Red Mage Macros: A Tutorial
This is not a list of every single macro one needs as a Red Mage.
Instead, this is a guide for beginner Red Mages on how to write effective macros--it's up to the reader to figure which macros are needed and when to update them, not this author.
Only FFXI client program's built-in macro system will be covered.
References:
- Macros and Commands
- Auto-Translator List
- RDM Macros discussion (Caution: Fill with mistakes, and many inappropriate /p usage. Very weak leading post.)
What can Macros do?
Anything one can do by typing in up to six lines of commands, can be done with a single macro. Commands starts with a '/' character, and look like /jobability "Convert" <me> or /magic "Dia" <t>, etc.
If a sequence of commands longer than six lines is needed, that sequence can be split into two or more macros.
Why Macros?
Macros: Learn by Examples
Every line of a macro need a command, and usually command operands such as spell or ability name and a target. Spell names and ability names must be capitalized correctly and be enclosed in double quotes ( " ).
Here are a few examples of simple, bare bone macros:
/magic "Dia" <t>
The use of /magic (or /ma) command at the start of line means to cast a spell, which is Dia in this case. Note that the spell name "Dia" is properly capitalized, and enclosed in double quotes. The last part, <t>, means to cast it on the current target. If the player don't have the correct target, he will either be unable to cast (e.g. targeted self or party members), or cast it on the wrong monster.
/target <bt>
The /target command does little more than change the current target. Coupled with <bt>, which selects the current battle target, it becomes a real time saver.
This macro can be used when puller brings in the next prey during exp parties, saving the player precious time by not having to tab through all the local creatures and other players to find the monster to cast spell on. Note that there must be a battle target (monster with name in red), and must be within range, in order for this to work as intended.
This macro is meant to work with other macros, specifically those casting offensive magic using <t>.
/magic "Cure" <st>
This casts Cure, but without a predetermined target. Instead, it allows the user to choose a target first. Once the player confirms the target, then it will execute casting of Cure on the target. Target can be selected by using the Tab key, or F1 through F6 for party members, or via up and down D-pad buttons on the controller. To confirm, press the Enter key or the 'X' button on the PS2 controller.
/echo ">> MND set <<"
/equip L.Ring "Saintly Ring +1"
/equip main "Willow Wand +1"
/equip R.Ring "Saintly Ring +1"
This is an example of multi-line macro (each macro can have up to six lines). Each line is executed in sequence listed, so order sometimes matters.
The first line with /echo does nothing more print a line in the chat log which only the user can see, and not anyone else around the user. In this case, it's used to remind the player that he pressed his macro for Mind equipment.
The second and the fourth line use /equip to switch in Saintly Ring +1's into the left and right ring slots, while the third line changes the weapon. Due to bugs in S-E's software, switching items with same name into different equipment slots sometimes will not process correctly if done one right after another, so the ring slots' changes are separated with a main slot change.
Other slots for the /equip command is listed when one types in /? equip within FFXI client.
/party Red Mage Low MP: <mp> (<mpp>) <call18>
Most of the time, a party does not need a reminder from the mages on how much MP they have. However, sometimes the puller gets into a misty red eye kill frenzy, and may forget to check the mages' MP level. That's the time to bust out this macro. (Don't use it except when MP is too low to handle another battle safely.)
The /party (or /p) command means to send out some text on the party chat, so everyone in the party or alliance can see it. (Please do not abuse this--skip on /party for cure, enfeebling, and just about 90%+ of all spell macros.) The <mp> party lists a Red Mage's current/max MP, while <mpp> lists the percentage of MP left.
Now, it's time for some real macro building. It's a process.
Evolution: Paralyze
Paralyze is a Lv.6, 6 MP Ice element Enfeebling Magic spell, with a base 3 second cast time and 10 second recast time. It is a very useful White Magic type spell, with the tendency not to stick well in lower levels--i.e. a good Red Mage would cast it a lot--first cast it, and then recast it when it wears off or is resisted.
Paralyze macro v.1 (ok-ish)
/magic "Paralyze" <t>
It works; it's nothing exciting, but it works. But, the writer may think: "Hey! I would still need to target the monster. Why don't I save some work by using <bt> instead?"
