JP's Red Mage Guide

JP

Dances like a pimp
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RedMage-Male
Secondary Job
Paladin-Male
Third Job
BlackMage-Male
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FFXI
Justinp
FFXIV
Justinus Pelios
Last Update: Oct. 27th, 9:25 PM

About Me!

Hello there! I am Justinp of the Quetzalcoatl Server and been playing Red Mage for almost a year. It was not my first job to 75, but it is definitely my main. Please do not leave me bad comments about this guide, but I do welcome any questions and good comments.


Main Support Jobs


White Mage

This is one of your MAIN support jobs and possibly the most important. Please level this job to 37 if you are going to do Red Mage. You get many spells, but I'll just name the most important ones.

Benefits:

Divine Seal (Level 30)- Enhances the potency of the user's next healing spell.

Auto Regen (Level 50)- Gradually restores HP by 1 per tick.

Protectra II (Level 54)- Enhances defense for party members within an area of effect.

Curaga II (Level 62)- Restores HP of all party members within area of effect.

Erase (Level 64)- Removes one detrimental magical effect from target party member.

Reraise (Level 66)- Gives the Reraise Status Effect, with the potency of Raise.

Teleport Holla, Dem, Mea (Level 72)- Transports qualified party members within area of effect to Holla, Dem, and Mea in La Theine Plateau, Konschtat Highlands, and Tahrongi Canyon.

Shellra II (Level 74)- Enhances magical defense for party members within range.

And many -na and -ra spells.

Black Mage

Another important subjob that you should have. Black Mage is better than White Mage in certain situations. You get many spells from Black Mage sub but I'll name the most important ones.

Benefits:

Elemental Seal (Level 30)- Enhances the accuracy of the user's next spell.

Conserve MP (Level 40)- Occasionally reduces spells' MP cost.

Drain (Level 24)- Steals an enemy's HP. Ineffective against undead.

Warp (Level 34)- Transports you to your home point.

Aspir (Level 50)- Steals an enemy's MP. Ineffective against undead.

Tractor (Level 50)- Drags a K.O.'d target toward you.

Escape (Level 58)- Transports party members within area of effect out of a dungeon.

Sleepga (Level 62)- Puts all enemies within area of effect to sleep.


Other Support Jobs

Dark Knight

Your main purpose for this subjob is for Stun. Chainspell combined with Stun makes it easier to Stun certain Monsters with dangerous moves.

Benefits:

Arcane Circle (Level 10)- Increases party members' resistance against Arcana.

Last Resort (Level 30)- Increases user's attack, but lowers defense.

Weapon Bash (Level 40)- Delivers an attack that can stun the target. (Requires a two-handed weapon.)

Souleater (Level 60)- Consumes your own HP to enhance attacks.

Attack Bonus II (Level 60)- Improves power of physical attacks.

Drain (Level 20)- Steals an enemy's HP. Ineffective against undead.

Aspir (Level 40)- Steals an enemy's MP. Ineffective against undead.

Absorb-MND (Level 62)- Steals an enemy's mind.

Tractor (Level 64)- Drags a K.O.'d target toward you.

Absorb-CHR (Level 66)- Steals an enemy's charisma.

Absorb-VIT (Level 70)- Steals an enemy's vitality.

Absorb-AGI (Level 74)- Steals an enemy's Agility.

Stun (Level 74)- Temporarily prevents an enemy from acting.

Ninja

Around 95% of the time you will be using this support job to solo. This subjob allows you to survive for a great amount of time. Fast Cast makes Utsusemi safer to use while being hit, and reduces the recast timer.

Benefits:

Dual Wield (Level 20)- Allows user to equip two weapons at once.

Subtle Blow II (Level 60)- Reduces amount of TP gained by enemies when striking them.

Tonko: Ichi (Level 18)- Grants the effect of Invisible.

Utsusemi: Ichi (Level 24)- Creates 3 shadow images that each absorb a single attack directed at you.

Monomi: Ichi (Level 50)- Grants the effect of Invisible.

Tonko: Ni (Level 68)- Grants the effect of Invisible.

Utsusemi: Ni (Level 74)- Creates 3 shadow images that each absorb a single attack directed at you.

