---------------------- M A C R O G U I D E ----------------------
version 0.9 nemes1s (aka hpsolo)
Midgardsormr / Sylphine
INTRODUCTION
This is a (small) guide to using macros in Final Fantasy XI. It is
by no means complete, though I do hope it is useful to some/most of
you. Feel free to send in your own macro combo that you find useful.
I'll add it and credit it to you if it is not already listed.
So why use macros? Macros can mean the difference between casting
Cure II just in the nick of time, or the death of a party member. It
may also mean getting a skill chain for extra damage. Sometimes you
may find that a macro is much easier to stop the pulling of another
monster, or warn the party of possible aggro's -- as typing might
take too long to do so. Anyway, let's just cut to the chase...
Eventually this will become a full-blown and in-depth guide on
macros. I also hope to have virtually complete list of the most
common and useful macros tailored for specific job classes.
ACCESSING MACRO SETS
There are 10 sets of macros, with each set having 20 slots -- 10
that are bound to the CTRL key and 10 bound to the ALT key. The CTRL
set can be selected via L2 on the PS2 controller, and the ALT set
are accessible via R2. To switch between macro sets, either:
1. Hold down the L2 or R2 button and when you see the macro menu,
press up/down on the PS2 controller (digital pad),
or
2. Hold CTRL or ALT on the keyboard and press up/down on the PS2
controller (digital pad)
USING A MACRO
1. select which macro set to use
2. (a) if you pressed L2/R2, then a macro window should pop up;
just select which macro within that set to use
(b) press and hold CTRL or ALT (to select the subset of
macros) followed by 1 through 0 (for macros 1 through 10
respectively)
EDITING MACROS
To open up the macro editing tool, press the square button on the
PS2 controller twice and select MACROS. You will see two rows of
squares. The top row is bound to CTRL (or L2) and the bottom row
is bound to ALT (or R2). Highlight the macro you wish to edit and
you will obtain a window that looks like:
#Macro e.g. Ctrl 1 (currently editing macro 1 from the Ctrl set)
#0 name of the macro (shows up on the macro set window)
#1-#6 up to six commands to be used when calling this macro
To edit a specific macro set, select the set by pressing and
holding L2 or R2 and then pressing up or down on the digital pad.
Then select and edit a macro within the set as described above.
WHAT CAN MACROS BE USED FOR?
* sending your party pertinent battle information such as how
much MP/HP you have, when Provoke is ready, your TP, etc.
* streamlining weapon skills and magic casting (for bursts)
so that you do not have to navigate through the menus
* personalized emotes
* shortcuts to avoid using the menu interface to do common
tasks
BASIC MACROS WHICH YOU SHOULD HAVE FOR BATTLE
* "Stat Ping"
Tell your party your current MP/HP/TP
/p HP: <hp> TP: <tp> MP: <mp>
USAGE: This is the best way to relay your personal info. This
works best if everyone uses the order listed above. That way,
you automatically know where to look (left, middle, or right)
if you are asking for certain stats. This is a must if you
plan to renkei (where TP levels need to be known) or chain
(MP and HP info needed). The way this macro SHOULD be used is
for everyone to respond (like pinging a machine on a network)
with the same macro listing their stats.
Mages will likely only need to report MP (as they often do not
build TP and shouldn't be getting hit so that HP reporting is
also not needed). However, they should still have empty spaces
so that the "MP: <mp>" appears on the far right (if that is
where your party chooses to have MP listed). My party rarely
reports HP, since the healers keep their eyes on the HP meter
of every member in the party anyway.
I do not recommend using <hpp> (hit point percentage) or <mpp>
(mana point percentage) since that value is more or less use-
less. Your party has a better idea of how many Cures you have
left if you report MP:50/100 as opposed to 50%. (Someone with
MP:10/20 reporting 50% may be misleading their party in terms
of number of Cures)
Melee characters generally report only their TP as this is the
most important stat during a battle. Don't spam your TP info
if you've only got 10% TP or something low. It is best if you
wait til near 100% or above 100% before reporting.
Some people (myself included) like to report their TP along
with their weapon skill. This is really nice because it also
lets your party members know what weapon skill is ready to
go in case you have several skillchains. For example, a
samurai builds TP extremely quickly, as does a ninja. It may
be that there are two separate skillchains you want to use,
so something like:
/p <call20> #2 Blade: Retsu >>> TP: <tp>
The "#2" denotes Blade: Retsu being used as the second weapon
skill in the skill chain.
* "Aggro Warning"
Sends audio and (optional) vibrational signal to party members
to warn about unexpected links
/p WARNING!!! POSSIBLE AGGRO!!! <call0>
USAGE: Save this for when your party gets ambushed or runs into
trouble because of uninvited guests. It can also help to wake
up members who have fallen asleep (in real life).
