1))
Nuking for the damage provided in previous examples during the first Magic Burst Window gives:
- Magic Damage Dealt = 711 • 1.25 = 888
While nuking for the same damage during the second Magic Burst Window gives:
- Magic Damage Dealt = 711 • 1.35 = 959
|
| Magic Burst Bonus
|
The last bit that goes into damage output considering things that are in our control (for the most part) comes with "Magic Burst Bonus" gear and the trait of the same name. To be utilized during MB windows, this component is yet another multiplier on our base magic damage.
- MBBtot = 1.0 + MBBG + MBBt
Red Mage gets a Magic Burst Bonus trait equal to MBBt = 0.07, so we'll use that for the rest of this explanation. There are other things that can factor into your overall MBBtot value, but they are either not available to RDM at all, or not commonly applied to current "end-game" situations. Like in all the examples considering Magic Damage Dealt before this point, we'll be using the Leth. Fuseau +2Error creating thumbnail: Unable to save thumbnail to destination which come with an MBBG value of +10%, or simplified, just +0.1.
- MBBtot = 1.0 + MBBG + MBBt → 1.0 + 0.1 + 0.07 → MBBtot = 1.17.
Following the results from previous examples to Magic Damage Dealt (888 damage in the First MB window) we find:
- Magic Damage Dealt = 888 • MBBtot → 888 • 1.17 = 1,038
It's important to note that there are limits to using this variable as well, such as the "cap for MBBG" is 0.4. As described on gear, it would read as "Magic burst damage" +40. We call this value MB1. Additionally, there is another "gear trait" that is additive with MB1 and has no known cap called "Magic burst damage II" or MB2. Now, we can even further optimize our overall magic damage by balancing and weighting in various capacities, all components we have learned thus far:
|
| Affinity & Day/Weather
|
Two final components remain that we can utilize to further boost (or even sometimes hinder!) our overall magic damage. We'll go over them very briefly here.
First up: Elemental Affinity. We'll call this term MABaff. This term is a separate multiplier to overall magic damage linked to a specific element. For instance:
The Marin Staff +1Error creating thumbnail: Unable to save thumbnail to destination has a specific elemental affinity to Wind based magic and gives MABaff +11. Following previous examples and outcomes:
- Magic Damage Dealt = 1,038 •
MABaff → !!TRICK ATTACK!! (Remember, in our example we're utilizing the base magic values from Stone III, so MABaff won't apply here.) Otherwise:
- Magic Damage Dealt = 1,038 • 1.11 (but for this example it is simply 1.0) → Magic Damage Dealt = 1,038
- Note: Barring the elemental affinity, this example will, however, raise the base damage outcome of Stone III by:
- mDMG = 23 + 217 → 240
- ΔINT = (Oddly enough the ΔINT example we used before is only 1 off from the combination of
Leth. Fuseau +2Error creating thumbnail: Unable to save thumbnail to destination (INT = +43) and the Marin Staff +1Error creating thumbnail: Unable to save thumbnail to destination (INT = +22: unaugmented w/ minimum Unity scaling) so we'll just run with it.
- MAB/MDB = ((100 + 53 + 28) ÷ (100 + 0))
- Magic Damage Dealt = (adjusted for the new terms above) 1,805
Next up: Day & Weather Multiplier which we'll call M(D+W). Yet another separate multiplier term to overall magic damage which mechanically depends on a completely randomized activation based on the spell's elemental alignment being either ascendant or descendant to the day and/or weather. The activation can be forced through the use of an Elemental Obi aligned to a specific element or the Hachirin-no-ObiError creating thumbnail: Unable to save thumbnail to destination .
- M(D+W) (base value) = 1.0
- Note: M(D+W) ≤ 1.4 (cap)
This gives us our final Magic Damage Dealt result:
- Magic Damage Dealt = 1,805 • M(D+W) → 1,805 • 1.15 = Magic Damage Dealt = 2,075
These have been incredibly simple evaluations to overall magic damage using only 3 gear components, but you can already see how much these terms affect your output as a nuking RDM. We went from a base Stone III damage value of 465 (with a single piece) to 2,075 (by adding two other pieces) and making some basic assumptions about the environment we're casting in. There are other factors to consider and making optimal use of them is where the fun is in nuking. I strongly encourage a deeper dive into terms found in the Magic Damage Dealt equation as well as developing a stronger sense of Resists and how they affect the overall outcome.
|
| The Nuke Wall
|
| Since we've talked about Affinity & Day/Weather modifiers, and how they can hurt your damage output as much as boost it, let's also briefly cover the "Consecutive Elemental Damage Penalty."
