User:Chizel/Sandbox GobbieRDM

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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

RDMicon.gif Roles & Functions
Communicator 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.
Enfeebler/Crowd-Controller 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 icon.png Naegling or Crocea Mors icon.png 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.
Enhancer 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.
Healer/Healing Support 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.pngLight 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 Job Point-Icon.png category can significantly boost your MP management on top of Conserve MP.
Nuker 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 Merit Point-Icon.png 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.pngDark 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.
Combat Mage 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 icon.png Crocea Mors or the cheaper yet completely viable Vitiation Sword icon.png Vitiation Sword. When you can't reign supreme over the land of Elemental Weapon Skill damage, you'll always have Naegling icon.png 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 icon.png Karambit, Ullr icon.png Ullr, as well as some pretty decent clubs, and some really strong daggers like Gleti's Knife icon.png Gleti's Knife, Mpu Gandring (Level 119 III) icon.png Mpu Gandring (Level 119 III), and the situationally useful Mandau (Level 119 III) icon.png Mandau (Level 119 III).

Abilities and Traits

Job Traits
Lvl. Name Notes
10
30
50
70
81
Resist Petrify (10%)
Resist Petrify II (15%)
Resist Petrify III (20%)
Resist Petrify IV (25%)
Resist Petrify V (30%)
Gives you slight resistance against petrification.
Starting at 10% and increasing 5% per tier to a maximum of 30% at level 81.
15
35
55
76
89
150 JP Gift
500 JP Gift
1125 JP Gift
2000 JP Gift
Fast Cast (10%)
Fast Cast II (15%)
Fast Cast III (20%)
Fast Cast IV (25%)
Fast Cast V (30%)
Fast Cast VI (32%)
Fast Cast VII (34%)
Fast Cast VIII (36%)
Fast Cast IX (38%)
Quickens spellcasting.
Starting at 5% and capping out at 38% at 2000 Job Points applied.
Atrophy Chapeau icon.png Enhances "Fast Cast" effect +11~16%
Vitiation Tabard icon.png "Fast Cast" +12~15%
Lethargy Earring icon.png Right Ear: "Fast Cast" +7~9%
Crocea Mors icon.png "Fast Cast" +10~20% depending on the quality of the JSE weapon.
20
40
86
Magic Attack Bonus (20%)
Magic Attack Bonus II (24%)
Magic Attack Bonus III (28%)
Improves power of magic spells.
25
45
96
Magic Defense Bonus (10%)
Magic Defense Bonus II (12%)
Magic Defense Bonus III (14%)
Improves defense against magic spells.
26 Tranquil Heart Reduces enmity gain when casting healing magic.
31
53
75
Clear Mind
Clear Mind II
Clear Mind III
Raises amount of MP recovered while resting.
60 Damage Limit+ I (+26/256, ~0.1) Grants a bonus to maximum physical damage. NOTE: this does not directly increase your actual physical damage but instead raises your pDIF cap.
85
95
Magic Burst Bonus I (+5%)
Magic Burst Bonus II (+7%)
Improves magic burst damage.
Starting at 5% at level 85 and raising to 7% at level 95.
87
97
Shield Mastery I (+10 TP)
Shield Mastery II (+20 TP)
Grants bonus TP when blocking an attack with a shield. Also prevents spell interruption.
Starting at +10 TP/blocked attack and capping at +20 TP/blocked attack.
Job Ability
Lvl. Name Notes
1 Two-Hour abilityChainspell Allows rapid spellcasting.
Vitiation Tabard icon.png Augment-Icon.png: Enhances "Chainspell" effect. Adds 20 seconds to the duration of Chainspell.
40 Convert Swaps current HP with MP.
Murgleis (Level 75) icon.png Augments Convert - Restores 50% of the player's Maximum HP at the time of activation.
Job Points: Convert Effect - Restores between 1~20% of the player's Maximum HP at the time of activation and is additive with Murgleis.
50 Composure Increases accuracy and lengthens recast time. Enhancement effects gained through white and black magic you cast on yourself last longer. Increases the damage of enspells for the duration.
Lethargy Chappel icon.png, Lethargy Sayon icon.png, Leth. Gantherots icon.png, Leth. Fuseau icon.png, Leth. Houseaux icon.png Set: Augments Composure effect. Causes enhancing magic and enfeebling magic spells to have increased duration based on 2 or more pieces being equipped at the time of casting (+10~50% duration bonus), and does not affect enhancing spells cast on yourself.
83 Saboteur Spells you cast gain enhanced magic accuracy, and if they are enfeeblement magic, their effect and duration will be enhanced.
Leth. Gantherots icon.png Saboteur +11~14
95 Spontaneity Reduces casting time for the next magic spell the target casts.
96 Two-Hour abilityStymie Greatly increases the accuracy of the next enfeebling magic spell.

Merit & Job Points Progression

Merit Point Recommendations
Group 1
Merit Point-Icon.png Description Notes
Convert Recast Shorten recast time by 20 seconds. 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.
  • 0/0
Fire Magic Accuracy Increase the accuracy of Fire spells by 3. 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
Ice Magic Accuracy Increase the accuracy of Ice spells by 3. 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
Wind Magic Accuracy Increase the accuracy of Wind spells by 3. 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
Earth Magic Accuracy Increase the accuracy of Earth spells by 3. 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
Lightning Magic Accuracy Increase the accuracy of Lightning spells by 3. 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!
  • 0/5
Water Magic Accuracy Increase the accuracy of Water spells by 3. 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!
  • 0/5
Group 2
Enfeebling Magic Duration Increases enfeebling magic duration by 6 seconds. 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
Magic Accuracy Increases magic accuracy by 5. 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
Enhancing Magic Duration Increases enhancing magic duration by 6. 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.
  • 0/5
Immunobreak Chance Increases chance of immunobreak occurring by 3%. 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
En-spell Damage Increases damage of Enspell effect by 3, and Enspell II effect by 6. 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.
  • Solo RDMs: 5/5
Accuracy Increases accuracy by 5. 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.
  • 0/5
Job Point Progression
Priority Job Point-Icon.png Notes
1 Magic Accuracy Bonus
  • Increases Magic Accuracy.
  • Magic Accuracy +1 per JP for a total of +20 Magic Accuracy at 20/20.
Almost a "no-brainer." Increasing our Magic Accuracy helps us land spells, to improve and grow at this job, landing crucial debuffs is paramount.
2 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.
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.
3 Enfeebling Magic Duration
This should round off our enfeebling category for now, and RDMs should be set to start working on Enhancing Duration for a while.
4 Enhancing Magic Duration
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.
5 Stymie Effect
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.
6 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.
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!
Player Choice
7~10
Magic Atk. Bonus
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!
Player Choice
7~10
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.
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.
Player Choice
7~10
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.
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!
Player Choice
7~10
Chainspell Effect
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!"

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's M.board icon.png Scholar
The content-aligned Red Mage's go-to choice for support job. Scholar brings a lot to the table.
Recommendation: HIGH
Abilities Added:
Traits Added:
Spells Added:
Master Level Abilities Added:
Master Level Traits Added: None Available
Master Level Spells Added:
Healer's Cap icon.png White Mage
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.
Recommendation: MEDIUM (For starting/non-mastered Red Mages: HIGH)
Abilities Added:
Traits Added:
Spells Added:
Master Level Abilities Added: None Available
Master Level Traits Added:
Master Level Spells Added:
Wizard's Petasos icon.png Black Mage
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.
Recommendation: HIGH
Abilities Added:
Traits Added:
Spells Added:
Master Level Abilities Added: None Available
Master Level Traits Added:
Master Level Spells Added:

Physical Support Jobs

Ninja Hatsuburi icon.png Ninja
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:

  • Physical DamageSingle 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.)
  • Physical DamageAoE Physical (Typically removes 2~3 shadows. There are some physical moves that will clear 3 shadows such as "Spike Flail.")
  • Magical DamageSingle Target Magical (Consumes a single shadow.)
  • Magical DamageAoE Magical (Removes all shadows and damages.)
  • Breath DamageSingle Target Breath Damage (Ignores shadows, but does not typically remove them.)
  • Breath DamageAoE 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.

Recommendation: HIGH
Abilities Added: None available.
Traits Added:
Spells Added:
Master Level Abilities Added: None Available
Master Level Traits Added:
Master Level Spells Added: None available
Dancer's Tiara icon.png Dancer
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.
Recommendation: MEDIUM
Abilities Added:
Traits Added:
Spells Added: None available.
Master Level Abilities Added:
Master Level Traits Added:
Master Level Spells Added: None available.

