Leveling Rotations and Tips for Red Mage — Dawntrail 7.1
This page covers the rotation and action usage when leveling Red Mage to Level 100. This page can also be used to help when doing roulettes with level scaling by using the slider to adjust the information to your desired level.
Gear Options
When leveling up, you should always choose the piece of gear with the highest item level. We start to pay attention to substats when equipment is of an equal or very similar item level. In those scenarios, we prioritize the piece with more Critical Hit, followed by Determination and Direct Hit. Allagan Tomestone of Poetics can be exchanged for strong levelling gear in Mor Dhona at level 50, Idyllshire at level 60, Rhalgr's Reach at level 70, and Eulmore at level 80.
Rotation Overview While Leveling Red Mage
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Red Mage starts at level 50. At level 18, which is the synced level for the lowest level dungeon (Sastasha), we already get a basic AOE rotation, so that is where we will begin. The general flow of the job remains quite similar throughout: dualcast spells, use enchanted weaponskills when available, and use oGCDs for damage. There are primarily rotations for single target and three or more targets. Sometimes, the optimal two-target rotation will change by level, but this is rarely ever relevant as part of the levelling experience. The simple explanation is to do the single target rotation until you get Impact at level 66. After that, you use Impact in place of Verthunder/aero (III). Then, when you reach level 94, you use the single target rotation in place of Impact again due to the Enchanted Blade Mastery trait. The exception is when you use Acceleration: an Acceleration-buffed Impact is always better on two targets.
Single Target GCDs
- In single target scenarios, we cast Jolt into Verthunder or Veraero. Try to alternate betweenThunder and Aero to keep mana levels relatively balanced (within 30 of each other)..
- In single target scenarios, we alternate between casting Verfire (or Jolt if no proc is available) into Verthunder or Veraero. Try to alternate betweenThunder and Aero to keep mana levels relatively balanced.
- In single target scenarios, we alternate between casting Verfire or Verstone (or Jolt if no proc is available) into Verthunder or Veraero. Try to alternate between thunder and Aeroto keep mana levels relatively balanced (within 30 of each other).
- In single target scenarios, we alternate between casting Verfire or Verstone (or Jolt II if no proc is available) into Verthunder or Veraero. Try to alternate between thunder and Aeroto keep mana levels relatively balanced (within 30 of each other).
- In single target scenarios, we alternate between casting Verfire or Verstone (or Jolt II if no proc is available) into Verthunder III or Veraero III. Try to alternate between Thunder and Aero to keep mana levels relatively balanced (within 30 of each other).
- In single target scenarios, we alternate between casting Verfire or Verstone (or Jolt III if no proc is available) into Verthunder III or Veraero III. Try to alternate between Thunder and Aero to keep mana levels relatively balanced (within 30 of each other). Jolt III does a tiny bit more damage than pre-level 93 procs, but generates 1 less mana. If in doubt, use your procs in case it helps you gain a melee combo when it matters.
- In single target scenarios, we alternate between casting Verfire or Verstone (or Jolt III if no proc is available) into Verthunder III or Veraero III. Try to alternate between Thunder and Aero to keep mana levels relatively balanced (within 30 of each other).
- Use Enchanted Riposte when you have above 20 white mana and black mana. Avoid using this action below this threshold as the unenchanted version is a DPS loss.
- Use Enchanted Riposte → Enchanted Zwerchhau when you have above 35 white mana and black mana. Avoid using these actions below this threshold as the unenchanted versions are a DPS loss.
- Use Enchanted Riposte → Enchanted Zwerchhau → Enchanted Redoublement when you have above 50 white mana and black mana. Avoid using these actions below this threshold as the unenchanted versions are a DPS loss.
- Use Enchanted Riposte → Enchanted Zwerchhau → Enchanted Redoublement → Verflare when you have above 50 white mana and black mana. Avoid using these actions below this threshold as the unenchanted versions are a DPS loss.
- Use Enchanted Riposte → Enchanted Zwerchhau → Enchanted Redoublement → Verflare or Verholy when you have above 50 white mana and black mana. Avoid using these actions below this threshold as the unenchanted versions are a DPS loss. Use the finisher that you have lower mana of to guarantee a proc and keep your mana balanced (within 30 of each other).
