Red Mage Job Changes and Updates — Endwalker 6.55
On this page, you will find any job changes and skill updates for Red Mage in Final Fantasy XIV: Endwalker (Patch 6.55).
Red Mage Job Actions from the Dawntrail Media Tour
All announced information is subject to change, and it has been the case in the past that abilities shown in trailers, media tour, etc. have been changed last minute once the new expansion has released.
Red Mage Job Current Action Changes
Known changes to Red Mage's existing kit at Lv. 100 is shown below. As of yet, there are no changes to mana generation or consumption values.
Action | Type | Changes |
---|---|---|
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Spell | Potency has been decreased to 280, but we get a new Jolt III upgrade at level 84 via an adjusted ![]() |
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Spells | Potency has been increased from 360 to 380. |
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Spells | Potency has been increased from 380 to 420. |
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Weaponskills | Enchanted melee combo potency has increased from 280, 340, 500 potency to 300, 360, and 540 potency respectively. |
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Spells | Melee combo spell finisher potency has increased from 580, 860, 750 potency to 600, 700, 760 potency respectively. |
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Weaponskill | Potency has been increased from 330 to 380. |
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Weaponskill | Instead of having to use this ability three times for AOE combos for 60|60 mana, this will unlock two new actions that cost a total of 50|50 mana. |
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Ability | Manafication will now allow us to do a melee combo without consuming mana instead of granting 50|50
by giving us an Enchanted Swordplay buff for 15 seconds. This can be used on a ![]() ![]() ![]() ![]() ![]() |
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Ability | Embolden will now grant us the ability to use the new Thorned Flourish ability (information below). |
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Ability | In addition to granting an instant cast of ![]() ![]() ![]() |
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Ability | Cooldown decreased from 60 seconds to 40 seconds (for all casters). |
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Ability | Duration increased from 10 seconds to 15 seconds (for all casters). |
Red Mage New Job Actions and Traits
Known new additions to Red Mage's kit at Lv. 100 is shown below.
Action | Type | Changes |
---|---|---|
Enchanted Moulinet Deux & Enchanted Moulinet Trois | Weaponskill | After using ![]() ![]() |
Jolt III | Spell | At level 84, Jolt III (360 potency) replaces ![]() |
Vice of Thorns (Lv. 92) | Ability | This new ability, granted by ![]() |
Enchanted Blade Mastery (Lv. 94) | Trait | Grants various potency upgrades to our existing spells and abilities (covered in section 1.1). |
Grand Impact (Lv. 96) | Spell | Grand Impact is unlocked by using ![]() ![]() |
Cineration (Lv. 100) | Ability | This new ability, granted by consuming 6 stacks of ![]() |
Caster Role Action Changes
Action | Type | Changes |
---|---|---|
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Ability | Cooldown decreased from 60 seconds to 40 seconds. |
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Ability | Duration increased from 10 seconds to 15 seconds. |
Red Mage Opener and Rotation Changes
All announced information is subject to change, and it has been the case in the past that abilities shown in trailers, media tour, etc. have been changed last minute once the new expansion has released. With that in mind, the media tour build of Red Mage suggests the following gameplay changes.
- The core gameplay loop of Red Mage should remain similar: cast spells, build mana, melee combo with sufficient mana and for buff windows.
- Using
Manafication during downtime (when the boss is untargetable) will be less useful than before and much more situational since it no longer grants mana.
- The shortened
Swiftcast will primarily be used for oGCD alignment. This may also result in lower flexibility for normal melee combo timings to ensure Swiftcast isn't on cooldown the next time you need it.
- That said, rushing
Manafication when the boss is targetable should remain optimal if it results in an extra combo. Otherwise, aligning it with raid buffs is better.
- Thanks to Grand Impact, the new
Acceleration will no longer be used for oGCD alignment in most cases, and maximizing uses becomes more important. While there is potential for interesting optimization, the fundamental concept will be to use it around once per minute back-to-back with
Veraero III or
Verthunder III for movement. Based on the tooltip, this also applies to AOE scenarios: an instant casted
Impact can be used after Grand Impact is casted (but not before since Grand Impact replaces it on the hotbar until consumed).
- Due to Grand Impact's 30 second duration, in theory, pressing
Acceleration during downtime can be situationally optimal and result in an extra use later.
- The potency of
Verholy
Verflare
Scorch
Resolution are all higher than Grand Impact, and so our theoretically optimal buff and potion windows will still primarily be doing multiple combos. However, in scenarios where only single combos are used in buffs or double combos are used in potion, Grand Impact can be used.
- The new Vice of Thorns can be treated as a simple free damage oGCD to use during buff windows. Doing magic damage is a welcome bonus.
- The new Cineration should be used in buffs. If rushing
Manafication, it will sometimes be feasible to hold the Cineration proc for an upcoming buff window.
