Red Mage Guide

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This is a guide covering basic mechanics and some optimization tips for Red Mages.

Lv. 50 mechanics

  • Every second cast you have is a Dualcast, meaning it has no cast time (but still triggers the normal Global Cooldown, which is around 2.5 seconds.)
  • You should always use Dualcast on a spell that normally takes more than 2.5s to cast. These include Veraero.png  Veraero, Verthunder.png  Verthunder, and (for multi-target) Scatter.png  Scatter.
    • To be more specific, the spells that have a normal 5s cooldown should all be used with Dualcast to achieve a 0s cooldown.
  • You should never "regularly" cast (hardcast) the above spells, except possibly before boss pull.
  • For single-target, your hardcast should be Verfire.png  Verfire or Verstone.png  Verstone if they're available, and Jolt.png  Jolt if they're not.
  • For multi-target, your hardcast should be Veraero II.png  Veraero II or Verthunder II.png  Verthunder II.
  • Use all of your skills that don't trigger global cooldown (oGCDs) - Fleche.png  Fleche and Acceleration.png  Acceleration.
    • Even your movement skills, Corps-a-corps.png  Corps-a-corps and Displacement.png  Displacement deal decent damage.
    • Do so as much as possible, but without delaying your global cooldowns ("clipping") by using too many together.
  • Your spells generate black and white mana.
    • Keep them within 30 of each other, or you will get an invisible debuff that reduces black/white mana generation.
    • Once they're both above 80, launch your melee combo: Enhanced versions of Riposte.png  Riposte, Zwerchhau.png  Zwerchhau, Redoublement.png  Redoublement, once each in that order.

Lv. 51-80 mechanics

  • Moulinet.png  Moulinet (Lv. 52) should become how you spend your black/white mana against multiple targets.
  • You get some extra oGCDs as you level, which should all be used on cooldown if possible:
    • Contre Sixte.png  Contre Sixte (Lv. 56) is extra damage.
    • Embolden.png  Embolden (Lv. 58) is a buff for you and nearby physical damage party members.
    • Manafication.png  Manafication (Lv. 60) doubles your mana - it should be used as close to 50 mana as possible. It also refreshes your movement abilities (more damage) and gives you a DPS buff.
  • Your "melee" combo lengthens as you level:
    • Verflare.png  Verflare (Lv. 68) or Verholy.png  Verholy (Lv. 70) should always be used after Redoublement.png  Redoublement, depending on which mana is lower (black for Verflare, white for Verholy).
    • Scorch.png  Scorch (Lv. 80) replaces Jolt II.png  Jolt II after Verflare/Verholy, and it should always be used as well.
  • You will get some good party utility:
    • Vercure.png  Vercure (Lv. 54) is a heal, but you generally should not use to heal unless healers are dead.
    • Verraise.png  Verraise (Lv. 64) is great since you can always Dualcast it, ensuring you never have to stand still. An excellent bulwark against wipes.
  • You get some situational skills:
    • Engagement.png  Engagement (Lv. 72) is an alternative to Displacement.png  Displacement if you cannot jump back without screwing up a mechanic/jumping off the ledge.
    • Reprise.png  Reprise (Lv. 76) should only be used if you must move and do not have any instant casts to spend.

Basic optimization

  • Swiftcast is a straight dps increase for you, even without movement, because you can trigger an extra Veraero.png  Veraero/Verthunder.png  Verthunder with it.
  • Be extra alert with Embolden cooldown as it should generally be used immediately to avoid shifting the damage window, and also note its small range.
  • Vercure.png  Vercure can be used to proc Dualcast when the boss is away.
  • Read other Red Mage guides for further optimization techniques.


Older Guides

Red Mage Guide/Stormblood