- Use Enchanted Riposte → Enchanted Zwerchhau → Enchanted Redoublement → Verflare or Verholy → Scorch when you have above 50 white mana and black mana. Avoid using these actions below this threshold as the unenchanted versions are a DPS loss. Use the finisher that you have lower mana of to guarantee a proc and keep your mana balanced (within 30 of each other).
AOE (3+ Targets) GCDs
- Our AOE casting rotation for 3+ targets is Verthunder II or Veraero into Scatter, while trying to keep our mana levels balanced (within 30 of each other).
- Our AOE casting rotation for 3+ targets is Verthunder II or Veraero II into Scatter, while trying to keep our mana levels balanced (within 30 of each other).
- Our AOE casting rotation for 3+ targets is Verthunder II or Veraero II into Impact, while trying to keep our mana levels balanced (within 30 of each other).
- Our AOE rotation changes with the addition of Enchanted Moulinet, which combos into Enchanted Moulinet Deux and Enchanted Moulinet Trois at 50|50 mana. This is an AOE mana spender that is a DPS gain on 3+ targets.
- Our AOE rotation changes with the addition of Enchanted Moulinet, which combos into Enchanted Moulinet Deux and Enchanted Moulinet Trois at 50|50 mana (or when Manafication is used). This is an AOE mana spender that is a DPS gain on 3+ targets.
- At 50 black and white mana or more (or when Manafication is used), use Enchanted Moulinet into Enchanted Moulinet Deux and Enchanted Moulinet Trois, followed by Verflare.
- At 50 black and white mana or more (or when Manafication is used), use Enchanted Moulinet into Enchanted Moulinet Deux and Enchanted Moulinet Trois, followed by Verflare or Verholy. Use the finisher that you have lower mana of to guarantee a proc and keep your mana balanced (within 30 of each other).
- At 50 black and white mana or more (or when Manafication is used), use Enchanted Moulinet into Enchanted Moulinet Deux and Enchanted Moulinet Trois, followed by Verflare or Verholy, then Scorch. Between Verflare or Verholy, use the finisher that you have lower mana of to guarantee a proc and keep your mana balanced (within 30 of each other).
- At 50 black and white mana or more (or when Manafication is used), use Enchanted Moulinet into Enchanted Moulinet Deux and Enchanted Moulinet Trois, followed by Verflare or Verholy, then Scorch and Resolution. Between Verflare or Verholy, use the finisher that you have lower mana of to guarantee a proc and keep your mana balanced (within 30 of each other).
Offensive oGCDs
- Corps-a-corps is primarily used for damage. It should be used on cooldown when it's safe to do so, though one charge can situationally be saved for raid buffs or movement. The gap-closer aspect of it should be considered a bonus or incidental effect.
- Swiftcast lets us instantly cast our next GCD, which is useful to keep casting spells while moving around or aligning our oGCDs. This should primarily be used on our harder-hitting casts: Veraero or Verthunder for single target, or Scatter for AOE.
- Swiftcast lets us instantly cast our next GCD, which is useful to keep casting spells while moving around or aligning our oGCDs. This should primarily be used on our harder-hitting casts: Veraero or Verthunder for single target, or Impact for AOE.
- Swiftcast lets us instantly cast our next GCD, which is useful to keep casting spells while moving around or aligning our oGCDs. This should primarily be used on our harder-hitting casts: Veraero III or Verthunder III for single target, or Impact for AOE.
- Engagement and Displacement share the same cooldown and do the same potency, so we generally prefer Engagement for the shorter animation lock unless the movement from Displacement is useful. They should be used on cooldown, though one charge can situationally be saved for raid buffs or movement.
- Fleche is our most powerful single target oGCD and should be used strictly on cooldown.
- Acceleration removes the cast time on our next Veraero or Verthunder and guarantees that they give us a proc. For AOE scenarios, we can use it to instantly cast a damage-buffed Scatter. In boss fights, the best use for this ability is to keep uptime while moving and dodging attacks.
- Acceleration removes the cast time on our next Veraero or Verthunder and guarantees that they give us a proc. For AOE scenarios, we can use it to instantly cast a damage-buffed Impact. In boss fights, the best use for this ability is to keep uptime while moving and dodging attacks.
- Acceleration removes the cast time on our next Veraero III or Verthunder III and guarantees that they give us a proc. For AOE scenarios, we can use it to instantly cast a damage-buffed Impact. In boss fights, the best use for this ability is to keep uptime while moving and dodging attacks.
