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, with original contributions from Jump Man, has been updated and maintained by the authors above who actively play and collectively share a wealth of high end raiding and theorycrafting backgrounds in FFXIV. They can be found hanging out in AkhMorning’s Discord.
The content will be maintained here on AkhMorning.
The bare minimum to playing Red Mage is simply building your Mana to 80 | 80 and 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, and if you are already familiar with the fundamentals of the job you may wish to focus on the 5.x changes and 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 and 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 optimising 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
- Verthunder/Veraero increased to 370p from 350p.
- Fleche increased to 440p from 420p.
- Contre Sixte increased to 400p from 380p.
- Contre Sixte’s potency is no longer reduced after the first enemy.
You can read the 5.20 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 has the lowest damage output out of all casters. 5.2 saw buffs to bring it up closer to the others.
- 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 and Verraise are frequently undervalued, but the ability to chain-raise during downtime and cover for healer mistakes would often lead to faster prog, and may even be the difference between a first clear and 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.
- 12/09/2021: RDM UWU page published
- 10/05/2020: Red Mage site merged into core site
- 16/02/2020: Red Mage Site Launch