Additional Effect: Increases White Mana by 7 MP Cost: 400.0 Deals wind damage with a potency of 140 to target and all enemies nearby it. Additional Effect: Increases Black Mana by 7 MP Cost: 400.0 Deals lightning damage with a potency of 140 to target and all enemies nearby it. Acceleration Potency: 170 Additional Effect: Increases both Black Mana and White Mana by 3 MP Cost: 400.0 Deals unaspected damage with a potency of 120 to target and all enemies nearby it. Additional Effect: Increases White Mana by 6 Additional Effect: 50% chance of becoming Verstone Ready Duration: 30s MP Cost: 300.0 Deals wind damage with a potency of 360. Maximum Charges: 2 Cannot be executed while bound. Rushes target and delivers an attack with a potency of 130. Additional Effect: Increases Black Mana by 6 Additional Effect: 50% chance of becoming Verfire Ready Duration: 30s MP Cost: 300.0 Deals lightning damage with a potency of 360. Additional Effect: Increases both Black Mana and White Mana by 2 MP Cost: 200.0 Deals unaspected damage with a potency of 170. Action upgraded to Enchanted Riposte if both Black Mana and White Mana are at 20 or more. Additional Effect: Grants a Mana Stack Balance Gauge Cost: 20 Black Mana Balance Gauge Cost: 20 White Mana ※This action cannot be assigned to a hotbar.ĭelivers an attack with a potency of 130. Casting ScorchĪnd Resolution generates both Black and White Mana.ĭeals unaspected damage with a potency of 280. Casting Verflare generates Black Mana,Īnd casting Verholy generates White Mana. Once you have three Mana Stacks, you can use your finishers:Īnd Resolution. These weaponskills consume Black and White Mana and give you a Mana Stack, shown at theīottom of the job gauge. Your melee combo begins with three weaponskills: Enchanted Riposte,Įnchanted Zwerchhau, and Enchanted Redoublement. Once you have accumulated 50 Black Mana and 50 White Mana, you can begin your melee combo. The lower mana at half of the normal rate. Mana becomes unbalanced, the crystal will change color, and you will begin to generate Within 30 of each other, signified by the red crystal at the top of the gauge. While casting these spells, you must keep the amount of Black Mana and White Mana White Mana is generatedīy casting Veraero III, Verstone, or Veraero II.Ĭasting Jolt II or Impact will generate both BlackĪnd White Mana. Optimization available for people who enjoy a higher skill ceiling.ĭuring your casting phase, you generate Black Mana by casting Verthunder III, Red Mage is an intuitive job that is easy to learn and great forīeginners, but it also has a high level of In progression scenarios to help keep itself and its party alive. In addition to Vercure, which Red Mage can use during downtime or ItĬan also use Verraise to assist healers with raises in relevant situations, Magick Barrier, its raidwide party mitigation and healing buff. In addition to this, Red Mage also has plenty of non-damage utility capabilities, such as Red Mage has access to Embolden, a strong raidwide party damage buff. Maximizing the number of melee combos you do in a fight while properly utilizing theseĬombos for their mobility and more damage under raid buffs. Red Mage will spend these resources doing a melee combo comprised of three melee abilitiesįollowed by three strong instant-cast finisher spells. Upon building enough Black and White Mana, Red Mage unique mobility in between casts. Trait Dualcast, which makes every other spell an instant cast and grants In its casting phase, Red Mage takes advantage of its Red Mage stands out for its excellent utility which includes unique party buffs and clutch recovery spells. Red Mage is a magical DPS that primarily does damage by casting spells to build up its Black and White Mana gauges to 50|50,Īnd then spends that mana to use an enchanted melee combo with powerful finisher spells.
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