Specific Use Cases

Chaos Burgeonet icon.png Dark Knight
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.
Recommendation: HIGH
Abilities Added:
Traits Added:
Spells Added:
Master Level Abilities Added:
Master Level Traits Added:
Master Level Spells Added: None Available
Runeist Bandeau icon.png Rune Fencer
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.
Recommendation: MEDIUM
Abilities Added:
Traits Added:
Spells Added:
Master Level Abilities Added:
Master Level Traits Added:
Master Level Spells Added:

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. BeginnerMid-TierHigh-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
100~200 Points 600 Points 800 Points 1,000 Points

  • 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.
Ambuscade Rewards
Ambuscade Armor Ambuscade Capes Ambuscade Weapons

  • 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
Unity Weapons Unity Armor Unity Accessories

  • 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
Accessories & Armor JSE Upgrade Materials JSE Upgrade Currency

  • 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 Idris (Level 119) icon.pngEpeolatry (Level 119) icon.png Ergon Weapon forging.
Delve Rewards
Accessories Weapons JSE Upgrade Materials


  • 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 Tabard +2 icon.png 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 Card icon.png 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 Viti. Tabard +2 icon.png 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.
Ambuscade Rewards
Ambuscade Armor Ambuscade Capes Ambuscade Weapons

Unity Rewards
Unity Weapons & Armor JSE Upgrade Materials

  • 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
Midboss Accessories Caturae NM Gear JSE Upgrade Materials

  • 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.
Vagary Rewards
JSE Upgrade Materials

  • 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.
Dynamis - Divergence
Zone for Clear +2 Upgrade Materials +3 Upgrade Materials
Windurst-Flag.jpg Dynamis - Windurst (D)
Jeuno-Flag.jpg Dynamis - Jeuno (D)
Bastok-Flag.jpg Dynamis - Bastok (D)
San d'Oria Flag.jpg Dynamis - San d'Oria (D)
Windurst-Flag.jpgBastok-Flag.jpgJeuno-Flag.jpgSan d'Oria Flag.jpg
All Zones Clear



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 S. Astral Detritus icon.png 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 S. Astral Detritus icon.png 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.
Dynamis - Divergence
Zone for Clear Disjoined NM Augment Clear
Windurst-Flag.jpg Dynamis - Windurst (D) Disjoined Tarutaru
Jeuno-Flag.jpg Dynamis - Jeuno (D) Disjoined Mithra
Bastok-Flag.jpg Dynamis - Bastok (D) Disjoined Galka
San d'Oria Flag.jpg Dynamis - San d'Oria (D) Disjoined Elvaan

  • 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:
Odyssey Rewards
Atonement 1 & 2 Rewards Atonement 3 Rewards Atonement 4 Rewards

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:
Limbus
Atrophy Armor Set +4 Relevant Attributes Increased Vitiation Armor Set +4 Relevant Attributes Increased
Atro. Chapeau +4 icon.png Atro. Chapeau +4 MND+5 M.Acc.+10 Eva.+40 M.Eva.+25 Viti. Chapeau +4 icon.png Viti. Chapeau +4 STR+5 INT+5 Acc.+5 Att.+10 M.Acc.+5 Eva.+25 M.Eva.+40 Enf. Skill+1 WSD+3%
Atrophy Tabard +4 icon.png Atrophy Tabard +4 MND+5 M.Acc.+10 Eva.+40 M.Eva.+25 Enf. Skill+1 Viti. Tabard +4 icon.png Viti. Tabard +4 INT+5 M.Acc.+5 Eva.+25 M.Eva.+40 Healing Skill+1 Enh. Skill+1
Atro. Gloves +4 icon.png Atro. Gloves +4 MND+5 M.Acc.+63 Eva.+40 M.Eva.+25 Viti. Gloves +4 icon.png Viti. Gloves +4 INT+5 M.Acc.+5 Eva.+25 M.Eva.+40 Enh. Skill+1
Atro. Tights +4 icon.png Atro. Tights +4 MND+5 M.Acc.+59 Eva.+40 M.Eva.+25 Enh. Skill+1 Viti. Tights +4 icon.png Viti. Tights +4 INT+5 M.Acc.+5 Eva.+25 M.Eva.+40 Elemental Skill+1
Atro. Boots +4 icon.png Atro. Boots +4 MND+5 M.Acc.+66 Eva.+40 M.Eva.+25 Shield Skill+1 Viti. Boots +4 icon.png Viti. Boots +4 INT+5 M.Acc.+5 Eva.+25 M.Eva.+40 "Mag. Atk. Bns."+3 Enf. Skill+1


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

Sucellos's Cape description.png
Below is an entirely incomplete list of some cape augmentation examples that you may need as you play RDM.

Sucellos's Cape icon.png Sucellos's Cape Builds
Abdhaljs Materials Notes
Hybrid-Enfeeble/Enhancing

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 AugRank10.png 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.
Cure Potency

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.
Dual Wield

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.
Savage Blade/Knights of Round
Just your run of the mill STR based Weapon Skill cape! Looks like all other Savage Blade capes, but this one is red.
Seraph Blade/Sanguine Blade

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.

Skirmish Cape

Ghostfyre Cape description.png

The Ghostfyre Cape icon.png 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 icon.png Ghostfyre Cape and
Refractive Crystal icon.png 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
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.
Early Progression Damage Taken (DT) targets:
All base Damage Taken categories cap at -50%
  • Physical Damage Physical Damage Taken (PDT): this will greatly help you mitigate auto-attack damage from enemies focused on you early on.
  • Magical Damage 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 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 Tabard icon.png Malignance attire set. Creatures in the dragon family also utilize this type of damage.
    • Most, if not all, items with Augment-Icon.png 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."
Note on Malignance Gear
Malignance Tabard icon.png 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.

Idle Sets

Beginner Idle
Post-Rhapsodies of Vana'diel  
32x32.png 32x32.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Aya. Zucchetto +1 icon.pngAya. Zucchetto +1 description.png Twilight Torque icon.pngTwilight Torque description.png Eabani Earring icon.pngEabani Earring description.png Odnowa Earring icon.pngOdnowa Earring description.png
Ayanmo Corazza +1 icon.pngAyanmo Corazza +1 description.png Aya. Manopolas +1 icon.pngAya. Manopolas +1 description.png Gelatinous Ring icon.pngGelatinous Ring description.png Defending Ring icon.pngDefending Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Flume Belt icon.pngFlume Belt description.png Aya. Cosciales +1 icon.pngAya. Cosciales +1 description.png Aya. Gambieras +1 icon.pngAya. Gambieras +1 description.png
  DT-32%
PDT-20%
DEF+617
Eva.+209
M.Eva.+330
M.Def.Bns.+21
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.


Mid-Tier Idle
Omen/Dynamis Progression  
Sakpata's Sword icon.pngSakpata's Sword description.png Genmei Shield icon.pngGenmei Shield description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Leth. Chappel +2 icon.pngLeth. Chappel +2 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Eabani Earring icon.pngEabani Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Lethargy Sayon +2 icon.pngLethargy Sayon +2 description.png Leth. Ganth. +2 icon.pngLeth. Ganth. +2 description.png Warden's Ring icon.pngWarden's Ring description.png Fortified Ring icon.pngFortified Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Carrier's Sash icon.pngCarrier's Sash description.png Leth. Fuseau +2 icon.pngLeth. Fuseau +2 description.png Leth. Houseaux +2 icon.pngLeth. Houseaux +2 description.png
  DT-53%
DEF+852~857
Eva.+425
M.Eva.+655
M.Def.Bns.+43
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!


High-Tier Idle
Sortie/Odyssey Progression  
Sakpata's Sword icon.pngSakpata's Sword description.png Sacro Bulwark icon.pngSacro Bulwark description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Viti. Chapeau +3 icon.pngViti. Chapeau +3 description.png Warder's Charm +1 icon.pngWarder's Charm +1 description.png Eabani Earring icon.pngEabani Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Lethargy Sayon +3 icon.pngLethargy Sayon +3 description.png Bunzi's Gloves icon.pngBunzi's Gloves description.png Warden's Ring icon.pngWarden's Ring description.png Fortified Ring icon.pngFortified Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Carrier's Sash icon.pngCarrier's Sash description.png Nyame Flanchard icon.pngNyame Flanchard description.png Bunzi's Sabots icon.pngBunzi's Sabots description.png
  DT-62%
DEF+816~845
Eva.+391~410
M.Eva.+655~696
M.Def.Bns.+40
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 icon.png 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.

Fast Cast Progression


Fast Cast & Quick Magic

Fast Cast & Quick Magic Information
Fast Cast
"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.
Quick Magic
"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 Job Point-Icon.png 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.

Fast Cast Sets

Beginner Fast Cast
Post-Rhapsodies of Vana'diel  
Egeking icon.pngEgeking description.png
Augment-Icon.png
Chanter's Shield icon.pngChanter's Shield description.png 32x32.png Sapience Orb icon.pngSapience Orb description.png
Atro. Chapeau +1 icon.pngAtro. Chapeau +1 description.png Loricate Torque icon.pngLoricate Torque description.png Loquac. Earring icon.pngLoquac. Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Viti. Tabard +1 icon.pngViti. Tabard +1 description.png Aya. Manopolas +1 icon.pngAya. Manopolas +1 description.png Ayanmo Ring icon.pngAyanmo Ring description.png Defending Ring icon.pngDefending Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Aya. Cosciales +1 icon.pngAya. Cosciales +1 description.png Aya. Gambieras +1 icon.pngAya. Gambieras +1 description.png
  M.Eva+360
Haste+25%
"Fast Cast"+61
DT-31%
Notes: A fresh 119 RDM with 0 Job Point-Icon.png 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.


