By:
(Leviathan) Hinoka Shirasagi Twitch
(Leviathan) Meru Lucis
(Behemoth) Jump Man YouTube

With contributions from Turing & maintenance by Nemekh.

General Information & About The Guide

Welcome to the Red Mage guide for Final Fantasy XIV Shadowbringers 5.20!

Here you will find our most current information on how to play Red Mage at a high & respectable level.

This guide has been co-written by the authors above who actively play & collectively share a wealth of high end raiding & theorycrafting backgrounds in FFXIV. They can be found hanging out in the Red Mage channels at The Balance Discord.

The content has been approved for The Balance use & will be maintained here on rdm.akhmorning.com.

Overview

The bare minimum to playing Red Mage is simply building your Mana to 80 | 80 & then unleashing your melee combo with a powerful finisher. The core rotation of the job has not changed very much since its inception in Stormblood, & if you are already familiar with the fundamentals of the job you may wish to focus on the 5.x changes & additions to the job section of the guide.

At its base, Red Mage has a fairly straightforward rotation, making it a very attractive pick for new players. However, Red Mage has a surprising amount of hidden depth when it comes to optimisation & an awful lot of thought is involved when trying to play at a high level. This guide will show that there is definitely much more to optimizing Red Mage than your basic ABCs.

The overall aim of this guide is to offer generally applicable principles for good play - as such, there will be rare scenarios where the optimal solution runs contrary to what the guide says. We will not be covering edge cases, rather, you are welcome to discuss specific scenarios in the Red Mage channels.

Latest [5.20] Changes for Red Mage

GCDs

  • Jolt II increased to 280p from 250p.
  • Enchanted Reprise increased to 300p from 250p.
  • Verfire/Verstone increased to 300p from 270p.
  • Verthunder/Veraero increased to 350p from 310p.
  • Moulinet Range and Radius increased to 8 yalms from 6.
  • Enhanced Moulinet Range and Radius increased to 8 yalms from 6.

OGCDs

  • Acceleration now applies to the next 3 Verthunder/Verflare or Veraero/Verholy spells.
  • Acceleration Duration increased to 20s from 10s.
  • Acceleration Recast time increased to 55s from 35s.
  • Contre Sixte increased to 380p from 350p.

You can read the 5.10 patch notes here.

Red Mage Strengths

  • Very intuitive & beginner friendly rotation.
  • Powerful prog tools in the form of Verraise & Vercure that can salvage runs.
  • Embolden is a strong raid buff in a physical based comp.
  • Solid general mobility with dualcast windows.
  • Has access to the Manipulative Moggle Mogfoil, objectively the best looking weapon in the game… (per Meru)

Red Mage Weaknesses

  • Currently (5.1) has the lowest damage output out of all casters. Though it is slated for buffs in 5.2
  • Due to party Embolden only buffing physical damage, Red Mage does not synergize well with fellow casters despite double caster comp being a solid choice.
  • Limited burst movement options.

Red Mage Viability

In normal level content, RDM offers powerful utility in the form of Verraise that can easily salvage poorly going runs, whether it’s a trial with 4 players dead at any given time or your latest expert dungeon where the healer decides to engage in vuln stack olympics.

The same utility carries its effectiveness into savage content as well. Vercure & Verraise are frequently undervalued, but the ability to chain-raise during downtime & cover for healer mistakes would often lead to faster prog, & may even be the difference between a first clear & a wipe when used effectively as a recovery tool.

Though it isn’t one of the top hard-hitters in the game, its damage is respectable (roughly middle of the pack). Combined with its versatile utility & straightforward rotation, this makes RDM an attractive pick for all kinds of content.

Changelog

  • 16/02/2020: Red Mage Site Launch