Final Fantasy 14 Red Mage Primer: Level 50 guide in detail



In this video, we take a look at the rotation of the Red Mage as it looks when you initially unlock it. We look at the single target rotation, the particular 2 target rotation, as well as the general AoE rotation. We also cover some math and numbers on certain particularly specific aspects such as the use of Swiftcast.

If you find that some things are going a bit fast or a bit slow, I invite you to speed up, slow down or even pause the video for your convenience.

Addle and Surecast are not covered in this video, since they are situational abilities, however, as a little B side to the video, here are the recommendations if you are looking for that information:
– Addle reduces the damage of magic attacks from your target, so using it when a boss is winding up to do a raidwide attack is often a good choice. Use it after your dual casted spell.
– Surecast prevents most knockbacks, use it for this. It also prevents healers from using Rescue on you, and also prevents particularly high damage from stopping your spellcast.

If you have any questions or considerations, please leave a comment and I will get back to you.

For information regarding GCDs, oGCDs, Weaponskills, Spells and Abilities as well as Animation Locking, refer to my guide on these aspects:
https://youtu.be/RjWfc1rfwss

For information regarding movement and movement abilities, refer to my guide on these aspects:
https://youtu.be/2xHqdJ96St0

Music used:
Neath Dark Waters: An extended version of this song can be found here: https://youtu.be/7Dv5Ps1ehF4 , but be aware that it may contain spoilers for Final Fantasy 14: Shadowbringers specifically.

Chapters:
0:00 Introduction
0:17 Balance Gauge
0:58 Dual Casting
1:40 Procs
2:14 Acceleration
2:30 Damage oGCDs
3:30 Melee Combo
3:55 AoE Options
4:20 2 Targets
4:35 3 Targets
5:06 Role Actions
6:07 Summary
7:17 Fun fact

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7 thoughts on “Final Fantasy 14 Red Mage Primer: Level 50 guide in detail”

  1. Still not understanding when to use scatter in a AoE scenario. Instead of using scatter, I would use verthunder II or veraero II (depending on which gauge takes priority to maintain the balance) to start then insta cast scatter?

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  2. Thank you for this. It's a good guide that gets straight to the point, has all the information I needed while still somehow remaining quite short. I saw that you made a lot of other guides too for different jobs and game mechanics. I hope your channel grows as much as it deserves to so that you can help out more people with these guides.

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  3. (6.1 Changes below!) Welcome to Endwalker! Here are any significant changes related to this particular guide:
    Melee Combo: A full combo costs only 50 black and white mana now, however, all of the spells that generate these also produce significantly less mana now. This does not really change your rotation at all, but it does mean you can save up two melee combos to use back-to-back if you want to!
    Mana generation: Most spells that generate white or black mana have had their generated amount reduced by approximately 40%.
    Whether there are changes to when you should switch to the AoE spells is unknown as current data only shows max level potencies, but I will return to this later once I know for sure.
    Acceleration: This action is completely reworked! Now it instead makes your next Verthunder/Veraero/Scatter instant cast, and additionally increases the potency of Scatter, and guarantees the Verfire or Verstone proc on this instant cast. This mainly implies that you should not use this immediately in your opener, and should instead use it to instant cast either Verthunder or Veraero if you don't have the proc. On AoE you can simply use this on cooldown for Scatter
    Role Actions:
    Addle now also reduces physical damage, so if you are uncertain, you can always use it on cooldown for some damage reduction.
    Lucid Dreaming replenishes 10% more mana (50 -> 55 potency)
    Sleep, the Black Mage crowd control spell, is now a role action. This action is not particularly useful though, and the additional benefit of it not being broken by DoTs is not usable by Red Mages.

    6.1 Changes:
    * Displacement, the backflip, now has a faster animation. This does not really change how you use it 🙂

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