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


Master Level Abilities

Master Level Traits
  • None Available

Master Level Spells
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)


Master Level Abilities
  • None Available

Master Level Traits

Master Level Spells
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


Master Level Abilities
  • None Available

Master Level Traits

Master Level Spells

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 that occur through use 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
  • Breath DamageBreath Damage will ignore shadows but not remove them. (I'm looking at you Zisurru.)
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


Master Level Abilities
  • None available.

Master Level Traits

Master Level Spells
  • 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.
Also 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 the 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.
    • 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


Master Level Abilities

Master Level Traits

Master Level Spells
  • 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


Master Level Abilities

Master Level Traits

Master Level Spells
  • None worth listing as they exist already on RDM as Main Job
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


Master Level Abilities

Master Level Traits

Master Level Spells

Equipment Progression

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:

  • 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.

  • 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.

  • 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!

  • 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.


  • 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 heaps and heaps 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.


  • 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.

  • Delve
    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.

  • 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.



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.

  • Odyssey
    Here's (in my honest opinion) where the real challenge and fun begins. As you progress through Odyssey Vengeance levels, you will find some of the most challenging content that you have ever and likely will ever face in Final Fantasy XI. As such, some absolutely fantastic rewards will come to your RDM. A lot of the following rewards you should have at least some progress on RP-wise or at the very least have acquired them as you worked through Mid-Tier progression:

For more information, go here.


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

CollapseSucellos'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 Sets

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


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.


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


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


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 Raetic Bangles +1 icon.pngRaetic Bangles +1 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 Nyame Sollerets icon.pngNyame Sollerets description.png
  DT-55%
DEF+876
Eva.+486
M.Eva.+684
M.Def.Bns.+35

Fast Cast Sets


Fast Cast Trait

"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 Trait

"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 Progression

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%


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%


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%

Healing Magic Sets


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 Set Progression

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 Meili Earring icon.pngMeili Earring description.png Eabani Earring icon.pngEabani Earring description.png
Viti. Tabard +1 icon.pngViti. Tabard +1 description.png Vanya Cuffs icon.pngVanya Cuffs description.png
Augment-Icon.png
Menelaus's Ring icon.pngMenelaus's 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


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 Eabani Earring icon.pngEabani 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


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 Eabani Earring icon.pngEabani Earring description.png
Bunzi's Robe icon.pngBunzi's Robe description.png Bunzi's Gloves icon.pngBunzi's Gloves description.png Stikini Ring +1 icon.pngStikini Ring +1 description.png Stikini Ring +1 icon.pngStikini Ring +1 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+26
DT-53%
M.Eva.+747
Enmity-50

Status Cure Set Progression

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%


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%


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 +1 icon.pngStikini Ring +1 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

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.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 Set Progression

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%


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%


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 +1 icon.pngStikini Ring +1 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%

Composure Buffs on Others

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%


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%


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 +1 icon.pngStikini Ring +1 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%

Refresh, Aquaveil, Stoneskin, Barspells

Phalanx Sets

Straight from the Phalanx page notes:
  • Reduces damage by a set amount (F), Hard cap at 500 Enhancing Magic Skill.
  • 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
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


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
  Enh. Duration +18~38%
Enh. Skill+51~60
Phalanx+10~30
DT-23%
PDT-2%
SIR-31%


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 +1 icon.pngStikini Ring +1 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.+20%
Enh. Dur.+18%
Enh. Skill+54~63
Phalanx+10~30
DT-23%
PDT-6%
SIR-31%
Phalanx II
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%


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%


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%

Enspells

So.. enspells are funny. God I really don't wanna lay out all this math right now lol...


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%


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%


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 +1 icon.pngStikini Ring +1 description.png 32x32.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%
Odin HTBF Weapons