Mid-Tier Fast Cast
Omen/Dynamis Progression  
Sakpata's Sword icon.pngSakpata's Sword description.png Genmei Shield icon.pngGenmei Shield description.png 32x32.png Sapience Orb icon.pngSapience Orb description.png
Atro. Chapeau +2 icon.pngAtro. Chapeau +2 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Loquac. Earring icon.pngLoquac. Earring description.png Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Viti. Tabard +2 icon.pngViti. Tabard +2 description.png Nyame Gauntlets icon.pngNyame Gauntlets description.png Warden's Ring icon.pngWarden's Ring description.png Defending Ring icon.pngDefending Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Flume Belt +1 icon.pngFlume Belt +1 description.png Bunzi's Pants icon.pngBunzi's Pants description.png Nyame Sollerets icon.pngNyame Sollerets description.png
  M.Eva+632
Haste+30%
“Fast Cast”+42
DT-52%
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.


High-Tier Fast Cast
Sortie/Odyssey Progression  
Crocea Mors icon.pngCrocea Mors description.png Sacro Bulwark icon.pngSacro Bulwark description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Atrophy Chapeau +3 icon.pngAtrophy Chapeau +3 description.png Loricate Torque +1 icon.pngLoricate Torque +1 description.png
Augment-Icon.png
Odnowa Earring +1 icon.pngOdnowa Earring +1 description.png
Augment-Icon.png
Leth. Earring +1 icon.pngLeth. Earring +1 description.png
Bunzi's Robe icon.pngBunzi's Robe description.png Bunzi's Gloves icon.pngBunzi's Gloves description.png Warden's Ring icon.pngWarden's Ring description.png Defending Ring icon.pngDefending Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Carrier's Sash icon.pngCarrier's Sash description.png Bunzi's Pants icon.pngBunzi's Pants description.png Bunzi's Sabots icon.pngBunzi's Sabots description.png
  M.Eva+691
Haste+30%
"Fast Cast"+44
DT-65%
Notes: Well on your way now, and sitting right on that chonky bean bag of super-available Damage Taken and/or Magic Evasion heavy gear, there's just no stopping you. When you're not rocking NIN support job, the Defending Ring icon.png Defending Ring isn't doing a whole lot for you, so feel free to swap it for some SIRD or Magic Evasion. (Notables: Freke Ring icon.png Freke Ring or Purity Ring icon.png Purity Ring)

Healing Magic Progression


Healing Magic

Healing Magic Information
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.

Cure Sets

Beginner Curing
Post-Rhapsodies of Vana'diel  
Nibiru Cudgel icon.pngNibiru Cudgel description.png
Augment-Icon.png
Sors Shield icon.pngSors Shield description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Vanya Hood icon.pngVanya Hood description.png
Augment-Icon.png
Loricate Torque icon.pngLoricate Torque description.png Mendi. Earring icon.pngMendi. Earring description.png Meili Earring icon.pngMeili Earring description.png
Viti. Tabard +1 icon.pngViti. Tabard +1 description.png Vanya Cuffs icon.pngVanya Cuffs description.png
Augment-Icon.png
Ephedra Ring icon.pngEphedra Ring description.png Defending Ring icon.pngDefending Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Sacro Cord icon.pngSacro Cord description.png Atrophy Tights +1 icon.pngAtrophy Tights +1 description.png Vanya Clogs icon.pngVanya Clogs description.png
Augment-Icon.png
  "Cure" Potency+58%
MND+202
Healing Skill+137
DT-22%
M.Eva.+434
Enmity-8
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.pngAddendum: 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.png Light Arts and without the /SCH support job, +132 Healing Magic Skill is needed to cap Tranquil Heart.


Mid-Tier Curing
Omen/Dynamis Progression  
Daybreak icon.pngDaybreak description.png Sors Shield icon.pngSors Shield description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Bunzi's Hat icon.pngBunzi's Hat description.png Incanter's Torque icon.pngIncanter's Torque description.png Mendi. Earring icon.pngMendi. Earring description.png Regal Earring icon.pngRegal Earring description.png
Bunzi's Robe icon.pngBunzi's Robe description.png Bunzi's Gloves icon.pngBunzi's Gloves description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Luminary Sash icon.pngLuminary Sash description.png Bunzi's Pants icon.pngBunzi's Pants description.png Bunzi's Sabots icon.pngBunzi's Sabots description.png
  "Cure" Potency+53%
MND+265
Healing Skill+15
DT-53%
M.Eva.+747
Enmity-50
Notes: Not as concerned about the Tranquil Heart trait in progressive sets beyond Beginner with much more availability in -Enmity gear, we start to focus on more defensive stats like DEF and Magic Evasion. Feel free to utilize a couple Abdhaljs Needle icon.png Abdhaljs Needles on your Ambuscade Cape to convert the +10% Haste to -10 Enmity or "Cure" Potency if you need it, and can probably do away with the Damage Taken for Magic Evasion. Tranquil Heart is starting to do less and less work, pound for pound, compared to your Enmity reduction gear.


High-Tier Curing
Sortie/Odyssey Progression  
Daybreak icon.pngDaybreak description.png Sacro Bulwark icon.pngSacro Bulwark description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Bunzi's Hat icon.pngBunzi's Hat description.png Incanter's Torque icon.pngIncanter's Torque description.png Magnetic Earring icon.pngMagnetic Earring description.png Regal Earring icon.pngRegal Earring description.png
Bunzi's Robe icon.pngBunzi's Robe description.png Bunzi's Gloves icon.pngBunzi's Gloves description.png Stikini Ring icon.pngStikini Ring description.png Menelaus's Ring icon.pngMenelaus's Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Luminary Sash icon.pngLuminary Sash description.png Bunzi's Pants icon.pngBunzi's Pants description.png Bunzi's Sabots icon.pngBunzi's Sabots description.png
  "Cure" Potency+52%
MND+280
Healing Skill+30
DT-53%
M.Eva.+747
Enmity-50
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.

Status Removal Sets

Beginner Status Cures
Post-Rhapsodies of Vana'diel  
Egeking icon.pngEgeking description.png
Augment-Icon.png
Genmei Shield icon.pngGenmei Shield description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Vanya Hood icon.pngVanya Hood description.png
Augment-Icon.png
Henic Torque icon.pngHenic Torque description.png Meili Earring icon.pngMeili Earring description.png Beatific Earring icon.pngBeatific Earring description.png
Vanya Robe icon.pngVanya Robe description.png
Augment-Icon.png
Aya. Manopolas +1 icon.pngAya. Manopolas +1 description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Vates Cape +1 icon.pngVates Cape +1 description.png Bishop's Sash icon.pngBishop's Sash description.png Atrophy Tights +1 icon.pngAtrophy Tights +1 description.png Vanya Clogs icon.pngVanya Clogs description.png
Augment-Icon.png
  Healing Skill +133
DT-15%
PDT-10%
"Fast Cast"+8%
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.pngLight 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.


Mid-Tier Status Cures
Omen/Dynamis Progression  
Sakpata's Sword icon.pngSakpata's Sword description.png Genmei Shield icon.pngGenmei Shield description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Vanya Hood icon.pngVanya Hood description.png
Augment-Icon.png
Incanter's Torque icon.pngIncanter's Torque description.png Meili Earring icon.pngMeili Earring description.png Beatific Earring icon.pngBeatific Earring description.png
Viti. Tabard +2 icon.pngViti. Tabard +2 description.png Bunzi's Gloves icon.pngBunzi's Gloves description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Vates Cape +1 icon.pngVates Cape +1 description.png Bishop's Sash icon.pngBishop's Sash description.png Atrophy Tights +2 icon.pngAtrophy Tights +2 description.png Vanya Clogs icon.pngVanya Clogs description.png
Augment-Icon.png
  Healing Skill+136
DT-31%
PDT-10%
"Fast Cast"+24%
Notes:
Yay, progression!


High-Tier Status Cures
Sortie/Odyssey Progression  
Sakpata's Sword icon.pngSakpata's Sword description.png Sacro Bulwark icon.pngSacro Bulwark description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Bunzi's Hat icon.pngBunzi's Hat description.png Incanter's Torque icon.pngIncanter's Torque description.png Meili Earring icon.pngMeili Earring description.png Beatific Earring icon.pngBeatific Earring description.png
Viti. Tabard +3 icon.pngViti. Tabard +3 description.png Bunzi's Gloves icon.pngBunzi's Gloves description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Vates Cape +1 icon.pngVates Cape +1 description.png Bishop's Sash icon.pngBishop's Sash description.png Atrophy Tights +3 icon.pngAtrophy Tights +3 description.png Bunzi's Sabots icon.pngBunzi's Sabots description.png
  Healing Skill+83
DT-54%
"Fast Cast"+35%
Enmity-29
Notes: Opting for much more Magic Evasion, Magic Defense, Damage Taken reduction, and Enmity reduction gear at more advanced content levels, as well as more "Fast Cast" will allow you to function more swiftly as a status effect healer when your support job is either /WHM or /SCH under Addendum- White.pngAddendum: White. Stikini Ring +1 icon.png Stikini Ring +1 also an option provided you have the disposable income for it.