Paralyze macro v.2 (bad)
/magic "Paralyze" <bt>
This seems to work for a while for the writer--until he sleepst a link at Lv.25. Then, when he wants to Paralyze the monster the party is fighting, this macro targeted the sleeping creature instead. Lesson: <bt> is not a great idea when there's more than one monster at play, or in alliances. Generally speaking, don't use <bt> outside of a /target <bt> macro.
Paralyze macro v.3 (bad)
/equip main "Willow Wand +1"
/magic "Paralyze" <st>
The writer has gotten hold of a Pilgrim's Wand (Lv.10, hMP+2) for resting! However, that wand adds nothing for Paralyze. Instead of a separate macro for equipment change, he figures he can save space by combining the wand change with spell casting. He also fixed the <bt> problem by changing it to <st>.
However, this can cause a problem; when changing visible equipment in FFXI, the character will "blink" (disappear from view). When that happens, the player looses the current target select. This is very, very bad.
Paralyze macro v.4 (good)
/magic "Paralyze" <t>
/equip main "Willow Wand +1"
Playing a very smart Red Mage, the writer noticed that equipment change is very fast, while casting Paralyze is slow at 3 seconds. In the few seconds before Paralyze actually complets, the Willow Wand +1 (with MND+3) is cleverly switched in, after the spell has started. (As a personal preference, targeting is changed back to <t>.)
This, is a successful and effective combination of Paralyze spell and equipment swap to increase the MND stat, which increases the potency of the spell.
Evolution: Resting
Mages in general, including Red Mage to up level 40, tend to need a lot of rest time to recharge MP. In fact, this is done so often, it's a good idea to have a rest macro.
Rest macro v.1 (*yawn*)
/heal on
Kinda... pointless.
Well, it's good for people who uses macros a lot, and don't want to move hands away from the ready position. Otherwise, just hit the escape key, then the * key on the numeric pad instead.
Rest macro v.2 (bad)
/item "Ginger Cookie" <me>
/heal on
Now, this seems more useful.
Ginger Cookie is a snack food, costs around 11 Gil each from NPC, stacks to 99, and lasts 3 minutes per consumption. A stack of this is easily sufficient for a few hours of exp sessions. When resting with this food effect on, a player will gain an additional 5 MP per tick (hMP+5). That is incredibly useful.
Finding Ginger Cookies in inventory to use it, though, is annoying. This rest macro is supposed take care of that for the player. The only hitch is, /heal on right after starting to use cookies will disrupt the cookie use.
This macro is broken.
Rest macro v.3 (ok)
/item "Ginger Cookie" <me>
/wait 4
/heal on
With the /wait command inserted, this macro now works as intended; resting will now gain hMP+5.
However, supposed the player has a Pilgram's Wand; while hMP+5 is nice, wouldn't hMP+7 be even nicer?
Rest macro v.4 (good)
/item "Ginger Cookies" <me>
/equip L.ring "Astral Ring"
/equip main "Pilgrim's Wand"
/equip R.ring "Astral Ring"
/wait 4
/heal on
Dang. This guy is rich. And, well prepared.
This macro not only gives the player hMP+7 from Ginger Cookies and Pilgrim's Wand, but also increases his MP pool by 50 MP using Astral Rings.
It's a perfectly fine macro by itself. But it has a potential problem: weapon (main) and ring slots are used for MND and INT equipment, and these stuff adds nothing for them. How do we quickly switch in MND for Paralyze, for example?
This is the heart of the lesson: No macro stands by itself. Every macro must be crafted with considerations of other macros in mind.
Having the Rest macro v.4 means the player now may want to update to Paralyze macro v.5:
Paralyze macro v.5 (good)
/magic "Paralyze" <t>
/equip L.Ring "Saintly Ring +1"
/equip main "Willow Wand +1"
/equip neck "Promise Badge"
/equip R.Ring "Saintly Ring +1"
Or, the player can stick with Paralyze macro v.4, but add a "Mind equipment" macro to press before using White Magic enfeebling spells like Paralyze and Slow. (Lesson: There is often more than one good way to macro.)
