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Job Traits |
| Trait |
Level |
Description |
| Resist Petrify |
10 |
Gives you a slight resistance against petrification. |
| Fast Cast |
15 |
Quickens spellcasting. |
| Magic Atk. Bonus |
20 |
Improves power of magic spells. |
| Magic Def. Bonus |
25 |
Improves defense against magic spells. |
| Resist Petrify II |
30 |
Improves Resist Petrify trait. |
| Clear Mind |
31 |
Raises amount of MP recovered while resting. |
| Fast Cast II |
35 |
Improves Fast Cast trait. |
| Magic Atk. Bonus II |
40 |
Improves Magic Atk. Bonus trait. |
| Magic Def. Bonus II |
45 |
Improves Magic Def. Bonus trait. |
| Resist Petrify III |
50 |
Improves Resist Petrify trait. |
| Clear Mind II |
53 |
Improves Clear Mind trait. |
| Fast Cast III |
55 |
Improves Fast Cast trait. |
| Resist Petrify IV |
70 |
Improves Resist Petrify trait. |
| Clear Mind III |
75 |
Improves Clear Mind trait. |
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Job Abilities |
| Ability |
Level |
Duration |
Interval |
Description |
| Chainspell |
1 |
30 secs |
2 hrs |
Allows rapid spellcasting. |
| Convert |
40 |
Instant |
10 mins |
Swaps current HP with MP |
Job Overview
If you're the kind of player that like to try a bit of black mage and white mage then being a red mage might just be what you're looking for. A red mage is a combo
of both mages as well as the ability to melee a bit. A red mage role isn't the main nuker or the main healer in a party but a back up supporter of either of those two functions in a party. In other words your role is to be a multi-tasking supporter of the party. A bit of nuking, a bit of healing, a bit of enfeebling and debuffing as well
as refreshing your mages and paladins. Due to the multi-tasking role of a red mage, not every player will be a good red mage. During the early to mid levels, your invite
will be very slow due to the fact that you don't have enough of the high level black and white mages spells to be effective in a party. However that's change once you
hit level 41. By level 41 you have two very important features, convert and refresh. Refresh is a special red mage spell that allows MP to gradually be restore during
time. This spell is very valuable to be casted on the mages of your party. This will allow mages to have faster MP regeneration and reduces the sitting time for mages to
sit and allow their MP to be restore. Convert is another unique feature that allows a red mage to switch their large amount of HP into MP thus restoring their MP pool which in turn will allow the party to continue to exp with the Red Mage acting as either a healer or nuker while the main healer or main nuker sit and rest to get their MP
back. Post level 50, the demand for a Red Mage in a party is enormous to the point where parties can no longer function at it's full capacity without a red mage. At this point, invites that a red mage received is even greater than that of a white or black mage.
Depending on what situation you are in, a Red Mage can use either a sword or club. They have a higher rank with a sword which is rank at B. Meleeing with a sword
is an ideal choice when you are soloing or in a party. At the higher levels you might want to move back from meleeing and just provide support with your magic and
club equip.
Sub Job Combos
Rdm/Blm: The most common job combo around for a red mage. Having a black mage for a sub gives the added MP and INT boost that a red mage needs
to become a more effective back up nuker. With a black mage sub you become more of a back up nuker than a back up healer. You main duties are still to enfeeble and
debuff a mob in the party. Not to mention keep all the mages refresh.
Rdm/Whm: The second most common job combo is with a white mage as a
sub. This give a boost to your overall MP and MP & HP regenerating traits. Not
to mention more defensive boost to against magic attacks. You're role would be
more of a back up healer than a nuker with a white mage as a sub.
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