RDM as a DPS

Red Mage Spellblade concept

I relinquish any claim to intellectual property rights for this work. Square Enix may freely use this job design in whole or in part.

I’m pretty happy with this build. This is now my 4th revision and it goes up to lvl 70. My potency numbers are just estimates. I’m not naive enough to think that I’ve achieved good balance with these skill effects and potencies. And I’m also willing to admit this build is probably a bit over-powered and doesn’t have enough “junk” skills.

Role: DPS with utility. It is both melee and caster. Its damage should be on the low end of the dps spectrum.

Main stat: INT

Damage type: If SpellBlade is up, all damage is magical. Melee skills still use physical weapon damage rating. If SpellBlade is not up, auto-attacks, Quick Thrust, and Pressure are piercing.

Limit Break: Melee. Level 3 Vorpal Blade Chante Du Cigne… call it what you like

Cross class: RDM may set additional skills from CNJ and THM; Surecast, Swiftcast, Blizzard II, Sleep, Cure, Protect, Raise, and Stoneskin.

Weapon damage: Like a BRD/MCN’s weapon, RDM’s has a 10% lower physical weapon damage than any melee job’s weapon. It also has a 10% lower magical weapon damage rating than any mage job’s weapon. This is meant to cripple its dps as a counter-balance to its high utility. Rest assured that SpellBlade will provide a constant damage boost to auto-attacks and melee skills, and that casting BLM spells with Astral-like damage and combo bonuses while having a strong auto-attack and strong DoT spells will result in solid dps even with the lower weapon damage. Then add to this the very strong burst damage abilities, Doublecast and Chainspell.

Gear: General DoM while leveling. RDM would have its own left side gear sets that have medium physical defense and high magic defense (reverse of DRG gear). Left side gear would provide skill speed. It would use Casting accessories. It has a defensive off-hand, either a small shield or parrying dagger that has DoM stats.

Playstyle: Uses 2 element-based combos that are melee > melee >spell. It can jump in and out of melee range. Has a casting stance to boost Ice spell damage and penalize melee, used for mp/tp recovery and boosting damage of a DoT spell. It will cycle between these two combos and casting stance in order to maximize damage or duration of its 2 DoT spells, execute special spellblade skills, and acquire RNG/bonus spellblade stacks. There are incentives and tactical reasons to spend time in each spellblade element, and it is best to complete a full element cycle in ~30s. RDM has many support skills to aid its party members in various ways, and can provide small party damage boosts.
Some abilities are noted as either magic or melee. This is to determine if they use the Physical or Magical Weapon Damage rating. This also has some effect on applicable damage bonuses. Melee abilities receive SpellBlade damage bonus. Magic abilities receive Astral Fire and Cold-Blooded/Umbral Ice damage bonuses. At certain levels SpellBlade’s damage bonus also starts to apply to spells and magic abilities.

This RDM concept is mashed up with Mystic Knight stylistically, and it borrows heavily from THM/CNJ spells. I let it use BLM Astral/Umbral mechanics with some twists while having a modified melee combo style attack pattern, and its own stances and special skills modeled similarly to SMN/SCH and BRD/MCN. My main goals were to achieve somewhat below BLM 2.0 rotation damage level with spells, and let auto-attacks, better DoT’s, combo bonuses, and spellblade skills like Discharge and Doublecast replace BLM 2.0 rotation procs and increase damage to between BLM 2.0 and 3.0 rotation level. RDM is good at both ST and AoE, but not the best at either. It has some limited Healing, better than any other non-Healer, but it can’t fill a healer’s shoes.

Skill List:

1 Quick Thrust
110 potency, 60 TP, Weaponskill

2 Blizzard
Deals Ice damage 180 potency, cast time 2.5s, single target ranged Spell. 25y
Additional Effect: Grants Umbral Ice or Removes Astral Fire. Duration 10s.
Additional Effect: Inflicts Heavy. 20s (12s pvp)

4 Pressure
100 potency, 70 TP, Weaponskill. Front potency 130.
Additional Effect: 40% chance to Inflict damage dealt penalty 10% for 10s. 70% chance from front. (Same debuff as Eye for an Eye)

6 En Garde
Instant. Ability.
Parry +30%. Evasion +10%. Duration 20s.
A successful Block or Parry will block 50% of the damage instead of 20%. (trait)
Recast 80 seconds.