The opener is also a matter with multiple considerations. For Dawntrail, Red Mage will likely have multiple openers, taking into account players with ping limitations and how we weigh oGCD usage over specific fights vs how much we feed damage into party raid buffs in the opener. Moreover, in fights where killtimes favor 2-minute potions, those will be optimal because of our ability to do multiple melee combos under potion during the 2-minute buff window. The general use Dawntrail opener will also be subject to change based on the final build of other jobs. That said, a preliminary opener which prioritizes easier oGCD alignment, earlier usage of Fleche and Contre Sixte, and assumes low ping is below (to be updated after Dawntrail launches, including with a high-ping friendly version):
![keyboard](http://static.icy-veins.com/images/ffxiv/rdm/media-tour-opener-small.png)
An initial reaction may be to ask why Fleche and Contre Sixte are both outside raid buffs. The simple answer is that we want to maximize uses of these abilities first and foremost, and since they do not follow neat 30/60/90/120 second timers like most jobs' oGCDs (Fleche and Contre Sixte are 25 seconds and 35 seconds, respectively), using them earlier does not mean that all subsequent uses are outside buffs. For example, using Contre Sixte in raid buffs here will very likely make it fall out of buffs during the 2-minute buff window assuming full uptime, but using it earlier in this opener will comfortably put it into the 2-minute buff window. All else equal, we focus on maximizing uses first (especially considering how easy it is to drift these oGCDs by accident with how Dualcast works), and feeding party raid buffs second. As secondary considerations, this opener also puts two Fleche uses into potion, and both Fleche and Contre Sixte are not buffed by Embolden anyway, so if you are in a party composition with very few other raid buffs, it becomes even less of a potential issue.
Red Mage Job Actions in Dawntrail
Below is a timestamped showcase from the Job Actions Trailer featuring a collection of battle actions for Red Mage.
Red Mage Action Changes in Endwalker
In Endwalker, over the various patches, the job remained relatively unchanged outside of minor potency upgrades and some standardized changes applied to
other jobs (AOE buffs and mitigation being changed to 30 yalms instead of 15). Displacement finally had its animation lock reduced, but with
its potency being the same as
Engagement now in Endwalker, this is largely inconsequential.
Patch 6.5 Changes
Action | Type | Changes |
---|---|---|
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Spell | Potency has been increased from 330 to 340. |
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Spell | Potency has been increased from 330 to 340. |
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Ability | Potency has been increased from 360 to 380. |
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Spell | Potency has been increased from 310 to 320. |
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Spell | Potency has been increased from 580 to 600. |
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Spell | Potency has been increased from 580 to 600. |
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Weaponskill | Potency has been increased from 330 to 340. |
Patch 6.4 Changes
Action | Type | Changes |
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Ability | Effect radius has been increased from 15 to 30 yalms. |
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Ability | Effect radius has been increased from 15 to 30 yalms. |
Patch 6.28 Changes
Action | Type | Changes |
---|---|---|
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Weaponskill | Potency increased from 220 to 280. |
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Weaponskill | Potency has been increased from 100 to 150. Combo potency has been increased from 290 to 340. |
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Weaponskill | Potency has been increased from 100 to 130. Combo potency has been increased from 470 to 500. |
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Trait | Now increases the potency of ![]() ![]() ![]() |
Patch 6.1 Changes
Action | Type | Changes |
---|---|---|
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Ability | Action animation has been shortened. |
Red Mage Action Changes in Patch 6.0
In Endwalker, Red Mage's Mana gain and expenditure has been smoothed out, making for a more intuitive spellcasting process and more flexible melee combo timings.
Its utility has also been improved with Embolden affecting all damage and a new party utility defensive ability,
Magick Barrier.
Its capstone action,
Resolution, is a gigantic line AOE attack that comboes off of
Scorch. Despite a nerfed
Enchanted Reprise, Red Mage's movement freedom has also increased due to a reworked
Acceleration.
Red Mage Weaponskill Changes in Patch 6.0
Riposte's Black and White Mana gauge cost changed from 30 to 20.
Zwerchhau Black and White Mana gauge cost changed from 25 to 15.
Redoublement Black and White Mana gauge cost changed from 25 to 15.
Enchanted Riposte now grants a mana stack, and the Black and White Mana gauge cost changed from 30 to 20.
Enchanted Zwerchhau now grants a mana stack, and the Black and White Mana gauge cost changed from 25 to 15.
Enchanted Redoublement now grants a mana stack, and the Black and White Mana gauge cost changed from 25 to 15.
Enchanted Moulinet now grants a mana stack.
Enchanted Reprise potency changed from 300 to 330, and recast time changed from 2.2 seconds to 2.5 seconds.
Red Mage Spell Changes in Patch 6.0
Jolt potency changed from 180 to 170, and the Black and White Mana increase amounts changed from 3 to 2.
Verthunder potency changed from 370 to 360, and the Black and White Mana increase amounts changed from 11 to 6.
Veraero potency changed from 370 to 360, and the Black and White Mana increase amounts changed from 11 to 6.
Scatter now has an Acceleration potency of 170.
Verthunder II potency changed from 120 to 140.
Veraero II potency changed from 120 to 140.
Verfire potency changed from 310 to 330, and the Black Mana increase amount changed from 9 to 5.
