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RDM Guide

"All for One, And More for Me: A Guide to Red Mage"


Hello out there!. Ive been a career RDM for quite some time, and the fact there was not a refrence page for it always irritated me. So, I'm getting off my butt and making my own! That said, this is not meant as an end all be all min/max list, just some solid gear and ideas for those who want RDM to be the best it can be. Also, I personally despise random augment systems, as such I will limit augmented gear as much as possible. So enough of my prattle, lets get on with the Guide!

Table of Contents
Introduction
Noteable Job Traits
Job Abilities
Merits & Job Points
Support Sub Jobs
Weapons For Backline
Equipment
"The Black Sheep: Melee Red Mage"
Weapons
Subjobs
Equipment

Introduction


Red Mage is considered by many to be a Jack-of-all-Trades...well this is true and it isnt. RDM is a good healer, strong buffer, and excellent for enfeebling. However it struggles in damage, magic and mundane. As such to make it the high calibur any situation job it can be requires an intimate knowledge on how FFXI mechanics work, as well as rather large gear pool.

Noteable Job Traits


Fast Cast
Rdm has the corner market for ease of capping fast cast. Fast Cast V gives RDM 30% nativly so you only need 50% more, rather simple to do.

Magic Attack Bonus
Mab III gives RDM 28 mab to start with, not as much as blm's mab VI for 40, but still.

Resist Petrify, Clear Mind, Tranquil Heart and Magic Defense Bonus are rather fringe benifits and overall not really noteworthy

Job Abilities
Chainspell:
Our first 1 hour ability, to cast any spell instantly and with no recast. Sounds powerfull...ish. In reality chainspell is best used when its planned and at full mp.

The Augmented Duelist's tabard+2 as well as the Vitivation Tabard and Vit. Tabard +1 increase the duration of Chainspell by 20 seconds.

Convert:
This is the reason RDM never seems to run out of mp! Trades hp for mp at a 1:1 ratio.

Our Mythic Weapon improves convert by increasing the ratio of 1:1 to 1:3 at lvl 99+. Not really worth it in my opinion.

Composure
This is the baby! Always love the baby! Seriously though, Composure makes RDM a mp beast and eases your buffing woes. Composure Triples duration of self targeted enhancing magics (not including protect and shell) at the cost of +25% recast. Also increases accuracy, but i'll talk about that later.
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The Estoqueur's Armor +2 allows us to pass on the composure goodness to others by means of increasing duration of enhancing magic (not including protect and shell) cast on others from 10% for 2 pieces, to 50% for all 5. Definatly makes those buff cycles easier on you.

Saboteur:
A nice addition to our enfeebling side. Doubles potency and duration of the next variable-potency enfeeble cast. Save this For Paralyze II if you can.

Estoqueur's Gantherots +2 increase the potency of saboteur from +100% to +120%

Spontaneity:
In essence, a 1 shot chainspell on a 10 min cooldown...also like chainspell situational.

Stymie
Our lvl 96 1 hour ability. Almost guarantees the next enfeeble spell will land. More of a toy then a staple as its recast is rather prohibitive, it is nice to land that spell that keeps getting resisted.

Merits & Job Points



Group 1 Merits


Convert recast:
Probably your first 5/5, reduces the recast by 20 seconds/merit dropping Convert from 10 min to 8:20

Elemental Magic Accuracy
The remaining merit choices increases the accuracy of spells of the merited element by 3 per merit. This is very dependant on the individual rdm. personally I 5/5 Ice magic accuracy for Paralyze II.

Group 2 Merits


This is where I may find myself under attack, like the group 1s opinions vary.
Dia III
A potent defense down with light elemental damage and dot. Like Dia and Dia II, you will have to go out of your way to find a monster that can resist it. First merit unlocks it, subsequent merits increase duration.

augment increases duration by 6 seconds per merit

Slow II
Our Most potent attack speed reduction. Current endgame makes this a limited option due to the fact that NMs like the delve bosses have auto attacks that count like tp moves, making Slow worthless. First merit to unlock, subsequent to increast accuracy and potency.

increases duration by 5% per merit

Paralyze II
A wonderfull spell that can interupt auto attacks, tp moves and spells. Notably more potent then Paralyze, I recommend 5/5. First merit unlocks, subsequent increases accuracy and potency.