8 Fire
Deals Fire damage 180 potency, Cast time 2.5s, single target ranged Spell. 25y
Additional Effect: Grants Astral Fire or removes Umbral Ice. Duration 10s. Removes Cold-Blooded.
Combo Action: Burning Blade
Combo bonus: Potency 240

10 Riposte
Off GCD Ability (melee). 150 Potency. Can only be used after Parrying an attack. Duration 12s
Additional Effect: Inflicts pacify 5s.

12 Thunder
Deals Thunder damage potency 30, cast time 2s, single target ranged Spell
DoT potency 40, duration 18s.
5% chance for bonus SpellBlade stack on DoT ticks (lvl 28 Overload trait)
Combo Action: Thunder Slash
Combo Bonus: Instant cast. Initial potency 200. DoT duration +9s.

15 SpellBlade
Instant. Ability. Recast 90s. Duration Infinite.
Increases melee damage by 10/15/20% and grants 1-3 SpellBlade stacks, depends on traits at lvl 20 & 40.
When used initially, SpellBlade’s element is Thunder.
When re-applied, SpellBlade doesn’t change the current element, only recharges the stacks.
Max stacks that can be held are +2 more than the number SpellBlade grants, but exceeding the number SpellBlade gives is only possible via Overload (trait) or Energize ability (outside of combat).
Additional Effect: Burning Blade, Thunder Slash, and Cold-Blooded have a small mp cost when they change SpellBlade’s element.

18 Discharge
Shoots 2-4 orbs of SpellBlade element’s energy at a target. Max additional orbs = max SpellBlade stacks (+1 at level 18-19, +2 at 20-39, +3 at 40+) .
Must be under the effect of SpellBlade to use. Consumes one SpellBlade stack.
Ability (magic). Instant. Recast 20s. 25y
Potency 120. Additional orb potency 30. Astral Fire and Cold-Blooded/Umbral Ice damage bonuses may apply.
Additional Effect: When SpellBlade element is Thunder, Discharge does not consume a SpellBlade stack.

22 Fleche
Instant. Ability (melee). Recast 30s
Rushes to target and delivers an attack at 100 potency. Range 20y.
Additional Effect: Causes stun 3s. (2s pvp)

26 Fire II
Deals Fire damage with a potency of 100 to target and enemies near it.
Additional Effect: Grants Astral Fire or removes Umbral Ice. Duration 10s. Removes Cold Blooded.
Combo Action: Burning Blade
Combo Bonus: Potency 130

30 Thunder Slash
Potency 120, 140 TP. Weaponskill. Recast 2.5s.
Has 1.5s cast time. (consumes some mp if changing spellblade element).
Additional Effect: Changes SpellBlade element to Thunder and cancels Cold-Blooded.
Combo action: Pressure
Combo bonus: Potency 180

30 Cold-blooded
Instant. Ability. Recast 15s. Consumes some mp. Duration Infinite.
Auto-attack is disabled. Weaponskills have a cast time. Cold-Blooded has no duration but requires both Umbral Ice and SpellBlade Ice. If you change SpellBlade element or lose Umbral ice, Cold-Blooded is cancelled. It can be also be cancelled by reuse.
Additional Effect: Removes Astral Fire and grants Umbral Ice. Duration 10s.
Additional Effect: Umbral Ice is enhanced and provides the same damage bonus and mp cost increase to Ice spells as Astral Fire provides to Fire spells.
Additional Effect: Changes Spellblade element to Ice.

34 Frost
Cast time 2.5s. Single target Spell. 25y
Ice damage over time potency 25. Duration 30s.
Additional Effect: Inflicts Slow 20% for 20s. (12s pvp)
Additional Effect: Grants Umbral Ice or removes Astral Fire. Duration 10s

35 Burning Blade
Deals Fire damage potency 80, TP 140, circle AOE around target 5y. Weaponskill. (Astral Fire applies)
Has 1.5s cast time. (consumes some mp if changing spellblade element).
Additional Effect: Changes Spellblade element to Fire and cancels Cold-Blooded.
Additional Effect: Grants Astral Fire or removes Umbral Ice. Duration 10s.
Combo Action: Quick Thrust
Combo Bonus: Potency 110
Combo Bonus: Grants full stack of Astral Fire and removes Umbral Ice. Duration 10s

38 Sanguine Blade
Ability(melee)/Off-GCD. Recast 60s.
Potency 150.
Additional effect: Cures RDM and allies within 5y for double the amount drained.

