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Reforged Armor Artifact: +1 • iL109 • iL119/+2/+3 Relic: +1/+2 • iL109 • iL119/+2/+3 Empyrean: +1/+2 • iL109 • iL119/+2/+3 |
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User:Chizel/Sandbox GobbieRDM
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.
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
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Communicator | Talk about communication and being proactive. |
Enfeebler/Crowd-Controller | Talk about enfeebling and crowd-control work. |
Enhancer | Talk about the role of RDM in specific functions both on the back line and front lines.
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Healer/Healing Support | Talk about healing as a backup healer and sometimes as a main healer.
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Nuker | Talk about optimizing magic damage output. |
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. Talk about RDMs role in a DPS environment. |
Abilities and Traits
Job Traits | |||
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Lvl. | Name | Notes | |
10 30 50 70 81 |
Resist Petrify Resist Petrify II Resist Petrify III Resist Petrify IV Resist Petrify V |
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 Fast Cast II Fast Cast III Fast Cast IV Fast Cast V Fast Cast VI Fast Cast VII Fast Cast VIII Fast Cast IX |
Quickens spellcasting. Starting at 5% and capping out at 38% at 2000 Job Points applied. ![]() ![]() ![]() ![]() | |
20 40 86 |
Magic Attack Bonus Magic Attack Bonus II Magic Attack Bonus III |
Improves power of magic spells. | |
25 45 96 |
Magic Defense Bonus Magic Defense Bonus II Magic Defense Bonus III |
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 | 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 Magic Burst Bonus II |
Improves magic burst damage. Starting at 5% at level 85 and raising to 7% at level 95. | |
87 97 |
Shield Mastery I Shield Mastery II |
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 | ||
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Lvl. | Name | Notes |
1 | ![]() |
Allows rapid spellcasting.![]() ![]() |
40 | Convert | Swaps current HP with MP.![]() 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.![]() ![]() ![]() ![]() ![]() |
83 | Saboteur | Spells you cast gain enhanced magic accuracy, and they are enfeeblement magic, their effect and duration will be enhanced.![]() |
95 | Spontaneity | Reduces casting time for the next magic spell the target casts. |
96 | ![]() |
Greatly increases the accuracy of the next enfeebling magic spell. |
Merit & Job Points Progression
Merit Point Recommendations | |||
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Group 1 | |||
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Description | Recommendation | Notes |
Convert Recast | Shorten recast time by 20 seconds. | 0/5 | 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. |
Fire Magic Accuracy | Increase the accuracy of Fire spells by 3. | 1~5/5 | 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. | 1~5/5 | 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 |
Wind Magic Accuracy | Increase the accuracy of Wind spells by 3. | 1~5/5 | 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 |
Earth Magic Accuracy | Increase the accuracy of Earth spells by 3. | 1~5/5 | 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. | 0/5 | 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! |
Water Magic Accuracy | Increase the accuracy of Water spells by 3. | 0/5 | 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! |
Group 2 | |||
Enfeebling Magic Duration | Increases enfeebling magic duration by 6 seconds. | 5*/5 | 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. | 5*/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. | 0/5 | 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. |
Immunobreak Chance | Increases chance of immunobreak occurring by 3%. | 5*/5 | The only reason there is a caveat to this is the fact that 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. | 5*/5 | 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. | 0/5 | 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. |
Job Point Progression | |||
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Priority | ![]() |
Description | 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 | Increases enfeebling magic effect duration. Enfeebling Magic Duration +1 second per JP for a total of +20 seconds base duration to enfeebling spells at 20/20. |
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 | Increases enhancing magic effect duration. Enhancing Magic Duration +1 second per JP for a total of +20 seconds base duration to enhancing spells at 20/20. |
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 | Increases the effect duration of enfeebling magic spells while under the effects of Stymie. Enfeebling Magic Duration +1 second per JP for a total of +20 seconds base duration to enfeebling spells at 20/20. |
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 | Enhances Magic Attack Bonus. Enhances Magic Attack Bonus by 1 per JP for a total of +20 MAB at 20/20. |
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 | Increases elemental magic damage while under the effects of Chainspell. Increase elemental magic damage by 2 per JP for a total of +40 Magic Damage at 20/20. |
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
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Physical Support Jobs
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Specific Use Cases
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Equipment
<Write about gear here, Template:Equipment Set> <Beginner vs. Mid-Tier vs. High-Tier Progression>
Fast Cast Sets
<Talk about Fast Cast and Quick Magic here>
Fast Cast Progression
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Alternate Sets
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Healing Magic Sets
<Cure Potency, Cure Power, Healing Skill, and You>
Cure Set Progression
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Status Cure Set Progression
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Enhancing Magic Sets
Red Mage has an A rating in Enhancing Magic which is the highest in the game and tied only by Scholar while under the effects of Light Arts. At 99 a Red Mage should have 8 points into their Enhancing Magic Skill
category which brings them to 420 skill. With no additional gear, a RDM will be at 456 skill when they attain Job Mastery.
