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Ff14 Samurai Or Red Mage

A waltz betwixt Black and White, built-in the Red!

The 6th Umbral Calamity, treacherous floodwater, brought an end to the State of war of the Magi, a state of war between the Black and the White, the Magi of Mhach and the Magi of Amdapor. The overflowing was caused by the land'southward ambient aether due to the white and black magi leaving an glut of water-aspected aether. The survivors gathered from near and far, and amongst them were refugees of the sorcerous cities of Mhach and Amdapor. The sworn enemies make peace with their by to preserve their future, and together they created a massive ziggurat and found the art of red magic to preserve their respective arts without the need of ruining the surroundings. With rapiers in their hand, the Blood-red Mages stepped forward to fight against the ascension tides of destruction. From a tragedy comes born an art. That is the brief history of Red Mage, a magic DPS grade. To add the fun, the Red Mage scenario quests are the just quests with all the main NPCs you interact with has a wearing apparel color code, which is you guessed information technology, ruddy. From your teacher to his disciples, they are all fond of the colour ruby. If yous have already taken the Red Mage, I bid you welcome to the Scarlet Club, and don't forget to habiliment those carmine! And if want to get meliorate at it, you've come to the correct identify! If you oasis't but want to know more, this is still the place! Merely I volition nonetheless insist on yous wearing the red! At present let u.s. take a await at the rotation.

Unmarried Target Rotation

Although this is considered as magic ranged DPS, does non mean you are ever fighting from the distance, you take 2 stances, a range stance and a shut combat stance. These are your skill during the range stance, these skills are used to fill upwardly your estimate and enter the close combat stance, where y'all spent the gauge:

  • Jolt Two: Deals unaspected damage with a potency of 290. Increases both Black Mana and White Mana by 3. This is the upgrade version of Jolt which dealt damage with a authorisation of 180. Cast fourth dimension 2s.
  • Verthunder: Deals lightning harm with a say-so of 370. Increases Black Mana by 11 and grants 50% chance of condign Verfire Ready for 30s. Cast fourth dimension 5s.
  • Veraero: Deals wind harm with a potency of 370. Increases White Mana by 11 and grants fifty% gamble of becoming Verstone Ready for 30s. Cast time 5s.
  • Verfire: Deals fire damage with a potency of 310. Increases Black Mana past ix. Can only be executed while Verfire Set is agile. Cast time 2s.
  • Verstone: Deals world harm with a potency of 310. Increases White Mana by 9. Can simply be executed while Verstone Gear up is agile. Cast fourth dimension 2s.

Can you encounter the departure in the casting time for the spells? It is because Cherry Mage has a trait chosen Dualcast, allowing y'all to use your side by side spell without casting time. Equally your teacher say "Cast the one with shorter casting fourth dimension, to unleash the longer one." Exercise remember that Dualcast will disappear when you use Sprint, and then don't be surprised if it should exist in that location for the next 10 seconds, simply disappear a second later subsequently you use Dart. The combinations are either Jolt, connected with Verthunder, or connected with Veraero depends on which mana yous want to make full. Too, use Verfire and Verstone when they are available. And so, when you have filled up those white and blackness mana, these are your close combat skill:

  • Corps-a-corps: Rushes to target and delivers an attack with a potency of 130. Recast in 40s.
  • Riposte: Deals unaspected damage with a potency of 220. Cost 30 Black and White Mana.
  • Zwerchhau: Deals unaspected damage with a potency of 100. When execute afterward Riposte, potency increased to 290. Price 25 Blackness and White Mana.
  • Redoublement: Deals unaspected impairment with a potency of 100. When execute after Zwerchhau, authorisation increased to 470. Cost 25 Black and White Mana.
  • Reprise: Deals unaspected damage with a potency of 300. Price 5 Blackness and White Mana.
  • Deportation: Delivers an attack with a potency of 200. Too grants 15-yalm backstep. Share a recast timer with Engagement. Recast in 35s.
  • Engagement: Delivers an attack with a say-so of 150. Share a recast timer with Displacement. Recast in 35s.

