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
Expand 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 or 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 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
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 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 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 or the cheaper yet completely viable Vitiation Sword. When you can't reign supreme over the land of Elemental Weapon Skill damage, you'll always have 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, Ullr, as well as some pretty decent clubs, and some really strong daggers like Gleti's Knife, Mpu Gandring (Level 119 III), and the situationally useful Mandau (Level 119 III).
|
Abilities and Traits
Merit & Job Points Progression
ExpandMerit Point Recommendations
|
Group 1
|
|
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.
|
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!
|
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!
|
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.
|
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.
|
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.
|
ExpandJob Point Progression
|
Priority
|
|
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
Expand Scholar
|
- The content-aligned Red Mage's go-to choice for support job. Scholar brings a lot to the table.
- Recommendation: HIGH
- Abilities:
- Traits:
- Spells:
- Master Level Abilities
- Master Level Traits
- Master Level Spells
|
Expand White Mage
|
- Early on, as you discover all the finer trappings of the Red Mage class, utilizing White Mage as your support job can bolster your ability to main heal lower tier content in your progression. A lot of the mid-level progression is open to full alliances, so throwing a bunch of TP feed at mobs and NMs isn't typically a good idea. It's here that you can get a better feel for status healing with the -na line of Healing Magic and learning to watch your buff duration timers and when to re-apply them. At more advanced master levels other support jobs may take the lead in their utility, but if you support your group from the backline, White Mage is never a bad choice for a support job. Especially with higher tier access to curaga spells.
- Recommendation: MEDIUM (For starting/non-mastered Red Mages: HIGH)
- Abilities:
- Traits:
- Spells:
- Master Level Abilities
- Master Level Traits
- Master Level Spells
|
Expand Black Mage
|
- Black Mage as a support job has some pretty specific use cases and should be made available as content progression occurs. Chainspelling stuns on our ole' boy Zerde is a common use of RDM/BLM as well as another amorph fight in Peach Power. I would recommend unlocking and leveling this as a useful support job, but it may not be a primary option for newer, unmastered RDMs. Advancing into master levels can make this sub compete with /SCH in the crowd control department with access to Sleepga II.
- Recommendation: HIGH
- Abilities:
- Traits:
- Spells:
- Master Level Abilities
- Master Level Traits
- Master Level Spells
|
Physical Support Jobs
Expand 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:
Single 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.)
AoE Physical (Typically removes 2~3 shadows. There are some physical moves that will clear 3 shadows such as "Spike Flail.")
Single Target Magical
Breath 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
- Abilities:
- Traits:
- Spells:
- Utsusemi: Ichi, Ni
- Tonko: Ichi, Ni
- Monomi: Ichi
- Kurayami: Ichi, Ni
- Hojo: Ichi, Ni
- Dokumori: Ichi
- Jubaku: Ichi
- Katon: Ichi, Ni
- Suiton: Ichi, Ni
- Raiton: Ichi, Ni
- Doton: Ichi, Ni
- Huton: Ichi, Ni
- Hyoton: Ichi, Ni
- Master Level Abilities
- Master Level Traits
- Master Level Spells
|
Expand 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
- Abilities:
- Sambas: Drain Samba, Aspir Samba, Drain Samba II, Haste Samba
- Steps: Quickstep, Box Step, Stutter Step
- Waltzes: Curing Waltz, Divine Waltz, Curing Waltz II, Healing Waltz, Curing Waltz III
- Jigs: Spectral Jig
- Flourishes I: Animated Flourish, Desperate Flourish, Violent Flourish
- Flourishes II: Reverse Flourish
- Traits:
- Spells:
- Master Level Abilities
- Master Level Traits
- Master Level Spells
|
Specific Use Cases
Expand Dark Knight
|
- Utilizing the tool-kit available to /DRK isn't nearly as much about maximizing the group damage output as it is controlling the opponent's damage output. Still a mystery to the player-base as to whether Absorb-TP scales or is limited by Dark Magic Skill, and after many attempts by SE to retrospectively nerf the spell, it is still one of the best methods by which to control TP accumulation and Regain on some NMs that will flatten you without so much as a sympathetic glance in the rear-view mirror. It is one of a handful of methods classified as Meta in some higher end content. I presume at some point in your enthralled warlock lives, you'll stumble across needing this tool-kit.
- Recommendation: HIGH
- Abilities:
- Traits:
- Spells:
- Master Level Abilities
- Master Level Traits
- Master Level Spells
- None worth listing as they exist already on RDM as Main Job
|
Expand Rune Fencer
|
- The large benefit to this support job is the sheer amount of Elemental Magic damage mitigation and enmity generating tools available that only serve to amplify what you can naturally do on Red Mage. Primarily, this will be used in back-up, solo, or niche tanking situations. Access to the Tenacity, Inquartata traits, and RUN JAs will make a decent impact defensively for both yourself and any party members around you.
