Context and purposePersonally, I think that Red Mage has come into Endwalker very strongly (from a design perspective). I think that many of Red Mage's longstanding design issues were respectably improved, and that its gameplay is currently in an overall good and enjoyable place.
So, I personally do not think that Red Mage's fundamental design motivates any sort of major overhaul, and from general impressions of various FFXIV community discussions, I think that most players feel the same way.
Instead, I think that some relatively small changes could improve and refine Red Mage's current design even further, and those are the kinds of suggestions that I am trying to make in this post.
000 — Table of contents (for jumping with Ctrl+F)
- 000 — Table of contents
- 111 — Reduce cast times to 1.50s / 2.50s GCD
- 222 — Reduce Moulinet cost so 1x Manafication = 3x Moulinet
- 333 — Normalize AOE threshold to either 2 or 3 targets
- 444 — Condense the Melee portion of the ST combo to one button
- 555 — Questioning whether Jolt and procs are still necessary design features
111 — Reduce Red Mage cast times to 1.50s with 2.50s GCD.Summary of the core issue: Red Mage OGCD driftRed Mage design has a specific and peculiar issue: Red Mage has a significant number of OGCD ("Ability") actions that need to be frequently activated, but Red Mage only has space to weave an OGCD every other GCD, due to the alternating rhythm of "Dualcast".
This is because the 2.0s cast on "Jolt 2", "Verfire", "Verstone", "Veraero 2", and "Verthunder 2" means that it is not possible to weave an OGCD after these casts without "clipping" into the next GCD, since the 0.5s gap between cast completion and GCD completion is not long enough for most (all?) players to safely insert an OGCD's animation-lock.
This has the net effect that Red Mage can only weave its many OGCD actions during "Dualcast" or other instant-cast windows, creating a specific rhythm of weaving opportunities, alternating with weaving "lockouts".
This design situation clashes with the cooldown of OGCDs, such as "Fleche", in several ways.
Firstly, the new EW Red Mage rotation extends the "Mana combo" by one GCD due to the addition of "Resolution". This results in constantly off-setting the Red Mage GCD rhythm from its OGCD cooldown timers, even during 100% uptime.
Secondly, any delays or interruptions to the Red Mage GCD cycle due to normal encounter mechanics, enemy RP sequences, etc, will also desync the GCD rhythm and OGCD timers.
Thirdly, the use of normal Red Mage cooldown tools that insert an extra instant-cast GCD into the rotation — "Acceleration" and "Swiftcast" — also has the inadvertent effect of shifting the alignment between Dualcast windows and OGCD timers.Issues with current ways of compensating the drift tendencyThese effects can be compensated and adjusted by micro-managing the way that Acceleration/Swiftcast are used, in order to insert only as many instant-casts as necessary to "re-align" the Dualcast rhythm and the OGCD timers.Why these Red Mage OGCD clashes matter
However, this adds significant complexity to the usage of tools that most players likely assume are simply there for either prolonged movement situations, or pure DPS.
In fact, simply using Acceleration/Swiftcast as they become available — a natural and typically-correct habit for players to approach their OGCD timers with — has the potential to throw the Dualcast/OGCD alignment into perpetual disturbance. I think that this is strange and unintuitive.
Furthermore, while the issue can be controlled carefully during 100% uptime or well-planned encounter timelines by rationing Acceleration/Swiftcast in predetermined ways, these sorts of solutions will unravel quickly in more general content, where uptime is less determinant.
This can be deranged further by such factors as excessive Raises being required (eg, by interrupting the point at which an Acceleration/Swiftcast was planned to be inserted), or having an opportunity to Vercure during an intermission (leading to a recalculated rhythm being necessary due to coming into resumed uptime with a Dualcast ready).
The reason that all of this becomes an issue is that Red Mage's many damaging OGCDs form a meaningful contribution to its total damage output, and also have overall very short cooldowns.
Thus, repeatedly mis-aligning the Dualcast window from OGCD timers can result in being forced to delay shorter OGCDs, such as Fleche, by a significant portion of their cooldown timer whenever their cooldown finishes during a 2.0s-cast rather than an instant-cast window.
In turn, this increases the chance of either losing a usage entirely, or pushing the action outside of valuable party-buff windows.Why I'm advocating for 1.50s cast times for Red MageIf Red Mage's primary cast times — "Jolt 2", "Verfire", "Verstone", "Veraero 2", "Verthunder 2" — were reduced to 1.50s, then Red Mage would be able to weave its OGCDs semi-freely as they became available.
This is because the gap between a 1.50s cast completion and a 2.50s GCD completion is sufficient for most players to safely fit 1 OGCD without clipping their next GCD.
To be clear, there would still be situations where multiple OGCDs finish their cooldowns at the same time, and after a 1.50s cast, Red Mage would only have "weave space" for one of them, resulting in drift still occurring.
However, I think that it would still be a significant improvement in Red Mage quality-of-life and "playfeel" to be able to weave at least one OGCD after every cast.