This is not a comprehensive list, but should present a multitude of options outside of the meta Aern/Esikuva/Ceremonial daggers being used. Daggers are ideal for their significantly lower Delay, but not entirely necessary. I've always found this fight to be more enjoyable with others, but being able to Slowlo some of the grindy bits 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.
Aern Dagger II icon.png Aern Dagger II 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).
Esoteric Athame icon.png Esoteric Athame DMG:1 Delay:180 Obtained from Repeat Login Campaigns.
Ethereal Dagger icon.png Ethereal Dagger DMG:1 Delay:180 Obtained from the Dealer Moogle for Kupon W-Eth icon.png Kupon W-Eth or Key Item Mog Kupon W-Eth.
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).
Qutrub Knife icon.png Qutrub Knife DMG:1 Delay:180 Obtained from Gorpa-Masorpa with an A. Voucher- Replica icon.png Ambuscade Voucher: Replica.
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.
Aern Sword II icon.png Aern Sword II DMG:1 Delay:240 Obtained from the Absolute Virtue Campaign event.
Blizzard Brand icon.png Blizzard Brand DMG:1 Delay:240 Obtained from Repeat Login Campaigns.
Ethereal Sword icon.png Ethereal Sword DMG:1 Delay:240 Obtained from the Dealer Moogle for Kupon W-Eth icon.png Kupon W-Eth or Key Item Mog Kupon W-Eth.
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).
Extinction icon.png Extinction DMG:1 Delay:240 Obtained during the Day of the Shadow Lord Event as a potential drop from the Shadow Lord in ★The Shadow Lord Battle HTBF.
Fermion Sword icon.png Fermion Sword DMG:1 Delay:240 Obtained from the Black And White Master Trial battlefield.
Firetongue icon.png Firetongue DMG:1 Delay:240 Obtained from Repeat Login Campaigns.
Kam'lanaut's Sword icon.png Kam'lanaut's Sword DMG:1 Delay:240 Obtained during Jeuno, Back in the Spotlight special event as a potential drop from the ★Return to Delkfutt's Tower HTBF.
Nihility icon.png Nihility DMG:1 Delay:240 Obtained during the Day of the Shadow Lord Event as a potential drop from the Shadow Lord in ★The Shadow Lord Battle HTBF.
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.
Dream Bell icon.png Dream Bell DMG:1 Delay:216 Obtained from the Starlight Celebration seasonal event.
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.
Burrower's Wand icon.png Burrower's Wand DMG:1 Delay:264 Obtained by trading an A. Voucher- Replica icon.png A. Voucher: Replica to Gorpa-Masorpa in Mhaura.
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 Sets


<Magic Accuracy talk>

MND Based Enfeebling

<Progression>


Beginner MND Enfeebling
Post-Rhapsodies of Vana'diel  
Grioavolr icon.pngGrioavolr description.png
Augment-Icon.png
Clerisy Strap icon.pngClerisy Strap description.png 32x32.png Hydrocera icon.pngHydrocera description.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 icon.pngLeth. Gantherots 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. +146~214
MND +211~239
Enf. Skill +92~107
Enf. Duration +10%
Enf. Potency +10


Mid-Tier MND Enfeebling
Omen/Dynamis Progression  
32x32.png 32x32.png 32x32.png 32x32.png
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  MND+
Enfeeble Skill+
Enf. Duration+


High-Tier MND Enfeebling
Sortie/Odyssey Progression  
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  MND+
Enfeeble Skill+
Enf. Duration+

INT Based Enfeebling

<progression>


Beginner INT Enfeebling
Post-Rhapsodies of Vana'diel  
Grioavolr icon.pngGrioavolr description.png
Augment-Icon.png
Clerisy Strap icon.pngClerisy Strap description.png 32x32.png Ombre Tathlum +1 icon.pngOmbre Tathlum +1 description.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 icon.pngLeth. Gantherots 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. +146~214
INT +200~228
Enf. Skill +92~107
Enf. Duration +10%
Enf. Potency +10


Mid-Tier
Above Set  
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  usually important stats


High-Tier
Above Set  
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  usually important stats

Skill Based Enfeebling

<Progression>


Beginner Skill-Based Enfeebling
Post-Rhapsodies of Vana'diel  
Grioavolr icon.pngGrioavolr description.png
Augment-Icon.png
Mephitis Grip icon.pngMephitis Grip description.png 32x32.png Hydrocera icon.pngHydrocera description.png
Viti. Chapeau +1 icon.pngViti. Chapeau +1 description.png Henic Torque icon.pngHenic Torque 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 icon.pngLeth. Gantherots description.png Stikini Ring icon.pngStikini Ring description.png Stikini Ring icon.pngStikini Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
Rumination Sash icon.pngRumination Sash description.png Chironic Hose icon.pngChironic Hose description.png
Augment-Icon.png
Vitiation Boots +1 icon.pngVitiation Boots +1 description.png
  Mag. Acc. +138~206
MND +208~236
INT +157~185
Enf. Skill +124~139
Enf. Duration +10%
Enf. Potency +10


Mid-Tier
Above Set  
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  usually important stats


High-Tier
Above Set  
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  usually important stats

Elemental Magic Sets


<Magic Damage talk>

Free Nuke

<progression>


Beginner
Above Set  
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  usually important stats


Mid-Tier
Above Set  
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  usually important stats


High-Tier
Above Set  
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  usually important stats

Magic Burst

Beginner Magic Burst
Above Set  
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  usually important stats


Mid-Tier Magic Burst
Above Set  
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  usually important stats


High-Tier
Above Set  
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  usually important stats

Drain/Aspir Sets


<Aspir Set because drain is lol>


Beginner
Above Set  
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  usually important stats


Mid-Tier
Above Set  
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  usually important stats


High-Tier
Above Set  
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  usually important stats