- Recommendation: MEDIUM
- Abilities:
- Traits:
- Spells:
- 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. Beginner → Mid-Tier → High-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 
Ergon Weapon forging.
- Reforged JSE
Work on getting your JSE armor sets to their +1 variants.
- 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 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 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
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.
- BEGIN! Odyssey
- Sheol A, B, C
- Sheol: Gaol
Consider starting up or joining a group of players at similar points in progression as yourself. Start tackling some of the Gaol NMs. Even at Vengeance 1 these NMs are not terribly hard with some thoughtful organization and party composition planning. I would not recommend Vengeance 0 at all as the rewards for gaining access to the gear are overshadowed by the ability to "RP" anything gained from Vengeance 1 up to
.
- Reforged JSE
Work on upgrading your JSE to their +2 variants.
- 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
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
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.
- Reforged JSE
Complete your JSE armor upgrades to their +3 variants.
- 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
Collapse 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 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

- The
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 and
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
|
|
|
DT-32% PDT-20% DEF+617 Eva.+209 M.Eva.+330 M.Def.Bns.+21
|
|
|
ExpandNotes:
It's not hard to find a few pieces of Damage Taken reduction equipment to idle in early on with options like the Ayanmo Armor Set and some solid Physical Damage Taken pieces here and there. The goal is to nab as much overall damage taken reduction gear without compromising one way or the other, and to shoot for capping your magical damage taken with or without Shell V. Everything else is just icing on the cake.
|
Mid-Tier Idle
|
|
DT-53% DEF+852~857 Eva.+425 M.Eva.+655 M.Def.Bns.+43
|
|
|
ExpandNotes:
By the time we reach this tier of content, the straight Damage Taken stat is very readily available, so we start to shift our focus toward more Magic Evasion, raw Defense, and/or Magic Defense while we're standing around waiting for the action to come to us. Wait.. you're a Red Mage, we don't wait on action arriving at our doorstep, we manipulate it so it arrives early!
|
High-Tier Idle
|
Sortie/Odyssey Progression
|
|
|
DT-55% DEF+876 Eva.+486 M.Eva.+684 M.Def.Bns.+35
|
|
|
|
|
ExpandOverlays: Refresh+, Magic Defense+, Physical Defense+
|
Refresh+
|
|
Refresh+13~16/tick DEF+699 Eva.+255 M.Eva.+596 M.Def.Bns.+33 DT-39% PDT-10%
|
|
|
Notes:
This overlay is purely to show what Refresh options are available. Plenty other options do exist, such as:
Don't ever rely too heavily on Dark Matter augments, they can be very hit and miss. However, they are nice when they work in your favor.
|
Magic Defense+
|
You have no power here.. ..Gandalf the Grey
|
|
|
DEF+798 Eva.+373 M.Eva.+773 M.Def.Bns.+52 DT-53%
|
|
|
Notes:
There's not a lot you can do in some cases to prevent absolute overruns of the DT stat. Honestly, don't worry too much about it in the long run. This specific set is to show you how you can maximize DT, Magic Evasion, and Magic Defense Bonus, while not compromising too much defensively.
|
Physical Defense+
|
|
VIT+180 DEF+1,047 Eva.+443 M.Eva.+661 M.Def.Bns.+30 DT-53% Shield Skill+137 Block Chance+30%
|
|
|
Notes:
Alright.. time to let the cat out of the bag. "Why Warden's/Fortified rings?" Well, I'll tell you why. " Enemy Critical Hit Rate is calculated approximately the same as Player Critical Hit Rate, but compares the enemy's DEX vs. the player's AGI." Assuming 0  in Enemy Critical Hit Rate and a large enough mDEX - pAGI, these two rings should help get you close to the enemy critical hit rate floor ( 1%), Gain-AGI would likely ensure it along with 5/5  in the similarly named category. Bear in mind, that WAR foes with Mighty Strikes bypass this mechanic, so switching to Gain-VIT would serve you better by reducing incoming Enemy Critical Hit Damage instead.
|
|
|
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
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.
- For gearswap users, this does not affect mid-casts, but like anything in this game, can be affected by server-client response rate. I personally enjoy using this trait on RDM given the major benefits, but everyone is certainly free to make up their own minds.