Also known as the "Nuke Wall", there is a penalty applied to any elemental magic [2] cast on a monster for 5 seconds after that first instance.
- The 2nd nuke within 5 seconds deals -20% damage. While further nukes within 5 seconds deal -40~50% damage, varying with the target. [3] [4]
- More testing is required to understand this variance.

- The full damage reduction penalty is not reached until ~2,500 damage has been dealt. It scales linearly until reaching said value. [5]

- Rayke with a corresponding elemental rune will reduce this penalty to 20% for all affiliated nukes, regardless of number of runes expended.
- This wall only applies to Notorious Monsters.
- The elemental damage from Skillchains is excluded from this.
|
Free Nuking Sets
| Beginner Free Nuking
|
| Post-Rhapsodies of Vana'diel
|
|
|
|
INT+223~252 M.Acc+249~268 M.Acc.Skill+242 Magic Damage+308~327 MAB+273~282
|
|
|
Notes:
The Jhakri Armor Set is very, very good at starter levels, and especially more so at the +1 tier. Get it. Make use of it. The pieces will definitely serve you well into your RDM career.
|
| Mid-Tier Free Nuking
|
|
|
INT+253~303 M.Acc+347~403 M.Acc.Skill+255 Magic Damage+377~405 MAB+351~389
|
|
|
Notes:
Bringing in the Lethargy Armor Set +2 doesn't only come with an absurd amount of DT, it also starts to layer in pretty significant chunks of Magic Damage on each piece over the +1 version before it. This is pretty great for free-nuking as you won't have the significant multipliers you typically get from magic bursting off of skillchains and can benefit by bumping up the base damage of every nuke you cast prior to working in any multipliers.
|
| High-Tier Free Nuking
|
| Sortie/Odyssey Progression
|
|
|
|
INT+278~328 M.Acc+397~453 M.Acc.Skill+255 Magic Damage+427~455 MAB+376~414
|
|
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Notes:
Just a standard upgrade beyond the mid-tier, but you certainly have some options at this level. Some require some savvy plays in the Magic Damage stat, capitalizing on your target's weaknesses (or outright weakening them), and maybe a bit of work on the Bunzi's Attire Set for the significant boosts in Magic Damage it gets through RP. Other ways would have you reach pretty deep into your pockets and shell out some significant gil (lookin' at you Skrymir Cord +1Error creating thumbnail: Unable to save thumbnail to destination ... 85M+ [6]) for pretty marginal increases to the Magic Damage stat when you consider that moving laterally in the ΔINT Table is going to blow a single slot worth of base Magic Damage out of the water. It can be something as little as slapping a Skullbreaker and a Burn on your target for up to - 23 INT (more if you throw your BLM friends at it) to move you from the ΔINT0~49 tier to the ΔINT50~99 tier. As with anything in this game, there's a balancing act with your gearing, but also in knowing how to manipulate the battle parameters in your favor.
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Magic Bursting Sets
| Beginner Magic Burst
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| Post-Rhapsodies of Vana'diel
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INT+214~242 M.Acc+253~272 M.Acc.Skill+242 Magic Damage+308~327 MAB+261~270 MB1+29 MB2+12
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Notes:
The Ea Attire Set pieces shown are some of the lowest cost out of the entire NQ set. They're a good start, but they're also Su Gear, requiring 500 in order to make use of. Before that, feel free to swap those pieces with:
Jhakri Cuffs +1Error creating thumbnail: Unable to save thumbnail to destination
Jhakri Slops +1Error creating thumbnail: Unable to save thumbnail to destination
You may ignore entirely the Ea PigachesError creating thumbnail: Unable to save thumbnail to destination as they have 0 INT and a significant enough dip in Magic Atk. Bonus to make them not worthwhile even being the lowest cost of the entire set.