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.pngLight Arts. At 99 a Red Mage should have 8 points into their Enhancing Magic Skill Merit Point-Icon.png 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.

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 Job Point-Icon.png.

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 + Augment-Icon.pngDuration+η%) × (Composure Duration Multiplier)
    • For instance, the Refresh line of spells have a base duration of 150 sec. With 0 Job Point-Icon.png 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).
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 icon.pngAtrophy 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 + Augment-Icon.pngDuration+η%) × (1 + Lethargy Sayon icon.pngAugments Composure Multiplier)

Enhancing Magic Sets

Beginner Enhancing
Post-Rhapsodies of Vana'diel  
Colada icon.pngColada description.png
Augment-Icon.png
Genmei Shield icon.pngGenmei Shield description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Telchine Cap icon.pngTelchine Cap description.png
Augment-Icon.png
Loricate Torque icon.pngLoricate Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Telchine Chas. icon.pngTelchine Chas. description.png
Augment-Icon.png
Atrophy Gloves +1 icon.pngAtrophy Gloves +1 description.png Ayanmo Ring icon.pngAyanmo Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Aya. Cosciales +1 icon.pngAya. Cosciales +1 description.png Leth. Houseaux +1 icon.pngLeth. Houseaux +1 description.png
  Aug.Enh.Dur.+4~44%
Enh. Duration+56%
Enh. Skill+53~62
"Fast Cast"+14%
DT-21%
PDT-10%
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.


Mid-Tier Enhancing
Omen/Dynamis Progression  
Colada icon.pngColada description.png
Augment-Icon.png
Sacro Bulwark icon.pngSacro Bulwark description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Bunzi's Hat icon.pngBunzi's Hat description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Mimir Earring icon.pngMimir Earring description.png Leth. Earring +1 icon.pngLeth. Earring +1 description.png
Bunzi's Robe icon.pngBunzi's Robe description.png Atrophy Gloves +2 icon.pngAtrophy Gloves +2 description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Bunzi's Pants icon.pngBunzi's Pants description.png Leth. Houseaux +2 icon.pngLeth. Houseaux +2 description.png
  Aug.Enh.Dur.+3~44%
Enh. Duration+71%
Enh. Skill +46~55
"Fast Cast"+27%
DT-49%
Notes:
Similar to the previous set but with some enhancements to "Fast Cast", Damage Taken and Enhancing Magic Duration.


High-Tier Enhancing
Sortie/Odyssey Progression  
Colada icon.pngColada description.png
Augment-Icon.png
Sacro Bulwark icon.pngSacro Bulwark description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Bunzi's Hat icon.pngBunzi's Hat description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Mimir Earring icon.pngMimir Earring description.png Leth. Earring +1 icon.pngLeth. Earring +1 description.png
Bunzi's Robe icon.pngBunzi's Robe description.png Atrophy Gloves +3 icon.pngAtrophy Gloves +3 description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Bunzi's Pants icon.pngBunzi's Pants description.png Leth. Houseaux +3 icon.pngLeth. Houseaux +3 description.png
  Aug.Enh.Dur.+3~44%
Enh. Duration+78%
Enh. Skill +54~63
"Fast Cast"+27%
DT-49%
Notes:
Same as the Mid-Tier, but with slightly more Enhancing Magic Skill and Duration.

Composure Sets

Beginner Buff Others
Post-Rhapsodies of Vana'diel  
Colada icon.pngColada description.png
Augment-Icon.png
Genmei Shield icon.pngGenmei Shield description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Leth. Chappel +1 icon.pngLeth. Chappel +1 description.png Melic Torque icon.pngMelic Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Lethargy Sayon +1 icon.pngLethargy Sayon +1 description.png Atrophy Gloves +1 icon.pngAtrophy Gloves +1 description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Leth. Fuseau +1 icon.pngLeth. Fuseau +1 description.png Leth. Houseaux +1 icon.pngLeth. Houseaux +1 description.png
  Enh. Skill +61~70
Aug.Enh.Dur. +2~24%
Enh. Duration +56%
Composure Dur. +35%
DT -12%
PDT -10%
Notes:
Grellow.pngIf you haven't upgraded your Lethargy Sayon icon.png Lethargy Armor Set to iLevel 119 yet, I strongly recommend, if you are at this point, taking time to gather some friends to either clear/farm Vagary or do the Alternative Battlefields to upgrade to the Lethargy Sayon +1 icon.png Lethargy Armor Set +1.


Mid-Tier Buff Others
Omen/Dynamis Progression  
Colada icon.pngColada description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Leth. Chappel +2 icon.pngLeth. Chappel +2 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Lethargy Sayon +2 icon.pngLethargy Sayon +2 description.png Atrophy Gloves +2 icon.pngAtrophy Gloves +2 description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Leth. Fuseau +2 icon.pngLeth. Fuseau +2 description.png Leth. Houseaux +2 icon.pngLeth. Houseaux +2 description.png
  Enh. Skill +46~55
Aug.Enh.Dur. +3~44%
Enh. Duration +71%
Composure Dur. +35%
DT-35%
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.


High-Tier Buff Others
Sortie/Odyssey Progression  
Colada icon.pngColada description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Leth. Chappel +3 icon.pngLeth. Chappel +3 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Lethargy Sayon +3 icon.pngLethargy Sayon +3 description.png Atrophy Gloves +3 icon.pngAtrophy Gloves +3 description.png Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Leth. Fuseau +3 icon.pngLeth. Fuseau +3 description.png Leth. Houseaux +3 icon.pngLeth. Houseaux +3 description.png
  Enh. Skill +59~68
Aug.Enh.Dur. +3~44%
Enh. Duration +80%
Composure Dur. +35%
DT-37%
Notes:
Lethargy Earring of any rarity over Andoaa Earring if you have enough skill.

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) + MND130 = Enhancing Magic Skill + (3 × MND) - 190
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 Light Arts.pngAccession 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 Necklace icon.png Sroda Necklace 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.)

Phalanx/Phalanx II

Phalanx Information
Phalanx Page Notes
Notable RDM Phalanx Tiers
  • Enhancing Magic Skill 420F = -32
  • Job Point-Icon.png ≥980 → Enhancing Magic Skill 443F = -33
  • Job Point-Icon.png ≥1805 + Enh. Skill +16 → Enhancing Magic Skill 472F = -34
  • Job Point-Icon.png ≥1805 + Enh. Skill +44 → Enhancing Magic Skill 500F = -35

"Phalanx" received +η gear directly increases the value of (F) and can exceed the skill-capped value of -35.

  • Wearing "Phalanx" received +η gear with a value less than the value currently applied will render a (no effect) error message. So PLDs and RUNs make sure you cancel that buff before getting that sultry phalanx rub-down from your RDMs, or at least put together an idle set. Ahem... this plays into that whole "Communication" thing I talked about early on.
Enhancing Magic Skill Progression through Job Points

Phalanx I Sets

Beginner Phalanx
Post-Rhapsodies of Vana'diel  
Egeking icon.pngEgeking description.png 32x32.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Taeon Chapeau icon.pngTaeon Chapeau description.png
Augment-Icon.png
Melic Torque icon.pngMelic Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Taeon Tabard icon.pngTaeon Tabard description.png
Augment-Icon.png
Taeon Gloves icon.pngTaeon Gloves description.png
Augment-Icon.png
Stikini Ring icon.pngStikini Ring description.png Stikini Ring icon.pngStikini Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Taeon Tights icon.pngTaeon Tights description.png
Augment-Icon.png
Taeon Boots icon.pngTaeon Boots description.png
Augment-Icon.png
  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 Ring icon.png Stikini Rings, they won't help you hit 500 skill until you're at ≥1805 Job Point-Icon.png anyway. This set should get you between 17~21 mins duration.


Mid-Tier Phalanx
Omen/Dynamis Progression  
Sakpata's Sword icon.pngSakpata's Sword description.png Forfend +1 icon.pngForfend +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Merlinic Hood icon.pngMerlinic Hood description.png
Augment-Icon.png
Incanter's Torque icon.pngIncanter's Torque description.png Mimir Earring icon.pngMimir Earring description.png Lethargy Earring icon.pngLethargy Earring description.png
Merlinic Jubbah icon.pngMerlinic Jubbah description.png
Augment-Icon.png
Chironic Gloves icon.pngChironic Gloves description.png
Augment-Icon.png
Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Merlinic Shalwar icon.pngMerlinic Shalwar description.png
Augment-Icon.png
Merlinic Crackows icon.pngMerlinic Crackows description.png
Augment-Icon.png
  Aug.Enh.Duration+1~20%
Enh.Duration+17%
Enh. Skill+51~60
Phalanx+10~30
DT-23%
PDT-2%
SIR-31%
Notes: The Merlinic Jubbah icon.png Merlinic Attire Set and Chironic Doublet icon.png Chironic Attire Set are basically interchangeable here. You are just trying to get the Dark Matter icon.png Dark Matter augments for free during the campaigns. Until you roll a Phalanx+3 or higher you can keep using your Taeon Tabard icon.png Taeon Attire Set. The Chironic Gloves icon.png 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.


