User:Chizel/Sandbox GobbieRDM

From FFXI Wiki
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.

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 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.
  • Tank Support
  • Mage Support
  • DPS Support
Healer/Healing Support Talk about healing as a backup healer and sometimes as a main healer.
  • Backup Healing Support
  • Primary Healing Support
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
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.
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
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
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 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 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
Priority Job Point-Icon.png 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

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
Magus Keffiyeh icon.png Blue Mage
The only merit to this support job that I can even think of is the use of Cocoon and AoE Blue Magic utilized for enmity gain. I would NOT recommend this job as a means of turning Red Mage into some kind of quasi-BLU nuker or crowd controller. Switching to /DNC or /NIN support jobs will cover any moderate to heavy AoE damage you need to do through Aeolian Edge, and /SCH should provide more than enough tools for crowd control. As it stands, there are those that would still want to, so I wouldn't even dream of trying to ruin their fun. They've got it handled. Even I could find uses for AoE tanking, but PLD and RUN just do it better.

Recommendation: MINIMAL PSA: Please don't do this.

  • Abilities:
  • Traits:
    • While there are limited traits available to you as a support job, there are still far too many combinations to go through them all here. Go here.
  • Spells:
    • Additionally, I won't list all of the spells available to you here, there are far too many. Go here.

Master Level Abilities
  • None Available

Master Level Traits

Master Level Spells

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

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 32x32.png Loquac. Earring icon.pngLoquac. Earring description.png Malignance Earring icon.pngMalignance Earring description.png
Viti. Tabard +1 icon.pngViti. Tabard +1 description.png 32x32.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 32x32.png
  "Fast Cast" +54
Damage Taken -22%
Notes:
A fresh 119 RDM with 0 Job Point-Icon.png requires +50% Fast Cast to cap. Egeking and Chanter's Shield are relatively easy grabs for a new RDM and will provide you with some flexibility in your FC sets. Lilith holds your Malignance Earring, so be sure to pick that up. You'll be needing Malignance Attire Set anyway, so time to start farming! Damage Taken Reduction items are very good choices to fill in the holes.


Mid-Tier Fast Cast
Omen/Dynamis Progression  
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Atro. Chapeau +2 icon.pngAtro. Chapeau +2 description.png 32x32.png 32x32.png Malignance Earring icon.pngMalignance Earring description.png
Viti. Tabard +2 icon.pngViti. Tabard +2 description.png 32x32.png 32x32.png 32x32.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
  “Fast Cast” +42
Notes:


By this stage it is assumed you have RDM mastered and therefore acquired all of the job gifts for Fast Cast. If you haven't, look back at some of the earlier pieces to fill the missing gaps. When mastered, you need 42 Fast Cast to cap.


High-Tier Fast Cast
Sortie/Odyssey Progression  
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  usually important stats
Notes: Any notes about the set

Alternate Sets

No Gearswap FC/Idle
No Gearswap, No Problem!  
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  usually important stats
Notes: Any notes about the set

Healing Magic Sets


<Cure Potency, Cure Power, Healing Skill, and You>

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 Hydrocera icon.pngHydrocera 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
Ayanmo Corazza +1 icon.pngAyanmo Corazza +1 description.png Aya. Manopolas +1 icon.pngAya. Manopolas +1 description.png Naji's Loop icon.pngNaji's Loop description.png Defending Ring icon.pngDefending Ring description.png
Sucellos's Cape icon.pngSucellos's Cape description.png
Augment-Icon.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
  "Cure" Potency +54%
"Cure" Potency II +1%
Healing Skill +77
MND +199
DT -22%
Notes:
Looking to start your journey into content, making yourself useful to those around you is going to go a lot further than anything. This set will put a little more power behind your cures and a bit more reliability behind your status heals if you sub /SCH in Addendum- White.pngAddendum: White or /WHM. As usual, Damage Taken Reduction pieces are ideal in open slots.