increases duration by 5% per merit

Phalanx II
A niche spell that has less uses now that Paladin has Phalanx. Less potent then Phalanx unless its 5/5 it has a greater duration and can be cast on others. First merit to unlock, subsequent merits to increase potency and duration.

increases duration by 8 seconds per merit

Bio III
An attack down with dark elemental damage and dot. Potency is dependant on dark skill, thus not as usefull as dia III. First merit to unlock subsequent to increase duration.

increases duration by 8 seconds per merit

Blind II
With current endgame, blind is a tool to exploit weaknessess, not as an accuracy down. Don't bother with blind II. First merit to unlock, subsequent merits to increase accuracy and potency.

increases duration by 5% per merit

Job Points


Chainspell Effect
Increases elemental magic damage by 2 while under chainspell.

Stymie Effect
Increases the effect duration of enfeebling magic by 1 secend while under stymie.

Convert Effect
Reduces the amount of hp Consumed by 1% per merit.

Magic accuracy Bonus
Increases magic accuracy by 1 per merit.

Composure Effect
Increases physical accuracy by 1 per merit.

Magic Attack Bonus
enhances MAB by 1 per merit.

Support Sub Jobs


White Mage: The Go-To support when main healing a group. A slew of status removals and erase makes this a solid when unsure of what to expect. Also, itemless reraise is a bonus.

Scholar: When petrification isnt going to be an issue, Scholar is the end all be all sub. Nearly all the status removals of whm. while giving light and dark arts for accuracy and potency and mp economy. Overall best in slot.

Black Mage:
When damage support and stuns are needed, or if you just want a fast way out.

Ninja:
If hate is fickle or there is no safe location from tp moves ninja gives attitional survivability through Utusuemi Shadows.

Weapons For Backline



Pure Giddyness in cure situations.


Excellent idle club if mp is a concern, also, "Regen" potency that rdm can use! OMG!


Depending on Augments, an amazing Nuking staff and/or a formidable Enfeebling staff.


Depending on Augments, can compete or beat Tamaxchi for cure potency or be an idle -dt mainhand.

There are a number of easier to obtain swords daggers and staves available, peruse as needed.

Equipment


Ladies and Gentlemen! Its time for the main event of the evening! I will generally keep mainhands out of the sets unless its a major piece of the set. How much you follow the sets is up to you!. RDM is job that gets very personallized.

ItemSet 330322
Designed to give refresh, regen and a smattering of -dt.

ItemSet 330334
For when you get that rare opportunity to take a knee, or your weakened...

ItemSet 330324
Curing set! try for 2% cure potency on either the genbu's shield or the gendewitha items.
Note! once potency is capped (50%) Healing skill is the most important stat. 1 healing skill = 2 Mind = 4 Vitality

ItemSet 330323
This caps FastCast at 80%. BE ADVISED! occ. quickens spellcasting from waist and ammo can cause spells to be cast in the fastcast set and not in potency sets. FYI I also run a set I call Halfcast of just the head and body, for those really short casting spells.

ItemSet 330320
A set to maximize Stoneskin, with -dt for flavor.

ItemSet 330314
This is a 500 enhancing skill set, assuming you merit enhancing skill of course.
the mainhand has an alternative in the secespita. it is also possible to max skill without a mainhand, but it takes quite a bit of extra gear.
This is used for variable potency spells such as bar spells, temper, phalanx, en-spells, etc.

ItemSet 330319
This is an enhancing set for when skill doesn't matter. Haste, aquaveil, REFRESH!!!!! and the like. Also note this is the set you use to cast on others. For those who noticed the Atrophy hands. the +1 atrophy hands give 16$ increase to duration. 4/5 empyrean +2 gives 35% set bonus for 51%, 5/5 empyrean gives 50% set bonus. Thus, +1% duration.

ItemSet 330325
Very strong Enfeebling set, Atrisieq hose on the macc path Lehbrailg +2 with macc preferred. While I would like to use potency gear like the estoqueur's sayon +2 or the Uk'uxkaj boots, current endgame NMs you want the additional potency on you wont be able to land them with the potency gear.

ItemSet 330338
A solid Nuking set. Idealy you want MAB and MACC on the Hagondes and Lehbrailg +2. MACC for sure.

ItemSet 330335
Movement speed and capped ptd and mdt. For when your running around with some big nasty chasing you. -pdt on the hagondes and beatific +1.

ItemSet 330339
A full potency dark skill set for Drain and Aspir /blm or /sch. More of a toy really. you will get better numbers mixing it with macc hagondes pieces.