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| Mid-Tier Magic Burst
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INT+277~318 M.Acc+316~391 M.Acc.Skill+255 Magic Damage+366~452 MAB+299~337 MB1+40 MB2+12~17
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Notes:
Middle of the road here, trying not to blow the bank on a full set of Ea Attire Set +1 at this point while showing the differences between the Bunzi's RodFile:Bunzi's Rodd description.png and Mpaca's StaffError creating thumbnail: Unable to save thumbnail to destination . Your results will vary as you continue to progress, but if you spend some time ensuring a balance between Magic Burst Bonus and Magic Attack, things will only improve from here on out.
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| High-Tier Magic Burst
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| Sortie/Odyssey Progression
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INT+297~351 M.Acc+335~405 M.Acc.Skill+255 Magic Damage+370~427 MAB+290~338 MB1+39 MB2+19
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Notes:
Several mentions in RDM circles lay down the use of 3 (three)   Ea Attire Set +1 pieces along with the use of the  Bunzi's RodError creating thumbnail: Unable to save thumbnail to destination , Ammurapi ShieldError creating thumbnail: Unable to save thumbnail to destination , and the Skrymir Cord +1Error creating thumbnail: Unable to save thumbnail to destination to optimize the use of Magic Atk. Bonus, Magic Damage, Magic Accuracy, and the MB1 & MB2 stats. I absolutely will not contest that from an optimization perspective. However, it comes with an absolute gut-punch to the pocket book with the Ea Attire +1 pieces and Skrymir Cord +1:
Ea Hat +1Error creating thumbnail: Unable to save thumbnail to destination ~19~22M [7]
Ea Houppe. +1Error creating thumbnail: Unable to save thumbnail to destination ~37~40M [8]
Ea Slops +1Error creating thumbnail: Unable to save thumbnail to destination ~25~30M [9]
Skrymir Cord +1Error creating thumbnail: Unable to save thumbnail to destination ~88~96M [10]
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| Overlays: Impact, Impact MB, Seidr
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| Impact (Twilight)
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| I may not know my meteors...
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Notes:
The glaring highlight about this set is going to be on gear haste. It's bad enough already that we've got a level 90 body taking up 2 item level slots, to make matters a little more troubling, it has 0 gear haste on it at all. If you want to make up the difference and stay at 253/1024, you'll have to do it in your remaining available slots. It isn't completely necessary if you're simply casting Impact to establish a handful of stat-down debuffs on the target, like Glassy Thinker in Omen. The recast is a bit of a hassle, but it's what you've got to work with at this point.
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| Impact (Crepuscular)
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...but I know an Impact when I see one!
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"Able to cast Impact" ...but betterer!
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Notes:
Alright! Haste and item level are back in the picture guys! Not only does this highly-coveted upgrade to the former piece fix some haste and item level issues, it comes with a spread of INT + 40, Magic Atk. Bonus + 42.5, and Magic Accuracy + 42.5 over the head and body slots. That's not too bad. The Haste+ 9% is a pretty normal spread between the head and body slots as well. This piece definitely makes building for accurate Impact casting and bursting a ton easier.
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| Impact Burst
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Good Altana! I think she's right! They are meteorites!
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MB1+40 MB2+9~14
MABaff+5
M(D+W)-0.35~+0.35
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| Impact Occult Acumen
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| The Samurai with a Paris Gun
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"Occult Acumen" +52~72 "Store TP" +40~49
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Notes:
Overlay for Occult Acumen Impact that will do things. Generally your main/sub slot will be locked for this sort of thing; it would be a cryin' shame if all that TP you just got from your "Full Moon Fountain Bomb Toss" just slipped away into thin air. Alright, here's the deets:
- ML0~44: /DRK49~57 "Occult Acumen" +25TP/100MP
- With no Samurai Roll and the listed gear, this'll net you ~962 TP per cast.
- With a Samurai Roll (+7 Roll Potency, No Job Bonus) of anything at all, you'll net 1,169+ TP per cast.
- ML45+: /DRK58+ "Occult Acumen" +50TP/100MP
- With no Samurai Roll, this'll net ~1,210 TP per cast.
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| Seidr Free Nuking
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Al'taieu One Spark Rewards!