Blue Mage

Usually used for soloing things that attack too fast so Utsusemi is useless and that you cannot kite. This is used because of the the major defense boost from Cocoon and VIT. MND INT and MP are even more bonuses from spells. You also get access to a couple good debuff spells. Blue Mage has many spells, so I'll name the important ones.

Benefits:

Burst Affinity (Level 50)- Makes it possible for your next "magical" blue magic spell to be used in a Magic Burst.

Sandspin (Level 1)- Deals earth damage to enemies within range. Additional Effect: Accuracy Down.

Wild Oats (Level 8)- Piercing damage. Additional effect: Vitality Down.

Cocoon (Level 16)- Increases defense by 50%.

Head Butt (Level 24)- Damage varies with TP. Additional effect: "Stun."

Scholar

Not too experienced at this sub but heard it is pretty good.

Benefits:

Light Arts (Level 20)- Optimizes white magic capability while lowering black magic proficiency. Grants a bonus to divine, enhancing, enfeebling, and healing magic. Also grants access to Stratagems.


  • Penury (Level 20)- Reduces the MP cost of your next white magic spell by 50%.

    Addendum: White (Level 20)- Allows access to additional White Magic spells while using Light Arts. (Poisona (Level 20), Paralyna (Level 24), Blindna (Level 34), Silena (Level 44), Cursna (Level 64))

    Celerity (Level 50)- Reduces the casting time and the recast time of your next white magic spell by 50%.

Dark Arts (Level 20)- Optimizes black magic capability while lowering white magic proficiency. Grants a bonus to enfeebling, elemental, and dark magic. Also grants access to Stratagems.


  • Parsimony (Level 20)- Reduces the MP cost of your next black magic spell by 50%.

    Alacrity (Level 20)- Reduces the casting and the recast time of your next black magic spell by 50%.

    Addendum: Black (Level 60)- Allows access to additional Black Magic spells while using Dark Arts. (Nothing RDM doesn't already have)

Conserve MP (Level 50)- Occasionally reduces spells' MP cost.

Sublimation (Level 70)- Gradually creates a storage of MP while reducing your HP. The effect ends once an MP limit is reached, or your HP has gone too low. The stored MP is then transferred to your MP pool by using the ability a second time.

Summoner

Summoner is a useful subjob at the lower levels. It can also be useful to "carby pull" things if you do not have a SMN or doing something solo.

Benefits:

Auto Refresh (Level 50)- Gradually restores MP by 1 MP per tick.

Max MP Boost II (Level 60)- Increases maximum Magic Points. (+20)

Carbuncle, Fenrir, Ifrit, Titan, Shiva, Garuda, Leviathan, Ramuh, Diabolos, and Fire/Ice/Water/Air/Earth/Thunder/Light/Dark Spirit (Level 1)- Summons one of these to fight by your side.

Assault (Level 1)- Orders the avatar to attack.

Blood Pact: Rage (Level 1)- Orders the avatar to use special attacks.

Level Command Avatar

1 Punch Ifrit
1 Rock Throw Titan
1 Barracuda Dive Leviathan
1 Claw Garuda
1 Axe Kick Shiva
1 Shock Strike Ramuh
1 Camisado Diabolos
10 Poison Nails Carbuncle
10 Moonlit Charge Fenrir
20 Crescent Fang Fenrir
20 Fire II Ifrit
20 Stone II Titan
20 Water II Leviathan
20 Blizzard II Shiva
20 Thunder II Ramuh
20 Aero II Garuda
38 Thunderspark Ramuh
42 Rock Buster Titan
46 Burning Strike Ifrit
52 Tail Whip Leviathan
60 Double Punch Ifrit
70 Megalith Throw Titan

Blood Pact: Ward (Level 1)- Orders the avatar to use support abilities.

Level Command Avatar Duration

1 Healing Ruby Carbuncle Instant
40 Somnolence Diabolos unknown
42 Lunar Cry Fenrir unknown
48 Shining Ruby Carbuncle 3 Minutes
50 Aerial Armor Garuda 15 Minutes
56 Frost Armor Shiva 90 Seconds
58 Nightmare Diabolos 60 Seconds
62 Rolling Thunder Ramuh 60 Seconds
64 Lunar Roar Fenrir Instant
66 Slowga Leviathan unknown
72 Whispering Wind Garuda Instant
74 Ultimate Terror Diabolos unknown

Release (Level 1)- Sends the avatar away.

