Red Mage Guide 5.35

FFXIV Shadowbringers Red Mage Openers

Good Openers

One of most frequently asked questions is: What is an example of a good opener?

While they form only fraction of total fight time, for Red Mage the opener is very important to set the scene for future ability timings.

In this section we’ll cover:

  • our preferred opener methods
  • the reasoning & importance for various timings

All of the openers are intended for single target & are written as the worst case scenario. If you have a proc, you can use it in place of the Jolt II in the x-10 openers.

What Does The Opener Notation Mean?

The first number listed in the names for each opener refer to the GCD we use Embolden on, & the second refers to the GCD we start melee combo on.

For example, a 5-10 opener will have Embolden in the oGCD window after the 5th GCD, & the melee combo will start on the 10th GCD.

x-8 Openers

These openers take advantage of Acceleration’s changes to guarantee us an earlier melee combo, whereas before we had to rely on proc luck. Gets more of the opener melee combo under buffs.

Due to the lack of weaving windows for this opener, it requires using Engagement over Displacement, accepting the potency loss in order to gain potency from other places. Since Manafication is used earlier, this may lead to doing a 115s rotation cycle afterward if you want to hit the 2 minute buff window.

3-8 Standard

3-8 Standard Opener image
3-8 Standard Opener image

3 - 8 Standard Opener

  • Prepull Acceleration @ roughly -15s.
  • Prepull Verthunder (hardcast) @ roughly -5s. Adjust with ping in mind.
  • GCD 1: Veraero (instant) + Tincture
  • GCD 2: Verstone
  • GCD 3: Veraero (instant) + Fleche + Embolden
  • GCD 4: Verfire
  • GCD 5: Verthunder (instant) + Corps-a-corps + Contre Sixte
  • GCD 6: Verstone
  • GCD 7: Verthunder (instant) + </strong> Engagement + </strong> Manafication
  • GCD 8: Enchanted Riposte + Corps-a-corps
  • GCD 9: Enchanted Zwerchhau
  • GCD 10: Enchanted Redoublement + Displacement
  • GCD 11: Verholy
  • GCD 12: Scorch
  • GCD 13: Verfire
  • GCD 14: Veraero (instant) + Fleche + Swiftcast
3-8 Standard Opener Video

5-8 Standard

5-8 Standard Opener image
5-8 Standard Opener image

5 - 8 Standard Opener

  • Prepull Acceleration @ roughly -15s.
  • Prepull Verthunder (hardcast) @ roughly -5s. Adjust with ping in mind.
  • GCD 1: Veraero (instant) + Tincture
  • GCD 2: Verstone
  • GCD 3: Veraero (instant) + Fleche + Contre Sixte
  • GCD 4: Verfire
  • GCD 5: Verthunder (instant) + Corps-a-corps + Embolden
  • GCD 6: Verstone
  • GCD 7: Verthunder (instant) + Engagement + Manafication
  • GCD 8: Enchanted Riposte + Corps-a-corps
  • GCD 9: Enchanted Zwerchhau
  • GCD 10: Enchanted Redoublement + Displacement
  • GCD 11: Verholy
  • GCD 12: Scorch
  • GCD 13: Verfire
  • GCD 14: Veraero (instant) + Fleche + Swiftcast
5-8 Standard Opener Video

x-10 Openers

These openers are modified versions of the 5.x standard opener, maximizing mana generation and cooldown usage. Starting melee combo at the 10th GCD allows us to get 2 Displacements in the opener. The extra mana generated due to an extra Dualcast pair being doubled by Manafication allows for more uses of Reprise per cycle, as well as accelerating your mana generation towards the second combo

3-10

3-10 Opener image
3-10 Opener image

3 - 10 Opener

  • Prepull Acceleration @ roughly -15s.
  • Prepull Verthunder (hardcast) @ roughly -5s. Adjust with ping in mind.
  • GCD 1: Veraero (instant) + Tincture
  • GCD 2: Verfire
  • GCD 3: Verthunder (instant) + Fleche + Embolden
  • GCD 4: Verstone
  • GCD 5: Veraero (instant) + Corps-a-corps + Contre Sixte
  • GCD 6: Verfire
  • GCD 7: Veraero (instant) + Displacement
  • GCD 8: Jolt II
  • GCD 9: Verthunder (instant) + Manafication + Corps-a-corps
  • GCD 10: Enchanted Riposte
  • GCD 11: Enchanted Zwerchhau
  • GCD 12: Enchanted Redoublement + Displacement
  • GCD 13: Verholy + Swiftcast
  • GCD 14: Scorch + Fleche
  • GCD 15: Verthunder (instant)
3-10 Opener Video

5-10

5-10 Opener image
5-10 Opener image

5 - 10 Opener

  • Prepull Acceleration @ roughly -15s.
  • Prepull Verthunder (hardcast) @ roughly -5s. Adjust with ping in mind.
  • GCD 1: Veraero (instant) + Tincture
  • GCD 2: Verfire
  • GCD 3: Verthunder (instant) + Fleche + Contre Sixte
  • GCD 4: Verstone
  • GCD 5 Veraero (instant) + Corps-a-corps + Embolden
  • GCD 6: Verfire
  • GCD 7: Veraero (instant) + Displacement
  • GCD 8: Jolt II
  • GCD 9: Verthunder (instant) + Manafication + Corps-a-corps
  • GCD 10: Enchanted Riposte
  • GCD 11: Enchanted Zwerchhau
  • GCD 12: Enchanted Redoublement + Displacement
  • GCD 13: Verholy + Swiftcast
  • GCD 14: Scorch + Fleche
  • GCD 15: Verthunder (instant)
5-10 Opener Video

Why Are There 2 Embolden Timings?

Due to Battle Litany, Chain Stratagem, & Technical Step historically being used earlier, & the changing of Trick Attack timings due to its rebalancing, most party compositions will benefit more from an earlier Embolden, allowing more of the party’s burst to fit within new buff windows.

Using Embolden on the 3rd GCD is the standard now, but consider using a 5th GCD Embolden if you have a SAM.

Final Thoughts

Hopefully these openers provide a framework to think about when certain approaches are the more sensible choice for dealing DPS. As with any encounter, think about how your cooldowns map out as a fight progresses.