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Elem. Mag. Dmg. to MP +2%
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Notes:
Generally, this only useful for low-tier (Tier I~III) nuking where Magic Bursting isn't entirely necessary to achieve the damage output required to recoup the MP cost of the spell. Feel free to work this into some Occult Acumen builds for free-nuking or just building around Magic Damage+ to make the most effective use of lower-tier nuke spam.
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| Affinity/Day & Weather
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Let's call it... Affinity Casserole?
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MABaff+11
MABaff+31
MABaff+5
MABaff+10
M(D+W)-0.35~+0.35
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Notes:
Honorable Mention: Orpheus's SashError creating thumbnail: Unable to save thumbnail to destination (...don't go out of your way for this, in many cases the Hachirin-no-Obi will simply be the better option.)
Distance to Target ≤ 1.93 yalms → MABaff = +0.15 will only surpass the following environmental factors:
- Matching Day →
M(D+W) = +0.1 or...
- Matching Single Weather →
M(D+W) = +0.1
The Orpheus's Sash is good, don't get me wrong. But it's not good enough to completely ignore the better options available to you for the purposes that you'll be needing them. Doing any heavy magic bursting? You'll likely have a SCH in the party to offer you  Weather. You'll also likely not want to be standing less than 15 yalms away from whatever you're targeting, as its probably got some pretty nasty TP moves. Both of those conditions alone wipe out the usefulness of "O-Sash" without so much as a nod.
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Dark Magic Progression
Dark Magic
| Dark Magic Information
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Dark Magic spells focus primarily around absorbing various attributes (like Absorb-INT) and debilitating foes in ways that aren't handled by other schools of magic (like Stun or Bio.) RDM comes with an E rating in the skill, capping out at 300 skill at level 99. Utilizing the /SCH role and Dark Arts ability, RDM can boost their Dark Magic Skill to a B+ giving 404 skill. Further increases come from gear and assignments.
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| Bio
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The Bio line of spells inflict an attack debuff on their targets and apply a damage over time effect that lasts for the duration of the spell.
- Bio gives an attack down of -10.16% (-104/1024) with a 3HP/tick damage over time effect for 60 seconds.
- Bio II gives an attack down of -15.23% (-156/1024) with a variable damage over time that runs between 5~8HP/tick for 120 seconds, capping out at 291 Dark Magic Skill.
- Bio III gives an attack down of -20.31% (-208/1024) and a damage over time that caps at 17HP/tick at 400 Dark Magic Skill for 180 seconds.
- The COR job ability Quick Draw, when used as Dark Shot will enhance the attack down effect by a further -2.73% (-28/1024), as well as the damage over time effect by an additional 3HP/tick. This boosted effect caps after a single
Dark Shot.
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| Stun
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Stun is a spell that imparts a short duration, completely immobilizing effect on the target. It can be utilized in strategies in conjunction with RDM's Chainspell ability to effectively prevent a target from acting at all while chainspell is active by firing stun near instantly in rapid succession. Caution must be exercised in some cases where a target's resistance to Stun gradually builds up to the point that it no longer provides the desired effect. While Stun is classified as Dark Magic, it is elementally aligned with Thunder. Stun also has a native Magic Accuracy bonus of +200.
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| Absorb-TP
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| There are various absorb spells available with the /DRK support job, but Absorb-TP is the primary use case for this line of spells. It is heavily used in any strategy where the foe has significant amounts of Regain or where a single TP move going off could prove to be disastrous. There is still a lot of mechanical mystery surrounding this spell, and it is currently unknown whether Dark Magic Skill affects it at all outside of added Magic Accuracy.
For the purposes of RDM you'll see gearing focus primarily on Magic Accuracy and Fast Cast for bringing the recast time as low as possible.
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| Aspir & Drain
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| Aspir will be the primary focus here, but don't forget Drain either. It may come in handy when you expect it least of all.
Aspir absorbs a certain amount of MP from the target and transfers it directly to the caster. There are higher tier aspir spells, but none are available to RDM regardless of sub-job choice. As it stands, Aspir is only available with the sub-jobs: DRK (Lv20), BLM (Lv25), SCH (Lv36). It is also available to GEO (Lv30), but it is an unlikely sub-job combination.