Retreat (Level 1)- Orders the avatar to hold back.

Paladin

This sub gives you a slight Defense Boost and the ability to use Flash. It would be a decent tanking sub and even soloing sub.

Benefits:

Shield Bash (Level 30)- Delivers an attack that can stun the target. Shield required.

Sentinel (Level 60)- Reduces physical damage taken and increases enmity.

Cover (Level 70)- Allows you to protect party members by placing yourself between them and the enemy.

Shield Mastery (Level 50)- Grants TP bonus when blocking an attack with a shield.

Defense Bonus II (Level 60)- Increases defense against physical attacks. (+22)

Auto Refresh (Level 70)- Gradually restores MP by 1 MP per tick.

Banish (Level 14)- Deals Light elemental damage to an enemy.

Banish II (Level 68)- Deals Light elemental damage to an enemy.

Flash (Level 74)- Temporarily blinds an enemy, greatly lowers its accuracy.

Warrior

Another good tanking sub due to the access of Provoke and Warcry which gives a huge enmity boost. Also a nice Damage Dealing sub.

Benefits:

Provoke (Level 10)- Goads an enemy into attacking you.

Berserk (Level 30)- Enhances attacks but weakens defense.

Defender (Level 50)- Enhances defense but weakens attacks.

Warcry (Level 70)- Enhances attacks of party members within area of effect.

Defense Bonus (Level 20)- Increases defense against physical attacks.

Double Attack (Level 50)- May double your attacks.

Attack Bonus (Level 60)- Improves power of physical attacks.



Role Progression

1-10: At these levels, you will be soloing. Take the time to learn the basics of nuking, healing, experiment with macros, and getting a feel for the game.

11-31: Here is where you willll have your first experience with parties, you will often be called on main heal if you do not have a White Mage. Your main focus is to enfeeble the monsters, whether you are main healing or not.

32-39: At 32, you will get Dispel. It is very important to have Dispel at 32. Parties will expect you to have it when fighting monsters such as Crawlers or Crabs.

40-50: At 40 you will get Convert, and at 41 you will get Refresh. These are very useful, they make you a Red Mage pretty much. You will have to learn to make Refresh cycles and Convert when you have low MP. At 48 you will get Haste. Haste is another important spell. You will need to learn to make Haste cycles also.

50+: At 50 you will be able to quest your Artifact Armor. Get it, it's good for it's level and some even longer. At 51 you will have to get Elemental Staves. You should know Red Mage pretty well by 60.

Races

Humes:

My race and one of the best for Red Mage. Hume shares the second-highest MP pool with Mithra. They also have average stats all around.

Mithra:

Very close to Hume. With the second-highest MP pool, they make good Red Mages. They have a highest AGI and DEX than Humes but a lower STR, MND, and VIT.


Tarutaru:


Tarus have the highest MP pool of all the races and a higher INT. Unfortunately, Taru shares the lowest MND with Mithra. They have the lowest STR, making their Melee abilities lower than other races. Tarutaru is still a excellent choice for Red Mage.

Elvaan:

Elvaan has the second-lowest MP pool and the lowest INT. However, they have an advantage with the highest MND of all races which is very useful in enfeebling. They also have high STR, which helps their melee abilities. Elvaan is a good choice for Red Mage.

Galka:

Galka has to be the worse choice for Red Mage. Lowest MP, lower stats than some races, is just horrible for Red Mage. They do have high STR making their meleeing ability great. Galka is very hard to recommend, but go for it if you really want to.

Stat Modifiers

STR

Raising STR will raise your damage curve, and every two points of STR adds +1 Attack with one-handed weapons. Mostly we aren't concerned with this stat.

DEX

Accuracy, and critical hit rate. Every 2 DEX=1 Accuracy with one-handed weapons. This is a stat you mostly need not be concerned with, it's usually better to add +Accuracy if you need it.