- "Quick Magic" caps at 10% and noteworthy items available to RDM are:
Fast Cast Progression
Beginner Fast Cast
|
Post-Rhapsodies of Vana'diel
|
|
|
M.Eva+360 Haste+25% "Fast Cast"+61 DT-31%
|
|
|
ExpandNotes:
A fresh 119 RDM with 0  requires +50% Fast Cast to cap. Egeking and Chanter's Shield are relatively easy grabs for a new RDM and will provide you with some flexibility in your FC sets. Lilith holds your Malignance Earring, so be sure to pick that up. You'll be needing Malignance Attire Set anyway, so time to start farming! Damage Taken Reduction items are very good choices to fill in the holes. Having " Fast Cast"+10% on the cape gives you some flexibility if Main/Sub weapon needs are different.
|
Mid-Tier Fast Cast
|
|
M.Eva+632 Haste+30% “Fast Cast”+42 DT-52%
|
|
|
ExpandNotes:
By this stage it is assumed you have RDM mastered and therefore acquired all of the job gifts for Fast Cast. If you haven't, look back at some of the earlier pieces to fill the missing gaps. When mastered, you need 42 Fast Cast to cap. Another thing to note with previously displayed pieces with "Fast Cast" on them is that if you're in a situation where your Main/Sub weapon needs are different, there are plenty of options to bring you back to +42 to cap.
|
High-Tier Fast Cast
|
Sortie/Odyssey Progression
|
|
|
M.Eva+691 Haste+30% "Fast Cast"+44 DT-65%
|
|
|
|
|
ExpandOverlays: Quick Magic & Alternate Fast Cast Sets
|
Quick Magic
|
|
"Q.Magic"+10% M.Eva.+682 Haste+23% "Fast Cast"+50 DT-59%
|
|
|
Notes:
Contrary to somewhat common belief, Quick Magic does not interfere with midcast equipment sets. Red Mage, taking FULL advantage of the Quick Magic effect category will maximize Gear Haste, "Fast Cast", Damage Taken, as well as Quick Magic in this set. With 20/20 in the JP category, every time Quick Magic activates, you will conserve 40% of the MP cost of the spell as well as have a near immediate cast and dramatically reduced recast time for the spell being cast. Utilizing Conserve MP in midcast sets can compound the interest with even more MP cost reductions.
|
No Gearswap FC/Idle
|
|
"Q.Magic"+10% M.Eva+636 Haste+23% "Fast Cast"+50 DT-54%
|
|
|
|
|
|
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
|
|
|
"Cure" Potency+58% MND+202 Healing Skill+137 DT-22% M.Eva.+434 Enmity-8
|
|
|
ExpandNotes:
Starting your journey into content, making yourself useful to those around you is going to go a lot further than anything. This set will put a little more power behind your cures and a bit more reliability behind your status heals if you sub /SCH in Addendum: White or /WHM. The Tranquil Heart trait caps at -25% Enmity/500 Healing Skill for all Healing Magic, and since there is not a ton of -Enmity gear available at early stages in RDM progression without compromising too much else, we're using that to our advantage here. Without Light Arts and without the /SCH support job, +132 Healing Magic Skill is needed to cap Tranquil Heart. Combined enmity generation: ~ 69%
|
Mid-Tier Curing
|
|
"Cure" Potency+53% MND+265 Healing Skill+15 DT-53% M.Eva.+747 Enmity-50
|
|
|
|
High-Tier Curing
|
Sortie/Odyssey Progression
|
|
|
"Cure" Potency+52% MND+280 Healing Skill+26 DT-53% M.Eva.+747 Enmity-50
|
|
|
ExpandNotes:
Cure away, my friends! Tranquil Heart gains start to taper off with your Enmity reduction gear doing the heavy lifting, adding more healing skill typically comes at a cost by removing either DT gear or "Cure" Potency. Likewise, the benefits "Cure" Potency II have are diminished in much the same fashion. Combined enmity generation: ~ 42.8%
|
|
ExpandOverlays: Weather Cure+, DT Cure+
|
Weather Cure+
|
It's all sunshine and rainbows...
|
|
|
"Cure" Potency+52% MND+215 Healing Skill+24 DT-51% M.Eva.+603 Enmity-46 "Iridescense" "Cure" Potency II+4%
|
|
|
Notes:
"Iridescence" is related only to the Iridal and Chatoyant staves and provides an additional bonus to potency based on weather/day effects. Iridal Staff provides a +5% bonus while Chatoyant Staff provides a +10% bonus to potency. Similarly, the Twilight Cape offers a +5% potency bonus to "Cures" under either weather or day effects (not both). Hachirin-no-Obi (obtained through Synergy with all 8 of the Elemental Obis gathered from the quest: In the Name of Science) will force day/weather bonus activation, resulting in an overall "Cure" Potency bonus of:
+20% for Matching Day & Weather
- Matching Double Weather confers a +25% potency, making Matching Day & Double Weather give a +35% potency bonus
+10% for Matching Weather
+5% for Matching Day OR Weather
- Giving up your Ambuscade cape with something like -Enmity or +"Cure" Potency if you need it aren't generally going to be worth it with this cape, but it is an option.