You can also use this (with the obvious replacement message)
if you're a mage and are low on MP. Sometimes when the fun is
a bit too much, people forget about their mages' MP limits.
If you are pulling, then use something like:
/p I'm about to pull a <t>! Get ready! <call1>
This should more or less make everyone aware of what's about
to happen next should they get sidetracked with chit-chat or
get back from being AFK. More info on the 'call' "command"
(in quotes since it's not really a command) can be found
below.
ADVANCED MACROS (MAGIC AND WEAPONSKILLS)
When you get higher levels and obtain more magic spells and job
and weapon abilities, it will be very painfully slow to navigate
through the menus in order to use a spell or skill -- there will
be too many. To save time, you can bind most often used spells to
macros.
* Magic Macro
/ma "Spell Name" [target]
Eamples:
/ma "Cure II" <t> Cast Cure II on current target
/ma "Protectra III" <me> Cast Protectra III on yourself
/ma "Curaga II" <p2> Cast Curaga II (centered on
third party member)
/ma "Poisana" <st> Cast Poisona after selecting a
party member
NOTES: Certain spells require the target be yourself or party
members. Play around with them to figure out what the target
values can be. The name of the spell should be in quotes if
it contains whitespace; case (upper vs lower) matters; and the
names MUST match the names of the spells in your spell list.
* Job Ability Macro
/ja "Job Ability" [target]
Examples:
/ja "Benediction" <me> Use Benediction (centered on
yourself)
NOTES: Job abilities which are still in their cooldown state
will not execute and return (in purple text as default) the
amoun of in-game time remaining until the next use.
* Weapon Skill Macro
/ws "Weapon Skill" [target]
Examples:
/ws "Fast Blade" <t> Use Fast Blade on target
These are the three main types of battle macros that you will
end up using the most. Oftentimes these commands are accompanied
with some messages to the party. Take for example:
/p Gather up for Protectra III !!!!! <call0>
/wait 5
/ma "Protectra III" <me>
This macro tells your party members to gather around you so you
can cast Protectra III. The /wait 5 just pauses execution for 5
real-time seconds (this is to allow everyone to have time to
react and gather near you). Then the last line executes the magic
casting.
The /wait command can be used to wait from 0 to 20 seconds. You
cannot use /wait with an argument exceeding 20 (it will be treated
like 0). There are several reasons to have the /wait command. If
your macro is "skipping" some commands, it is likely that you
need to add /wait 1 in between commands. This is normally the
case if you end up using two commands with /p. For example,
/p Hey what's up?
/p How are you?
will only output "Hey what's up?" to other characters in your
party, and you will then see an error message about the second
message not being able to be sent. The correct way is:
/p Hey what's up?
/wait 1
/p How are you?
USING ERRORS IN MACROS TO SAVE ROOM
Eventually, you will find that even the 10 sets of macros are
insufficient. Here are a few ways to make use of the errors
generated by macros. Suppose you have both WHM and BLM leveled
fairly highly and you often switch between the two as your main
job. Let's say you have Aero II bound to a macro, but when you
are WHM, you can only use up to Aero. If you use:
/ma "Aero II" <t>
/wait 1
/ma "Aero" <t>
If you're a BLM, this macro will cast Aero II and error out of
the Aero spell since the /wait between is too short. As a WHM
you'll get an error on Aero II since the BLM subjob will likely
not be able to case Aero II (presuming your WHM is not too
high in level). Instead, you'll end up casting Aero.
WHEN TO USE CAPS AND WHEN NOT TO USE CAPS
While it is bad netiquette to use all caps for speech, sometimes
all caps is warranted. In battles, using all caps should be allowed
and encouraged. When you're fighting, lots of battle messages are
scrolling by. The cyan text helps, but your party members may not
catch it in time. Using all caps will make your messages stand out
so that you don't have to continue to repeat yourself. (Battle
messages get really bad if you're fighting near other parties since
you also see THEIR battle messages.)
However, if you have a macro for, say, Protectra II and Shellra,
and you add
/p Gather for Protectra II
then you should probably not use caps. These spells are often cast
before battles, so there is not really any need for caps. As another
example, note the use of
/p Provoke is now ready.
and
/p PROVOKING --> <t>
The first is just information for the party so that they are aware
that provoke is ready. The second, however, is in caps because it
needs to be seen by everyone so that two or more people don't use
provoke immediately after a provoke use. Caps are more pronounced
and stand out -- so use them accordingly.