AGI

Evasion, Ranged Accuracy, Parry, and Shield Block. AGI is a decent for soloing if you can't find something better for that particular slot.

VIT

Lowers the overall damage curve. This stat is directly tied to STR, for purposes of damage taken and dealt. Every two points of VIT adds +1 Defense.

CHR

Worthless stat for us unless you are /BRD or /BST.

MND

This is a very important stat, as there are many spells that use it. MND increases the power of Cure spells (to the soft cap), increases your resistance to Magic, increases the effectiveness of your own White Magic spells (Slow, Silence, Paralyze, etc), and boosts spells like Stoneskin. You will need +MND Gear.

INT

Also very important. INT will increase the power of your elemental nukes and increase the effectiveness of your own Black Magic spells (Blind, Gravity, etc). Like MND, you will need +INT Gear.

Skills

Spell-based skills


Elemental (C+)


Elemental nukes and Elemental enfeebles (Burn, Frost, Rasp, etc) are in this category. Your Elemental skill is basically just accuracy, the chance of the spell being outright or partially resisted. Because this skill is only C+, it's generally not advisable to free-nuke excessively at higher levels without bonuses from equipment or Elemental staves. At low levels, the difference between A and C isn't large. Red Mages are called on to Magic Burst on skillchains.

Healing (C-)

Your Healing skill isn't used much for accuracy purposes. Non-offensive Cures (not casting on Undead) will not be resisted. Healing works with your MND stat to bring Cure spells closer to the soft cap.

Enhancing (B+)

We have the highest Enhancing skill. It increases the effectiveness of all Bar-element spells, Bar-status spells, the damage reduced on Phalanx, the total HP your Stoneskin absorbs, the maximum duration of Sneak and Invisible, and damage on Enspells. It has no impact on certain abilities like Regen, Refresh, and Haste.

Enfeebling (A+)

This is our only A+ skill, and probably the most important. Since we are the only job with A+ Enfeebling, we have the best accuracy with Enfeebling spells. This includes Sleep, Slow, Paralyze, Gravity, Dispel, and Blind. Dia is an enfeebling spell, but not resisted no matter the skill level.


Dark (E)


The only spells we have that use Dark Magic is Bio, which is unresistable. Bio has tiers of damage, hitting a certain Dark Magic skill will make Bio do more damage per tick. Dark Magic comes from subjobs like BLM or DRK, where we can get Drain, Aspir, and Absorb spells.


Divine (E)


Red Mages don't naturally have any spells that use Divine. The only time that this skill is used is when subbing /WHM for use with Banish spells, or at 74+ with /PLD subbed for Flash.

Martial skills

I do not claim this part of the guide.


Sword (B)


Swords are the only weapons we have availible that do serious melee damage. Red Mages don't have access to the heavy-hitting espadons or bastard-sword weapons that WAR/PLD/DRK have availible, but we can use all sorts of shortswords, longswords, broadswords, degens, epees, fleurets, rapiers, etc. Swords will do slashing or piercing damage based on the type, so it's important to keep a selection availible if you can (a good example is the piercing Royal Guardman's Fleuret, and the slashing Wise Wizard's Anelace). Typically this is your primary way of dealing "free" damage. As is the case with all melee weapons, your skill in Sword determines your accuracy, damage, and access to weaponskills. As a rule of thumb, every point of Sword gives +1 accuracy and +1 attack (+0.9 accuracy past 200 skill or so). Red Mages don't have any EX or SP Sword skills, unfortunately, so our selection of weaponskills is somewhat limited. When soloing with a WAR/DRK/PLD subbed however, we can gain access to Red Lotus Blade, Seraph Blade, and Vorpal Blade, which are all fairly strong WS's in their own right.


Dagger (B)


The selection of daggers availible to Red Mages is pretty abysmal, to say the least. We can only use a few dagger class weapons, generally we aren't able to access any knife or kris-type weaponry (the ones that actually deal damage). Red Mages get a few EX Dagger skills, Cyclone and Energy Drain in particular are pretty effective. The real advantage of Dagger comes with the low delay: wielding a dagger that has a 150 swing delay (such as Beestinger, Platoon Dagger, or Hornetneedle) allows you to quickly stack Enspell damage on monsters, as Enspells are hit-based. Daggers are what make us deadly in fights against physical-resistant Elementals, and allows us to deal damage to monsters without giving them TP (in the case of a Beestinger or Ceremonial Dagger). You won't be using this skill often, but you'll be glad you have it.


