Talk:Community Red Mage Guide

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Changes I've made as of 22/07/2020:

1. I've added Seraph & Sanguine Blade weapon skill sets to the guide.
2. Added melee set.


Discussion

I think the /BLU section is misleading with the big damage screenshots to the lowest bar of foe. So low, it shouldn't even be an example.<be /> With those buffs you should be doing that much damage with elemental magic anyway. Of which, wind gains a larger damage boost than water or ice from the screenshots of cursed sphere and ice break.

BLU debuffs are also rather worthless on any real content as well. The context applied to BLU should be in cocoon and enmity tools only. --Spicyryan (talk) 09:44, 16 November 2022 (EST)


I have many critiques of this guide that will hopefully lead to its future improvement.

  • What is this "All-or-nothing" moniker given to Frazzle under Roles>B.1.b? This could apply to literally every enfeebling magic spell. The "All" part of it seems to completely ignore the fact that resist states exist and even if you land it for "All" it's still possible to not land for full duration. I don't think it is a helpful descriptor in any way.
  • This may be a small nitpick, but under Roles>B.2, if slow, para, addle, blind "contribute significantly beyond compare" why are they minor spells? My point is that all spells are situational and each should be considered in that context.
  • Under Group 2 merits, I disagree with the statement that En-spell merits are not worth investing into. They are plenty valuable to a player doing En-spell strategies on Odin HTMB or Poroggo Ambuscade or the like. Merit point groups are situational and should be changed depending on the content you plan to do.
  • Under scholar subjob, I don't think it is necessary to list Light Arts raising Enfeebling and Enhancing magic up to B rating under it's description when it has no effect on those skills for RDM. Same goes for Dark Arts and Enfeebling magic. Maybe have an excerpt stating how those magic skills are unaffected instead of a copy/pasta of the job ability's description.
  • I agree with Spicy that /BLU offensive magic damage is just a toy and inflating those numbers with buffs on weak enemies while using job abilities with long recast timers is misleading. Elemental magic will deal more damage and have higher magic accuracy than anything you could get from /BLU.
  • /RUN and /PLD are so niche that I don't think they should even be listed as regular support jobs for RDM. Also, under /RUN, why are you advocating for using Diaga to tag enemies that now cannot be slept and to use SIRD+Enmity sets to hold hate? Have you even seen the garbage SIRD and enmity gear RDM has available to it?
  • I know under the /DRK description you mention it's used mostly for Stun. Then why is listed as a DD support job? I get that DRK itself is a DD job, but that just makes everything confusing. /DRK is not a competitive support job for RDM DD because of slow single wield TP phase. The only instance I can think of where /DRK is used as a RDM DD support job is for Aminon because the TP denial strategy requires Absorb-TP, but that is just very niche.
  • /WAR is not a viable DD support job. Why single wield and not reach attack speed delay cap just for a measly 300TP bonus from Fencer traits when you can go /NIN and reach attack speed delay cap AND have 1000TP bonus in the offhand? Any support job can have a niche use but listing /WAR as a "A solid support job to be used with Fencer builds" when RDM has NO FENCER+ GEAR is just dumb.
  • This may be a semantics thing but in the Equipment paragraph I find "Red Mages can find themselves serving as an Evasion-Style Tank with their gear and subjobs" misleading. Unless you mean "evading" attacks with Utsusemi, RDM is never going to evade anything of consequence above the evasion floor with D skill evasion. Also, what gear is allowing RDM to do all this "evading"?
  • Under the Magic Accuracy Based Enfeebling Magic section the sentence "these generally do not have a dStat, or have an inconsequential dStat"-this is flat out wrong and leads me to believe you have no idea how dSTAT woks in relation to magic accuracy. Some spells may not have a dSTAT modifier for potency, but dSTAT ALWAYS matters in terms of magic accuracy.
  • There are inconsistent notes about which spells can Immunobreak-Poison I and II, Break, Bind, Gravity and Blind do not have notes listing they can Immunobreak
  • Under Skill Based Enhancing Sets, why are spells that cap naturally at lvl 99 under this section? If no skill gear is needed then why is it under this section? If anything it should be a Max Enhancing Skill set for Temper and En-spells under this section.

I know this is a lot and many sections have yet to be completed but I hope it leads to a review of the content within and a better result in the end.
Edited for formatting/readability --Argisto (talk) 18:46, 24 December 2023 (UTC)