MND equipment macro v.1 (good)
/equip L.Ring "Saintly Ring +1"
/equip main "Willow Wand +1"
/equip neck "Promise Badge"
/equip R.Ring "Saintly Ring +1"
At higher levels when Red Mages have access to a wide variety of gears, it's not atypical for spell macro to switch in some gears, and still have a separate macro to switch in even more gears in case more MND, INT, Enfeebling Skill, or whatever is needed.
Evolution: Cure
Cure is a Lv.3 spell, costs 8 MP, takes 2 seconds to cast, and is something which a RDM will cast a lot; makes a lot of sense to macro it.
Cure macro v.1 (yuck)
/magic "Cure" <t>
This works. However, since Red Mages' primary duty before Lv.41 is enfeebling spells, they usually have a monster targeted. When using Cure, typically one wants to target a party member instead. Would be nice if a cure macro can assist with switching target.
Cure macro v.2 (ok-ish)
/echo >> Cure (select target) <<
/magic "Cure" <st>
This works better; now the user can switch target before the spell is cast. There's even a nice /echo to remind the player which macro was pressed. Still, can a Red Mage do better?
Cure macro v.3 (good)
/echo >> Cure (select target) <<
/magic "Cure" <stpc>
Now, using <stpc>, only player characters can be targeted. Unless fighting undead monsters, this is pretty darn good, and will serve the player well for a long time.
Cure macro v.4 (good)
/echo >> Cure III (select target) <<
/magic "Cure III" <stpc>
/equip main "Light Staff"
A small but significant step forward; at Lv.51, Red Mage gains access to elemental staves. Light Staff (and Apollo Staff) improves cure spells' potency--meaning that by having it equipped, a mage can heal for more HP using same amount of MP.
Level 51 is also a good time to update the resting and Paralyze macros:
Paralyze macro v.6 (good)
/magic "Paralyze" <t>
/equip L.Ring "Saintly Ring +1"
/equip main "Ice Staff"
/equip neck "Promise Badge"
/equip R.Ring "Saintly Ring +1"
Rest macro v.5 (good)
/item "Ginger Cookies" <me>
/equip L.ring "Astral Ring"
/equip main "Dark Staff"
/equip R.ring "Astral Ring"
/wait 4
/heal on
Paralyze is an offensive Ice element kind of magic, so Ice Staff (or Aquilo's Staff) would be appropriate to increase accuracy of the spell. Dark Staff (or Pluto's Staff) adds hMP+10, so is a must have for those precious few moments a Red Mage has for /heal on.
Evolution: Gravity
Gravity is a Wind element Enfeebling Magic (offensive by nature), and is Black Magic, meaning its potency depends on INT instead of MND. Its bast cast time is 1.5s, with recast timer of 60s.
Gravity macro v1 (hmm)
/magic "Gravity" <t>
/equip L.Ring "Wisdom Ring"
/equip main "Wind Staff"
/equip neck "Philomath Stole"
/equip R.Ring "Wisdom Ring"
This looks good on first glance; it certainly applies all the lessons from evolving the Paralyze macro, by using matching elemental staff and increasing INT for potency.
Yet, it's not quite right. Gravity isn't necessarily used on every single monster the party is fighting--in fact, this guide's author uses that spell mostly on sleeping monster as an extra insurance to increase time available to handle links or adds waking up. Also, with the long recast time, it would be nice to know how much time is left before it can be used again.
Gravity macro v2 (good)
/recast "Gravity"
/magic "Gravity" <stnpc>
/equip L.Ring "Wisdom Ring"
/equip main "Wind Staff"
/equip neck "Philomath Stole"
/equip R.Ring "Wisdom Ring"
The /recast command lets the player know how much time is left; if it's not ready, yet, simply hit the Escape key to cancel out of target selection. The command operand <stnpc> means the player would able to select a non-player character before executing the command.
The Master Set
Some examples of fairly well crafted macros for Red Mage
Refresh macro (Lv.41)
/recast "Refresh"
/magic "Refresh" <stpc>
This also serves as templet for Haste and Regen; just replace "Refresh".
Convert macro (Lv.40+)
/recast "Convert"
/jobability "Convert" <stpc>
/equip main "Light Staff"
/wait 1
/magic "Cure IV" <me>
Note that Convert works best as a two macro set; one macro (not listed) to switch in the MP gear to maximize the MP efficiency of the Convert operation. That macro needs to be pressed first, of course. The other is the actually Convert and curing oneself, as listed above.