Archery (D)


The D rating of this skill, coupled with the fact that Red Mages can only use shortbows, keeps many people away from Archery. We also don't have access to Archer's Knives, which makes the accuracy problem worse. As a result, you aren't going to see much use for this in an XP party. The real advantage of Archery is in solo, where we can actually land shots. We have access to the good arrows, so the lack of bow selection isn't a big deal: you can easily outdamage your Sword with level-appropriate ammo. As a nice bonus, +ranged accuracy equipment tends to be on the cheap side. If you sub RNG, you'll have access to the EX Archery weaponskills, including Sidewinder at level 59.


Club (D)


There isn't much use for this skill for Red Mages. We use wands for casting, but since we don't use wands to deal damage, there isn't any need to have accuracy/attack bonuses with them. As far as weaponskills are concerned, the only one really worth considering is Hexastrike, but we can never use it. Starlight restores a small amount of MP, so has potential in solo if you gain TP with Archery, but that's a stretch. Generally you don't need to worry about this skill.


Evasion (D)


Evasion is your ability to avoid hits. It's not going to help you very much in XP parties because of the low rank, but capped Evasion is handy for soloing, or the odd situations where you find yourself tanking.


Throwing (F)


Not much use for this skill at all. It's ranked too low to be meaningful, and we don't have any interesting things we can throw anyway. The only use for this might use throwing Darts to pull with, but Archery is better for pulling (longer range) anyway. If Red Mage is your main job, you might find it useful to cheaply skill up Throwing for a job like Ninja.


Parrying (E)


Blocking attacks with your weapon, provided you have a weapon out and the enemy is in your frontal arc. This is a useful skill for soloing, but don't expect to have it anywhere near capped.


Shield (F)


Using your shield to reduce some damage from enemy attacks, provided you have one equipped and the enemy is in front of you. Shield is more useful than Parry because it doesn't require you to be in attack mode in order to work. The rate of shield blocking and the amount of damage it absorbs is tied to the size of the shield: bucklers (smallest) tend to fire often but only block a little damage, round and kite shields will fire less often but abosrb more damage per hit. We are not able to equip Tower Shields.


Job Traits

Job traits are active at all times.


Fast Cast


This is a RDM only trait. It does two things: reduces the casting time of spells, and reduces the recast time. You get Fast Cast starting at level 15, and then increases at 35 and 55. Fast Cast I reduces casting time by 10%, each upgrade reduces it by another 5%. Warlock's Chapeau and Duelist's Tabard serves as an additional level of Fast Cast.


Magic Attack Bonus


An increase in magic damage. You first get this skill at level 20. It adds a 20% bonus, and increases to 24% at level 40.


Magic Defense Bonus


The opposite of Magic Attack Bonus. It reduces magic damage that you take. Granted at level 25, and upgraded at 45.


Resist Petrify


Sort of useless, but occasionally helps, like most "resist" traits other jobs have.


Clear Mind


Every level of Clear Mind adds 3 MP to your resting per tick. Get it at level 31, and have two upgrades. The highest level of Clear Mind that we acquire increases the speed that MP regen goes up, to +2 instead of +1 per tick.


Weapon Skills

Sword

Fast Blade (Skill/Level: 5/1)

Burning Blade (Skill/Level: 30/10)

Red Lotus Blade (Skill/Level: 50/17) Must have Paladin, Blue Mages, Warrior, or Dark Knight sub.

Flat Blade (Skill/Level: 75/26)

Shining Blade (Skill/Level: 100/34)

Seraph Blade (Skill/Level: 125/43)

Circle Blade (Skill/Level: 150/51)

Spirits Within (Skill/Level: 175/56)

Vorpal Blade (Skill/Level: 200/62) Must have Paladin, Blue Mages, Warrior, or Dark Knight sub.