High-Tier Phalanx
Sortie/Odyssey Progress  
Sakpata's Sword icon.pngSakpata's Sword description.png Forfend +1 icon.pngForfend +1 description.png
Augment-Icon.png
32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Merlinic Hood icon.pngMerlinic Hood description.png
Augment-Icon.png
Incanter's Torque icon.pngIncanter's Torque description.png Mimir Earring icon.pngMimir Earring description.png Leth. Earring +1 icon.pngLeth. Earring +1 description.png
Merlinic Jubbah icon.pngMerlinic Jubbah description.png
Augment-Icon.png
Chironic Gloves icon.pngChironic Gloves description.png
Augment-Icon.png
Stikini Ring icon.pngStikini Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Merlinic Shalwar icon.pngMerlinic Shalwar description.png
Augment-Icon.png
Merlinic Crackows icon.pngMerlinic Crackows description.png
Augment-Icon.png
  Aug.Enh.Dur.+1~20%
Enh. Dur.+18%
Enh. Skill+54~63
Phalanx+10~30
DT-23%
PDT-6%
SIR-31%
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 Ring +1 icon.png 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 icon.png 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  
Pukulatmuj icon.pngPukulatmuj description.png Genmei Shield icon.pngGenmei Shield description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Leth. Chappel +1 icon.pngLeth. Chappel +1 description.png Melic Torque icon.pngMelic Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Lethargy Sayon +1 icon.pngLethargy Sayon +1 description.png Viti. Gloves +1 icon.pngViti. Gloves +1 description.png Ayanmo Ring icon.pngAyanmo Ring description.png Stikini Ring icon.pngStikini Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Leth. Fuseau +1 icon.pngLeth. Fuseau +1 description.png Leth. Houseaux +1 icon.pngLeth. Houseaux +1 description.png
  Enhancing Skill +86~95
Aug.Enh.Dur. +1~20%
Enh. Duration +40%
Composure Dur. +50%
Notes: With capped Merit Point-Icon.png in Enhancing Magic Skill and 0 Job Point-Icon.png, 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 icon.png 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 icon.png 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.


Mid-Tier Phalanx II
Omen/Dynamis Progression  
Pukulatmuj +1 icon.pngPukulatmuj +1 description.png Ammurapi Shield icon.pngAmmurapi Shield description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Leth. Chappel +2 icon.pngLeth. Chappel +2 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Mimir Earring icon.pngMimir Earring description.png Lethargy Earring icon.pngLethargy Earring description.png
Lethargy Sayon +2 icon.pngLethargy Sayon +2 description.png Atrophy Gloves +2 icon.pngAtrophy Gloves +2 description.png Warden's Ring icon.pngWarden's Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Leth. Fuseau +2 icon.pngLeth. Fuseau +2 description.png Leth. Houseaux +2 icon.pngLeth. Houseaux +2 description.png
  Enhancing Skill +52~61
Aug.Enh.Dur. +2~40%
Enh. Duration +80%
Composure Dur. +35%
DT-35%
PDT-3%
Notes: Master RDM sits at 456 Enhancing Magic Skill and only needs +44 to meet the Phalanx cap of 500 skill. This set will get you there and buy you plenty of room to start layering in Damage Taken reduction gear and much longer Enhancing Magic Duration gear. You should be sitting a little under 17.5 minutes duration on your Phalanx II cast on others.


High-Tier Phalanx II
Sortie/Odyssey Progression  
Pukulatmuj +1 icon.pngPukulatmuj +1 description.png Ammurapi Shield icon.pngAmmurapi Shield description.png 32x32.png Staunch Tathlum +1 icon.pngStaunch Tathlum +1 description.png
Leth. Chappel +3 icon.pngLeth. Chappel +3 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Mimir Earring icon.pngMimir Earring description.png Leth. Earring +1 icon.pngLeth. Earring +1 description.png
Lethargy Sayon +3 icon.pngLethargy Sayon +3 description.png Atrophy Gloves +3 icon.pngAtrophy Gloves +3 description.png Warden's Ring icon.pngWarden's Ring description.png Defending Ring icon.pngDefending Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Leth. Fuseau +3 icon.pngLeth. Fuseau +3 description.png Leth. Houseaux +3 icon.pngLeth. Houseaux +3 description.png
  Enhancing Skill +57~66
Aug.Enh.Dur. +2~40%
Enh. Duration +88%
Composure Dur. +35%
DT-37%
PDT-3%
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!

Enspells

General Enspell Information

The base damage for tier I and tier II Enspells available to Red Mage is based solely on the caster's Enhancing Magic Skill and calculated via the following formulas:

Enhancing Skill Formula
< 180 Floor(Enhancing Skill / 9) + 5
> 180 Floor((Enhancing Skill - 180) / 8) + 25

Damage is subject to rounding errors (1024/1000, or about ~2.4% increase in expected damage)

To calculate full Enspell damage, use the following formula:

(((Base Enspell damage + RDM Group 2 Merit Points + RDM Enspell Job Point Gifts + Sword Enhancement Spell Damage +n) × (Composure + Sword Enhancement Spell Damage +n% AugRank.png)) × (Staff) × (Affinity) × (Resist) × (Resistance Rank Reduction) × (Day & Weather) × (TMDA)) × (Potency Multipliers)

The base damage of the first tier of Enspells is determined only by the caster's total Enhancing Magic Skill at the time of cast.

  • Once the cast has been completed, base Enspell damage remains static for the duration of the effect.
  • Any changes in the caster's Enhancing Magic Skill made afterwards will not affect the base damage previously set by the initial cast.
    • This allows the caster to change equipment without affecting their base Enspell damage.
  • For players that receive an Enspell effect via the Accession job ability, their base Enspell damage is determined by the caster's Enhancing Magic Skill.

The additional effect damage of tier I Enspells is applied to all physical melee strikes of an attack round.

  • This property allows tier I Enspell damage to outperform their tier II counterparts when combined with large amounts of triple-attack granted by Temper II.
  • This also makes tier I Enspells incompatible with other additional effects such as Sambas.
  • Tier I Enspells can overwrite themselves, but cannot overwrite tier II Enspells.

Tier II Enspells follow the same formula as their tier I counterparts to calculate base damage with some major differences in how damage is applied.

  • Tier II base Enspell damage is calculated dynamically using the caster's Enhancing Magic Skill during each attack round.
    • Each subsequent attack round beyond the first adds one point to a hidden counter that begins when the spell is cast.
    • Each point added to this counter modifies base Enspell damage by +1.
    • This modification of base Enspell damage will continue in increments of an additional +1 per successful attack round until it has reached a cap equal to double the base Enspell damage based on your current Enhancing Magic Skill.
      • The counter will continue to accumulate points during each successful attack round even after base Enspell damage has been doubled.
      • This counter is referenced each attack round and will apply towards any changes in base Enspell damage as a result of increasing/decreasing Enhancing Magic Skill during subsequent attack rounds.
      • This counter will only reset when the effect wears off or is recast.
Special Effects of Tier II Enspells
If it wasn't enough that tier II enspells work completely different from tier Is, they also will lower the target's Elements Magic Evasion to the element ascendant to the element being used by -10.
  • Element: Fire Enfire II damage lowers the target's Element: Water magic evasion by 10
  • Element: Water Enwater II damage lowers the target's Element: Thunder magic evasion by 10
  • Element: Thunder Enthunder II damage lowers the target's Element: Earth magic evasion by 10
  • Element: Earth Enstone II damage lowers the target's Element: Wind magic evasion by 10
  • Element: Wind Enaero II damage lowers the target's Element: Ice magic evasion by 10
  • Element: Ice Enblizzard II damage lowers the target's Element: Fire magic evasion by 10

Enspell Sets

Beginner Enspell
Post-Rhapsodies of Vana'diel  
Pukulatmuj icon.pngPukulatmuj description.png 32x32.png 32x32.png 32x32.png
Befouled Crown icon.pngBefouled Crown description.png Melic Torque icon.pngMelic Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Viti. Tabard +1 icon.pngViti. Tabard +1 description.png Viti. Gloves +1 icon.pngViti. Gloves +1 description.png 32x32.png 32x32.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Olympus Sash icon.pngOlympus Sash description.png Atrophy Tights +1 icon.pngAtrophy Tights +1 description.png Leth. Houseaux +1 icon.pngLeth. Houseaux +1 description.png
  Enh. Skill+138~147
Aug.Enh.Dur.+1~20%
Enh. Duration+30%
Notes:


RDM99 with 0 Merit Point-Icon.png in Enhancing Magic Skill has 404 skill when capped. This set should get you to either 542 or 551 overall skill. Stikini Ring icon.png Stikini Rings aren't going to push you into the next tier of Enspell damage without at least 2 Merit Point-Icon.png 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!