ORGANIZING YOUR MACRO SETS
Macros can be useful if you organize them. If you scatter them
about, they can actually do more harm than good. Use your sets to
categorize your macros. Some suggestions for categories include:
solo, curative spells, black magic, healing spells (e.g. Poisana),
enfeeble spells, melee.
USING YOUR MACROS IN A BATTLE
This section may be a bit lengthy, but you should read throug it
to see how powerful macros can be within a group. We will assume
our party consists of at least a white mage a few melee players,
one of which is a warrior with provoke.
When you find a good party to level up, you will presumably have
someone who will act as the puller. That is, he/she is the single
person to go out and look for creatures to kill, and lures them
back to a spot where your party is safely camping. The puller
ideally should warn the party he is about to pull, and have macros
set up to do so accordingly. I suggest:
/p Get ready! Luring <t>! <call>
so that your party knows what to expect. This way, any white mage
or red mage know what to use for enfeebling or any barspells, etc.
Also within the party should be someone at camp who is the lookout.
The purpose of a lookout is to make sure enemies which aggro or
link don't spawn before the puller gets back. You do NOT want the
puller to be towing a creature back to camp and have him link the
spawns as well. This makes a mini-train that may spell doom for
you and your party. The lookout should use:
/p WARNING!! <t> just spawned near camp! <call>
NOTE: The party should agree on the sounds and what the designate.
Also, you may wish to use <scall> instead of <call> in order to
be curteous to anyone using the rumble feature (PS2 only). The
lookout (and presumably any/all mages) should, during battle, turn
off the locking feature so they can turn the camera and continue
looking out for the party. In case new aggro appears, I suggest
using:
/p WARNING!! POSSIBLE AGGRO/LINK!! <call>
These should each be in separate macros. This should provide your
team with a good messaging system. Now on for the finer details
of battle...
Since most battles (should) start with enfeeblement, you don't
want, say, two people casting Dia (should your party be lucky enough
to have two white mages). When using enfeeble spells, I recommend
that you use a message ONLY IF THERE IS SOMEONE ELSE WITH THE SAME
SPELLS. That is, if you have two white mages, try using
/p PARALYZE --> <t>
/ma Paralyze <t>
If you're the only one in your party enfeebling, then you may want
to not use
/p PARALYZE --> <t>
because it can add some spam to the logs. However, with two people
capable of enfeeblement, the messages help prevent wasted MP. The
other way to go is to decide that only one person enfeelbes (the
one whose skill is higher, of course). Again, the messaging is
only suggested if you have several enfeeblers. At higher levels,
the MP lost due to overlapping spells is minimal, so messaging
is not recommended. You DEFINITELY DO NOT WANT two red mages both
casting Dispel, for example (and yes, I am aware they have
Convert -- but wasted MP is still wasted MP).
RENKEI / TP / MAGIC BURST
This is where macro is KEY. Your party will perform considerably
better when you set up a good Renkei system. The following will
use the example:
Fast Blade -> Burning Blade -> Flat Blade
which produces:
Liquifaction [Fire] -> Fusion [Fire/Light]
Your party must already be familiar with the Renkei system, and in
particular the order of the weapon skills. The mages must be aware
of the elements of each Renkei effect so they can magic burst. I
recommend each person in the Renkei use the following "TP Ping"
macro:
/p [Fast Blade] TP: <tp>
and replace Flast Blade with the appropriate weapon skill. This
allows all melee characters to know exactly which weapon skill
has what TP percentage. When one perons "pings" their TP, every
one else should do the same. Note that the TP is reported on the
far right side and the weapon skill name on the far left. Not
only is it important to have good macros, but spacing and the
presentation of the information is just as important. (If you
party up with Linkshell members often, your Linkshell [LS] should
try to set up some sort of standard on reporting info such as
TP, MP, etc.)
With every weapon skill and its corresponding TP being reported
you will never have a case when someone accidentally goes too
early. Moreoever, the mages (if they did their homework) will
know what element to use for magic bursting if they can see
which weapon skills are being used.
Once your party is ready to Renkei, the first person to go
should use something like:
/p RENKEI IN 2 SECONDS! <call>
/wait 2
/p Using Fast Blade
/ws "Fast Blade" <t>
The next person to go should have
/p Using Burning Blade <call>
/ws "Burning Blade" <t>
The third person should ehave
/p Using Flat Blade <call>
/ws "Flat Blade" <t>
Notice the wait of 2 seconds. This allows for everyone to get
their weapon skill macro ready, and the mages to prepare their
spells for bursting. You may optionally leave out the <call>'s
as this may become annoying to the ears :P If your party is
more experienced, you can optionally leave out the /wait 2.