Some spells cast with Enhancing Magic are skill dependent while others are skill capped. Others yet can be free from skill dependency entirely and instead become spells you'll want to try and optimize around their durations, potency, and generally not dying while mid-cast. The sets below should assist you in developing your support class nature on RDM and provide you with plenty of space to grow or prioritize your own needs.
Composure: The coolest trick in the book for RDM. Verbatim, this ability reads:
- Increases physical accuracy, and lengthens recast time. Enhancement effects gained through white and black magic you cast on yourself last longer. Increases the damage of En-spells for the duration.
- 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
.
- ACC = floor( ( (24 × Level) ÷ 74) ÷ 49)
- 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) × (Gear that increases Duration+η%) × (Composure Duration Bonus)
- For instance, the Refresh line of spells have a base duration of 150 sec. With 0
and without using any gear that increases the base duration (seconds), we can then multiply the percentage based value of our Enhancing Duration +η% (in this example we'll be using the
Leth. Houseaux +1 for their Enhancing Magic Duration +30%) by the triple Composure bonus to get:
- (cDur) = 150 (sec) × (1 + 0.30) × (3.0) = 585 (sec) or 9m45sec.
Enhancing Magic Set Progression
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Overlays: Duration+, Skill+
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Refresh-Self
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Overlays-Self: Aquaveil, Stoneskin, Barspells
- Aquaveil
- Enhancing Magic Skill ≤ 300 → Prevents 1 Spell Interruption
- 301 ≤ Enhancing Magic Skill ≤ 500 → Prevents 2 Spell Interruptions
- Enhancing Magic Skill ≥ 501 → Prevents 3 Spell Interruptions
- Stoneskin
- Red Mage's Enhancing Magic Skill is high enough even before 99 that they hit the Stoneskin damage cap (350 HP) with zero additional gear. You can literally just throw on the Stoneskin Bonus gear on top of your Fast Cast set and call it a day if you want. I would encourage it, there's no honest reason to stack duration on a buff that is specifically designed to mitigate damage and wear off. Having a faster recast is amazing for those poopy fights that constantly eat your stoneskin. But since we're RDMs, here we go!
- If (Enhancing Magic Skill ÷ 3) + MND ≥ 130 → ᛉ = Enhancing Magic Skill + (3 × MND) - 190
- Barspells
- Bar-elemental spells increase Magic Evasion against specific elementally aligned magic.
- Bar-status spells increase Magic Evasion against specific negative status effect magic.
- For Enhancing Magic Skill ≥ 300 → Resistance (R) = 25 + floor(Enhancing Magic Skill ÷ 4)
- Bar-elemental potency caps at R = +150 or Enhancing Magic Skill = 500
- Barspell duration is capped at 480 sec at 240 Enhancing Magic Skill, but your Enhancing Magic Duration bonuses in
,
, and gear will significantly increase the duration.
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 barspells. Barspells will overwrite themselves regardless of potency. Please don't be that guy or gal that pops
Accession as /SCH and overwrites the WHMs barspells.
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Overlays-Others: Refresh, Aquaveil, Stoneskin, Barspells
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Composure Buffs on Others
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Phalanx Sets
- Straight from the Phalanx page notes:
- Reduces damage by a set amount (F), Hard cap at 500 Enhancing Magic Skill.
- 0~300 Enhancing Magic Skill: F = Floor(Enhancing Magic Skill ÷ 10) − 2
- 301~500 Enhancing Magic Skill: F = 28 + Floor( (Enhancing Magic Skill - 300.5) ÷ 28.5)
- Notable RDM Phalanx Tiers:
- Enhancing Magic Skill 420 → F = -32
≥980 → Enhancing Magic Skill 443 → F = -33
≥1805 + Enh. Skill +16 → Enhancing Magic Skill 472 → F = -34
≥1805 + Enh. Skill +44 → Enhancing Magic Skill 500 → F = -35
- Reduces damage by a set amount (F), Hard cap at 500 Enhancing Magic Skill.
- "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:
- 8
/0
Enh. Skill 420
- 80
Enh. Skill 425
- 405
Enh. Skill 433
- 980
Enh. Skill 443
- 1805
Enh. Skill 456
- 8
Phalanx I
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Phalanx II
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Enspells
So.. enspells are funny. God I really don't wanna lay out all this math right now lol...
Enspell Midcast Sets
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Enspell Tier I Engaged Sets
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Enspell Tier II Engaged Sets
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Enfeebling Magic Sets
<Magic Accuracy talk>
MND Based Enfeebling
<Progression>
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INT Based Enfeebling
<progression>
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Skill Based Enfeebling
<Progression>
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Magic Accuracy+, Potency+, Duration+
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Elemental Magic Sets
<Magic Damage talk>
Free Nuke
<progression>
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Impact
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Magic Burst
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Drain/Aspir Sets
<Aspir Set because drain is lol>
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