Mid-Tier Enspell
Omen/Dynamis Progression  
Pukulatmuj +1 icon.pngPukulatmuj +1 description.png Forfend +1 icon.pngForfend +1 description.png
Augment-Icon.png
32x32.png 32x32.png
Befouled Crown icon.pngBefouled Crown description.png Incanter's Torque icon.pngIncanter's Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Viti. Tabard +2 icon.pngViti. Tabard +2 description.png Viti. Gloves +2 icon.pngViti. Gloves +2 description.png Stikini Ring icon.pngStikini Ring description.png Stikini Ring icon.pngStikini Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Olympus Sash icon.pngOlympus Sash description.png Atrophy Tights +2 icon.pngAtrophy Tights +2 description.png Leth. Houseaux +2 icon.pngLeth. Houseaux +2 description.png
  Enh. Skill+170~179
Aug.Enh.Dur.+1~20%
Enh. Duration+35%
Notes:


8/8 Merit Point-Icon.png 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 icon.png 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.


High-Tier Enspell
Sortie/Odyssey Progression  
Pukulatmuj +1 icon.pngPukulatmuj +1 description.png Forfend +1 icon.pngForfend +1 description.png
Augment-Icon.png
32x32.png 32x32.png
Befouled Crown icon.pngBefouled Crown description.png Incanter's Torque icon.pngIncanter's Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Viti. Tabard +3 icon.pngViti. Tabard +3 description.png Viti. Gloves +3 icon.pngViti. Gloves +3 description.png Stikini Ring icon.pngStikini Ring description.png Stikini Ring icon.pngStikini Ring description.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Olympus Sash icon.pngOlympus Sash description.png Atrophy Tights +3 icon.pngAtrophy Tights +3 description.png Leth. Houseaux +3 icon.pngLeth. Houseaux +3 description.png
  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 Ring +1 icon.png 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...
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.

Odin GUI.png Odin HTBF Daggers, Swords, Clubs
Weapon Damage Delay Notes
Hedron Dagger icon.png Daggers
Hedron Dagger icon.png Hedron Dagger DMG:1 Delay:150 Obtained from the Crystal Paradise Master Trial battlefield.
Aern Dagger icon.png Aern Dagger DMG:1 Delay:180 Obtained from the Absolute Virtue Campaign event.
Esikuva icon.png Esikuva DMG:1 Delay:180 Obtained from Synergy (Amateur) with the Norgish Dagger icon.png Norgish Dagger from the True Love (Battlefield) and Lion's Roar icon.png Lion's Roar from A Fond Farewell (Battlefield).
Infiltrator icon.png Infiltrator DMG:1 Delay:180 Obtained from A Fond Farewell (Battlefield).
Norgish Dagger icon.png Norgish Dagger DMG:1 Delay:180 Obtained from A Fond Farewell (Battlefield).
Ceremonial Dagger icon.png Ceremonial Dagger DMG:1 Delay:183 Obtained from Magicked Bones in Inner Horutoto Ruins or purchased from the Auction House.
Fermion Sword icon.png Swords
Ibushi Shinai icon.png Ibushi Shinai DMG:1 Delay:228 Obtained from the Feast of Swords special event.
Aern Sword icon.png Aern Sword DMG:1 Delay:240 Obtained from the Absolute Virtue Campaign event.
Excalipoor icon.png Excalipoor DMG:1 Delay:240 Obtained from Repeat Login Campaigns or from the Festive Moogle by trading in a Mog Pell (Green) icon.png Mog Pell (Green).
Fermion Sword icon.png Fermion Sword DMG:1 Delay:240 Obtained from the Black And White Master Trial battlefield.
Twinned Blade icon.png Twinned Blade DMG:1 Delay:240 Obtained as a reward for the completion of The Voracious Resurgence Mission 3-5.
Club Hammer icon.png Clubs
Apkallu Scepter icon.png Apkallu Scepter DMG:1 Delay:216 Obtained as a reward for the completion of The Voracious Resurgence Mission 5-5.
Tengu War Fan icon.png Tengu War Fan DMG:1 Delay:216 Obtained from a cutscene at the end of The Voracious Resurgence Mission 6-3.
Thunder Hammer icon.png Thunder Hammer DMG:1 Delay:216 Obtained from a cutscene at the end of The Voracious Resurgence Mission 6-3.
Heartbeater icon.png Heartbeater DMG:1 Delay:264 Obtained by trading a Mog Pell (Green) icon.png Mog Pell (Green) to any Festive Moogle.
Club Hammer icon.png Club Hammer DMG:1 Delay:300 Obtained from Moblin Maze Mongers by spending 400 Maze Marbles in Chatnachoq's Souvenir Shop.

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.
  • 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 icon.pngChironic 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  
Kaja Rod icon.pngKaja Rod description.png Thuellaic Ecu +1 icon.pngThuellaic Ecu +1 description.png Kaja Bow icon.pngKaja Bow description.png 32x32.png
Viti. Chapeau +1 icon.pngViti. Chapeau +1 description.png Sanctity Necklace icon.pngSanctity Necklace description.png Snotra Earring icon.pngSnotra Earring description.png Vor Earring icon.pngVor Earring description.png
Atrophy Tabard +1 icon.pngAtrophy Tabard +1 description.png Leth. Gantherots +1 icon.pngLeth. Gantherots +1 description.png Vertigo Ring icon.pngVertigo Ring description.png Metamorph Ring icon.pngMetamorph Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Porous Rope icon.pngPorous Rope description.png Chironic Hose icon.pngChironic Hose description.png
Augment-Icon.png
Vitiation Boots +1 icon.pngVitiation Boots +1 description.png
  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.

  • Grellow.png 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
Omen/Dynamis Progression  
Daybreak icon.pngDaybreak description.png Ammurapi Shield icon.pngAmmurapi Shield description.png Ullr icon.pngUllr description.png 32x32.png
Viti. Chapeau +2 icon.pngViti. Chapeau +2 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Snotra Earring icon.pngSnotra Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Atrophy Tabard +2 icon.pngAtrophy Tabard +2 description.png Leth. Ganth. +2 icon.pngLeth. Ganth. +2 description.png Kishar Ring icon.pngKishar Ring description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Aurist's Cape +1 icon.pngAurist's Cape +1 description.png
Augment-Icon.png
Luminary Sash icon.pngLuminary Sash description.png Chironic Hose icon.pngChironic Hose description.png
Augment-Icon.png
Vitiation Boots +2 icon.pngVitiation Boots +2 description.png
  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 icon.png 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 icon.png 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 icon.png 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  
Daybreak icon.pngDaybreak description.png Ammurapi Shield icon.pngAmmurapi Shield description.png Ullr icon.pngUllr description.png 32x32.png
Viti. Chapeau +3 icon.pngViti. Chapeau +3 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Snotra Earring icon.pngSnotra Earring description.png Regal Earring icon.pngRegal Earring description.png
Atrophy Tabard +3 icon.pngAtrophy Tabard +3 description.png Regal Cuffs icon.pngRegal Cuffs description.png Kishar Ring icon.pngKishar Ring description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Aurist's Cape +1 icon.pngAurist's Cape +1 description.png
Augment-Icon.png
Obstin. Sash icon.pngObstin. Sash description.png
Augment-Icon.png
Chironic Hose icon.pngChironic Hose description.png
Augment-Icon.png
Vitiation Boots +3 icon.pngVitiation Boots +3 description.png
  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 icon.png 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  
Kaja Rod icon.pngKaja Rod description.png Thuellaic Ecu +1 icon.pngThuellaic Ecu +1 description.png Kaja Bow icon.pngKaja Bow description.png 32x32.png
Viti. Chapeau +1 icon.pngViti. Chapeau +1 description.png Sanctity Necklace icon.pngSanctity Necklace description.png Snotra Earring icon.pngSnotra Earring description.png Vor Earring icon.pngVor Earring description.png
Atrophy Tabard +1 icon.pngAtrophy Tabard +1 description.png Leth. Gantherots +1 icon.pngLeth. Gantherots +1 description.png Vertigo Ring icon.pngVertigo Ring description.png Metamorph Ring icon.pngMetamorph Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Porous Rope icon.pngPorous Rope description.png Chironic Hose icon.pngChironic Hose description.png
Augment-Icon.png
Vitiation Boots +1 icon.pngVitiation Boots +1 description.png
  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
Omen/Dynamis Progression  
Maxentius icon.pngMaxentius description.png Ammurapi Shield icon.pngAmmurapi Shield description.png Ullr icon.pngUllr description.png 32x32.png
Viti. Chapeau +2 icon.pngViti. Chapeau +2 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Snotra Earring icon.pngSnotra Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Atrophy Tabard +2 icon.pngAtrophy Tabard +2 description.png Leth. Ganth. +2 icon.pngLeth. Ganth. +2 description.png Kishar Ring icon.pngKishar Ring description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Aurist's Cape +1 icon.pngAurist's Cape +1 description.png
Augment-Icon.png
Acuity Belt +1 icon.pngAcuity Belt +1 description.png
Augment-Icon.png
Chironic Hose icon.pngChironic Hose description.png
Augment-Icon.png
Vitiation Boots +2 icon.pngVitiation Boots +2 description.png
  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
Above Set  
Maxentius icon.pngMaxentius description.png Ammurapi Shield icon.pngAmmurapi Shield description.png Ullr icon.pngUllr description.png 32x32.png
Viti. Chapeau +3 icon.pngViti. Chapeau +3 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
Snotra Earring icon.pngSnotra Earring description.png Regal Earring icon.pngRegal Earring description.png
Atrophy Tabard +3 icon.pngAtrophy Tabard +3 description.png Regal Cuffs icon.pngRegal Cuffs description.png Kishar Ring icon.pngKishar Ring description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Aurist's Cape +1 icon.pngAurist's Cape +1 description.png
Augment-Icon.png
Acuity Belt +1 icon.pngAcuity Belt +1 description.png
Augment-Icon.png
Chironic Hose icon.pngChironic Hose description.png
Augment-Icon.png
Vitiation Boots +3 icon.pngVitiation Boots +3 description.png
  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.
Extra Magic Accuracy