|
DT Cure+
|
You know.. my Phalanx is a lot better...
|
|
|
"Cure" Potency+50% MND+254 Healing Skill+18 DT-53% M.Eva.+747 Enmity-41 DEF+846
|
|
|
|
|
|
Status Cure Set Progression
Beginner Status Cures
|
Post-Rhapsodies of Vana'diel
|
|
|
Healing Skill +133 DT-15% PDT-10% "Fast Cast"+8%
|
|
|
ExpandNotes:
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 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
|
|
Healing Skill+136 DT-31% PDT-10% "Fast Cast"+24%
|
|
|
ExpandNotes:
Any notes about the set
|
High-Tier Status Cures
|
Sortie/Odyssey Progression
|
|
|
Healing Skill+83 DT-54% "Fast Cast"+35% Enmity-29
|
|
|
|
|
ExpandOverlays: Cursna+, Cursna-Received+
|
Cursna+
|
Fill to me... the parting glass...
|
|
|
Healing Skill+166 Cursna+55 Conserve MP+22~27
|
|
|
Notes:
As /WHM or any other support job apart from SCH you'll have 368 + 166 → (534) Healing Skill at level 99 and up. As /SCH under Light Arts you'll have 404 + 166 → (570) Healing Skill.
- With 0 additional Cursna Received gear on your target, you should be in the neighborhood of a 41.5~44.6% removal rate.
|
Cursna Received+
|
Of all the harm... that e'er I've done...
|
|
|
Cursna Recieved+42 "Holy Water"+37
|
|
|
Notes:
This set is made to optimize the "Cursna Received" stat and the effect of using Holy Water on yourself. Some other viable options:
|
|
|
Enhancing Magic Sets
Red Mage has an A rating in Enhancing Magic which is the highest in the game and tied only by Scholar while under the effects of
Light Arts. At 99 a Red Mage should have 8 points into their Enhancing Magic Skill
category which brings them to 420 skill. With no additional gear, a RDM will be at 456 skill when they attain Job Mastery.
Some spells cast with Enhancing Magic are skill dependent while others are skill capped. Others yet can be free from skill dependency entirely and instead become spells you'll want to try and optimize around their durations, potency, and generally not dying while mid-cast. The sets below should assist you in developing your support class nature on RDM and provide you with plenty of space to grow or prioritize your own needs.
Composure 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
.
- 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 +
Duration+η%) × (Composure Duration Multiplier)
- For instance, the Refresh line of spells have a base duration of 150 sec. With 0
and without using any gear that increases the base duration (seconds), we can then multiply the percentage based value of our Enhancing Duration +η% 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 +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 +
Duration+η%) × (1 +
Augments Composure Multiplier)
- In similar fashion to the self-targeted example above, we'll use the Refresh line of spells with a base duration of 150 sec. With 0
and without using any gear that increases the base duration (seconds), we can then multiply the percentage based value of our Enhancing Duration +η% by the
Composure Lethargy Armor Set bonus.
Enhancing Magic Set Progression
Beginner Enhancing
|
Post-Rhapsodies of Vana'diel
|
|
|
Aug.Enh.Dur.+4~44% Enh. Duration+56% Enh. Skill+53~62 "Fast Cast"+14% DT-21% PDT-10%
|
|
|
ExpandNotes:
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
|
|
Aug.Enh.Dur.+3~44% Enh. Duration+71% Enh. Skill +46~55 "Fast Cast"+27% DT-49%
|
|
|
|
High-Tier Enhancing
|
Sortie/Odyssey Progression
|
|
|
Aug.Enh.Dur.+3~44% Enh. Duration+78% Enh. Skill +54~63 "Fast Cast"+27% DT-49%
|
|
|
|
|
ExpandOverlays: Duration+, Skill+
|
Duration+
|
New Longer Lasting Freshness!
|
|
|
Aug.Enh.Dur.+5~64% Enh. Duration+91% Enh. Skill+67~76 "Fast Cast"+31% DT-13%
|
|
|
Notes:
Brave the wilds and throw caution to the wind in this set with a whopping - 13% Damage Taken. I would highly recommend that any enhancing spells you cast for duration be done as pre-fight buffs. Lest ye be known not as the fine Red Mage but instead a fine Red Mist.