Verstone potency changed from 310 to 330, and the Black Mana increase amount changed from 9 to 5.
Jolt II potency changed from 290 to 310, and the Black Mana and White Mana increase amounts changed from 3 to 2.
Impact now has an Acceleration potency of 260, and the potency was changed from 220 to 210.
Verflare now deals fire damage to target and all enemies nearby it with a potency of 580 for the first enemy, and 60% less for all remaining enemies. This spell has the following additional effects: increases Black Mana by 11 and has a 20% chance of becoming Verfire Ready for 30 seconds. The chance to become Verfire Ready increases to 100% if White Mana is higher than Black Mana at time of execution. The Mana Stack cost is 3.
Verholy now deals unaspected damage to target and all enemies nearby it with a potency of 580 for the first enemy, and 60% less for all remaining enemies. This spell has the following additional effects: increases White Mana by 11 and has a 20% chance of becoming Verstone Ready for 30 seconds. The chance to become Verstone Ready increases to 100% if Black Mana is higher than White Mana at time of execution. The Mana Stack cost is 3.
Scorch now deals unaspected damage to target and all enemies nearby it with a potency of 680 for the first enemy, and 60% less for all remaining enemies. It's combo action is Verflare or Verholy. This spell also increases both Black Mana and White Mana by 4. Jolt II and Impact are changed to Scorch upon landing Verflare or Verholy as a combo action.
New Red Mage Spells
Verthunder III deals lightning damage with a potency of 380. This spell has the following additional effects: increases Black Mana by 6 and has a 50% chance of becoming Verfire Ready for 30 seconds.
Veraero III deals wind damage with a potency of 380. This spell has the following additional effects: increases White Mana by 6 and has a 50% chance of becoming Verstone Ready for 30 seconds.
Resolution deals unaspected damage to all enemies in a straight line before you with a potency of 750 for the first enemy, and 60% less for all remaining enemies. This spell's combo action is Scorch. Additionally, this spell increases both Black Mana and White Mana by 4. Scorch is changed to Resolution upon landing Scorch as a combo action.
Red Mage Ability Changes in Patch 6.0
Corps-a-corps now has 2 charges, and the recast time changed from 40 seconds to 35 seconds.
Displacement now has 2 charges, and the potency changed from 200 to 180.
Engagement now has 2 charges, and the potency changed from 150 to 180.
Fleche potency changed from 440 to 460.
Acceleration now has 2 charges.
Contre Sixte potency changed from 400 to 360.
Embolden's effect no longer decreases by 20% every 4 seconds.
Manafication now increases both Black Mana and White Mana by 50, in addition to granting 6 stacks of Manafication. The Manafication effect increases magic damage dealt by 5% for 15 seconds. All combos are canceled upon execution of Manafication. This ability can only be executed while in combat.
New Red Mage Abilities
Magick Barrier reduces magic damage taken by self and nearby party members by 10%, while increasing HP recovered by healing actions by 5% for 10 seconds.
Red Mage Trait Changes in Patch 6.0
- Enhanced Jolt's Verthunder and Veraero potency increase changed from 370 to 360. Verfire and Verstone potency increase changed from 310 to 300.
- Enhanced Displacement now has an Engagement effect. Potency increase changed from 200 to 180.
- Red Magic Mastery's trait name changed from "Increased Contre Sixte" to "Red Magic Mastery."
New Red Mage Traits
- Mana Stack adds a Mana Stack to your Balance Gauge upon landing Enchanted Riposte, Enchanted Zwerchhau, Enchanted Redoublement, or Enchanted Moulinet, up to a maximum of 3. Upon gaining 3 Mana Stacks, Verthunder and Verthunder II are upgraded to Verflare. Upon learning Verholy, gaining 3 Mana Stacks also upgrades Veraero and Veraero II to Verholy.
- Red Magic Mastery II upgrades Verthunder to Verthunder III and Veraero to Veraero III. Upon gaining 3 Mana Stacks, Verthunder III is upgraded to Verflare and Veraero III is upgraded to Verholy.
- Red Magic Mastery III increases the potency of Verthunder II to 140, Veraero II to 140, Verfire to 330, Verstone to 330, Jolt II to 310, Impact to 210, and Enchanted Reprise to 330.
- Enhanced Acceleration allows the accumulation of charges for consecutive uses of Acceleration and has 2 maximum charges.
- Enhanced Manafication II increases maximum stacks of Manafication to 6.
Changelog
- 20 May 2024: Updated with Dawntrail trailer and live letter information.
- 19 Dec. 2021: Page added.
Guides from Other Classes
![Dawntrail](http://static.icy-veins.com/images/ffxiv/tools/dawntrail-text.png)
Early Access Countdown
Release Countdown
Argen has been playing since Alphascape, but got involved in higher-end raiding during Eden’s Verse, where he helped the community learn about Red Mage’s often overlooked optimization potential. He has been blessed by enough RNG to achieve top 10 rankings in multiple raids, become a Red Mage mentor at the Balance discord, and not get forced to play another job in any of his statics. Argen can also be found in Elemental DC party finder or on his Youtube channel.
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