However, you will want the Aurist's Cape +1 for certain Enfeebling Magic spells. (180 + (6 × 0) + (3 × 0) + 20 + 0) × (3) × (1.90 + 0) × (1.58) × (1) = 1801.2 / 60 = 30.02 minutes → 30 minutes. This page was last modified on 26 July 2020, at 21:33. I first ran into them at (H-6) with Orcs. Carrion Worm and Forest Hare at level 2 No further equipment that increases Enhancing Magic Skill is needed. As such, it is a superfluous chore to bother with increasing the duration further. You need Enhancing Magic Skill 355+ to reach the maximum potency from skill. Something to familiarize yourself with before stepping into the convoluted realm of Enhancing Magic is this hideous formula: (Base Duration + (6s × RDM Group 2 Merit Point Level) + (3s × RDM Relic Hands Group 2 Merit Point Level Augment) + RDM Job Points + Gear that list Seconds) × (Augments Composure Bonus) × (Duration listed on Gear + Naturalist's Roll) × (Duration Augments on Gear) × (Rune Fencer Gifts). Armor: upgrade to leather gear, and buy a shield, it helps. This is very welcoming news considering it was my first RMEA back to the game as my go to weapon for BLU and RDM but with others showing it lags behind basically all options on BLU I was a little disheartened. ex: NIN(20-30) → SUB(level range of RDM) At 3~4 add all other mobs as long as they check as even match or below. Some people prefer this as sub in Colibri Merit parties. As such, parties are not hard to find normally for Red Mages when those spells are finally learned. Normal low level camps. Adds a good deal of INT and MP - and that's about it, at least during your low level phase. However, exception is the Body armor, if you can get one go for: A very viable option is the +1 version of the leg piece that was available during the Sunbreeze Festival 2008: It will add a whopping +20 Max HP during sunny weather, which will make some low level mobs easier to defeat. Same with WAR, this is entirely melee-oriented. Job Overview. At level 15 or so move into Fort Ghelsba. Red Mages (RDM) are called the Jack of All Trades by many, and this is an accurate description. Just hunt down mobs that are even match or decent challenge. Save your MP for curing, I did not cast any other spell until level 5 when I added one Dia at the start of a fight with a mob with high defense. Unfortunately, there is no conceivable way maximize the duration of "Phalanx" while focusing on potency. You need Enhancing Magic Skill +44 to reach the maximum potency from skill. As such, it is a superfluous chore to bother with increasing the duration further. Ronfaure: Sprout Smack can slow your enemy, Wild Oats is good to reduce your enemies' VIT if you can spare the MP, and it also adds a nice deal of Max HP. Colada must have at least Enhancing Magic Duration +3%. Normally, Red Mages have to wait until they attain Lv.5 before they can use it themselves, so it will improve your survivability by a good margin. I actually do not know if there is a cap on the maximum duration of "Shell". Not worth getting or using unless you already had it for Thief) Daggers are also a B skill for Red Mage and cap at 250 skill at level 75. I do not consider Dark Matter augments on equipment from Reisenjima in this specific instance due to both the combined rarity of a superior augment and the irregularity of the Dark Matter augmenting event. Even Martial Arts doesn't help much there, especially not if you're resorting to weapons other than Hand-to-Hand ones. A quality White Mage will be able to provide superior "Bar-" spells. Some Toughs can be killed, but Beastmen (Orcs, Quadavs, Yagudos, Goblins) are very dangerous as Toughs as they'll easily burn your MP or constantly interupt the casting. After a certain point (when you can access Warp and elemental debuffs like Burn, Shock, etc. This specific equipment set offers Enhancing Magic Skill +57. "Shell" already has a base duration of 30 minutes and the duration of the spell is unaffected by "Composure". This article is a community collaborative guide. This will provide you with really nice low-level healing spells, Cocoon and nice status boosts across the board. This page has been accessed 40,899 times. You need Enhancing Magic Skill +44 to reach the maximum potency from skill. If the Unity you are associated with is #1 in the Unity Ranking, this equipment set will bring you to "Conserve MP" +100(100)%. Note: "Phalanx" +52 is currently the highest RDM can attain. As a subjob it has a few bonuses which are usefull, such as Defense Bonus job trait when you get your main to level 20, Double Attack at 50, and Attack Bonus at 60. Tarutaru won't have any problems there, but Mithra and Galka will have problems charming their enemies due to their low CHR. Red Mage, the jack-of-all-trades more or less of mages. Please refer to the Miscellaneous: section below. (300 + (6 × 0) + (3 × 0) + 20 + 0) × (3) × (1.40 + 0) × (1.35) × (1) = 1814.4 / 60 = 30.24 minutes → 30 minutes. Equipment: 3. Ghelsba Outpost, Giddeus, Dangruf Wadi. This subjob will give you access to Charm, thus allowing you to fight with less downtime. (180 + (6 × 0) + (3 × 0) + 20 + 0) × (3) × (1.30 + 0) × (1) × (1) = 780 / 60 = 13 minutes → 13 minutes. For a sub, the HP and some DEX is really the only advantage of this job. Your target mobs are anything that check as even match. Your primary MP-less subjob, Utsusemi is a life saver if used well. Assuming that you are /SCH and the Unity you are associated with is #1 in the Unity Ranking, this equipment set will bring you to "Conserve MP" +72(100)%. FFXIclopedia is a FANDOM Games Community. South Gustaberg "Composure" combined with the Enhancing Magic Duration +148% that this specific equipment set offers will bring you to the maximum duration of 30 minutes. "Conserve MP" +5, Enhancing Magic Duration +10%, "Conserve MP" +5, Enhancing Magic Effect Duration +10%, MND+30, Mag.Acc+20/Mag.Dmg+20, Weaponskill DMG +10%.

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