This change would also make it easier and more comfortable for Red Mages to contribute party support such as "Magicked Barrier" and "Addle" when needed, especially in situations where memorizing and pre-planning an entire encounter pattern is either not practical, or not possible.
I do not favor an alternate solution — adding charges to all OGCDs — because I think that FFXIV is already suffering from players having far too many OGCD actions to cram into narrow buff windows, and adding charges to a damaging action will only result in players feeling pressured to dump all charges during major buff windows, thus adding even more keypress-clutter.
222 — Reduce Moulinet cost to 16 ManaEndwalker added the "Mana Stack" system to Red Mage, which now serves to unlock the "Spell" portion of the "Mana combo" ("Verholy/Verflare" → "Scorch" → "Resolution").
As part of this system, "Enchanted Moulinet" currently costs 20 Mana, and generates 1 Mana Stack per use. This allows Red Mage to unlock the "Spell" combo chain even during AOE situations.
However, any Mana Stacks are lost and wasted if the Red Mage uses any non-combo Spells before consuming the Mana Stacks.
All of this combines to create an awkward constraint: Red Mage must always use Moulinet 3 times in a row, or the Red Mage will become "trapped" in a situation in which the Red Mage has no choice but to discard Mana Stacks in order to continue activating actions.
Plainly, since one Moulinet costs 20 Mana, achieving those necessary three uses in a row requires 60 total Mana.
But this creates a schism with the Red Mage single-target rotation, in which a single use of "Manafication" instantly charges the Red Mage with enough Mana to execute a full Melee Combo + Spell Combo.
So, for example, a Red Mage that starts an AOE pull and uses Manafication, then uses Moulinet immediately, will become "trapped" with 2 Mana Stacks and 10 Mana remaining, unable to use a third Moulinet, and unable to generate the Mana to do so without casting a non-combo Spell and thus, deleting their Mana Stacks.
I think that this is unintuitive, and that it would simply be more fun if Manafication also intuitively granted Red Mage enough Mana for a full AOE "combo", just like it grants enough Mana for a full single-target combo.
By reducing Moulinet cost to 16 Mana, three Moulinets would only cost 48 Mana, and thus one usage of Manafication would also enable a full AOE combo.
Alternatively, Manafication could be increased to generating 60 Mana, but as this has the potential to have wide-ranging consequences for the single-target rotation, I do not favor it as a solution.
333 — Adjust 2-target Spell balancingThe current imbalance between 2 and 3 target situationsIn interviews, a stated minor goal for Endwalker Job design was an attempt to make it easier for players to have a "ST" and "AOE" hotbar set, by streamlining target thresholds for AOE actions.Potential adjustments to normalize AOE usage
Red Mage is currently not aligning with this goal cleanly, making it awkward to attempt to divide Red Mage actions into ST and AOE hotbars.
Currently, at 2 targets, the highest potency comes from:At 3 targets, the highest potency changes to:
- Switching to "Impact" to spend "Dualcast", instead of "Veraero/Verthunder 3"
- Exclusively using "Jolt 2" to trigger "Dualcast" (since "Impact" usage means that "Verstone/Verfire Ready" are no longer being generated)
- Continuing to use the "Riposte" combo to spend Mana.
- Using "Impact" to spend "Dualcast"
- Switching to "Veraero 2/Verthunder 2" to trigger "Dualcast".
- Switching to "Moulinet" to spend Mana.
"Impact" is currently very powerful relative to "Veraero/Verthunder 3": 210 potency vs. 380 potency. So, pushing the "Impact" threshold up to 3 targets would require a significant nerf to its potency that would likely displease most Red Mage players.
Of course, players tend to view buffs more favorably, so alternatively, the entire Red Mage AOE threshold could be pulled down to 2 targets.
This could be accomplished by increasing the potency of "Veraero 2/Verthunder 2" to 160.
Regarding the Mana generation difference between "Jolt 2" and "Veraero 2/Verthunder 2", this would hardly be enough to motivate VA2/VT2 on a single target, and thus there would likely be no need to adjust the Mana generation of "Veraero 2/Verthunder 2", even if their potency was increased like this.As for "Moulinet", one possibility is to simply increase its flat potency to at least 160, which — if "Moulinet" was also reduced to 16 Mana cost — would make 3x "Moulinet" slightly more attractive than "Riposte combo" at 2 targets.
An alternative adjustment would be to give "Moulinet" a new feature: its damage could increase by 25% per Mana Stack. Thus, a "Moulinet" pseudo-combo would have potency 130 → 162.5 → 195.
The first option would give a 48-Mana "triple Moulinet" a total potency of at least 480, for a potency-per-mana of 10, and the second option would give 3x Moulinet a total potency of 487.5, for a PPMana of 10.15625.
The "Riposte combo" is 980 total potency for 50 Mana, or 19.6 PPMana, so either way, it would allow "Moulinet" to edge out "Riposte combo" at 2+ targets, while "Riposte → Zwerchhau" would still remain more desirable against a single target.
444 — Condense the "Riposte combo" functionalityCurrently, the "Riposte combo" occupies 3 buttons, for very little reason, because the intended gameplay is that these actions are never begun with less than 50 Mana, and the actions are always used in an unbroken sequence.