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 icon.png 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 Dls. Torque +1 icon.png Duelist's Torque +1 with MND/INT -12 and Aug.Enf.Duration -20%
  • Null Belt icon.png Null Belt with M.Acc. +30 will give (more or less, depending on your waist option)
  • Null Shawl icon.png Null Shawl has M.Acc. +50 and competes (more or less, depending on your back option) with:
    • +0~49 magic accuracy over Augment-Icon.pngSucellos's Cape icon.png Sucellos's Cape, for a trade-off of: MND/INT -0~30 and enfeebling potency -10 (values will vary depending on augments applied.)
    • +17 magic accuracy over AugRank15c.pngAurist's Cape +1 icon.png Aurist's Cape +1, trading off MND/INT -33.


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 icon.png Null Masque has been left out of this consideration purely for the fact that the Vitiation Chapeau icon.png 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.

  1. D: INT-adjusted base spell damage
  2. MTDR: Multiple-Target Damage Reduction (for area of effect spells)
  3. Staff: Elemental staff hidden damage bonus multiplier
  4. Affinity: Elemental affinity damage bonus multiplier (from Magian Staves, Atma, Atmacite, and Elemental "Magic Atk. Bonus")
  5. Resist: Reduction of spell damage due to resist states
  6. Resistance Rank Reduction: Reduction of spell damage due to resistance rank
  7. MB: Magic Burst
  8. MBB: Magic Burst Bonus
  9. Day & Weather: Day and Weather multipliers, including Iridescence and equipment modifiers
  10. MAB / MDB: Caster Magic Attack Bonus factor divided by target's Magic Defense Bonus factor
  11. TMDA: Target Magic Damage Adjustment (Magic Damage Taken reduction)
  12. 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 + (ΔINTMn)
  • 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 +2 icon.png Leth. Fuseau +2 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 = DMAB/MDB4651.53 = 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 = 1.0No Skillchain + 0.25First Skillchain + (0.1SCη>1No. of Skillchains beyond First)

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(1.0No Skillchain + 0.25First Skillchain + (0.1SCη>1No. of Skillchains beyond First))711(1.25First Skillchain + (0.11Second Skillchain))

Nuking for the damage provided in previous examples during the first Magic Burst Window gives:

  • Magic Damage Dealt = 7111.25 = 888Damage in the first MB window

While nuking for the same damage during the second Magic Burst Window gives:

  • Magic Damage Dealt = 7111.35 = 959Damage in the second MB window
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 = 1.0Default Value + MBBGGear with MBB+ + MBBtMBB Trait

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 +2 icon.png Leth. Fuseau +2 which come with an MBBG value of +10%, or simplified, just +0.1.

  • MBBtot = 1.0Default Value + MBBGGear with MBB+ + MBBtMBB Trait1.0Default Value + 0.1Gear with MBB+ + 0.07MBB TraitMBBtot = 1.17.

Following the results from previous examples to Magic Damage Dealt (888 damage in the First MB window) we find:

  • Magic Damage Dealt = 888MBBtot888First MB Window1.17MBB Total = 1,038

It's important to note that there are limits to using this variable as well, such as the "cap for MBBGGear with MBB+" 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 ElementsMABaff. This term is a separate multiplier to overall magic damage linked to a specific Elements element. For instance:

The Marin Staff +1 icon.png Marin Staff +1 has a specific elemental affinity to Element: Wind Wind based magic and gives Element: WindMABaff +11. Following previous examples and outcomes:

  • Magic Damage Dealt = 1,038Element: WindMABaff!!TRICK ATTACK!! (Remember, in our example we're utilizing the base magic values from Stone III, so Element: WindMABaff won't apply here.) Otherwise:
Magic Damage Dealt = 1,0381.11 (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 + 217240
    • ΔINT = (Oddly enough the ΔINT example we used before is only 1 off from the combination of Leth. Fuseau +2 icon.png Leth. Fuseau +2 (INT = +43) and the Marin Staff +1 icon.png Marin Staff +1 (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-Obi icon.png Hachirin-no-Obi.

  • M(D+W) (base value) = 1.0
Note: M(D+W)1.4 (cap)
  • Day:
    • Matching Element: Earth day & spell (Stone III) activation: M(D+W) +0.1
    • Ascendant (elementally opposed) Element: Wind day & spell activation: M(D+W) -0.1
  • Weather:
    • Matching Element: Earth single weather & spell activation: M(D+W) +0.1
    • Matching Element: EarthElement: Earth double weather & spell activation: M(D+W) +0.25
    • Matching Element: EarthElement: Earth double weather, Element: Earth day, and spell activation: M(D+W) +0.35
    • Ascendant (elementally opposed) Element: Wind single weather & spell activation: M(D+W) -0.1
    • Ascendant (elementally opposed) Element: WindElement: Wind double weather & spell activation: M(D+W) -0.25
  • Example: Assuming we're utilizing the Hachirin-no-Obi icon.png Hachirin-no-Obi → (matching Element: EarthElement: Earth double weather) with (elementally opposed Element: Wind day): (1.0 + 0.25 - 0.1) = M(D+W) = 1.15

This gives us our final Magic Damage Dealt result:

  • Magic Damage Dealt = 1,805M(D+W)1,8051.15 = 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. Information Needed
    • The full damage reduction penalty is not reached until ~2,500 damage has been dealt. It scales linearly until reaching said value. [5] Verification Needed
  • 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  
Kaja Rod icon.pngKaja Rod description.png Culminus icon.pngCulminus description.png 32x32.png Witchstone icon.pngWitchstone description.png
Jhakri Coronal +1 icon.pngJhakri Coronal +1 description.png Sibyl Scarf icon.pngSibyl Scarf description.png Friomisi Earring icon.pngFriomisi Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Jhakri Robe +1 icon.pngJhakri Robe +1 description.png Jhakri Cuffs +1 icon.pngJhakri Cuffs +1 description.png Acumen Ring icon.pngAcumen Ring description.png Jhakri Ring icon.pngJhakri Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Eschan Stone icon.pngEschan Stone description.png Jhakri Slops +1 icon.pngJhakri Slops +1 description.png Jhakri Pigaches +1 icon.pngJhakri Pigaches +1 description.png
  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
Omen/Dynamis Progression  
Bunzi's Rod icon.pngBunzi's Rod description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.png 32x32.png Ghastly Tathlum +1 icon.pngGhastly Tathlum +1 description.png
Augment-Icon.png
Leth. Chappel +2 icon.pngLeth. Chappel +2 description.png Sibyl Scarf icon.pngSibyl Scarf description.png Regal Earring icon.pngRegal Earring description.png Crematio Earring icon.pngCrematio Earring description.png
Lethargy Sayon +2 icon.pngLethargy Sayon +2 description.png Leth. Ganth. +2 icon.pngLeth. Ganth. +2 description.png Freke Ring icon.pngFreke Ring description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Acuity Belt +1 icon.pngAcuity Belt +1 description.png
Augment-Icon.png
Leth. Fuseau +2 icon.pngLeth. Fuseau +2 description.png Leth. Houseaux +2 icon.pngLeth. Houseaux +2 description.png
  INT+253~303
M.Acc+347~403
M.Acc.Skill+255
Magic Damage+377~405
MAB+351~389
Notes:
Bringing in the Lethargy Sayon +2 icon.png 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  
Bunzi's Rod icon.pngBunzi's Rod description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.png 32x32.png Ghastly Tathlum +1 icon.pngGhastly Tathlum +1 description.png
Augment-Icon.png
Leth. Chappel +3 icon.pngLeth. Chappel +3 description.png Sibyl Scarf icon.pngSibyl Scarf description.png Regal Earring icon.pngRegal Earring description.png Crematio Earring icon.pngCrematio Earring description.png
Lethargy Sayon +3 icon.pngLethargy Sayon +3 description.png Leth. Ganth. +3 icon.pngLeth. Ganth. +3 description.png Freke Ring icon.pngFreke Ring description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Acuity Belt +1 icon.pngAcuity Belt +1 description.png
Augment-Icon.png
Leth. Fuseau +3 icon.pngLeth. Fuseau +3 description.png Leth. Houseaux +3 icon.pngLeth. Houseaux +3 description.png
  INT+278~328
M.Acc+397~453
M.Acc.Skill+255
Magic Damage+427~455
MAB+376~414
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 Robe icon.png 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 +1 icon.png Skrymir Cord +1... 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.