|
Skill+
|
|
Aug.Enh.Dur.+1~20% Enh. Duration+45% Enh. Skill+170~179 "Fast Cast"+14% DT-3% PDT-4%
|
|
|
Notes:
At Master Level 0 you'll need Enhancing Magic Skill +61 to break the Skill≥501 for your Enspell base damage calculation to start taking off. At 509 and every 8 Enhancing Magic Skill afterward your base damage goes up by 1 point. It doesn't seem like a lot, but with all the extra gear RDM gets to boost Enspell damage it can easily break 1k damage additional effect per hit. There is no known cap to enspell damage for Enhancing Magic Skill so min/max to your heart's desire.
Other Enhancing Magic spells that rely heavily on skill are:
- Phalanx - caps at 500 skill.
- Aquaveil - caps at 3 interruptions prevented at 501 skill.
- Barspell - Elemental potency caps at 500 skill.
|
|
|
Composure Buffs on Others
Beginner Buff Others
|
Post-Rhapsodies of Vana'diel
|
|
|
Enh. Skill +61~70 Aug.Enh.Dur. +2~24% Enh. Duration +56% Composure Dur. +35% DT -12% PDT -10%
|
|
|
|
Mid-Tier Buff Others
|
|
Enh. Skill +46~55 Aug.Enh.Dur. +3~44% Enh. Duration +71% Composure Dur. +35% DT-35%
|
|
|
ExpandNotes:
The big changes here are the upgrades to your JSE and the Ammurapi Shield becoming an option. The Incanter's Torque should replace the Melic Torque by now and will cover you if you need additional skill over duration. Likewise, a Lethargy Earring of any tier can replace the Andoaa Earring if more duration is needed over skill. See? All that time you spent in DI is paying off! You now have more duration and more skill, as well as the freedom to swap around for more of one or the other. Gone are the days of dropping out of item level 119 and you even get an extra 22% Damage Taken reduction.
|
High-Tier Buff Others
|
Sortie/Odyssey Progression
|
|
|
Enh. Skill +59~68 Aug.Enh.Dur. +3~44% Enh. Duration +80% Composure Dur. +35% DT-37%
|
|
|
|
|
Refresh, Aquaveil, Stoneskin, Barspells
- Aquaveil
- Stoneskin
- Red Mage's Enhancing Magic Skill is high enough even before 99 that they hit the Stoneskin damage cap (350 HP) with zero additional gear. You can literally just throw on the Stoneskin Bonus gear on top of your Fast Cast set and call it a day if you want. I would encourage it, there's no honest reason to stack duration on a buff that is specifically designed to mitigate damage and wear off. Having a faster recast is amazing for those poopy fights that constantly eat your stoneskin. But since we're RDMs, here we go!
- If (Enhancing Magic Skill ÷ 3) + MND ≥ 130 → ᛉ = Enhancing Magic Skill + (3 × MND) - 190
- Barspells
ExpandOverlays-Self: Refresh, Aquaveil, Stoneskin, Barspells
|
Refresh-Self
|
All those post-A.M.A.N Trove orange juices are really starting to stack up...
|
|
|
Refresh Potency+6 Base Refresh Dur.+50s Aug.Enh.Dur.+2~24% Enh. Duration+71%
|
|
|
Notes:
Base Duration for Refresh and Refresh II is 150 sec. Enhancing Magic Duration 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 28 min duration. Your potencies will be around:
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.
|
Aquaveil-Self
|
|
Aquaveil+6 Enh. Skill+67~76 Aug.Enh.Dur.+3~44% Enh. Duration+63%
|
|
|
Notes:
Only +61 Enhancing Magic Skill is needed at Master Level 0 ( +45 with capped Enhancing Skill  ), and +97 is needed at Level 99 with 0  or  to reach the point of Aquaveil preventing a base 3 Spell Interruptions (Total Spell Interruptions: 9). The Enhancing Magic Duration available here is completely unnecessary unless Composure is on cooldown (hint: It should never be on cooldown, unless dispelled or forgotten), in which case your duration should be in the neighborhood of 26.1 min. Otherwise it will always be capped at 30 mins.
|
Stoneskin-Self
|
...the sun upon my skin ...hard against the wind ...I see myself again
|
|
|
Stoneskin+125 Enh.Duration+38% "Fast Cast"+46% DT-46% PDT-3%
|
|
|
Notes:
Layered up with more Damage Taken and Spell Interruption Rate reduction, as well as "Fast Cast" gear since:
- A. You want to survive while casting the dang spell.
- B. You want to prevent it being interrupted.