- Acceleration removes the cast time on our next Veraero III or Verthunder III and guarantees that they give us a proc. For AOE scenarios, we can use it to instantly cast a damage-buffed Impact. In boss fights, the best use for this ability is to keep uptime while moving and dodging attacks. With two charges, one can be saved for movement without drifting its cooldown.
- Acceleration removes the cast time on our next Veraero III or Verthunder III and guarantees that they give us a proc. For AOE scenarios, we can use it to instantly cast a damage-buffed Impact. In boss fights, the best use for this ability is to keep uptime while moving and dodging attacks. With two charges, one can be saved for movement without drifting its cooldown. From level 96 onwards, it also grants us Grand Impact; this is a DPS gain on both single target and AOE situations, so use it for damage and/or movement. Try to avoid overcapping on Acceleration charges.
- Contre Sixte should generally be used on cooldown, though it can be held for AOE scenarios on a case-by-case basis due to the damage gain on multiple targets.
- Embolden is a 20-second party buff that increases damage dealt by party members by 5%, and our own magical damage dealt by 5%. This means that for our own damage, only spells or weaponskills are buffed, while our oGCDs are not. In dungeons, Embolden should be used both in trash packs and bosses. However, try to benefit from its full duration: if the trash pack or boss is just about to die, consider saving it for the next engagement.
- Embolden is a 20-second party buff that increases damage dealt by party members by 5%, and our own magical damage dealt by 5%. This means that for our own damage, only spells or weaponskills are buffed, while our oGCDs are not. In dungeons, Embolden should be used both in trash packs and bosses. However, try to benefit from its full duration: if the trash pack or boss is just about to die, consider saving it for the next engagement. In Dawntrail, it also grants Vice of Thorns, an ability that should be used for damage under buffs or AOE cleave.
- Manafication allows us to use our melee combo with no mana cost for 15 seconds due to the Magicked Swordplay buff. It should be used close to on cooldown so we can benefit from more enchanted melee combo uses, which are a damage gain over casting normal spells for both single target and AOE situations.
- Manafication allows us to use our melee combo with no mana cost for 15 seconds due to the Magicked Swordplay buff. It should be used close to on cooldown so we can benefit from more enchanted melee combo uses, which are a damage gain over casting normal spells for both single target and AOE situations.
Defensive GCDs and oGCDs
- Addle can be used to help healers keep the party alive at no DPS cost to ourselves. In lower level dungeons, its best to use on bosses doing unavoidable damage to the entire party, commonly known as "raidwides".
- Sleep can occasionally be used do disable enemies temporarily, but there's rarely a use for it in dungeons because mobs will wake up immediately upon taking damage. It is more useful for solo instances or the overworld.
- Lucid Dreaming restores our own MP for 21 seconds. While it is rare to run out of MP while leveling, this ability should still be used consistently.
- Surecast is useful for surviving mechanics and preventing casts from being interrupted, though there are rare occasions where mechanics explicitly ignore this ability.
- Using Vercure mid-combat is usually a significant DPS loss, and content is not designed around DPS roles providing sustained heals. But it can occasionally be used to save someone in an emergency. Moreover, this spell can be used during downtime to proc Dualcast, allowing us to instantly open on the next mob pack/boss with a stronger, instantly-casted spell. Using Vercure when the boss is untargetable is a technique often used in endgame raids, making it a useful habit to develop early.
- Verraise can be dualcasted, making it a very powerful and convenient recovery tool. Red Mage is the only job that is capable of reviving multiple people in such quick succession. However, in endgame raid situations where DPS checks get introduced, it can be better to share reviving responsibilities with healers depending on the situation.
- Magick Barrier is useful for keeping tanks alive in large dungeon pulls. A noteworthy difference from the Addle caster role action is that instead of debuffing the boss, it buffs all party members. The benefit is that it can be used when enemies are untargetable, but the drawback is that you need to be in range of party members to use it.
Changelog
- 23 Nov. 2024: Updated for Patch 7.1.
- 04 Jul. 2024: Reviewed for Patch 7.0.
- 20 Jan. 2024: Reviewed for Patch 6.55.
- 05 Oct. 2023: Updated for Patch 6.5.
- 28 May 2023: Updated for Patch 6.4.
- 14 Jan. 2023: Updated for Patch 6.3.
- 03 Apr. 2022: Guide added.
Guides from Other Classes
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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