The /recast at the start allows the user to double check if Convert is ready, so the player wouldn't waste a Cure IV. If the timer has run down to 0:00, go ahead and select self as target (F1), and press enter to confirm.
Note that Cure IV is Lv.48; before that, use Cure III instead.
Chainspell Escape macro (Lv.58 when using /BLM)
/echo >> Chainspell + Escape WARNING!!! <<
/echo >> Escape: 125MP Current MP: <mp> <<
/jobability "Chainspell" <stpc>
/party ***** Escape ***** <call>
/wait 1
/magic "Escape" <me>
With this, a Red Mage can get a little warning before using Chainspell to Escape the party. (Need to select self then confirm.) It strikes a good balance between safety and a fast getaway.
With slight modification, can use teleport spells instead.
Party No thanks macro
/echo >> Don't want invites. ^_^; <<
/seacom 1 "{I'm playing solo right now.}"
/seacom 2 "{Experience Points} PT {No Thanks.}"
/seacom 3 " "
/seacomup others 1
One does not need to change job, go /anon on, or turn down a lot of people; stay on Red Mage (so friends can see one is already on RDM in case they need some help), and yet keep away most unwanted invites.
Red Mage Macro General Guidelines
This is not a list of every single macro one needs as a Red Mage.
Instead, this is a guide for beginner Red Mages on how to write effective macros--it's up to the reader to figure which macros are needed and when to update them, not this author.
Only FFXI client program's built-in macro system will be covered.
References:
- Macros and Commands
- Auto-Translator List
- RDM Macros discussion (Caution: Fill with mistakes, and many inappropriate /p usage. Very weak leading post.)
What can Macros do?
Anything one can do by typing in up to six lines of commands, can be done with a single macro. Commands starts with a '/' character, and look like /jobability "Convert" <me> or /magic "Dia" <t>, etc.
If a sequence of commands longer than six lines is needed, that sequence can be split into two or more macros.
Why Macros?
- Speed. Red Mage can have potentially 85 native spells, plus whatever job abilities or spells from support job. It's unwieldy to scroll through list of spells over and over just to reach a few needed spells.
- Increased Effectiveness. While the combinations are nearly endless, in essence, it's about maximizing the performance of a Red Mage's spell and ability via equipment change. Though it is possible to switch equipment manually, it is impractical to switch three or four pieces for every commonly cast spells--macro is the only way.
Macros: Learn by Examples
Every line of a macro need a command, and usually command operands such as spell or ability name and a target. Spell names and ability names must be capitalized correctly and be enclosed in double quotes ( " ).
Here are a few examples of simple, bare bone macros:
/magic "Dia" <t>
The use of /magic (or /ma) command at the start of line means to cast a spell, which is Dia in this case. Note that the spell name "Dia" is properly capitalized, and enclosed in double quotes. The last part, <t>, means to cast it on the current target. If the player don't have the correct target, he will either be unable to cast (e.g. targeted self or party members), or cast it on the wrong monster.
/target <bt>
The /target command does little more than change the current target. Coupled with <bt>, which selects the current battle target, it becomes a real time saver.
This macro can be used when puller brings in the next prey during exp parties, saving the player precious time by not having to tab through all the local creatures and other players to find the monster to cast spell on. Note that there must be a battle target (monster with name in red), and must be within range, in order for this to work as intended.
This macro is meant to work with other macros, specifically those casting offensive magic using <t>.
/magic "Cure" <st>
This casts Cure, but without a predetermined target. Instead, it allows the user to choose a target first. Once the player confirms the target, then it will execute casting of Cure on the target. Target can be selected by using the Tab key, or F1 through F6 for party members, or via up and down D-pad buttons on the controller. To confirm, press the Enter key or the 'X' button on the PS2 controller.
/echo ">> MND set <<"
/equip L.Ring "Saintly Ring +1"
/equip main "Willow Wand +1"
/equip R.Ring "Saintly Ring +1"
This is an example of multi-line macro (each macro can have up to six lines). Each line is executed in sequence listed, so order sometimes matters.