- C. You want to cast it as fast as possible, over and over again in the poopiest of situations.
|
Barspells Self
|
|
Elemental Barspells+15 Enh. Skill+83 "Fast Cast"+48% DT-50%
|
|
|
Notes:
Again, RDM only needs +80 skill to hit the Bar-elemental (R) cap of +150 with 8 in Enhancing Magic Skill. Befouled Crown is certainly an option. We'll be seeing more of it later, so pick one up if you haven't quite gotten to your 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.
|
|
|
ExpandOverlays-Others: Refresh, Aquaveil, Stoneskin, Barspells
|
Refresh-Others
|
|
Refresh Potency +6 Aug.Enh.Dur.+3~44% Enh. Duration+81% Comp. Duration+10%
|
|
|
|
Aquaveil-Others
|
|
Aquaveil+6 Enh. Skill+56~65 Aug.Enh.Dur.+3~44% Enh. Duration+53% Comp. Duration+10%
|
|
|
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 Accession with the /SCH support job. To maximize the effect you'll want to have ≥501 Enhancing Magic Skill to ensure at least 3 spell interrupt preventions and go from there. A Mastered RDM requires +45 skill to reach 501.
It's no Carcharian Verve but it's darn close as far as SIR goes. This set should provide just shy of 27 mins for others when used with Accession.
|
Stoneskin-Others
|
Sticks and Stones ...mostly stones.
|
|
|
Stoneskin+125 Aug.Enh.Dur.+2~24% Enh. Duration+53%
|
|
|
Notes:
Haven Hose have a Stoneskin potency of 15 less than Shedir Seraweels, but are significantly easier to get.
Use this set when you are looking for duration on others (instances like players having a Damage Over Time effect while moving from point A to point B), otherwise probably just use the " Fast Cast" self-stoneskin version from an earlier set palette. Duration on others should be just shy of 14 mins.
|
Barspell-Others
|
|
Ele. Barspells +15 Enhancing Skill+82~91 Aug.Enh.Dur.+1~20% Enh. Duration+73%
|
|
|
Notes:
With 8 points in 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 Magic Skills. With this grouping:
- Bar-elemental (R) = +165
- Duration = 22+ mins (for others); 30 mins (for self)
|
|
|
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 420 → F = -32
≥980 → Enhancing Magic Skill 443 → F = -33
≥1805 + Enh. Skill +16 → Enhancing Magic Skill 472 → F = -34
≥1805 + Enh. Skill +44 → Enhancing Magic Skill 500 → F = -35
- "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
|
|
|
Aug. Enh. Dur.+1~20% Enh. Duration+10% Enh. Skill+36~45 Phalanx+7~17
|
|
|
ExpandNotes:
Even Job Mastery alone on RDM isn't enough to meet the Phalanx Enhancing Magic Skill cap of 500. Early on, it's a compromise, but take your time and develop the job through content and gear with higher skill and better duration will come to you. You only need Enh. Skill +23 to reach the -33 tier. So, if you're not too keen on spending a bunch of gil on 2x Stikini Rings, they won't help you hit 500 skill until you're at ≥1805  anyway.
|
Mid-Tier Phalanx
|
|
Enh. Duration +18~38% Enh. Skill+51~60 Phalanx+10~30 DT-23% PDT-2% SIR-31%
|
|
|
ExpandNotes:
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 roll a Phalanx+3 or higher you can keep using your Taeon Attire Set. The Chironic Gloves have Enhancing Magic Skill which helps reach the 500 skill cap for the -35 dmg. reduction as well as SIRD. Afterward, feel free to layer in duration. As for why I put the Merlinic pieces, 3 of them have " Fast Cast" which helps lower your recast times. It really isn’t something that matters too terribly much, but… I was in the Merlinic Attire Set page already so it was easier for me to copy/paste this stuff in. DT gear starts to come easier as additional pieces from this point on (the options shown are just some of the options available for damage mitigation).
|
High-Tier Phalanx
|
|
Aug. Enh. Dur.+20% Enh. Dur.+18% Enh. Skill+54~63 Phalanx+10~30 DT-23% PDT-6% SIR-31%
|
|
|
ExpandNotes:
You'll still need +40 Enh. Skill to reach the 500 skill cap for Phalanx to hit the -35 damage mitigation mark. But it should be significantly easier with more gil flowing into your pockets at this stage of progression. Stikini Rings +1 are a very big ticket item still, so if you can get away with the NQ(s), feel free to do so. Note that the only things that have changed from this set and the Mid-tier are the Leth. Earring +1 and the Stikini Ring +1.