Magic Bursting Sets

Beginner Magic Burst
Post-Rhapsodies of Vana'diel  
Kaja Rod icon.pngKaja Rod description.png Culminus icon.pngCulminus description.png 32x32.png Witchstone icon.pngWitchstone description.png
Jhakri Coronal +1 icon.pngJhakri Coronal +1 description.png Mizu. Kubikazari icon.pngMizu. Kubikazari description.png Friomisi Earring icon.pngFriomisi Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Jhakri Robe +1 icon.pngJhakri Robe +1 description.png Ea Cuffs icon.pngEa Cuffs description.png Acumen Ring icon.pngAcumen Ring description.png Jhakri Ring icon.pngJhakri Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Eschan Stone icon.pngEschan Stone description.png Ea Slops icon.pngEa Slops description.png Jhakri Pigaches +1 icon.pngJhakri Pigaches +1 description.png
  INT+214~242
M.Acc+253~272
M.Acc.Skill+242
Magic Damage+308~327
MAB+261~270
MB1+29
MB2+12
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 Job Point-Icon.png in order to make use of. Before that, feel free to swap those pieces with:

You may ignore entirely the Ea Pigaches icon.png Ea Pigaches 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.


Mid-Tier Magic Burst
Omen/Dynamis Progression  
Bunzi's Rod icon.pngBunzi's Rod description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.png 32x32.png Ghastly Tathlum +1 icon.pngGhastly Tathlum +1 description.png
Augment-Icon.png
Ea Hat icon.pngEa Hat description.png Sibyl Scarf icon.pngSibyl Scarf description.png Regal Earring icon.pngRegal Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Bunzi's Robe icon.pngBunzi's Robe description.png
Augment-Icon.png
Bunzi's Gloves icon.pngBunzi's Gloves description.png
Augment-Icon.png
Mujin Band icon.pngMujin Band description.png Freke Ring icon.pngFreke Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Acuity Belt +1 icon.pngAcuity Belt +1 description.png
Augment-Icon.png
Leth. Fuseau +2 icon.pngLeth. Fuseau +2 description.png Leth. Houseaux +2 icon.pngLeth. Houseaux +2 description.png
  INT+277~318
M.Acc+316~391
M.Acc.Skill+255
Magic Damage+366~452
MAB+299~337
MB1+40
MB2+12~17
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 Rod icon.png Bunzi's Rod and Mpaca's Staff icon.png Mpaca's Staff. 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.


High-Tier Magic Burst
Sortie/Odyssey Progression  
Mpaca's Staff icon.pngMpaca's Staff description.png
Augment-Icon.png
Enki Strap icon.pngEnki Strap description.png 32x32.png Ghastly Tathlum +1 icon.pngGhastly Tathlum +1 description.png
Augment-Icon.png
Ea Hat +1 icon.pngEa Hat +1 description.png Sibyl Scarf icon.pngSibyl Scarf description.png Regal Earring icon.pngRegal Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Ea Houppe. +1 icon.pngEa Houppe. +1 description.png Bunzi's Gloves icon.pngBunzi's Gloves description.png
Augment-Icon.png
Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Freke Ring icon.pngFreke Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Acuity Belt +1 icon.pngAcuity Belt +1 description.png
Augment-Icon.png
Leth. Fuseau +3 icon.pngLeth. Fuseau +3 description.png Leth. Houseaux +3 icon.pngLeth. Houseaux +3 description.png
  INT+297~351
M.Acc+335~405
M.Acc.Skill+255
Magic Damage+370~427
MAB+290~338
MB1+39
MB2+19
Notes:


Several mentions in RDM circles lay down the use of 3 (three) Ea Hat +1 icon.pngEa Houppe. +1 icon.pngEa Slops +1 icon.png Ea Attire Set +1 pieces along with the use of the Augment-Icon.pngBunzi's Rod icon.png Bunzi's Rod, Ammurapi Shield icon.png Ammurapi Shield, and the Skrymir Cord +1 icon.png Skrymir Cord +1 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:

Dark Magic Progression


Dark Magic

Dark Magic Information
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.pngDark Arts ability, RDM can boost their Dark Magic Skill to a B+ giving 404 skill. Further increases come from gear and Merit Point-Icon.png assignments.
Bio
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-COR-Icon.gif Dark Shot.
Stun
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 Two-Hour abilityChainspell 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 Element: Thunder Thunder. Stun also has a native Magic Accuracy bonus of +200.
Absorb-TP
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.

Aspir & Drain
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.

Aspir/Drain Sets

Beginner Aspir/Drain
Post Rhapsodies of Vana'diel  
Rubicundity icon.pngRubicundity description.png
Augment-Icon.png
Chanter's Shield icon.pngChanter's Shield description.png 32x32.png Ombre Tathlum +1 icon.pngOmbre Tathlum +1 description.png
Jhakri Coronal +1 icon.pngJhakri Coronal +1 description.png Sanctity Necklace icon.pngSanctity Necklace description.png Mani Earring icon.pngMani Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Jhakri Robe +1 icon.pngJhakri Robe +1 description.png Jhakri Cuffs +1 icon.pngJhakri Cuffs +1 description.png Evanescence Ring icon.pngEvanescence Ring description.png Jhakri Ring icon.pngJhakri Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Fucho-no-Obi icon.pngFucho-no-Obi description.png Jhakri Slops +1 icon.pngJhakri Slops +1 description.png Jhakri Pigaches +1 icon.pngJhakri Pigaches +1 description.png
  Dark Magic Skill+36~45
M.Acc+247~284
M.Acc.Skill+215
Drain Potency+38
Aspir Potency+38
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 Ring icon.png Excelsis Ring for about another +5% Aspir/Drain potency.

  • AspirMAX = 199 MP
  • DrainMAX = 494 HP


Mid-Tier Aspir/Drain
Omen/Dynamis Progression  
Rubicundity icon.pngRubicundity description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.png Ullr icon.pngUllr description.png 32x32.png
Merlinic Hood icon.pngMerlinic Hood description.png
Augment-Icon.png
Dls. Torque +1 icon.pngDls. Torque +1 description.png Mani Earring icon.pngMani Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Merlinic Jubbah icon.pngMerlinic Jubbah description.png
Augment-Icon.png
Merlinic Dastanas icon.pngMerlinic Dastanas description.png
Augment-Icon.png
Evanescence Ring icon.pngEvanescence Ring description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Fucho-no-Obi icon.pngFucho-no-Obi description.png Merlinic Shalwar icon.pngMerlinic Shalwar description.png
Augment-Icon.png
Merlinic Crackows icon.pngMerlinic Crackows description.png
Augment-Icon.png
  Dark Magic Skill+36~45
M.Acc+197~243
M.Acc.Skill+215
Drain Potency+50~95
Aspir Potency+50~95
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


High-Tier Aspir/Drain
Sortie/Odyssey Progression  
Rubicundity icon.pngRubicundity description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.png Ullr icon.pngUllr description.png 32x32.png
Merlinic Hood icon.pngMerlinic Hood description.png
Augment-Icon.png
Null Loop icon.pngNull Loop description.png Mani Earring icon.pngMani Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Merlinic Jubbah icon.pngMerlinic Jubbah description.png
Augment-Icon.png
Merlinic Dastanas icon.pngMerlinic Dastanas description.png
Augment-Icon.png
Evanescence Ring icon.pngEvanescence Ring description.png Metamor. Ring +1 icon.pngMetamor. Ring +1 description.png
Augment-Icon.png
Null Shawl icon.pngNull Shawl description.png Fucho-no-Obi icon.pngFucho-no-Obi description.png Merlinic Shalwar icon.pngMerlinic Shalwar description.png
Augment-Icon.png
Merlinic Crackows icon.pngMerlinic Crackows description.png
Augment-Icon.png
  Dark Magic Skill+36~45
M.Acc+242~288
M.Acc.Skill+215
Drain Potency+50~95
Aspir Potency+50~95
Notes:


Throwing in the Null Loop icon.png Null Loop and Null Shawl icon.png Null Shawl 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

Melee Progression


Melee vs. Support

To Melee, or Not To Melee?
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.

Noteable Traits & Thresholds
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.
Dual Wield
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:

Dancer's Tiara icon.png Support Job: DNCDWtrait = 15%
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
Ninja Hatsuburi icon.png Support Job: NINDWtrait = 25%
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.

Weapon Skill Damage

Weapon Skill General Information - Under Construction
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.
  • What Weapon Skill?
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.
Weapon Skill Damage Considerations
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.
Physical Damage Physical Weapon Skills
Naegling icon.png Naegling
  • Kaja Sword 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 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 Damage 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 Damage physical sword weapon skills performed with this weapon equipped in the main-slot.

Savage Blade

  • WSC: 50% STR/ 50% MND
  • fTP: 1000TP: 4.02000TP: 10.253000TP: 13.75
Maxentius icon.png Maxentius
Magical Damage Magical Weapon Skills
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:
Vitiation Sword icon.png Vitiation Sword