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Aspir/Drain Sets
| Beginner Aspir/Drain
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| Post Rhapsodies of Vana'diel
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Dark Magic Skill+36~45 M.Acc+247~284 M.Acc.Skill+215 Drain Potency+38 Aspir Potency+38
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Notes:
Not a bad starter set for aspir/drain. If you were diligent enough to complete the Republic of Bastok Wings of the Goddess Nation Quests through to Bonds of Mythril, you can use your Excelsis RingError creating thumbnail: Unable to save thumbnail to destination for about another + 5% Aspir/Drain potency.
- AspirMAX = 199 MP
- DrainMAX = 494 HP
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| Mid-Tier Aspir/Drain
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Dark Magic Skill+36~45 M.Acc+197~243 M.Acc.Skill+215 Drain Potency+50~95 Aspir Potency+50~95
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Notes:
You may have to weigh the options of using more Magic Accuracy vs. Aspir/Drain Potency at times, and that's okay. These sets aren't going to make or break you as a career RDM, but they certainly can't hurt.
- AspirMAX = 281 MP
- DrainMAX = 698 HP
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| High-Tier Aspir/Drain
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| Sortie/Odyssey Progression
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Dark Magic Skill+36~45 M.Acc+242~288 M.Acc.Skill+215 Drain Potency+50~95 Aspir Potency+50~95
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Notes:
Throwing in the Null LoopError creating thumbnail: Unable to save thumbnail to destination and Null ShawlError creating thumbnail: Unable to save thumbnail to destination for an additional + 45 Magic Accuracy, you'll likely still have to play with more M.Acc vs. Aspir/Drain Potency depending on the situation. Again, not super important, but this should help you get a decent idea of what to look for.
- AspirMAX = 281 MP
- DrainMAX = 698 HP
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| Overlays: Bio III, Stun, Absorb-TP
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| Bio III
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When you gotta go, ... you gotta go!
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| Stun/Absorb-TP
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I'm completely out of puns... I'm as stunned as you are!
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M.Acc+462~518 M.Acc.Skill+250~255 "Fast Cast"+41%
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Notes:
Here, we're foregoing a lot of focus on Dark Magic Skill and placing all of our hopes and dreams into " Fast Cast" and Magic Accuracy simply to floor the recast times and optimize the magic accuracy for the casting. I'm also not going to list a weapon since it is typical that in most Absorb-TP strategies the weapons will be locked for eventual weapon skills being done. I will list a range over Magic Accuracy Skill to cover the spread from MaxentiusError creating thumbnail: Unable to save thumbnail to destination to Error creating thumbnail: Unable to save thumbnail to destination Murgleis (Level 119 III) as well as their associated item Magic Accuracy amounts. There's also a general nod to Damage Taken in the set. Hey, can't stun or absorb if your name is Greyed Out.
With capped gear haste (256/1024), magic haste (448/1024), and 40% recast cap, this should get your recasts down to:
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Melee Progression
Melee vs. Support
| To Melee, or Not To Melee?
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| Sadly, the number of gear templates in the guide has reached critical mass and I'm not able to show you a visual progression of melee equipment through various stages of development. But that doesn't mean we can't talk about it a little.
The decision to melee or remain along the back line is entirely a cost benefit analysis. What content are you participating in? What's the party composition? What's the group's expectation of your role as RDM? While these also play into your decisions when choosing a sub-job, they will be your basis for determining how best to act in dynamic situations. My default position is to controlling the fight. This means assisting with breaks and sleeps; it means silencing casters so that they move in from the backline and become less problematic.
There will be content in which you are looked to for some significant damage output, but even in those cases, you are still one of the primary sources of controlling the fight. You may be geared to the teeth for Savage Blade, but I can promise you, if things start happening that a RDM is designed to prevent, folks will be unhappy, morale will diminish, and the fun starts dissipating into the aether. Don't be that RDM.
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| Noteable Traits & Thresholds
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Multi-Attack, Accuracy, Store TP, and maximizing Attack Speed are your priorities here. RDM has a massive benefit to melee conditions with things like
- Any combination of these can be used to achieve the desired 80% delay reduction. It is very, very common for RDM to sit at 68.75% (704/1024) while single-wielding with occasional dips into the 73.75~75.75% (755~806/1024) range with a DNC-main or /DNC present.
