I've loved Red Mage since the release. I've raided on it every tier in 4.0. I've always felt a strong sense of control and just generally clicked with the job. I've had allot of issues with the changes before release, but finally had a chance to play it.
So far I have gotten it to 80, finished main story, beaten the Titania EX Stone Sea Sky at ilevel 421, and beaten Titania and Innocence EX 10+ times.
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The Good Through My Eyes
- Our AoE is much more "Red Magey" from the introduction of VerThunder and VerAero II.
- Impact really does look like it was always meant to be our powerful AOE skill. Jolt II into Impact on 2 mobs is the new Scatter into Verthunder/Aero on 3. I like it.
- Moulinet has seen new life with the black and white mana changes, with a possible 7 in a row use, 5 under manafiction. It has even made its way into single target.
- Manafiction with a damage up buff on it feels great stacking with a POT and Embolden. Even more so with additional party buffs.
- Reprise and Engagement make great "crutches" for strict mechanics. [They have issues, but their core idea is great!]
- Scorch is powerful and instant cast. Great for pushing the GCDs towards your next acceleration and weaving, all while giving more mana than Jolt II would.
- Our mobility and choice in positioning has only been strengthened by Engagment, Reprise and Scorche.
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The Bad Through My Eyes
Engagement:
The skill itself is wonderful. The Animation is short and sweet, easily weavable. Its pairs well with manafiction, allowing you to "squeeze" an extra Displacement/Engagement before manafiction just before pressing manafiction the following time.
At its core however, it is just a solution to the problem of Displacement and platform issues. It fixes the problem that Displacement makes of itself at level 72, but can't do the same for anything between the levels of 40-71. Its potency is weak, but it is a fair compromise without completely outclassing displacement.
Reprise:
It has a quick animation and does its job well. What it doesn't have is the damage to back up its planned use. Its an "on your feet" skill that you use in response to certain alignments of mechanics, such as a need to move right now or if you really need to hit that last .1% before you wipe and you don't have swift.
The potency itself is too weak. It does less damage than spamming jolt II. This makes Reprise nothing more than VerScathe at a high personal DPS cost.
MP:
MP is manageable, but its way tighter than what it was in STB. Relatively, we have lost 22% of our MP regen from the removal of Refresh from the Ranged DPS role action slot.
This in combination with the relative INCREASED spell cost of almost every spell, makes our MP consumption much greater than before. It is still very manageable, but we are not the raise bots we once were by any means.
MP comparisons:
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RDM in 4.58 had a max MP of about ~14,400.
Relatively speaking these changes seem small, but if you think about it, they add up. Every Jolt II into VerThunder costs you ~1.2%. Every 2 costs you an entire old Jolt II.
- Jolt II had cost 360 mp. Its relative max MP cost would then be 2.5% of your max MP. It is now 300 MP or 3% of your max MP. A .5% change.
- VerThunder had cost 480 mp. Its relative max MP cost would then be ~3.3% of your max MP. It is now 400 MP or 4% of your max MP. A .7% change.
- VerFlare had cost 600 mp. Its relative max MP cost would then be ~4.2% of your max MP. It is now 500 MP or 5% of your max MP. A .8% change.
It starts getting expensive. So expensive that missing Lucid by a couple GCDs or performing a raise could put your DPS into serious jeopardy.
AOE:
Allot of people feel the AOE is much slower than before. I don't really notice that much of a downspeed since the changes to Moulinet and a slightly more engaging mana build up system, but I thought I'd mention it. Allot of people are disappointed without VerFlood/VerBlizzard so I think that's why this is such an often complaint, but I'm sure it'll be on its way in 6.0.
Support and Role Identity:
This expansion did not expand on our supportive roots, if anything it distance us and the other casters from it.
- Apocastasis, a once BLM job skill, has completely been removed.
- Manashift, although pretty much unusable at our current MP economy felt very rewarding.
- Erase, as weak as it was, befitted casters, the closest in arcane knowledge to healers of all the roles.
Bugs:
There is a known bug when level synced, after performing Enhanced Melee combo at levels below 68, will result in VerFlare/VerHoly replacing the VerThunder/VerAero, even though you cannot use them.
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Changes I Would Make
AOE:
I do find myself popping acceleration in AOE situations, working that into increasing the mana gain on Impact would help tie the AoE kit into red magic even better.
Engagement:
The skill should be moved to level 40, at the same time as you learn Displacement and should from the beginning, be a core part of Red Mage decision making.
Reprise:
Buff the damage back up to 300. It was modest, but still rewarding. The skill could then act to slow your Mana Gain down without going anywhere near your Melee combo's actual damage. They really should have stuck with that number.
Support and Identity:
I am always of the mind that more tools are better than less. Give us at least 5 role actions. Black Mage, although feeling button bloaty as is, could surely take it, simply because Lucid Dreaming, with the removal of the enmity drop, serves them no current purpose. For Crowd Control Content, RDM and SMN would be overjoyed to have Sleep to replace our lost Binds for content like POTD and Eureka, if it came to adding Sleep into the role skills, like the change to Repose.
Personally, with Engagement moved to level 40, opening a slot at level 72, I would have really liked a single target support ability. Currently Red Mage can only "Support" on the GCD at great personal DPS. There is also a DPS cap placed on us for having that "Rez Mage" utility.
I would have liked to have something similar to Erase on a shorter cool down, with a higher potency heal. Something like "Cure Potency: 350. Cleanses a single Damage Over time effect. If the target was suffering from a Damage Over Time effect and cleansed, this skill will 100% crit." It really strikes a cord with our white magic roots and our power to dispel as a caster.
Again, personally, I hope we stay away from anymore GCD based spells. I never want to see VerMedica. VerCure fits iits purpose of Dualcast proccing and effecient downtime use. Any healing/supportive actions we get should be something we can use free of a damage burden and on the OGCD.
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In review:
I feel like, Red Mage is still Red Mage. The loss of caster role skills has me very saddened at heart. They new skills add mobility of RDM, but could use some potency/level changes to add depth. MP costs are much tighter, but manageable. Back to Back Raises will be very punishing. Our AOE feels good, but our support is wanting. The amazing Shadow Bringers story has really helped me get through the sting of some of the changes.
Resources:
Red Mage 4.58 Official Job Guide
Red Mage 5.0 Official Job Guide