|
|
Phalanx II
Beginner Phalanx II
|
Post-Rhapsodies of Vana'diel
|
|
|
Enhancing Skill +86~95 Aug.Enh.Dur. +1~20% Enh. Duration +40% Composure Dur. +50%
|
|
|
ExpandNotes:
With capped  in Enhancing Magic Skill and 0  , an unmastered RDM requires +80 Enhancing Magic Skill to meet the 500 skill-cap. Early on you're sacrificing the duration bonus of Atrophy Gloves +1 to meet that skill requirement. If you have access to a little extra gil, you can certainly add in the Atrophy Gloves +1 with an additional Stikini Ring and add under a tic of duration to Phalanx on others, but as-is this set should suffice and starts you off with around 12 minutes of duration. Oh boy, your tanks are going to love you.
|
Mid-Tier Phalanx II
|
|
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
|
|
|
Enhancing Skill +57~66 Aug.Enh.Dur. +2~40% Enh. Duration +88% Composure Dur. +35% DT-37% PDT-3%
|
|
|
ExpandNotes:
Make sure you don't lose track of time on your tank! Gettin' pretty easy to "set it and forget it" with durations like this! You should be up around 18 minutes duration on Phalanx II now. More free time to run around silencing, distracting, and addling those pesky Dynamis mobs!
|
|
ExpandOverlays: Dual Wield Phalanx+
|
DW Phalanx+
|
|
Aug.Enh.Dur.+1~20% Enh.Duration+18% Enh. Skill+44~53 Phalanx+12~32 DT-23% PDT-2% SIR-31%
|
|
|
ExpandNotes:
Any notes about the set
|
|
|
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
|
|
|
Enh. Skill+138~147 Aug.Enh.Dur.+1~20% Enh. Duration+30%
|
|
|
ExpandNotes:
RDM99 with 0  in Enhancing Magic Skill has 404 skill when capped. This set should get you to either 542 or 551 overall skill. Stikini Rings aren't going to push you into the next tier of Enspell damage without at least 2  in Enh. Mag. Skill, so you can save your money for a little bit and fill open slots with ... (drum-roll) ... Damage Taken reduction gear!
|
Mid-Tier Enspell
|
|
Enh. Skill+170~179 Aug.Enh.Dur.+1~20% Enh. Duration+35%
|
|
|
ExpandNotes:
8/8  in Enhancing Magic Skill and Job Mastery will get you to 456 overall skill. This set should get you to 626~635 overall skill. A Stikini Ring +1 isn't going to push you into a higher tier, and at the exorbitant price on it, it's wholly unjustified to sink any gil into it at all at this point.
|
High-Tier Enspell
|
Sortie/Odyssey Progression
|
|
|
Enh. Skill+179~188 Aug.Enh.Dur.+1~20% Enh. Duration+40%
|
|
|
ExpandNotes:
At this point it's all about Master Levels and saving that precious gil for a 2nd Stikini Ring +1. A single one and this set should push you to 635~644 overall skill. From 644 skill you'll need ML6 to hit the next base-damage tier and every 8 ML after that per tier stalling out at ML46, where finally another 39,000,000~48,000,000 gil will get you that last single 1 point of enspell base damage. Knock yourself out...
|
|
Odin HTBF 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.
ExpandOverlays-Self: Tier I Enspell Engaged Sets
|
DW Tier I w/o Merits
|
|
Main Enspell Dmg.+19 Sub Enspell Dmg.+30 Haste+26% Accuracy+359~368 Mag.Acc.+300~309 Main sword enh. spell dmg.+400% Sub sword enh. spell dmg.+150%
|
|
|
Notes:
The amount of Additional Effect damage that RDM can do is, simply put, outrageous. In cases where targets have high physical defense, heavy physical damage resistance, or are immune to physical damage altogether, enspell damage is a way around that entirely. The set above is listed without a few very pricey items for a few good reasons.
- They aren't needed to make effective and sufficient use of such mechanics.
- They are sometimes not only extravagant in outright cost, but sometimes in build cost too. (i.e. - the raw materials needed to make
Crocea Mors as well as the amount of RP needed to gain effective output. The Orpheus's Sash can take literal months or years of accessing A.M.A.N. Trove or Nyzul Uncharted Campaigns to acquire.)
If you want to go for that single extra point of Dual Wield you'll have to shift some gear around often compromising Defense or other stats to make it happen. DW +10 will get you where you need to be on attack speed without compromising too much else.
Samnuha Tights are an option, albeit a pretty squishy one at that. I don't care to list them in this set because they dump too much Defense, Damage Taken, and Magic Evasion for my taste.