Mid-Tier Curing
Omen/Dynamis Progression  
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  usually important stats
Notes: Any notes about the set


High-Tier Curing
Sortie/Odyssey Progression  
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  usually important stats
Notes: Any notes about the set

Status Cure Set Progression

Beginner Status Cures
Post-Rhapsodies of Vana'diel  
32x32.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
Damage Taken -15%
Phys. Dmg. Taken -10%
Notes:
Healing Skill plays directly into Spell Interruption Rate while casting Healing Magic and the effectiveness of certain status removal spells like Cursna. This set should net you around a 28% Doom removal rate. Also, keep in mind that while starting out /WHM is preferable, /SCH and Light Arts.pngLight Arts will bring your Healing Magic Skill to B+. It's not much, but it should net you roughly a percentage point more in your Doom status removal rate.


Mid-Tier Status Cures
Omen/Dynamis Progression  
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  usually important stats
Notes: Any notes about the set


High-Tier Status Cures
Sortie/Odyssey Progression  
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32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
  usually important stats
Notes: Any notes about the set

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: 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) × (Gear that increases Duration+η%) × (Composure Duration Bonus)
  • 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% (in this example we'll be using the Leth. Houseaux icon.pngLeth. 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

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 icon.pngLeth. Houseaux description.png
  Enh. Duration +92~95%
Enh. Skill +57
Damage Taken -24%
Phys. Dmg. Taken -10%
Notes:
Get ready to live in Domain Invasion for a while. There will be items in DI you need forever in your career as a RDM, so just keep going and going and going. The amount of Enhancing Duration available on a high-end RDM is just ridiculous, but with Composure active this set should land you around ~11 minute Haste II and around ~9.5 minute Refresh II. Bear in mind that there will be other items you want to layer in for spells like Refresh so your duration will vary from there. Not much room for portability between slots if the spell you're casting depends on Enh. Skill early on this can leave RDMs a bit exposed when applying/reapplying Phalanx on others, we'll go into a more specific set for phalanx later. This set is under the Phalanx skill cap of 500.


Mid-Tier Enhancing
Omen/Dynamis Progression  
Colada icon.pngColada description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.png 32x32.png Staunch Tathlum icon.pngStaunch Tathlum description.png
Telchine Cap icon.pngTelchine Cap description.png
Augment-Icon.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
Telchine Chas. icon.pngTelchine Chas. description.png
Augment-Icon.png
Atrophy Gloves +2 icon.pngAtrophy Gloves +2 description.png Gelatinous Ring +1 icon.pngGelatinous 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 Aya. Cosciales +2 icon.pngAya. Cosciales +2 description.png Leth. Houseaux +2 icon.pngLeth. Houseaux +2 description.png
  Enh. Duration +115~137%
Enh. Skill +67
Damage Taken -17%
Phys. Dmg. Taken -7%
Mag. Dmg. Taken +1%
Notes: Any notes about the set


High-Tier Enhancing
Sortie/Odyssey Progression  
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32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
  usually important stats
Notes: Any notes about the set
Overlays: Duration+, Skill+
Duration+
New Longer
Lasting Freshness!
 
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
  Enhancing Duration +X%
Notes: Any notes about the set


Skill+
Sky's The Limit  
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
  Enhancing Skill +X
Notes: Any notes about the set

Refresh-Self

Beginner Refresh-Self
Post-Rhapsodies of Vana'diel  
Colada icon.pngColada description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Amalric Coif +1 icon.pngAmalric Coif +1 description.png 32x32.png 32x32.png 32x32.png
Telchine Chas. icon.pngTelchine Chas. description.png
Augment-Icon.png
Atrophy Gloves +1 icon.pngAtrophy Gloves +1 description.png 32x32.png 32x32.png
Grapevine Cape icon.pngGrapevine Cape description.png Gishdubar Sash icon.pngGishdubar Sash description.png Leth. Fuseau icon.pngLeth. Fuseau description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Refresh Potency +1~3
Comp. Dur. +456~465%
Notes:


Base Duration for Refresh and Refresh II is 150 sec. Enhancing Magic Duration Job Point-Icon.png 20/20 adds +20 sec to the base duration. Gishdubar Sash and Grapevine Cape add another +50 sec on the base duration. With Composure's triple duration bonus on self-targeted enhancing magic, you should be in the neighborhood of 13 min refresh duration. Your potencies will be:

Amalric Coif is just fine if you can't afford or do not have the HQ, but your potencies will drop by -1 MP/Tick on each tier.


