Final Fantasy XIV: Dawntrail Hands-On with Red Mage

6 Jun 2024

Last month we had a chance to play a preview build of Final Fantasy XIV: Dawntrail as part of the North American Media Tour. During our hands-on time, we were able to experience many of the Job changes that are in the works. For the Jobs that we weren’t able to personally get hands-on with, we still had an opportunity to look into the changes that will be coming when Final Fantasy XIV: Dawntrail arrives on July 2 for PlayStation 4, PlayStation 5, Xbox Series, Mac, Windows, and Steam.

You can see all of the Red Mage changes, along with our thoughts below. Additionally, you can view the upcoming changes on our wiki by clicking on the Dawntrail tab on the Red Mage Job page.

You can also find more coverage of the Dawntrail Media Tour here.

This article is based on play of an in-development build of Final Fantasy XIV: Dawntrail, and content in the final version is subject to change.

Hey Red Mages. Let me answer this one for you immediately. No, it is not a new finisher. I mean, it could be if you use it after all the other steps but- It isn’t. There’s other good stuff to talk about too, but I figured we’d get that one out of the way.

Manafication receives the same treatment as a few other Gauge replenishing cooldowns in that it now doesn’t- Instead it gives you a buff that allows you to execute your melee combo without spending any gauge at all- no more overcapping. There is another new buff that stems from Manafication, but we’ll talk about that a little later. Your AoE becomes a lot less irritating in general as Enchanted Moulinet will now become a three hit combo that only uses 50 of each type of Mana. Finally, that little jagged edge has been sanded off. There’s a nice little surprise at level 84, Jolt III. It isn’t anything special, just a potency upgrade and a new animation before you even get into Dawntrail leveling. There aren’t any other major changes to previous abilities, just a lot of potency increases that we won’t be able to make sense of until launch.

Your first new ability is Vice of Thorns, that thorn whip AoE oGCD seen in the trailers. You can only use it after gaining a new buff called Thorned Flourish, now added on to Embolden’s effects. This hits as hard as Fleche and will be around in your two-minute burst phase. It will just be weaved in wherever makes sense there. At 94 all Swiftcast’s cooldown is reduced to 40 seconds, down from 60. This is not as impactful for Red Mage as some Casters, but it’ll help with movement especially if you don’t have any spare Acceleration stacks for some reason.

Which you won’t because at Acceleration will grant a new buff called Grand Impact Ready. You guessed it, it lets you cast a new spell called Grand Impact, gained at level 96. This is an instant cast AoE spell that both Jolt III and Impact’s buttons will morph into. It is an Impact, so you still gain 3 of both colors of mana. It being an Instant cast spell is interesting and leaves a gap for some oGCD weaving. Level 98 brings the Addle duration upgrade that all casters share, boosting it to 15 seconds, up from 10. Of course, at level 100 you get your new melee combo finisher, right? Well, yes, but also no. What you do get is that new buff from Manafication mentioned earlier, Cineration Ready. This allows you to cast Cineration a new AoE oGCD that you totally don’t have to use at the end of your melee combo. You could weave it in anytime after Manafication you know, so it isn’t a finisher. It. Is. Not. It does hit very hard though, it currently has the same potency as Verflare or Verholy. It also is cast by pressing the Manafication button, as it will morph into Cineration when it can be used.

That’s everything Dawntrail has gifted you. Is it groundbreaking? No, but Dawntrail was never going to rock the boat that much. You did get two new oGCDs basically welded into your opener and two-minute window, so your burst will be more interesting, or at least busier. That’s a much more logical addition than what was feared.

Roseblood Attire