
Originally Posted by
Sylvain
New jobs tend to have all their most important skill on the get go.
While this may seem overwhelming at first, it is really useful because by the time you reach a few more level, you will actually have nailed down 90% of the end game rotation.
The same cannot be said with some other job. For instance, a BLM reaching level 60 literally has to learn a new rotation. Thankfully the new lv72 spell isn't as game changing.
Back to the redmage.
Your bread and butter will be all the spell you already have. Which are jolt, ver-thunder/aero/fire/stone and your melee combo.
The rest will mostly be filler barely changing your rotation.
Lv52 you'll learn moulinet, which is just an aoe version of your melee skill (great for dungeon but nothing new per say)
Lv54 vercure: mostly unused in raid
Lv56: contre sixte, juste another ogcd like fleche. Press when available (again nothing actually changing your rotation)
58 is just a raidbuff
60 : manafication. Will change a tiny bit how you play once every 2min.
62-66nothing but new rank the Rez
68-70: your combo finisher. Yet again, doesn't change your gameplay in the grand scheme of things. Your melee combo just has a fourth step . (With a special rule for a small dps boost)
And from 72-80
Well... A melee version of disengage
And an instant that burns a bit of black and white mana... Which you aren't suppose to use all that much beside when you can't cast .(very situational stuff basically )
And Lv 80? Well another melee.combo finisher, with no special rule. Justboress the shiny button ...
So basically , from 52 to 80, in term of ''core'' rotation change, you'll get
1 ogcd and a 4th and 5th button for your melee combo.
That's it
The rest are just fluff, new rank, and 2 cd.
Which means that, you currently have your full ''core'' kit. The way you play now, is 90% similar to the way you'll play at Lv 80.
So as long as you out very little effort into actually reading your spells, once you reach Lv 80 you should have a rather good understanding on rdm rotation