Mid-Tier Refresh Self
Omen/Dynamis Progression  
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
  Refresh +X
Enh. Duration +X%
Notes:
<set notes here>


High-Tier Refresh Self
Sortie/Odyssey Progression  
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32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
  Refresh +X
Enh. Duration +X%
Notes:
<set notes here>
Overlays-Self: Aquaveil, Stoneskin, Barspells


Aquaveil Self
Be like water...  
Colada icon.pngColada description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Amalric Coif +1 icon.pngAmalric Coif +1 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
32x32.png Lethargy Earring icon.pngLethargy Earring description.png
Telchine Chas. icon.pngTelchine Chas. description.png
Augment-Icon.png
Regal Cuffs icon.pngRegal Cuffs description.png 32x32.png 32x32.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Emphatikos Rope icon.pngEmphatikos Rope description.png Shedir Seraweels icon.pngShedir Seraweels description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Aquaveil +1~6
Notes:
Aquaveil-Self Notes.


Stoneskin Self
...the sun upon my skin
...hard against the wind
...I see myself again
 
Colada icon.pngColada description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Telchine Cap icon.pngTelchine Cap description.png
Augment-Icon.png
Nodens Gorget icon.pngNodens Gorget description.png Earthcry Earring icon.pngEarthcry Earring description.png Lethargy Earring icon.pngLethargy Earring description.png
Telchine Chas. icon.pngTelchine Chas. description.png
Augment-Icon.png
Stone Mufflers icon.pngStone Mufflers description.png 32x32.png 32x32.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Siegel Sash icon.pngSiegel Sash description.png Shedir Seraweels icon.pngShedir Seraweels description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Stoneskin +125
Comp. Duration +X%
Notes:
Stoneskin self notes.


Barspells Self
The SPF10
of Barspells
 
32x32.png 32x32.png 32x32.png 32x32.png
Befouled Crown icon.pngBefouled Crown description.png 32x32.png Mimir Earring icon.pngMimir Earring description.png Lethargy Earring icon.pngLethargy 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
32x32.png Shedir Seraweels icon.pngShedir Seraweels description.png 32x32.png
  Enh. Skill +90
Comp. Duration +576~585%
Ele. Barspells +15
Notes:


Again, RDM only needs +80 skill to hit the Bar-elemental (R) cap of +150 with 8 Merit Point-Icon.png in Enhacing Magic Skill. I put the Befouled Crown in this set to show how it fits in some particular sets, we'll be seeing more of it later. Pick one up if you haven't quite gotten to your Merit Point-Icon.png Magic Skills. With this grouping:

  • Bar-elemental (R) = +165
  • Duration = 29+ mins
Since Composure benefits to the RDM cap at 30 minutes, and this set is well over that, you'd be much better served with either Fast Cast or Damage Taken gear to replace any excess enhancing duration equipment.
Overlays-Others: Refresh, Aquaveil, Stoneskin, Barspells
Refresh-Others
Solar powered
what now?
 
Colada icon.pngColada description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Amalric Coif +1 icon.pngAmalric Coif +1 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
32x32.png Lethargy Earring icon.pngLethargy Earring description.png
Lethargy Sayon icon.pngLethargy Sayon description.png Atrophy Gloves +1 icon.pngAtrophy Gloves +1 description.png 32x32.png 32x32.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Leth. Fuseau icon.pngLeth. Fuseau description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Refresh +1~3
Comp. Dur. +216~242%
Notes:


Utilize the Lethargy Armor Set for casting on others and maximize Enhancing Magic Duration.