40 Doublecast
Ability. Instant. Duration 10s. Recast 12s.
Must be under the effect of SpellBlade to use. Consumes one spellblade stack. Next spell will be cast twice on the same target at ½ normal cast time. Both casts have a normal mp cost.
Effect will only activate if there’s enough mp for both spells, and will not activate during Chainspell. Combo bonuses apply to both casts. Astral Fire and Umbral Ice stack generation will register twice for Fire and Blizzard spells. Astral/Umbral bonus for the first spell is also used for the second spell, even if casting generated additional stacks. (works best for direct damage/healing spells like Cure, Blizzard I Blizzard II, Fire, Fire II, & Thunder I/II w/ combo bonus, Detonation, Deep Freeze)

42 Thunder II
Potency 50, cast time 2.5s, single target ranged Spell
DoT potency 40, duration 21s.
5% chance to proc bonus SpellBlade stack on DoT ticks (lvl 28 trait)
Combo Action: Thunder Slash
Combo Bonus: Instant cast. Initial potency 250. DoT duration +9s.

45 Enervation Field
Ability. Cast time 1.5s. Duration 15s. Recast 90s. Range 25y.
Usable only in SpellBlade Thunder. Consumes one SpellBlade stack. Enemies within range take increased damage +5%.

46 Quartata
Instant. Ability.
Recast 30s.
Jump back 10y.
Additional effect: Reduces enmity by 1/2.

50 Circle Blade
Ability (melee). Must be under the effect of SpellBlade to use. Consumes one SpellBlade stack.
Cast time 1-4s. Potency varies by cast time. AoE 5y circular. Astral Fire/Cold-Blooded/Umbral Ice damage bonuses do not apply. Recast 60s.
Circle Blade is a charged move. By holding the button down the ability starts to charge. It activates when the button is released. At 0-1s potency is 150. At 1-2s potency is 200. At 2-3s potency is 250. At 3-4s potency is 300.
Additional Effect: When SpellBlade element is Fire, Circle Blade sets the ground on fire and inflicts 15/20/25/30 potency DoT and magic damage resistance -5% to all enemies that enter the flames. Duration 30s.

50 Refresh
Ability. Single-target (party and self). Cast time 1.5s. 25y Recast 60s. Shares recast with Regain.
Restores mp with a potency of 100 for 15s.

52 Phalanx
Ability. Instant. Single target. 25y
Damage reduction 25%.
Duration 20s. Recast 120s.

54 Runic Blade
Instant. Ability. Duration 10s. Recast 90s.
Shield vs Magic damage 25% of max hp. 50% of damage absorbed by the shield is converted into mp.

56 Aura
Ability.
Damage/Healing +10%. Damage taken -10%.
Duration 20s. Recast 180s.

58 In the Red
Converts 30% of max hp into 50% of max MP. Cannot be used if hp is less than 50%.
Ability. Instant. Recast 3m.

60 Chainspell
Ability Instant Duration 10s or until all stacks used. Recast 3m
Receive 5 stacks of swiftcast (doesn’t stack with swiftcast) and Spell GCD and recast drops to 1 second. Doublecast won’t trigger during Chainspell. Combo bonuses only apply to one spell.

62 Energize
Ability. Instant. Recast 2.5s. Consumes 15% of max mp.
Grants a bonus SpellBlade stack. Cannot be used in combat.

64 Regain
Ability. Single target (party and self). Cast time 1.5s. Recast 60s. Shares recast with Refresh.
Restores 300 TP over 15s.

66 Detonation
Spell(big mp cost). Cast time 4s.
Deals Fire damage 180 potency. AoE 5y around target.
Additional effect: When cast immediately after Doublecast Fire I or II, free/half cast time proc.

68 Deep Freeze
Spell. Cast time 4s. 25y. Additional effects proc only when cast after a Doublecast Blizzard I/II.
Deals Ice damage 200 potency. AoE 5y around target.
Additional Effect: When cast immediately after Doublecast Blizzard I or II, inflicts Stop. Duration 6s (pvp 4s). (similar to stun/petrify but with icy-frozen animation)
Additional Effect: When cast immediately after Doublecast Blizzard I or II, generates one bonus stack of SpellBlade.