Savage Blade (Skill/Level: 240/73) The quest Old Wounds must be completed to use.

Knights of Round (Skill/Level: N/A/75) Must have Caliburn (Dynamis only) or Excalibur equipped to use.

Death Blossom (Skill/Level: N/A/75) The quest Unlocking a Myth (Red Mage)
must be completed to use.

Dagger

Wasp Sting (Skill/Level: 10/3)

Gust Slash (Skill/Level: 40/14)

Shadowstich (Skill/Level: 70/24)

Viper Bite (Skill/Level: 100/34)

Cyclone (Skill/Level: 125/43)

Energy Steal (Skill/Level: 150/51)

Energy Drain (Skill/Level: 175/56)

Evisceration (Skill/Level: 230/71) The quest Cloak and Dagger must be completed to use.

Mercy Stroke (Skill/Level: N/A/75) Must have Batardeau (Dynamis only) or Mandau equipped to use.


Gear Sets


Some gear sets you may want for Red Mage.


Enfeebling-INT


Enfeebling Skill > Magic Accuracy > INT

This is how focus on this gear set. It is used for Bind, Gravity, Dispel, etc.


Enfeebling-MND


MND > Enfeebling Skill > Magic Accuracy

This gear set is used for Paralyze, Slow, Silence, etc.


Dark Magic


Dark Skill > Haste/Fast Cast > Magic Accuracy

Mainly used to get Bio into it's next tick of DoT. Also used for Stun, Drain, and Aspir.


Nuking


Elemental Skill > INT > Magic Accuracy > Magic Att. +

Due to having a low Elemental Skill, it is important to have more Elemental Skill when nuking the higher your accuracy.


Standing


Refresh > -% Damage Down > Movement Speed > Regen

Refresh is important to have in a slot to recover more MP when you are just standing there.


Resting


MP While Healing +

Obvious.

Conclusion

I will certainly add more to this guide and possibly make a RDM solo guide. If you have any questions do not be afraid to ask. If you see anything incorrect or think something should be added, please tell me. Thank you!
 
Last edited:
Nice work.
I saw this little mistake though.

"Utsusemi: Ichi (Level 75)- Creates 3 shadow images that

each absorb a single attack directed at you."

Also theres alot of other sub jobs that work for rdm not sure why you didn't put sch,bst,smn(lower lvls),blu,pld. Some more but those are pretty useful..
annd no Death Blossom or knights of the Round Table on WS list? D:
 
Nice work.
I saw this little mistake though.

"Utsusemi: Ichi (Level 75)- Creates 3 shadow images that

each absorb a single attack directed at you."

Also theres alot of other sub jobs that work for rdm not sure why you didn't put sch,bst,smn(lower lvls),blu,pld. Some more but those are pretty useful..
annd no Death Blossom or knights of the Round Table on WS list? D:

Oh thanks!

Yeah this is just a simple version at the moment, I'm going to eventually add the rest. Guess I'll add those WS's too later.
 
I was hoping to see some strategy here. I can find all this stuff on Wiki.
 
When I solo I sub THF.
 
There's no need to mention Regen as a spell on the WHM sub part, as Regen is a spell RDM get naturally as well, and before WHM get it. It would be like mentioning Sneak and Invis as spells WHM sub grants you.

Also worth mentioning is that BLM sub will grant you an extra Magic Attack Bonus tier at lvl 60/30. Magic Attack I don't stack, however, Magic Attack II do. This also applies to Magic Defense as WHM sub.

Also, you haven't mentioned HP and MP anywhere in the guide, nor Convert.

Also, Utsusemi: Ni is at lvl 74/37, not 75/37.
 
Also, Utsusemi: Ni is at lvl 74/37, not 75/37.
Same with Absorb-AGI and Stun.

I can't say I agree with all of your points, but most of it is from the perspective of a RDM75. If this is intended as a leveling guide, my points would be mostly extraneous information.
 
personally have to disagree respectfully with the mnd debuff equipment priority

although you should have a fair amount of both, I'd emphasize enfeebling over mnd if it's in a situation where the monster(s) are resistant to you but mnd over enfeebling if it's in a situation where it's easy to land.

overall I'd say skill> mnd

you can stack a lot of mnd and still miss the debuff, not much point if you can't get the basic debuff(even though it would be theoretically weaker) on the mob.