  • Refresh: Base 4~6 MP/tick for 367~411 seconds for Max 822 MP
  • Refresh II: 7~9 MP/tick for 367~411 seconds for Max 1,233 MP
  • 1200+ Job Point-Icon.png Refresh III: 10~12 MP/tick for 367~411 seconds for Max 1,644 MP
Again, Amalric Coif is just fine but potency of Refresh will drop by -1MP/tick.


Aquaveil-Others
Verve's Little Brother  
Colada icon.pngColada description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Amalric Coif +1 icon.pngAmalric Coif +1 description.png Dls. Torque +1 icon.pngDls. Torque +1 description.png
Augment-Icon.png
32x32.png Lethargy Earring icon.pngLethargy Earring description.png
Lethargy Sayon icon.pngLethargy Sayon description.png Regal Cuffs icon.pngRegal Cuffs description.png 32x32.png 32x32.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Emphatikos Rope icon.pngEmphatikos Rope description.png Shedir Seraweels icon.pngShedir Seraweels description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Aquaveil +1~6
Notes:
Chironic Hat and Amalric Coif if you don’t have or can't afford the HQ. Sadly, no Vadose Rod for RDM. Aquaveil is fairly unique in that the Aquaveil+ from you gear does transfer to other players when you use Light Arts.pngAccession with the /SCH support job.


Stoneskin-Others
Sticks and Stones
...mostly stones.
 
Colada icon.pngColada description.png
Augment-Icon.png
32x32.png 32x32.png 32x32.png
Lethargy Chappel icon.pngLethargy Chappel description.png Nodens Gorget icon.pngNodens Gorget description.png Earthcry Earring icon.pngEarthcry Earring description.png Lethargy Earring icon.pngLethargy Earring description.png
Lethargy Sayon icon.pngLethargy Sayon description.png Stone Mufflers icon.pngStone Mufflers description.png 32x32.png 32x32.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Siegel Sash icon.pngSiegel Sash description.png Shedir Seraweels icon.pngShedir Seraweels description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Stoneskin +125
Notes:


Haven Hose have a Stoneskin potency of 15 less than Shedir Seraweels, but are significantly easier to get.


Barspells
There's an App
for that!
 
Pukulatmuj icon.pngPukulatmuj description.png 32x32.png 32x32.png 32x32.png
32x32.png Melic Torque icon.pngMelic Torque description.png Mimir Earring icon.pngMimir Earring description.png Andoaa Earring icon.pngAndoaa Earring description.png
Lethargy Sayon icon.pngLethargy Sayon description.png Atrophy Gloves +1 icon.pngAtrophy Gloves +1 description.png 32x32.png 32x32.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Shedir Seraweels icon.pngShedir Seraweels description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Enhancing Skill +80
Enh. Duration +91%
Ele. Barspells +15
Notes:


With 8 points in Merit Point-Icon.png for Enhancing Magic Skill, RDM only needs +80 skill to hit the Bar-elemental (R) cap of +150. A mention to the Befouled Crown that isn't terrible to get at this stage and will last throughout your RDM career for other Enhancing Magic Skill related duties; it has Enhancing Skill +16 on it and is the highest skill available for gear in that particular slot. Pick that up if you haven't quite gotten to your Merit Point-Icon.png Magic Skills. With this grouping:

  • Bar-elemental (R) = +165
  • Duration = 16+ mins (for others); 29+ mins (for self)

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
Lethargy Chappel icon.pngLethargy Chappel 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 icon.pngLethargy Sayon 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 icon.pngLeth. Fuseau description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Enh. Duration +104~107%
Enh. Skill +60
DT -12%
PDT -10%
Notes:
Grellow.pngEarly on this is a dangerous set! While it confers a 110% Enh. Duration bonus to targets of enh. magic other than the player, it is paper thin and will drop the player significantly below iLevel 119. I would strongly recommend if you are at this point, taking time to stop and gather some friends to either clear/farm Vagary or do the Alternative Battlefields to upgrade this set to i119.


