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RED MAGE

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.
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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