I don't think this was a complete guide yet, but not a bad start
 
You don't need that much enfeebling to land on stuff not some sort of HNM though. I'd rather just recast Slow/Paralyze and get a better percentage on the mob being Slowed/Paralyze proc'ing than having it land and basically might as well not be on the mob.

The only time I would go for skill over stat all the time is on enfeebles with no potency.
 
There's no need to mention Regen as a spell on the WHM sub part, as Regen is a spell RDM get naturally as well, and before WHM get it. It would be like mentioning Sneak and Invis as spells WHM sub grants you.

Also worth mentioning is that BLM sub will grant you an extra Magic Attack Bonus tier at lvl 60/30. Magic Attack I don't stack, however, Magic Attack II do. This also applies to Magic Defense as WHM sub.

Also, you haven't mentioned HP and MP anywhere in the guide, nor Convert.

Also, Utsusemi: Ni is at lvl 74/37, not 75/37.
Red mage gets Regen at the exact same level as white mage. RDM doesn't get any shared magic before white mages(I think BLM too, but not sure).
 
Huh, you're right; makes sense given it's an enfeeb spell. But no healing/elemental/enhancing/dark magics then.
 
Galka can play rdm job just fine.
 
This isn't a "bad" comment, but i think there's an almost identical guide on wiki... like copy/pasted identical.
 
Should add Death Blossom to the WS part since its out now.
 
I disagree with the dagger analysis. RDMs have identical sword/dagger skill-caps, they can equip Blau (which is arguably one of the strongest main-hand daggers) and Evisceration will normally trump anything sword brings to the table (with the exception of possibly Vorpal Blade, but even then...).
 
There's no need to mention Regen as a spell on the WHM sub part, as Regen is a spell RDM get naturally as well, and before WHM get it. It would be like mentioning Sneak and Invis as spells WHM sub grants you.

Also worth mentioning is that BLM sub will grant you an extra Magic Attack Bonus tier at lvl 60/30. Magic Attack I don't stack, however, Magic Attack II do. This also applies to Magic Defense as WHM sub.

Also, you haven't mentioned HP and MP anywhere in the guide, nor Convert.

Also, Utsusemi: Ni is at lvl 74/37, not 75/37.
Thanks for the things I need to edit.
Same with Absorb-AGI and Stun.

I can't say I agree with all of your points, but most of it is from the perspective of a RDM75. If this is intended as a leveling guide, my points would be mostly extraneous information.
Thanks for the things to edit also.
personally have to disagree respectfully with the mnd debuff equipment priority

although you should have a fair amount of both, I'd emphasize enfeebling over mnd if it's in a situation where the monster(s) are resistant to you but mnd over enfeebling if it's in a situation where it's easy to land.

overall I'd say skill> mnd

you can stack a lot of mnd and still miss the debuff, not much point if you can't get the basic debuff(even though it would be theoretically weaker) on the mob.

I don't think this was a complete guide yet, but not a bad start
I personally use MND over Skill and do fine, but it's your choice.
Thanks for pointing out that this is not complete. It was posted for people to give me more ideas on what to add. I know it needs to been cleaned up more and it will be.

Galka can play rdm job just fine.
Yes they can, I just wouldn't advise it.

Should add Death Blossom to the WS part since its out now.
I will.
I disagree with the dagger analysis. RDMs have identical sword/dagger skill-caps, they can equip Blau (which is arguably one of the strongest main-hand daggers) and Evisceration will normally trump anything sword brings to the table (with the exception of possibly Vorpal Blade, but even then...).

Again, that wasn't my part for now, I will edit that to what I think later.


Thanks for letting me know what to add/change guys! ^^
 
I wouldnt put ShellraII as a benefit, since it should never be used. Always ShellIV your PT-members, its a vast difference in damage taken, unlike protectra.
 
Red mage gets Regen at the exact same level as white mage. RDM doesn't get any shared magic before white mages(I think BLM too, but not sure).
You're right, for some reason I seem to remember them getting it earlier.
 
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