Your log will show the weaponskill being used, but you should
message that anyway because the cyan colored text will show
up much more clearly than the yellow (most people will have
the font colors set to default).
ACIENT MAGIC AND MAGIC BURSTS
With ancient magic, you'll find that the cast time is
EXTREMELY long. In fact, it is normal to cast ancient magic
like Freeze long before the skillchain even starts. Of course
this makes skillchains very hard to do if you don't have good
timing. However, macros make this a breeze. The idea is that
the melees will rely on the mage casting ancient magic to
get their timing down. You'll first need to practice a few
rounds to get an idea of the timing. Something like:
/ma "Ancient Magic Spell Name" <t>
/p <call> 10 seconds standby on the skillchain!
/wait 10
/p <call> Begin first weapon skill!
/wait 3
/p <call> Begin second weapon skill!
Again, the time for the first /wait argument will depend on
how long it takes the black mage to cast the spell. You will
also need to factor into the equation the reaction time, as
well as the time required to see the skillchain effect when the
melee characters finish. Remember, the strength of the burst is
dependent on when the spell lands after you see the skillchain
effect.
HATE MANAGEMENT
It is generally good to have the tank continue to use the
Provoke ability as this naturally builds up his/her hate
level. This keeps hate on one person, and allows the healer
to concentrate on keeping that one person healed to an
accpetable level. The tank's Provoke macro should look like
This macro has several important features: (1) it tells the
user when his Provoke ability is ready, and (2) it lets the
black mage know whether or not he/she should cast that "uber"
spell that will cause massive hate. You don't want to be
a mage getting the brunt of the hits with no provoke for
30 seconds -- especially against a hard hitting creature.
Thieves are also capable of managing hate using their
Sneak and Trick attack combos. The thief needs a team member
to whom he/she can pass hate, so the thief's macro should
let everyone know that the Sneak/Trick combo is about to be
used -- so no one moves around. During the battle, your
melee characters should surround the enemy on all sides, thus
allowing the thief to choose a good "target" for hate. In
general, I recommend one tank facing the enemy directly, and
a second melee (with high HP) directly behind the enemy.
These two should be the main tanks in the party. For the
Sneak/Trick + weaponskill combo, I suggest:
Below are all the commands available. Most of them have a short
version (for example, /t can be used in place of /tell). Not all
commands listed below make much sense in a macro, but I'll list
them here for completeness.
Also, there are some system arguments which can be used along
with some of the commands. They are listed below as well. System
arguments are surrounded by < and > (e.g. <t> for current target)
SYSTEM ARGUMENTS
<p0>, <p1>, ... , <p5>
These denote party members 1 through 6 where your own character
is always considered to be party member 1 (i.e. <p0> = you). p1
is the second person appearing on the party list at the bottom
right of your screen (from top to bottom), and p5 is the last
person on the list.
Example: /ma "Cure" <p1>
(cures person who appears just below your own character's name
on the party list)
<st>
Select target for command.
Example: /ma Cure <st>
(selects the spell Cure and allows you to choose a person to
cure; best used for healers who have to fight from time to time)
<t>
Current target
Example: /p Guys, take a look at the <t>!!!
(suppose a Yagudo Initiate is targeted; this macro sends the
message "Guys, take a look at the Yagudo Initiate!!!" to your
party/alliance)
<hp>
Your current hit point as a ratio of your current HP over your
max HP.
Example: /p My current HP is: <hp>
(suppose your current HP is 401 and your max HP is 510; displays
a message saying "My current HP is: 401/510")
<hpp>
The same as <hp> except it is a percentage and not a ratio.
<tp>
Your current TP (as a percent).
<mp>
Your current MP as a ratio of the remaining amount of MP over
the max amount of MP.
<mpp>
The same as <mp> except it is a percentage and not a ratio.
<call0>, <call1>, <call2>, <call3>
Sends an audible whistling sound to all party members (can
only be used in conjunction with /p). Also sends a vibration
signal to each party member's controller if they have that
option turned on.
Example: /p WARNING!! POSSIBLE AGGRO!! <call0>
(sends out a whistle signal, vibration signal, and displays a
message saying "WARNING!!! POSSIBBLE AGRRO!! <call0>"
<scall0>, <scall1>, <scall2>, <scall3>
Same as <call0> - <call3> except the vibration signal is not
sent (i.e. only audibles)
<me>
Your character; equivalent to <p0>
<pos>
Your current grid location. If you look on the map, you will
appear as a red arrow inside a square. The square will have
coordinates specified by a row (letter) and column (number).