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| Dual Wield
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Straight from the Dual Wield notes:
- Allows two one-handed weapons to be used at once.
- Reduces the combined delay of these weapons by the Dual Wield % listed by a combination of the trait and that listed on gear that enhances Dual Wield, increasing the frequency of attack rounds.
- Delaymodified = ((Delay1 + Delay2) • (1 - (DW%)) ÷ 2)
- TP/hit is calculated using the above Delay instead of the weapons' listed Delays. This new lower Delay means less TP are gained per strike.
- While Dual Wielding, both weapons are considered to have the same Delay, even if their listed Delays do not match.
- Dual Wield is subject to the 80% global delay reduction cap as follows:
- (1 - DW%) • (1 - Haste%gear - Haste%magic) ≥ 0.2
- Dual Wield in excess of the 80% global delay reduction cap will further reduce TP gain per hit without increasing the frequency of attack rounds.
- Because Dual Wield reduces TP/hit, it is optimal to prioritize Haste over Dual Wield as much as possible when aiming to minimize total delay. Barring some pretty specific scenarios, it is unlikely that you'll ever be without Haste II. The formula for resolving how much Dual Wield is required to reach the attack speed cap is as follows:
- DWreq = 1 - (0.2 ÷ (1 - Haste%gear - Haste%magic)) - (DW%trait + DW%gear)
Here are some noteworthy Dual Wield thresholds you can expect to face as either RDM/NIN or RDM/DNC:
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Support Job: DNC → DWtrait = 15%
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Hastegear = 25% (256/1024), Hastemagic = 30% (307/1024)
- HasteJA = 0% → DWreq = 41%
- HasteJA = 5% (51/1024) → DWreq = 36%
- HasteJA = 10% (102/1024) → DWreq = 28%
Hastegear = 25% (256/1024), Hastemagic = 43.75% (448/1024)
- HasteJA = 0% → DWreq = 21%
- HasteJA = 5% (51/1024) → DWreq = 9%
- HasteJA = 10% (102/1024) → DWreq = -9%1
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Support Job: NIN → DWtrait = 25%
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Hastegear = 25% (256/1024), Hastemagic = 30% (307/1024)
- HasteJA = 0% → DWreq = 31%
- HasteJA = 5% (51/1024) → DWreq = 26%
- HasteJA = 10% (102/1024) → DWreq = 18%
Hastegear = 25% (256/1024), Hastemagic = 43.75% (448/1024)
- HasteJA = 0% → DWreq = 11%
- HasteJA = 5% (51/1024) → DWreq = -2%1
- HasteJA = 10% (102/1024) → DWreq = -19%1
1 where DWreq values are negative, you may begin removing any DWgear. Your modified weapon delay is not affected by HasteJA and will not adversely affect your TP gain.
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Weapon Skill Damage
| Weapon Skill General Information - Under Construction
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Weapon Skills are a staple of the entire game. A lot of the time they are going to be the fastest and cleanest way to victory in many challenges we face as players. For RDM it's no different, but also comes with the necessity for discernment over whether it's a good time to get involved in damage dealing or not. Once at that point, knowing what weapon skill to use, how to gear for it, and how to incorporate it into a group strategy is going to be key.
- Largely determined by the weakness of the target as well as some other considerations like limiting factors such as any mitigating defenses the target may have, damage reducing effects like the weaponskill damage wall, and sometimes how long before the monster enters into some wild murderous rage which greatly intensifies the dangers involved at melee ranges.
- Can also be determined by what skillchain properties are desired to form an effective skillchain either for the purpose of added magical damage from the skillchain itself or creating damage enhancing windows for magic users performing magic bursts.
- Magical WS vs. Physical WS will typically be determined by the defense characteristics of our target. Fairly simple; if the target is highly susceptible to or takes enhanced magic damage: utilize a magic damage based weapon skill. If the target is resistant to or immune to magic damage entirely: use a physical damage based weapon skill.