It is currently true that there are extremely niche optimizations related to encounter phasing and kill-times wherein a Red Mage may intentionally mis-use their combo actions, such as beginning a combo at 45 Mana, or using Zwerchhau twice in a row. However, I think that the overall design quality of the job should take precedent over preserving these types of bizarre, rare, and likely-unintended optimizations.
It's not that it is difficult in the slightest to press 3 different keys for "Riposte", "Zwerchhau", and "Redoublement", but... that is also the thrust of my argument: I think that breaking the Weaponskill combo into 3 keys adds mechanically very little to the job's playfeel, since it's not much of a real decision, and more of just a mechanical habit to A-B-C through it.
I think that it would be cleaner overall to condense the Red Mage "Riposte combo" down to a single key, which would free up design and keybind space for more actions as the job's design continues to evolve.
To do this, the "Riposte combo" could be converted to function like Gunbreaker's "Gnashing Fang":As for Red Mage gameplay while synced to very low levels, the cost of beginning the combo could simply increase as the Red Mage levels up and unlocks each step.
- "Riposte" costs a flat 50 Mana to activate.
- Activating "Riposte" converts it into "Zwerchhau".
- Activating "Zwerchhau" converts it into "Redoublement".
- Activating "Redoublement" converts it back into "Riposte".
Alternatively, the cost just remain at 50 Mana at all levels, because honestly, down-synced low-level gameplay is going to remain atrociously unfun either way. (But perhaps this viewpoint is too cynical)
A third option could be to simply unlock the entire basic combo at once at an early level, but to allow each portion to only become "Enchanted" at certain levels, so that the combo still feels like it is "upgrading".
555 — Heretical proposal: Remove "Jolt" and procsExplanation and motivationsThis idea is probably controversial, and I don't mind being disagreed with sharply about this point, since it would fundamentally change an aspect of the job. But I'd like to open this idea up for discussion.
And, admittedly, this steps outside the scope of "Simple improvements", but while I'm here making a post, I guess it's as good a time as any to make this suggestion.
Basically, I think that Red Mage has developed a very solid core gameplay design, to the point that it does not need additional crude randomness elements tacked on to it.
Furthermore, I think that to some degree, the "proc system" for Red Mage holds the job back from developing a more nuanced or interesting GCD cycle in-between burst phases.
Also, speaking personally, I find the proc-fishing portion of the Red Mage cycle to become somewhat dull, bland, and repetitive after a while. But the proc system also tightly locks the job's keybind capacity and rotational space, so it's difficult to insert new actions into the rhythm that is currently created by the proc-fishing process.The basic ideaImagine a design in which "Jolt 2" is deleted, and "Verfire/Verstone Ready" are removed.
Instead, "Verfire" and "Verstone" can always be cast, and the Red Mage simply chooses between them freely based on the current state of the Black/White Mana totals.Going beyond the basic idea: things that could replace JoltOnce that line has been crossed and changed, now space is freed for something else to be added to the Red Mage GCD cycle, to liven it up in a more interesting way than the current perpetual smears of proc-fishing that fill up the in-between phases of the rotational cycle.Proc-removal purpose summary
As one off-the-cuff example: a 30s CD, on-GCD, Spell that changes its potency based on whether it is "hard-cast" or "Dualcast", allowing it to be inserted into the rotation regardless of where it comes off-cooldown in the rhythm.
For example, taking a cue from FFXI's Red Mage combat roles, Red Mage could gain "Enfeeble", a GCD that applies a 30s dot — "Verbio" if imbalanced to Black, "Verdia" if imbalanced to White, or both dots if Mana is currently balanced.
"Enfeeble" would have an additional on-hit potency when cast. If hardcast, the potency would be 330 (like "Verstone/Verfire"). If Dualcast, the potency would increase to 380 (like "Veraero 3/Verthunder 3"). Meanwhile, the potencies of the applied dots, Verbio and Verdia, would always be consistent.
This way, "Enfeeble" could smoothly replace whatever type of GCD was ready whenever the "Enfeeble" CD became available, while remaining potency-neutral in the rotation.
That's only meant as one off-the-cuff example (and I know that FFXIV seems to be developing an allergy to on-target effects, so perhaps it wouldn't be acceptable design parameters).
Another idea could be finally adding in Verice and Verwater as a 30s CD on-GCD Spell, changing based on the preceding Spell: if it was Verstone or Veraero, then the action becomes "Verwater", and if it was Verfire or Verthunder, then the action becomes "Verice".
And so on — I'm just trying to give examples of things that I think would be more fun or interesting in the Red Mage rotation than its current GCD filler process.Basically, I just think that the "proc" system feels somewhat-superfluous and tacked-on, and could comfortably be retired without harming Red Mage's overall quality or enjoyability.
Then, with "Verstone/Verfire" always available, that would allow "Jolt 2" to be deprecated and replaced by something more fun, more interesting, and that feels more "Red Mage-y" in terms of the overall FF series.