Example: /p I'm currently at <pos>
(suppose you are at I-10; sends a party message saying "I'm
currently at I-10")
NOTE: Some dungeons have several "floors" so that I-10 may
not necessarily be meaningful (e.g. a person at I-10 on the
third floor and a person at I-10 on the first floor will both
report I-10 for <pos> and yet not see each other.)
<mpos>
Position on map when using airship or vessels over water.
COMMANDS
/?
USAGE: /? /[command_name]
-> Gives a detailed explanation of specified command.
Abbreviations can be used. If a command name is
incomplete or does not exist, similar commands will
be listed.
* All names used with these commands must be one word,
or in quotation marks.
/ver
USAGE: /ver
-> Displays the current version number.
/servmes (or /smes)
USAGE: /servmes
-> Displays today's server message (the messaged
displayed when in) in the log window.
/lsmes (or /linkshellmes)
USAGE: /lsmes [subcommand] "[mes.]"
-> Allows PC to edit and view their current linkgroup's
welcome message. Only authorized members can change
these messages.
>> Subcommands:
nothing Display currently set message
set "[mes.]" Changes message to specified message
clear Clear set mesages
level [auth_level] Sets authority level
>> Authority Levels:
ls Linkshell holder
ps Linkshell and pearlsack holders.
all All members.
/linkshell (or /l)
USAGE: /linkshell [mes.]
-> Sends a message to all members of your current
linkshell group, regardless of their location.
/party (or /p)
USAGE: /party [mes.]
-> Sends a message to all members of your current
party and alliance, regardless of their location.
/say (or /s)
USAGE: /say [mes.]
-> Sends a message to all PCs within a small radius.
The message will not be displayed if a PC has their
[Say] chat filter turned on.
/shout (or /sh)
USAGE: /shout [mes.]
-> Sends a message to all PCs within a large radius.
The message will not be displyaed if a PC has their
[Shout] chat filter turned on.
/tell (or /t)
USAGE: /tell [PC_name] [mes.]
-> Sends a message to a specific PC within the same
world. This message cannot be seen by any other
players.
/emote (or /em)
USAGE: /emote [mes.]
-> Sends your PC name and a message as an emote
within a [Say] radius. This message will not be
displayed if a PC has their [Emotes] chat filter
turned on.
/chatmode (or /cm)
USAGE: /chatmode [chat_mode]
-> Changes chat mode default settings. [Shout] will
be reset after using once. When using [Tell],
specify a PC name. If you do not specify a chat mode,
your current settings will be displayed.
* Valid chat modes: s, sh, l, p, t [PC_name]
/nominate (or /propose)
USAGE: /nominate [chat_mode] "[qst]" "[opt1]" ...
(up to 8 options)
-> Asks a question to all PCs within the designated
chatmode, and give them a variety of answers to
choose from. The answers can be chosen with the
/vote command. Acessible chat modes are Say, Shout,
Party, and Linkshell. You can stop the voting by
reentering /nominate.
/vote
USAGE: /vote [PC_name] [number]
-> Answers a question from the /nominate command.
If a PC name is entered, you will answer that
PC's question. If you do not enter a PC name, you
will answer the most recently asked question.
If there is no number after /vote, the question
will be displayed again.
/volunteer (or /vol)
-> An exclusive command for volunteers. It cannot
be used by regular players.
/echo
USAGE: /echo "[mes.]"
-> Displays a message that only you can see.
/random
USAGE: /random
-> Displays a random number between 0 and 999. This
number can be seen by PCs within the [Say] radius.
/attack
USAGE: /attack [subcommand]
-> Turns on auto-attack of the selected target on/off.
Toggles on and off when no subcommand is specified.
>> Subcommands:
on Turn on auto-attack.
off Turn off auto-attack.
The commands listed above are emotes. For example, /point makes
your character do a pointing motion. If /point is used without any
arguments, a message such as:
will appear on the log of every PC within [Say] range. These emotes
can optionally take the argument [target]. So for example, /point <t>
will cause your character to use a pointing motion and the message:
"[your character's name] points at [the target]."
You can also use the option "motion" so that no message such as the
one above appears, though your character will still do the animation
associated with that emote. The animation varies on your race, so
that an female Elvaan using /laugh will have a different animation
from a male Elvaan or femal Taru, etc.
You can create your own emote with full animation. For example,
you can use (for Elvaan females):
/joy motion
/wait 1
/emote slaps the crap out of <t>.
and target Elvaan males with this emote to get a slapping action
along with a message saying "[your character's name] slaps the
crap out of [target]." Of course, this emote macro works well only
on other tall characters as the motion of /joy makes the female
Elvaan's hands swing high (i.e. this would look silly used on a
Taru).