RDM operates on an MP deficit. Without Lucid Dreaming, you'll run out right about the 4 minute mark. You won't feel it in a dungeon, but during a trial or raid Dreaming's refresh effect will be the difference between being able to cast 2 spells per 2 GCDs or slogging at 2 spells per 4 GCDs for the second half of the fight. And remember that Verraise costs 1/4 of max MP, so every time you cast it you lose a minute's worth of MP. Dreaming's hate drop effect is also important. If you play well, you can find yourself creeping up on the tank even with Diversion.

Mana Shift is nice on a BRD singing Requiem or a BLM in the middle of a Fire phase, though more often you might find yourself using it on a healer who's been nuking a lot, or worse, a healer you've just raised. Verraise+ManaShift costs 45% of your MP, and the decision to do this or not will be situational. The healer should have some means of refreshing his own MP, but if heavy party-wide damage is coming soon, party survival is worth the MP cost.

Surecast is a great choice in any fight with a blockable knockback, because it lets you dictate where you're going to stand. Without it, you can be knocked away in the middle of an Enchanted skillchain, or forced to reposition before the knockback and then again after.

If the fight does not have knockback, consider Addle or Apocatastasis. Addle weakens enemy magic and is good for AoEs, while Apocatastasis is good for protecting a single target from enemy magic.


Must-haves: Diversion, Lucid Dreaming
Not-100%-needed-but-should-really-be-on-your-bars: Swiftcast, Mana Shift
Situational: Surecast, Addle, Apocatastasis (if unsure/newfight, take Surecast)