"The Black Sheep: Melee Red Mage"


This section is for those of us who remember soloing the Primes at 75, Ash Dragon, running around the outside doting to death a Greater Amphitere. For those of us who believe there was a reason our Artifact weapon was a sword. A place for those poor souls twisted by SE into the Trolls under Marble Bridge. Welcome brother, we've been expecting you...

Weapons


There is Some massive debate about whats the better mainhand...well im not gonna make claims. just gonna list them.
lets get started with teh RMEs.


A major condender for best mainhand sword. good damage and +40 attack for a job thats really attack starved.


Our Mythic...well its Mythical all right. Death blossom can put out good damage on occation, ive hit 4k on ilvl content, but it falls fast when attack is low and there is no good thing about this sword except as an enfeebling mainhand or as a blink piece for convert. Definatly not worth the trouble to make it for most people.


Our Empyrean Weapon. decent damage, a fair ammount of dex, which is good considering RDM has accuracy issues more often then other jobs. Chant du cygne is a top notch weaponskill so the aftermath is an added bonus. but the cost of heavy metal plates puts this in the same position as the mythic


A veritable beast of a knife. roughly equivalent to the exaclibur overall. Considered best offhand for rdm/dualwield. That being said going through the trouble of making a relic just for an offhand is not for everyone.


A veritable powerhouse of a sword. high damage strength accuracy attack and double attack. Definatly a top dog contender.


A rather interesting set of stats on this. same damage as the Buramenk'ah, 10 strenght and double attack. as well as magic damage. an interesting tool slightly under buramenk'ah for physical but could be a nice sword for hybrid damage without tp loss.


beastly. highest damage so far, and the augments range from acc/atk, double attack, cure potency, Magic damage, -dt and more. how competitive it is depends on the augments it gets but it could easily beat the Buramenk'ah with the right augments.


hmm...mezzonoited sword it has potential. but considering what it would take to max out id say its not worth it.


well, good damage and accuracy is a plus. Magic damage is also nice. a toy for aeolian edge cleaving.

Subjobs


This creates a problem damage over time vs spike damage, or dps vs alpha if you prefer. And it circles around one trait, Dual Wield.

Warrior: A solid dd sub with Berzerk, warcry aggressor for solid weaponskill damage.

Dark Knight:
a higher attack trait then war with some damage tools an interesting choice.

Thief:
For when your farming for drops or if you want to play with Sneak Attack for critting Death Blossom.

Dragoon:
For when accuracy is needed.

Blue Mage:
The classic Super Tank sub. same attack trait as war and cocoon makes for a formidible sub

Dancer:
best overall Dual Wield subjob. Healing waltz removes potentially dangerous status ailments, as well as an additional haste sourse and alternative healing.

Ninja:
Dual Wield plus Shadows, whats not to like?

Equipment


Well, time to go down the rabbit hole so to speak.

ItemSet 330329
This is a max accuracy set for when your having some serious issues. Combine it with the following sets as needed.

ItemSet 330328
accuracy, capped haste and multihit. best for meleeing with a shield.

ItemSet 330332
TP set for when your /nin or /dnc

ItemSet 330327
A capped haste capped damage reduction set. harkens back to supertank rdm. pdt on the shield and maybe sword to cap- 6% needed. Additional note, while rdm tank doesnt work anymore, this set is more superholder rdm, for times when the tank falls down and someone gotta deal with the nm. in a rudimentary version of this set I held Tojil with stun support long enough for the rest of the party to regroup/unweaken.

ItemSet 330333
For when you want to maximize your enspells. more of a toy/resource set for the other sets.

ItemSet 330331
This is a general ws set for the likes of savage blade, death blossom, and knights of the round. Customize as needed.

ItemSet 330336
Chant du Cygne is our best sword ws, as such here is a customed set. tweak to your liking.

ItemSet 330337
Requiescat is primaraly an attack starved utility type weaponskill, used when the target has -dt, it gets elemental gorget/belt bonus for all hits and benifits greatly from tp bonus as its ftp changes the attack down from -20% at 1000tp to -0% at 3000tp.




And thats the guide folks! If you want something added or if i missed something let me know, but for right now im gonna fall down, k thanks bye!
Author: tassidaru
Collaborators: Jassik
Date Created: 2014-11-01 22:09:09
Date Last Modified: 2014-11-01 22:10:02
Updates: 2
Bytes: 17946