Die-hard RDMs that don't opt for the Magnetic Earring from Apocalypse Nigh will probably go for the Hollow Earring over the Lycopodium Earring from Moblin Maze Mongers - Liquidation Team, which is just fine.
|
DW Tier I w/ Merits
|
|
Main Enspell Dmg.+24~39 Sub Enspell Dmg.+34~50 Haste+22% Accuracy+338~347 Mag.Acc.+279~288 Main sword enh. spell dmg.+400% Sub sword enh. spell dmg.+150%
|
|
|
|
Single Wield Tier I
|
Uh.. just one zap at a time!
|
|
|
Enspell Dmg.+19 Haste+26% Accuracy+329~338 Mag.Acc.+270~279 Main sword enh. spell dmg.+400%
|
|
|
Notes:
Exactly like the DW Tier I w/o Merits set, except replace your offhand with the Sacro Bulwark and the Dual Wield on your ambuscade cape with " Store TP".
|
Odin HTBF
|
To become as the Einherjar!
|
|
|
Enspell dmg.+19 Haste+26% Accuracy+314~323 Mag.Acc.+230~239 Attack+81~90 DEF+709
|
|
|
|
|
|
ExpandOverlays-Self: Tier II Enspell Engaged Sets
|
Single Wield Tier II
|
ExpandNotes:
Any notes about the set
|
Dual Wield Tier II
|
ExpandNotes:
Any notes about the set
|
|
|
Enfeebling Magic Sets
<Magic Accuracy talk>
MND Based Enfeebling
<Progression>
Beginner MND Enfeebling
|
Post-Rhapsodies of Vana'diel
|
|
|
Mag. Acc. +146~214 MND +211~239 Enf. Skill +92~107 Enf. Duration +10% Enf. Potency +10
|
|
|
ExpandNotes:
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.
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
|
|
MND+ Enfeeble Skill+ Enf. Duration+
|
|
|
ExpandNotes:
Any notes about the set
|
High-Tier MND Enfeebling
|
Sortie/Odyssey Progression
|
|
|
MND+ Enfeeble Skill+ Enf. Duration+
|
|
|
ExpandNotes:
Any notes about the set
|
|
INT Based Enfeebling
<progression>
Beginner INT Enfeebling
|
Post-Rhapsodies of Vana'diel
|
|
|
Mag. Acc. +146~214 INT +200~228 Enf. Skill +92~107 Enf. Duration +10% Enf. Potency +10
|
|
|
ExpandNotes:
Take a look at the Beginner MND Enfeeble set notes. The notes for this set fall along the same premise.
|
Mid-Tier
|
ExpandNotes:
Any notes about the set
|
High-Tier
|
ExpandNotes:
Any notes about the set
|
|
Skill Based Enfeebling
<Progression>
Beginner Skill-Based Enfeebling
|
Post-Rhapsodies of Vana'diel
|
|
|
Mag. Acc. +138~206 MND +208~236 INT +157~185 Enf. Skill +124~139 Enf. Duration +10% Enf. Potency +10
|
|
|
ExpandNotes:
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.
|
Mid-Tier
|
ExpandNotes:
Any notes about the set
|
High-Tier
|
ExpandNotes:
Any notes about the set
|
|
ExpandOverlays: Magic Accuracy+, Potency+, Duration+
|
Magic Accuracy+
|
ExpandNotes:
Any notes about the set
|
Potency+
|
ExpandNotes:
Any notes about the set
|
Duration+
|
ExpandNotes:
Any notes about the set
|
|
|
Elemental Magic Sets
<Magic Damage talk>
Free Nuke
<progression>
Beginner
|
ExpandNotes:
Any notes about the set
|
Mid-Tier
|
ExpandNotes:
Any notes about the set
|
High-Tier
|
ExpandNotes:
Any notes about the set
|
|
Magic Burst
Beginner Magic Burst
|
ExpandNotes:
Any notes about the set
|
Mid-Tier Magic Burst
|
ExpandNotes:
Any notes about the set
|
High-Tier
|
ExpandNotes:
Any notes about the set
|
|
ExpandOverlays: Impact, Impact MB, Seidr
|
Impact (Twilight)
|
ExpandNotes:
Any notes about the set
|
Impact (Crepuscular)
|
ExpandNotes:
Any notes about the set
|
Impact Burst
|
ExpandNotes:
Any notes about the set
|
Seidr Free Nuking
|
ExpandNotes:
Any notes about the set
|
|
|
Drain/Aspir Sets
<Aspir Set because drain is lol>
Mid-Tier
|
ExpandNotes:
Any notes about the set
|
High-Tier
|
ExpandNotes:
Any notes about the set
|
|