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Probably the most important section in this
guide, strategy. Having a class as good as the Red Mage is meaningless if you
don't know how to play it.
Before the Battle: Before battle begins, you only have a few lazy jobs.
Make sure your mana is high enough to provide for the next fight:
Levels 1-10: You're probably
soloing here, so strategy reflects that. Make sure you have Protect on and make
sure you have full mana, simple.
Levels 11-40: Starting about
here you should always be in a party. As such, the buffing goes to the WHM to
take care of. Your job is to sit down and rest your mana -- you'll probably
want between 75 and 100% mana before the enemy gets to you. When your puller
calls that they have an enemy, cast your En- spell of choice. Cast Regen on
your main tank right before the battle begins if you have it, it'll save the WHM
some time and agro.
Levels 41+: Leave buffs to the
White. This is a good time to check your mages and see who has/needs Refresh.
Make sure to keep yourself Refreshed first. The Whitemage is second,
the Blackmage is third, and Paladins are fourth. Cast your En- spell of choice
when your puller says they have an enemy incoming. Finally, just before the
battle, give your main tank Regen.
The First 30 Seconds:
Levels 1-10: Lead the
fight with whatever debuffs you have -- Blind, Dia, Paralyze, and Bio. After
that, save your mana and whack away at the enemy. Cure yourself when necessary,
but try to not get backed against a wall so that you have to cure constantly.
You should be Cure'ing preventatively throughout the whole fight to keep
yourself in the yellow/orange HP range.
For higher levels, don't worry about draining your mana during this section,
your JOB is to debuff. Anyone who tells you otherwise should be directed to the
dunce cap immediately. If you are, for some stupid reason, your group's primary
healer, you will need to cut down on the debuffs and stick to the big 3: Slow,
Blind, and Paralyze.
Levels 10-40: Your job here is
to cast often and fast. If the enemy you're fighting can cast spells, then lead
with Silence. Otherwise, always, always lead with Slow. Slow is your best
friend. Slow is God. Worship Slow. Love Slow. Offer to have Slow's
children. Then cast Slow. If Slow is resisted by the enemy, make a mental note
and move on, you'll recast in a moment or two. The second spell you cast is
Blind. Always, always cast Blind, and you know where this is going. Third in
the sequence, cast Paralyze. At this time, if your Slow spell was resisted,
recast Slow. If it was resisted a /second/ time, continue on. Now, cast Dia II
(or Dia, if you don't have II yet). Follow Dia with Gravity (if you have it).
Finally, if Slow was resisted twice, re-cast Slow yet again.
ALWAYS, ALWAYS Re-cast
debuffs that are resisted or wear off when you have a free moment, even if
there's only 10-15 seconds left in the battle. This goes doubly for Slow,
Blind, and Paralyze -- those spells are the three best spells you have -- here's
how I look at it. You're going to cast each spell at least once, so the
first-time mana cost is a write-off. Say Blind is resisted -- re-casting Blind
will cost you 8 MP. However, throughout the duration of a nice fight, probably
1-3 minutes, I will guarantee that Blind spell causes your enemy to miss at
least two times (this number is being extremely conservative) where they would
have hit normally. Now, those two hits will likely do an average of 50-70
damage apiece considering the level range. Between those hits, your White (or
yourself) will have to cast at least one Cure II spell, which costs 24 MP --
three times the MP cost that Blind carries. Paralyze and especially Slow
carry a much greater effect than Blind does -- by casting your debuffs
repeatedly until they stick, you're not wasting mana, you're saving a ton of it.
Note that you should not wait to cast a buff immediately after it fails -- most
debuffs, Slow and Paralyze especially, carry a re-cast timer with them. If the
spell is resisted, cast other things while you're waiting (other debuffs, attack
spells, cure spells, or melee), then re-cast as soon as you have an opportune
moment.
Levels 41+: Again, cast often,
cast a lot. Do all the same debuffing as for levels 10-40, but this time you
get to worry about Refresh, too. Refresh should still be up by this time, but
if anyone's goes down, recast it on them. Help your WHM with some Cure'ing,
maybe cast an elemental spell or two. The bottom line is to throw conservation
to the wind -- you have Convert and Refresh, your mana supply is basically 2.5x
the base number.
The Second 30 Seconds:
Levels 1-10: Just sit
still and slug it out. Cure yourself back to the high yellow or white every
time your health drops into the orange. If you wish to cast an elemental spell,
try to gauge how much HP it will cost you (using 8 MP for a spell other than
Cure is the same as losing 12-25 ish HP) relative to how much HP you need to
kill the enemy.
For higher levels, you have two choices. First is the purist mage route, second
is the mage-melee route. Both styles work well enough that the one you play is
based on race and preference alone. Taru should probably play purist mage, and
Elvaan/Galka will probably lean toward mage-melee.