Close combat rotation.

Another simple combination, you start with Corps-a-corpse to depict yourself to the enemy, then continue with Riposte, so Zwercchau, Redoublement, and Displacement to put some distance over again between yous and the enemy, if non possible Date. All the descriptions I wrote here are the enchanted ones, the skills will alter to enchanted when you have enough white and black mana.

AoE Rotation

Just similar the single target, the AoE also has a range and a shut combat stance. Allow'due south showtime with range one, which is more constructive when facing 3 enemies or more:

  • Bear on: Deals unaspected impairment with a potency of 220 to target and all enemies nearby it. Increases both Black Mana and White Mana past 3. This is the upgraded version of Besprinkle. Bandage fourth dimension 5s.
  • Verthunder 2: Deals lightning impairment with a potency of 120 to target and all enemies nearby it. Increases Black Mana by vii. Cast time 2s.
  • Veraero Two: Deals wind damage with a potency of 120 to target and all enemies nearby information technology. Increases White Mana by 7. Cast time 2s.

Yes, it is the opposite of the single target rotation. You utilise the aspected one showtime, then followed by the unaspected. If you lot have those Mana filled up you can utilize Corpse-a-corpse connected by Moulinet until the mana is spent:

  • Moulinet: Deals unaspected Damage with a potency of 200 to all enemies in a cone before you. Price 20 Blackness and White Mana (this is the enchanted one).

Yous would not want an imbalance gauge.

Then back again with Deportation to undo or Date. Information technology is simple, right? Then nosotros motility to Gauge.

Gauge

It is called a Residuum Approximate for a reason.

Cerise Mage has a estimate called Balance Gauge. Just like its' name y'all are meant to rest out between the white and blackness (or blueish) mana considering one brings shadow, 1 brings the low-cal. Anyhow, the bar is filled when using the spells, and spent, when you lot enter the close gainsay. To take them both at relatively the same number is the goal to deal more damage during the close combat stage.

Simplified version of Residual Gauge.

Verflare or Verholy and Scroch

Verflare and Verholy are triggered by Enchanted Redoublement. You can only choose betwixt one of them and they are to be used immediately before casting another spell, or you will lose information technology. When active, they will supercede your Verthunder and Veraero button. While Scorch is triggered by the use of Verflare or Verholy and will replace the Jolt II push. The same rule applies to Scorch just like Verflare and Verholy, to be used immediately:

  • Verflare: Deals burn down damage with a authorization of 600. Increases Blackness Mana by 21. Add 20% chance of becoming Verfire Ready, gamble increases to 100% if White Mana is college than Black Mana at time of execution.
  • Verholy: Deals unaspected damage with a potency of 600. Increases White Mana by 21. Add 20% chance of becoming Verstone Set up, chance increases to 100% if White Mana is higher than Blackness Mana at fourth dimension of execution.
  • Scorch: Deals unaspected damage with a potency of 700. Increases Blackness and White Mana past 7.

Now, that these skills are clear we motion to the other skills.

Other Skills

You have very useful other skills, from instant set on to healing and resurrection here goes the listing:

  • Fleche: Delivers an attack with a dominance of 440. Recast in 25s.
  • Contre Sixte: Delivers an attack with a authorisation of 400 to target and all enemies nearby it. Recast in 35s.
  • Vercure: Restores target's HP. Cure potency 350. Cast time: 2s.
  • Verraise: Resurrects target to a weakened country. Cast time 10s.
  • Acceleration: Ensures the side by side three casts of Verthunder/Verflare or Veraero/Verholy will, for their first hits, trigger Verfire Fix or Verstone Ready respectively for 20s. Recast in 55s.
  • Embolden: Increases own magic damage dealt by x% and physical damage dealt by nearby party members by 10%. Both furnishings are reduced by twenty% every 4s for 20s. Recast in 120s.
  • Manafication: Double electric current Black and White Mana levels. Also resets Corps-a-corps, Displacement, and Engagement recast timers. Grants 5% magic damage up vitrify for 10s. All combos are cancelled upon the execution of Manafication.