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| Weapon Skill Damage Considerations
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| There are a handful of parameters we'll want to consider for generally improving weapon skill damage. In the next couple sections, we'll discuss "the four most commonly used weapon skills" available to RDM, the weapons, and some of the stats and bonuses we'll prefer to make the best use of them.
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Physical Weapon Skills
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- Similar to Physical Damage, Weapon Skill damage is calculated as :
- In addition to Weapon Base Damage and fSTR/fSTR(2) in normal physical damage calculation, every swing of the weapon skill (including Double Attack, etc.) will get a base damage boost from your stats, called WSC (Weapon Skill Secondary Attribute Modifier, see below).
- This new base damage value will further be adjusted by a TP Multiplier called fTP. This value may vary depending the amount of TP you have and the Weapon Skill you perform. Elemental Gorgets and Elemental Belts each raise this number by 25/256 (only for the first hit unless it is an FTP replicating WS); when used together they raise the fTP modifier by 50/256.
- Each hit of the weapon skill will be calculated this way, using the appropriate base weapon damage (mainhand vs. offhand) and fTP, along with a novel pDIF value. FTP replicating WSs share their fTP with each additional attack.
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NaeglingError creating thumbnail: Unable to save thumbnail to destination
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- Kaja Sword
Error creating thumbnail: Unable to save thumbnail to destination Base DMG: 156
- Kaja Sword grants access to "Savage Blade" without needing to complete the quest Old Wounds, but I would highly recommend just unlocking it so that it will be available when other various swords are equipped in the main-slot.
- Gives a +15% damage bonus to "Savage Blade" when performed while this or the upgraded Naegling are equipped in the main-slot.
- Naegling
Error creating thumbnail: Unable to save thumbnail to destination Base DMG: 166
- In addition to having 10 higher base damage, granting access to "Savage Blade" regardless of trial completion, and giving a +15% damage bonus to "Savage Blade" similar to the Kaja Sword, this weapon while equipped in the main-slot provides an Attack bonus to any
Physical Sword Weapon Skills based on the number of beneficial status effects active.
- RDM by itself can provide 16 unique beneficial status effects granting a +16% attack bonus to any physical sword weapon skill performed with this weapon equipped in the main-slot. Tack on 3~5 songs from a BRD, 2 rolls from a COR, and any beneficial indi/geo-colure effects from a GEO and we're sitting pretty happy with a +22~24% attack bonus to any
physical sword weapon skills performed with this weapon equipped in the main-slot.
Savage Blade
- WSC: 50% STR/ 50% MND
- fTP: 1000TP: 4.0 → 2000TP: 10.25 → 3000TP: 13.75
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MaxentiusError creating thumbnail: Unable to save thumbnail to destination
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Magical Weapon Skills
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Magic Weapon Skill damage is affected by all the same modifiers as other sources of magic damage, but the base damage is calculated somewhat similarly to physical weapon skills:
- Base Magical WS Damage = floor(((152 + floor((WeaponLevel - 99) × 2.45) + WSC) × fTP) + dSTAT + MDMG Stat)
- If WeaponLevel < 100
- Every step is floored before moving onto the step below.
- Every multiplication/division in the next step is floored after.
- Magical WS Damage = Base Magical WS Damage × Affinity × Staff × Resist × Resistance Rank Reduction × Weather+Day Bonus × (MAB ÷ MDB) × TMDA × Magic Critical Hit II Factor × WSD × Potency Multipliers × WSD Boost JT × Weapon Skill Potency Bonus × Augmented Weapon Skill Potency Bonus
- Weapon Skill Potency Bonus includes "Name of Weapon Skill Damage +__%" damage bonuses on items such as the
Kaja SwordError creating thumbnail: Unable to save thumbnail to destination or the hidden bonuses on certain Ultimate Weapons.
- Augmented Weapon Skill Potency Bonus is the same as non augmented, but any augmented "Name of Weapon Skill: DMG +__%" bonuses, such as those from Trial of the Magians (e.g. Trial 1241
MachaeraError creating thumbnail: Unable to save thumbnail to destination Burning Blade DMG +10%), are calculated separately and not additive with non-augmented bonuses.
- Magic Critical Hit II Factor is 1.0 without a crit II proc and 1.25 when crit II procs.
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Vitiation SwordError creating thumbnail: Unable to save thumbnail to destination
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