Purist Mage, Levels 11-40:
Stay back with the mages. Basically, your job is simple enough -- chain cast
Cure I on the main tank. Renew their Regen spell whenever necessary, and watch
the log window for debuffs wearing off. Cast any debuffs necessary as soon as
you can.
Purist Mage, Levels 41+: Same
as above, but as usual you have to worry about Refresh. Keeping all Mages
Refreshed is your first priority. Your second priority is to keep your main
damage-dealers Hasted. Your Haste priority is SAM / DRK / DRG / RNG / NIN
first, everyone else second.. After that, use Curative and Elemental spells in
support caster roles.
Mage-Melee, Levels 11-40: If
you've not already done so, cast your En- spell of choice and engage the enemy.
Help to Cure the main tank whenever they take a big hit. Make absolutely damn
sure that every one of your Mages has Refresh on at all times (assuming you can
cast it), as this is the second reason for your existence. Supplement your
attacks with the occasional offensive spell whenever you get bored, just try not
to do too much, too fast -- pulling agro is NOT a good idea.
Mage-Melee, Levels 41+: As
with pure mage, your main job is to Refresh, Regen, and Haste everyone who needs
it. After that, though, refrain from Cure'ing unless you're really needed to
save the tank's life. Instead, Haste yourself and melee, casting the occasional
elemental spell for added effect.
Finishing off the Battle: Basically, continue whatever you were doing in
the second thirty seconds. When your group gets ready to do a skillchain, ready
your casting macro that will fire your Magic Burst spell. As well, watch your
log window carefully and re-cast any debuff that wears off as quickly as
possible. Keep your mages Refreshed, your tanks Regen'ed, and your
damage-dealers Hasted.
Usage of Abilities (Chainspell & Convert): Chainspell and Convert are
incredibly powerful abilities, but they're often misused. This section will
outline exactly when to Convert and exactly when to Chainspell, as using them
improperly could easily result in your death and dismemberment at the hands of
an irate (or opportunistic) enemy.
Chainspell: The first abilitiy you begin with, Chainspell
actually doesn't have much of any use until level 40. The reasoning behind this
is simple -- As with most 2 hour abilities, Chainspell is something you use when
in dire straights. 2 Hour abilities are designed to be used at the end of a
grueling battle to greatly extend the chances of survival. If it becomes clear
in the early stages of a battle that you can't win, your group should already be
running. As such, 2 Hours aren't generally used until the last stages of a
battle. The problem is, by that late in the battle you should have already
used all your mana chain-healing the tank. Chainspell only allows you to cast
instantly, it doesn't allow you to cast without mana. As such, until you hit
level 40, the only use of Chainspell is showing off when you're about to level.
My favorite macro looks like this:
/p He's going nuclear! Get down!
/ja "Chainspell" <me>
This macro is designed to be used at the very beginning of a fight in which you
know you're going to level up -- remember, when you level, you
automatically get full HP and MP, so there's absolutely no reason not
to waste all your MP in a blaze of elemental glory. Follow that macro up with
as many of your favorite/most powerful elemental magic spells as possible for
maximum effect.
Convert: Undeniably one of the best abilities in the game,
Convert will instantly switch your HP and MP. For example, if you're down to 5
/ 500 MP but still have 1000 / 1000 HP you can use Convert, which will instantly
give you 500 / 500 MP and 5 / 1000 HP. This doesn't come without risks,
obviously, as you're left with a palty 5 HP, a breath away from death.
Usually in a battle you try to convserve mana to reduce downtime -- cast enough
to get the job done without any risk, but don't waste mana on unnecessary
casting. If the battle turns a little south, however, you can decide to really
do your part by readjusting your pace to use all your mana by the end of the
battle. You can then basically eliminate downtime for yourself by Convert'ing
after the enemy is dead and hitting yourself with a few of your best Cure spell,
leaving you with full health and only 100 or so mana below full.
When the Proverbial "Cat" Hits the Fan: If everything goes hideously
wrong, however, you'll end up in a situation where both you and your White are
out of mana and the enemy still isn't close to death. At this time, you need to
use BOTH abilities. First step -- use Chainspell. You need to be able to heal
yourself quickly here, since your Hate count will skyrocket momentarily. As
soon as chainspell activates, instantly use Convert to regain your MP. Now,
even if the tank is a hair away from death,
CURE YOURSELF FIRST. That may not seem like a good
idea if your tank is going to die, but trust me, it is -- if you Cure the tank
and pull agro, you're going to die since you have no HP left from the Convert.
If, however, you Cure yourself first, you will be able to survive a couple hits
when you pull agro, which I guarantee you will do unless you have the world's
best tank. After you are at approx. half health, Cure the tank until they're at
full. If you still have mana at this point, Cure yourself one more time, then
launch the best attack spell you have at the enemy repeatedly, Cure'ing the tank
as necessary. Remember as well, that since you've Chainspelled, you can do
everything described above in a 15 second period.
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