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 icon.pngStaunch Tathlum 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. Duration +130~152%
Enh. Skill +60
DT -34%
Notes:
The big changes here are the upgrades to your JSE and the Ammurapi Shield becoming an option. The Incanter's Torque should replace the Melic Torque by now and will cover you if you need additional skill over duration. Likewise, a Lethargy Earring of any tier can replace the Andoaa Earring if more duration is needed over skill. See? All that time you spent in DI is paying off! You now have more duration and more skill, as well as the freedom to swap around for more of one or the other. Gone are the days of dropping from 119 and you even get and extra 22% Damage Taken.


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 +2 icon.pngDls. Torque +2 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. Duration +137~164%
Enh. Skill +68
DT -37%
Notes:
Lethargy Earring of any rarity over Andoaa Earring if you have enough skill.

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
  Enh. Duration +30%
Enhancing Skill +45
Phalanx +17
Notes:
Even Job Mastery alone on RDM isn't enough to meet the Phalanx Enhancing Magic Skill cap of 500. Early on, it's a compromise, but take your time and develop the job through content and gear with higher skill and better duration will come to you. You only need Enh. Skill +23 to reach the -33 tier. So, if you're not too keen on spending a bunch of gil on 2 Stikini Rings, they won't help you hit 500 skill until you're at ≥1805 Job Point-Icon.png anyway.


Mid-Tier Phalanx
Omen/Dynamis Progression  
Sakpata's Sword icon.pngSakpata's Sword description.png
Augment-Icon.png
Ammurapi Shield icon.pngAmmurapi Shield description.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
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 Merlinic Shalwar icon.pngMerlinic Shalwar description.png
Augment-Icon.png
Merlinic Crackows icon.pngMerlinic Crackows description.png
Augment-Icon.png
  Enh. Duration +48%
Enhancing Skill +45
Phalanx +20~30
DT -23%
PDT -5%
SIRD -310/1024
Notes:
The Merlinic Attire Set and Chironic Attire Set are basically interchangeable here. You are just trying to get the Dark Matter augments for free during the campaigns. Until you land a Phalanx+3, you can keep using your Taeon. The Chironic Gloves have Enhancing Magic Skill which helps reach the 500 for the -35 dmg. reduction. Then feel free to layer in duration. As for why I put the Merlinic pieces, 3 of them have Fast Cast which helps with your recast. It really isn’t something that matters to you as you shouldn’t be recasting quickly on yourself but… I was in the Merlinic Attire Set page already so it was easier for me to copy/paste this stuff in. DT gear starts to come easier as additional pieces from this point on (the options shown are just some of the options available for damage mitigation).


Set Name in Banner
Above Set  
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32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
32x32.png 32x32.png 32x32.png 32x32.png
  usually important stats
Notes: Any notes about the set
Phalanx II
Beginner Phalanx II
Post-Rhapsodies of Vana'diel  
Pukulatmuj icon.pngPukulatmuj description.png 32x32.png 32x32.png 32x32.png
Lethargy Chappel icon.pngLethargy Chappel 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 icon.pngLethargy Sayon description.png Viti. Gloves +1 icon.pngViti. Gloves +1 description.png Stikini Ring icon.pngStikini Ring description.png 32x32.png
Ghostfyre Cape icon.pngGhostfyre Cape description.png
Augment-Icon.png
Embla Sash icon.pngEmbla Sash description.png Leth. Fuseau icon.pngLeth. Fuseau description.png Leth. Houseaux icon.pngLeth. Houseaux description.png
  Enhancing Skill +80
Enh. Duration +90%
Notes:
With capped Merit Point-Icon.png in Enhancing Magic Skill and 0 Job Point-Icon.png, a RDM requires +80 Enhancing Magic Skill to meet the 500 skill-cap. Early on you're sacrificing the duration bonus of Atrophy Gloves +1 to meet that skill requirement. If you have access to a Lethargy Earring and a little extra gil, you can certainly drop the Andoaa Earring for an additional Stikini Ring and add roughly 3~4 ticks to your Phalanx duration on others, but as-is this set should suffice and starts you off with just a little more than 5.5 minutes duration.


