Guide to Play the Red Mage in Final Fantasy XI

Red mages are a versatile part of the party. They can fill gaps in the party that other jobs or job combinations cannot fill. But as a Red Mage you should expect a few things. First and upmost...you are there to weaken the monsters. That's right... debuffing or Enfeebling Magic. As you can expect you will start every battle casting the appropriate debuffs to maximize experience points. To do this you must know your monsters and what elements they are weak to. Also you must make sure that your other mages that can cast debuffs know that you will be handling it all or what debuffs you will be casting. This will help maximize the the party's overall combative skills. Let's take a look at debuffs as you go.

Dia - a Light based spell that is effective as a slow damage dealer like Poison and adds the effect of Defense Down. You will normally use this in conjuction with other slow damage debuffs like Poison. Dia and Bio DO NOT stack. Now I put emphesis on "do not" because I have tested this throughly in the Palborough Mines with Amethyst and Amber Quadavs who do cast Dia and Bio, and they do not stack also nor do they cancel one another like popular belief says. Yes you can do damage with the other if one is in place, but it is not recomended. Also has Levels 2 and 3 and an Area of Effect (AoE) version known as Diaga and Diaga 2.

Poison - A Thunder based spell that is used time and again. This debuff should be casted in every battle and is the most reliable form of all the slow damage debuffs. Even those monsters that are resistant to Thunder based attacks fall to this. Though is may have to be repeatedly recasted it is very reliable at a low MP cost. Also has a Level 2 form.

Paralyze - An Ice based spell that can render a monster unable to attack. This debuff is used to help minimize damage in battle. Casted consistently, it can lower downtime for your party considerably. Not that you should cast it every 5 seconds but cast it when the monster is no longer affected by it, as with all debuffs.

Blind - A Dark based spell that does what it is named, blind your target. If the monster cannot hit you then it cannot hurt you. This is also a great debuff that will help lower downtime for your party. Use this in conjuction with Paralyze.

Bio - A Dark based spell that can do considerable damage at first and slow damage when casted. As I metioned in the Dia description this DOES NOT stack with Dia nor cancel it. Use care when casting this and always make sure to talk to your other mages about spells before battle. When you get this spell the MP cost can be hefty but it is almost desired a few levels later. Use care when using this spell and combo it with Poison. This spell should be replaced or replacing Dia as needed. There are Level 2 and 3 versions of this spell.

Bind - An Ice based spell that is only useful when soloing. Avoid using this in parties unless there is no choice. Most monsters either resist or don't stay bound very long. Use discretion with this debuff.

Slow - An Earth based spell that slows the attack time of a monster. This used with Paralyze and Blind can help reduce downtime in you party and speed up experience points. A must use in battle.

Silence - A Wind based spell that is only useful against mage type monsters like Goblin Gambler. This is a decent spell when soloing or partying against mage type monsters. Other then that don't use it.

Gravity - An Earth based spell that weighs them down slowing their movement. Great for a speedy escape or to prevent the moster from coming after the mages for mass nuking or healing. Recommended to use with Paralyze, Blind, and Slow. This is a Red Mage Only spell.

Sleep - A Dark based spell that is great for when you get monsters that link into battle. Just cast this on the monster you're not fighting and continue on. Make sure your party knows that you put it to sleep and not to hit it. This helps in those tight spots. Definately a must! Also has a Level 2 Version.

Dispel - A Dark based spell that makes a monster's buff go away. Why do I need this you say? Because at higher level most if not all monsters start using abilities that can slow or hurt your party like Regen and Blaze/Ice Spikes. With this Red Mage Only spell you can make a monster defenseless and sit back and watch your THF go crazy with damage. A must have spell.

There is your rundown of Debuffs. Now maybe you see how important it is for you to cast them. Just remember..those White Mages and Black Mages can cast some of the same spells as you. Why play a Red Mage then if Black Mage and White Mage can cast those spells too? I tell you now...Red Mages are excellent Melee fighters when properly used right by using Enhancing Spells or Buffs.

En(Element) - These come in handy for that little extra kick in the monsters butt. Just choose the right Element for you monster and instant damage..even if you normally hit for zero damage with the proper Enspell you can do that little extra damage that has the tank sighing for relief. Also good when used with the Ninja Elemental weakness Ninjitsu Spells before hand. But sadly Red Mage/Ninjas do not level fast and the point is to get you to the high levels as fast as possible. Also since these are Red Mage Exclusive Spells you will be the only job with them.

Bar(Element) - Do not waste your time with these...as they only target you. White Mages can cast an AoE version of these spells so save your money for that Scroll of Dispel.

Regen - Perfect if your White Mage is busy healing. Cast this buff on the tank and and continue debuffing. True, White Mages can cast this too, but sometimes the White Mage is too busy healing and casting Protect and Shell on the party that you must make up for that extra time he or she must take to protect you all.

Protect/Shell - A must have for when soloing or just in case emergencies. Though you get only single target ones, these spells come in handy when all hope seems lost.

Refresh - THIS IS YOUR BREAD AND BUTTER! This bad boy buff is the reason you get invites at Level 41 and beyond. Cast this on yourself and the other mages, including that tanking Paladin and that draining Dark Knight and downtime becomes almost non-existant. Do not be mistaken by this awesome spell. It can be slow in healing MP, but is worth the low downtime and can be a great asset when you need it most.

Now you're thinking, "Why am I always asked to back-up heal?". Simple answer is: Because you can do it more efficently than other jobs can, excluding the White Mage of course. You get 4 levels of Cure and Raise at Level 38, plus you have Regen. So expect to pick up the slack when the White Mage runs out of MP. You do that you'll look like a hero and people will want to have you in their parties more often.

Now you're thinking ok that's cool but I fail to see why I am essential to a party. Did you not read? You get all kinds of spells that no job can get. And the ability to convert you HP to MP in the middle of battle can really make a White Mage blush. Because of your versatility you can fill gaps that no other mage can. And if you study your areas right you can provide information that most never bother looking up or know about. You can make a Beastmaster feel like a moron if you play your cards right. (No offense to the Beastmasters)

I bet you're thinking, "Well, other jobs can Farm better than I can" and you're right, because most have abilities or spells that make it easier for them. So What? Spend some time Mining or Logging. That is a Red Mages money maker. And at level 30, level up Thief or Warrior, or heck level up Black Mage and use Black Mages AoE Spells to lay waste to multiple mobs at one time. Get into a craft by then. There are plenty of oppurtunities that makes up for the Red Mages inability to farm fast at lower levels. You just got to do the research. Like knowing your monsters, know what you can do. Mine until level 10 while leveling in the Zeruhn Mines, or log outside in West Ronfaure while leveling, or take up Fishing for a little while. There are plenty of things you can do. Just gotta spend some time doing them.

Have Fun and Remember... Knowledge is power!