The first line with /echo does nothing more print a line in the chat log which only the user can see, and not anyone else around the user. In this case, it's used to remind the player that he pressed his macro for Mind equipment.
The second and the fourth line use /equip to switch in Saintly Ring +1's into the left and right ring slots, while the third line changes the weapon. Due to bugs in S-E's software, switching items with same name into different equipment slots sometimes will not process correctly if done one right after another, so the ring slots' changes are separated with a main slot change.
Other slots for the /equip command is listed when one types in /? equip within FFXI client.
/party Red Mage Low MP: <mp> (<mpp>) <call18>
Most of the time, a party does not need a reminder from the mages on how much MP they have. However, sometimes the puller gets into a misty red eye kill frenzy, and may forget to check the mages' MP level. That's the time to bust out this macro. (Don't use it except when MP is too low to handle another battle safely.)
The /party (or /p) command means to send out some text on the party chat, so everyone in the party or alliance can see it. (Please do not abuse this--skip on /party for cure, enfeebling, and just about 90%+ of all spell macros.) The <mp> party lists a Red Mage's current/max MP, while <mpp> lists the percentage of MP left.
Now, it's time for some real macro building. It's a process.
Evolution: Paralyze
Paralyze is a Lv.6, 6 MP Ice element Enfeebling Magic spell, with a base 3 second cast time and 10 second recast time. It is a very useful White Magic type spell, with the tendency not to stick well in lower levels--i.e. a good Red Mage would cast it a lot--first cast it, and then recast it when it wears off or is resisted.
Paralyze macro v.1 (ok-ish)
/magic "Paralyze" <t>
It works; it's nothing exciting, but it works. But, the writer may think: "Hey! I would still need to target the monster. Why don't I save some work by using <bt> instead?"
Paralyze macro v.2 (bad)
/magic "Paralyze" <bt>
This seems to work for a while for the writer--until he sleepst a link at Lv.25. Then, when he wants to Paralyze the monster the party is fighting, this macro targeted the sleeping creature instead. Lesson: <bt> is not a great idea when there's more than one monster at play, or in alliances. Generally speaking, don't use <bt> outside of a /target <bt> macro.
Paralyze macro v.3 (bad)
/equip main "Willow Wand +1"
/magic "Paralyze" <st>
The writer has gotten hold of a Pilgrim's Wand (Lv.10, hMP+2) for resting! However, that wand adds nothing for Paralyze. Instead of a separate macro for equipment change, he figures he can save space by combining the wand change with spell casting. He also fixed the <bt> problem by changing it to <st>.
However, this can cause a problem; when changing visible equipment in FFXI, the character will "blink" (disappear from view). When that happens, the player looses the current target select. This is very, very bad.
Paralyze macro v.4 (good)
/magic "Paralyze" <t>
/equip main "Willow Wand +1"
Playing a very smart Red Mage, the writer noticed that equipment change is very fast, while casting Paralyze is slow at 3 seconds. In the few seconds before Paralyze actually complets, the Willow Wand +1 (with MND+3) is cleverly switched in, after the spell has started. (As a personal preference, targeting is changed back to <t>.)
This, is a successful and effective combination of Paralyze spell and equipment swap to increase the MND stat, which increases the potency of the spell.
Evolution: Resting
Mages in general, including Red Mage to up level 40, tend to need a lot of rest time to recharge MP. In fact, this is done so often, it's a good idea to have a rest macro.
Rest macro v.1 (*yawn*)
/heal on
Kinda... pointless.
Well, it's good for people who uses macros a lot, and don't want to move hands away from the ready position. Otherwise, just hit the escape key, then the * key on the numeric pad instead.
Rest macro v.2 (bad)
/item "Ginger Cookie" <me>
/heal on
Now, this seems more useful.
Ginger Cookie is a snack food, costs around 11 Gil each from NPC, stacks to 99, and lasts 3 minutes per consumption. A stack of this is easily sufficient for a few hours of exp sessions. When resting with this food effect on, a player will gain an additional 5 MP per tick (hMP+5). That is incredibly useful.
Finding Ginger Cookies in inventory to use it, though, is annoying. This rest macro is supposed take care of that for the player. The only hitch is, /heal on right after starting to use cookies will disrupt the cookie use.