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
  usually important stats
Notes:
Any notes about the set


High-Tier Phalanx II
Sortie/Odyssey Progression  
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  usually important stats
Notes: Any notes about the set

Enspells

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

Enspell Midcast Sets
Beginner Enspell
Post-Rhapsodies of Vana'diel  
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  Zap!
Notes: Silly notes about how Orpheus's Sash isn't going to save you this time!


Mid-Tier Enspell
Omen/Dynamis Progression  
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  usually important stats
Notes:
Any notes about the set


High-Tier Enspell
Sortie/Odyssey Progression  
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  usually important stats
Notes: Any notes about the set
Enspell Tier I Engaged Sets
Single Wield Tier I
Single Zap!  
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  usually important stats
Notes:
Any notes about the set


Dual Wield Tier I
Double Zap!  
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  usually important stats
Notes:
Any notes about the set


Odin BCNM
To become
as the Einherjar!
 
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  usually important stats
Notes:
Any notes about the set
Enspell Tier II Engaged Sets
Single Wield Tier II
Zap-Lite!  
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  usually important stats
Notes:
Any notes about the set


Dual Wield Tier II
Double Zap-Lite!  
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  usually important stats
Notes: Any notes about the set

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
Notes:


This is a solid starter build for MND-based Enfeebling Magic. Some of the items come from some places long lost to the knowledge of the ancients. Like the Vertigo Ring often overlooked, usually because people rush out to buy expensive Stikini Rings, and while they're definitely worth more than their weight in gil, I wouldn't want to have to tell you as a new RDM that you should feel obligated to run out and spend all of your Sparks of Eminence and Accolades gil bank-roll on them. You're going to need that gil when you start upgrading your Atrophy (AF) gear and your Vitiation (Relic) gear anyway. Some items are a bit of a tough get (See: Grioavolr) if you're trying to avoid Domain Invasion but as a newer RDM you're going to want to do plenty of it anyway. The staff is the only item from DI that will persist through your development until some significant progression is out of the way. That being said, there's so much great gear that you can get for absolutely free right from Domain Invasion points.

  • Grellow.png While you can build 2 separate Ambuscade Capes for both MND-based and INT-based Enfeebling Magic, later on the Aurist's Cape +1 will come to replace BOTH of them. I recommend putting 20x Abdhaljs Thread into one stat and 10x Abdhaljs Dye into the other. (I personally chose to do 20 MND/10 INT because far more INT is available as you progress and a large portion of the time you'll be casting MND-based enfeebling spells.)


Mid-Tier MND Enfeebling
Omen/Dynamis Progression  
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  MND+
Enfeeble Skill+
Enf. Duration+
Notes: Any notes about the set


High-Tier MND Enfeebling
Sortie/Odyssey Progression  
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  MND+
Enfeeble Skill+
Enf. Duration+
Notes: Any notes about the set

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
Notes:
Take a look at the Beginner MND Enfeeble set notes. The notes for this set fall along the same premise.


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set

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
Notes:
Again, like the Beginner MND Enfeebling set, this one follows largely the same layout. The biggest difference is going to be the Stikini Rings which are pretty pricy. If you can, start with one of them and work your way toward a 2nd. There's no reason to break the bank for any of this stuff. Remember, you still have Atrophy (AF) gear and Vitiation (Relic) gear to upgrade. They can be very pricy, so save your cheddar for making that process less painful.


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set

Magic Accuracy+, Potency+, Duration+

Magic Accuracy+
Above Set  
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  usually important stats
Notes: Any notes about the set


Potency+
Above Set  
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  usually important stats
Notes: Any notes about the set


Duration+
Above Set  
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  usually important stats
Notes: Any notes about the set

Elemental Magic Sets


<Magic Damage talk>

Free Nuke

<progression>


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set

Impact

Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set

Magic Burst

Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set

Drain/Aspir Sets


<Aspir Set because drain is lol>


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set


Set Name in Banner
Above Set  
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  usually important stats
Notes: Any notes about the set