Yous can utilise Dualcast to raise instantly, how awesome is that? Ver for Versatile, correct? Adjacent, we take the Role Deportment of Magic Ranged DPS.

Role Actions

Every Magical DPS has this function action:

  • Addle: Lowers target's intelligence and mind past 10%. Recast in 90s.
  • Swiftcast: Next spell is cast immediately. Recast in 60s.
  • Lucid Dreaming: Gradually restores own MP. Recast in 60s.
  • Surecast: Spells can be bandage without intermission and nullifies nigh knockback and draw-in furnishings for 6s. Recast in 120s.

Equally a Cerise Mage, you're inappreciably going to utilise Lucid Dreaming or Swiftcast, unless in a really urgent situation when y'all need a lot of MP to use Verraise or when you just died and are in need of MP.

Bring Out the Ruddy

At present nosotros put everything we know, everything we accept learned so far to practice!

  • On unmarried target use Jolt II continued with Veraero or Verthunder. When Verfire/Verstone is available apply them earlier using another spell that will trigger them to optimize damage output. You can also weave Acceleration, Fleche, and Embolden for actress damage.
  • When the Balance Approximate is full, utilise Corps-a-corps, followed by Riposte, Zwerchhau, and Redoublement. Before you cast another spell or using Reprise, make sure you've used the Verholy or Verflare and Scorch. Yous may disengage before or after Verholy/Verflare and Scorch it is up to you.
  • Then balance out your mana to around fifty, and utilise Manafication to enter shut combat one more than fourth dimension before you resume the normal rotation.
  • On multiple targets, a minimum of three is brash, use Verthunder 2 or Veraero 2, followed by Scatter/Impact. You tin can also use Contre Sixte for actress damage.
  • If the Balance Gauge is full, proceed with Moulinet.
  • When the bar is around 40 y'all tin can use Manafication to give more Moulinet, or you can enhance it to 50 before using Manafication, then resuming to utilise Moulinet. You may  utilize Displacement or Engagement depends on the situation allows. After that, you can return to the normal rotation.

That is how you master the art of the Ruby! I shall give you more tips and tricks in general on Cherry Mage!

Tips & Tricks:

Avoid AoE. I always say this, and never get bored of it. Just because you can heal yourself doesn't hateful yous can stay inside the AoE'southward range! Remember, each fourth dimension you heal yourself, that means you are losing the hazard of DPS-ing. Later all, you ARE a DPS, staying alive while doing damage must be your top priority.

Slide cast when required, non all the time. I know information technology is fun stuff and all, only do you know that slide bandage make y'all evangelize your attack a tad longer than when you don't? Although it'southward not much, this means on a long boxing it can cause an overall damage reduction and if you don't want that, slide bandage when necessary. Not to mention all the times information technology actually cancels your casting.

Turn the table around. You have the power of white magick besides, you tin can help out when your healer died with Vercure or Verraise to aid the fallen comrades/healer. Should this tragedy befall you lot, remember to have a tank fit plenty to tank earlier you raise the healers or the other tank. Help raise and heal your party member until the healer(s) get a hold of the healing again, and so you go dorsum on DPS. An almost wipe party can become a victory from your versatility!

Between the casters Blackness Mage and Summoner, Red Mage are the least complex and doesn't hit as hard equally the 2. However, although Summoner tin can also heal, it is non as potent as Red Mage's healing ability and Summoner'south heal probably are better removed from the Hotbar. On the other mitt, you can actually use the dual bandage trait to raise instantly without Swiftcast! And so, are you giving the Reddish a try? Maybe you want to pronounce the skill Zwercchau? Whatever your reason is, Cherry-red Mage sure has its own traits!

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Ff14 Samurai Or Red Mage,

Source: https://gamersdecide.com/articles/ff14-red-mage-rotation-guide

Posted by: ashcraftalicibuse1993.blogspot.com

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