This macro is broken.
Rest macro v.3 (ok)
/item "Ginger Cookie" <me>
/wait 4
/heal on
With the /wait command inserted, this macro now works as intended; resting will now gain hMP+5.
However, supposed the player has a Pilgram's Wand; while hMP+5 is nice, wouldn't hMP+7 be even nicer?
Rest macro v.4 (good)
/item "Ginger Cookies" <me>
/equip L.ring "Astral Ring"
/equip main "Pilgrim's Wand"
/equip R.ring "Astral Ring"
/wait 4
/heal on
Dang. This guy is rich. And, well prepared.
This macro not only gives the player hMP+7 from Ginger Cookies and Pilgrim's Wand, but also increases his MP pool by 50 MP using Astral Rings.
It's a perfectly fine macro by itself. But it has a potential problem: weapon (main) and ring slots are used for MND and INT equipment, and these stuff adds nothing for them. How do we quickly switch in MND for Paralyze, for example?
This is the heart of the lesson: No macro stands by itself. Every macro must be crafted with considerations of other macros in mind.
Having the Rest macro v.4 means the player now may want to update to Paralyze macro v.5:
Paralyze macro v.5 (good)
/magic "Paralyze" <t>
/equip L.Ring "Saintly Ring +1"
/equip main "Willow Wand +1"
/equip neck "Promise Badge"
/equip R.Ring "Saintly Ring +1"
Or, the player can stick with Paralyze macro v.4, but add a "Mind equipment" macro to press before using White Magic enfeebling spells like Paralyze and Slow. (Lesson: There is often more than one good way to macro.)
MND equipment macro v.1 (good)
/equip L.Ring "Saintly Ring +1"
/equip main "Willow Wand +1"
/equip neck "Promise Badge"
/equip R.Ring "Saintly Ring +1"
At higher levels when Red Mages have access to a wide variety of gears, it's not atypical for spell macro to switch in some gears, and still have a separate macro to switch in even more gears in case more MND, INT, Enfeebling Skill, or whatever is needed.
Evolution: Cure
Cure is a Lv.3 spell, costs 8 MP, takes 2 seconds to cast, and is something which a RDM will cast a lot; makes a lot of sense to macro it.
Cure macro v.1 (yuck)
/magic "Cure" <t>
This works. However, since Red Mages' primary duty before Lv.41 is enfeebling spells, they usually have a monster targeted. When using Cure, typically one wants to target a party member instead. Would be nice if a cure macro can assist with switching target.
Cure macro v.2 (ok-ish)
/echo >> Cure (select target) <<
/magic "Cure" <st>
This works better; now the user can switch target before the spell is cast. There's even a nice /echo to remind the player which macro was pressed. Still, can a Red Mage do better?
Cure macro v.3 (good)
/echo >> Cure (select target) <<
/magic "Cure" <stpc>
Now, using <stpc>, only player characters can be targeted. Unless fighting undead monsters, this is pretty darn good, and will serve the player well for a long time.
Cure macro v.4 (good)
/echo >> Cure III (select target) <<
/magic "Cure III" <stpc>
/equip main "Light Staff"
A small but significant step forward; at Lv.51, Red Mage gains access to elemental staves. Light Staff (and Apollo Staff) improves cure spells' potency--meaning that by having it equipped, a mage can heal for more HP using same amount of MP.
Level 51 is also a good time to update the resting and Paralyze macros:
Paralyze macro v.6 (good)
/magic "Paralyze" <t>
/equip L.Ring "Saintly Ring +1"
/equip main "Ice Staff"
/equip neck "Promise Badge"
/equip R.Ring "Saintly Ring +1"
Rest macro v.5 (good)
/item "Ginger Cookies" <me>
/equip L.ring "Astral Ring"
/equip main "Dark Staff"
/equip R.ring "Astral Ring"
/wait 4
/heal on
Paralyze is an offensive Ice element kind of magic, so Ice Staff (or Aquilo's Staff) would be appropriate to increase accuracy of the spell. Dark Staff (or Pluto's Staff) adds hMP+10, so is a must have for those precious few moments a Red Mage has for /heal on.