70 Voltaic Arc
Ability. Instant. Can only be used under the effect of SpellBlade Thunder. Consumes one Spellblade stack. Spreads Thunder’s DoT to nearby targets and resets duration.
I don’t know if 61-70 will provide 5 skills. I’d prefer fewer because of button bloat, let’s say 3. I’d also prefer to expand Cross Class a bit and have some new skill-tree style trait choices from 51-70, but I stuck with the leveling formula that Heavensward gave us. If things could be different, I’d like 7 cross class skills, and optional skill-tree like traits to choose from between 51-70.
Traits

8 Enhanced Intelligence

14 Enhanced Intelligence II

16 Enhanced En Garde Blocks and Parries will block 50% damage instead of 20% during En Garde.

20 Sword and Sorcery Spell Blade damage bonus is 15%. Base action damage and Healing restoration +10%. Astral Fire can stack twice and SpellBlade gives 2 stacks. (Umbral Ice can only stack once)

24 Jack of all Trades Healing Magic Potency is determined by 80% of INT instead of MND. Spellcasting is less likely to be interrupted when taking damage.

28 Overload Thunder DoT ticks have a 5% chance of producing a bonus SpellBlade stack. SpellBlade stack max is +2 more than the number given by spellblade. SpellBlade Thunder’s damage bonus now applies to Thunder spells.

32 Enhanced Intelligence III

36 Flurry Spell Blade Ice’s damage bonus now applies to Ice spells, and it gives the status Fast Cast. Cast Speed +10%.

40 Sword and Sorcery II SpellBlade damage bonus is 20%. Base action damage and Healing restoration +30%. Umbral Ice can stack twice. SpellBlade gives 3 stacks.

44 Meltdown Spell Blade Fire’s damage bonus now applies to Fire Spells. Spell Blade Fire damage bonus increased to 30%.

48 Enhanced Raise Raise can be used in combat
Combo’s/Procs:

Pressure > Thunder Slash > Thunder I or II
Good for single-target and being supporty; Thunder DoT needed for bonus spellblade stacks, and it has best damage & duration when used in combo. Can use Discharge for free while in SpellBlade Thunder. Access to Enervation Field while in SpellBlade Thunder. Can AoE Thunder’s DoT at lvl 70.

Quick Thrust > Burning Blade > Fire I or II
Good single target or AoE. Strongest SpellBlade damage boost. Burns up mp. Access to special added effect to Circle Blade while in SpellBlade Fire. Mid 60’s, get strong AoE, Detonation, that procs like a 4th move for this combo when Fire I or II are Doublecasted.

Cold-Blooded Stance:
Resource recovery and stronger Ice spells, including Frost. Faster casting in general. Melee penalized.
Mid 60’s, Doublecasted Blizzard I or II > Deep Freeze with proc’d additional effects including inflicting AoE Stop and +1 bonus spellblade stack, which essentially makes the Doublecast free.

Ideally, every 30s: Cold-Blooded, Doublecast Blizzard, Deep Freeze, Frost, Fleche, Thunder combo w/ Enervation Field & Discharge, Fire combo w/ Circle Blade & Doublecast Fire, Quartata, Fire spells until mp low, repeat. Doublecasts, Discharges, Circle Blade, and Enervation Field subject to cooldowns and stack availablity. Sanguine Blade oGCD during melee combos if needed.

AoE rotation would spread Thunder DoT, then focus on just Fire AoE combo and Ice AoE. Sanguine Blade oGCD during melee combos if needed

Playing cautiously, RDM can stick with being ranged and using Cold-Blooded Frost/Thunder & Blizzard spam w/ Doublecast Blizzard > Deep Freeze riding cooldown, Fleche in to deliver an occasional combo, Quartata back out, and Cold-Blooded again.

Best burst includes (???? I wrote this stuff, and I’m guessing) Cold-Blooded, Doublecast Blizzard, Deep Freeze, Frost, Fleche, Thunder combo w/ Discharge & Enervation Field, Fire combo w/Circle Blade, Aura, & Doublecast Fire, Detonation, Sanguine Blade, Quartata, In the Red, Chainspell Fire x5.

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