RDM Encounter Advice FFXIV 5.5

FFXIV RDM | Umbra (E9s) Guide


Lana White
Lana White Contributor | NA | Leviathan
Argen Yin
Argen Yin Contributor | SEA | Ramuh

Eden’s Promise: Umbra (Savage)

Eden's Promise: Umbra - Cloud of Darkness
Eden's Promise: Umbra - Cloud of Darkness

Movement For Brambles Into Anti-Air/Wide-Angle

In the first minute of the fight, it is preferred to hold your Swiftcast. This allows your Dualcast window to align better for later mechanics, such as for placing your bramble and tethers.

What you need to use for the tether movement may vary based on the Brambles strategy your group does, but generally, a single Dualcast will likely be enough, adding Sprint if necessary.

Do note that you can move as soon as the purple circle appears around your character, as the tethers have already snapshotted at this point.

For the first Anti-Air and Wide-Angle, you can handle these mechanics in a variety of ways. One option is to use Displacement to jump to the corner where your safe spot is, but this may not work with all strategies. You can also take this opportunity to use the Swiftcast you held up until now, and also Sprint, if you have not used it yet, to safely move into place.

If the first mechanic is Anti-Air, you have time to do an extra Dualcast before moving into position, as the first AoE she uses in this scenario is a circular AoE directly around her.

If she casts Wide-Angle first, you can safely cast another Dualcast by standing behind her hitbox at the edge, outside of the range of the arena-wide cleave, and then quickly move into your corner before the following mechanics.

Do note that using your Swiftcast for movement here after holding it will cause your Manafication and Embolden to be delayed by a GCD. You should try to hold Swiftcast here when possible as well to avoid this, but if you have to move very far for the first mechanic following Brambles and use it, be sure to let your party know that Embolden will be slightly late.

Brambles and Anti-Air/Wide-Angle example

Here’s an example of keeping uptime using Akito (JP DC) strat:

Example of keeping uptime using Akito (JP DC) strat

Handling Melee Combos On A Ranged Tile

Your first melee combo going into tiles phase can be done on a near panel before moving out to your ranged panel as clouds spawn.

Depending on your mana levels and pattern for the Art of Darkness half-room cleave, it may be ideal to hold your Manafication here until after tiles, doing a regular melee combo when moving center to refresh your tiles. Holding your melee combo here until after tiles will not negatively affect your six minute pot window.

Additionally, you should not use Embolden unless you are on a center tile, to ensure that it does not miss anyone in the group. Some groups may consider holding buffs until after tiles as well, in which case, you should simply hold it to align with the group.

Potion And Double Melee Timings

The ideal place to use your potion and do your double melee combo here is during the towers in the second forest phase, to align with the six minute buff window. You can hold the Manafication that comes up here to set this window up.

One of your combos here will likely align with the movement you need to do for tethers into towers, allowing you to easily keep uptime during this phase, as seen in the following clip:

Towers Potion example

You may be in a scenario where your group is killing before the six minute buff window. If this is the case, you should delay your four minute buffs for after tiles, and aim to do your double melee combo and pot there.

With an early six minute kill time, it may be possible to get a final use of Manafication and Scorch. However, this is very dependent on kill time and your position during tiles, so this will vary on a case-by-case basis.