Evolution: Gravity
Gravity is a Wind element Enfeebling Magic (offensive by nature), and is Black Magic, meaning its potency depends on INT instead of MND. Its bast cast time is 1.5s, with recast timer of 60s.
Gravity macro v1 (hmm)
/magic "Gravity" <t>
/equip L.Ring "Wisdom Ring"
/equip main "Wind Staff"
/equip neck "Philomath Stole"
/equip R.Ring "Wisdom Ring"
This looks good on first glance; it certainly applies all the lessons from evolving the Paralyze macro, by using matching elemental staff and increasing INT for potency.
Yet, it's not quite right. Gravity isn't necessarily used on every single monster the party is fighting--in fact, this guide's author uses that spell mostly on sleeping monster as an extra insurance to increase time available to handle links or adds waking up. Also, with the long recast time, it would be nice to know how much time is left before it can be used again.
Gravity macro v2 (good)
/recast "Gravity"
/magic "Gravity" <stnpc>
/equip L.Ring "Wisdom Ring"
/equip main "Wind Staff"
/equip neck "Philomath Stole"
/equip R.Ring "Wisdom Ring"
The /recast command lets the player know how much time is left; if it's not ready, yet, simply hit the Escape key to cancel out of target selection. The command operand <stnpc> means the player would able to select a non-player character before executing the command.
The Master Set
Some examples of fairly well crafted macros for Red Mage
Refresh macro (Lv.41)
/recast "Refresh"
/magic "Refresh" <stpc>
This also serves as templet for Haste and Regen; just replace "Refresh".
Convert macro (Lv.40+)
/recast "Convert"
/jobability "Convert" <stpc>
/equip main "Light Staff"
/wait 1
/magic "Cure IV" <me>
Note that Convert works best as a two macro set; one macro (not listed) to switch in the MP gear to maximize the MP efficiency of the Convert operation. That macro needs to be pressed first, of course. The other is the actually Convert and curing oneself, as listed above.
The /recast at the start allows the user to double check if Convert is ready, so the player wouldn't waste a Cure IV. If the timer has run down to 0:00, go ahead and select self as target (F1), and press enter to confirm.
Note that Cure IV is Lv.48; before that, use Cure III instead.
Chainspell Escape macro (Lv.58 when using /BLM)
/echo >> Chainspell + Escape WARNING!!! <<
/echo >> Escape: 125MP Current MP: <mp> <<
/jobability "Chainspell" <stpc>
/party ***** Escape ***** <call>
/wait 1
/magic "Escape" <me>
With this, a Red Mage can get a little warning before using Chainspell to Escape the party. (Need to select self then confirm.) It strikes a good balance between safety and a fast getaway.
With slight modification, can use teleport spells instead.
Party No thanks macro
/echo >> Don't want invites. ^_^; <<
/seacom 1 "{I'm playing solo right now.}"
/seacom 2 "{Experience Points} PT {No Thanks.}"
/seacom 3 " "
/seacomup others 1
One does not need to change job, go /anon on, or turn down a lot of people; stay on Red Mage (so friends can see one is already on RDM in case they need some help), and yet keep away most unwanted invites.
Red Mage Macro General Guidelines
- Use the Auto-translator. (Great for checking spelling.)
- Match elemental staves to spells' property. (Level 51+)
- Enfeebling Magic skill equipment for Enfeebling magic. (Duh.)
- Mind is for White Magic; Intelligence is for Black Magic.
- Magic Attack Bonus (MAB) equipment for direct damage spells and elemental damage weaponskills.
- Name of a gear is as it appears in the inventory list, and not in its description. (e.g. "Ryl.Grd. Fleuret" instead of "Royal Guard's Fleuret".)
- For /equip, there is no "hand" slot, but there is a hands slot.
- /wait 5 or longer is not useful; a good Red Mage is too busy to be waiting on a macro's long /wait time.
- Use /recast for spells or abilities with long cool down timers.
- Refresh, Haste and Regen do not need equipment swaps; <stpc> is all that's needed.
- No need to switch out MP gear on Cure spells; just Light/Apollo staff is fine.
- DO NOT use /party and /p in macros. (Exceptions: low MP, Sleeping add/links, emergency Escape/teleport, sneak/invisible.)
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