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Final Fantasy XIV · job

Miner macros

Miners quarry ore, stone and shards, and chase timed unspoiled nodes for collectables.

19 macros

  • /micon "Your Action"
    /merror off
    /ac "Your Action" <f>
    /ac "Your Action" <t>

    <f> points an action at your focus target regardless of what you have selected. Set your co-tank or the enemy you need to watch as focus, and the macro becomes a permanent second target you can act on at will.

  • /p Taking LB <se.3>

    Tells the party you are taking the limit break before you use it. Two people using it at once wastes the bar entirely, which makes the announcement the important half of this macro.

  • /marking off <t>
    /echo Markers cleared <se.1>

    Wipes all target signs at once. Worth binding next to your marker macros, because stale markers from the last pull cause more confusion than no markers at all.

  • Collectable Gathering Rotation

    Disciples of the Land

    /ac "Scour" <wait.2>
    /ac "Brazen Prospector" <wait.2>
    /ac "Meticulous Prospector" <wait.2>
    /echo Collectable gathered <se.1>

    Turns collectability gathering into one button: Scour to build the meter, Brazen Prospector to check the yield, then Meticulous Prospector to finish. Swap the Prospector actions for the Botanist equivalents when you are on Botanist.

  • /hotbar copy PLD 1 current 1
    /echo Hotbar copied <se.1>

    Copies one hotbar from another job onto the current one. Set your utility bar up once, then push it to every job instead of dragging icons forty times.

  • Extend Node Integrity

    Disciples of the Land

    /ac "Ageless Words" <wait.2>
    /ac "Solid Reason" <wait.2>

    Ageless Words on Miner and Solid Reason on Botanist both restore node integrity, which is how you squeeze extra swings out of an unspoiled node. Keep the pair on a single bind so you never use the wrong one.

  • /ac "First Action" <wait.3>
    /ac "Second Action" <wait.2>
    /echo Sequence finished <se.1>

    A wait only accepts whole numbers from 1 to 60, and the game rounds your timing to the nearest second, which is why macros drift out of sync with the global cooldown. This is exactly why combat rotations should not be macroed, and why crafting rotations can be.

  • /gearset change 3
    /echo Switched gear set <se.1>

    Changes to a numbered gear set and announces it to yourself. Crafters and gatherers who cycle through eleven jobs live on these — one macro per set, all on the same hotbar page.

  • /merror off
    /marking attack1 <t>

    Drops a numbered attack marker on your current target. Party leads keep one macro per marker so kill order can be set without opening the signs menu mid-pull.

  • /busy
    /echo Status toggled <se.1>

    Flips your online status to Busy so party finder invites and tells stop arriving mid-pull. Run the same line again to clear it.

  • /p Pulling in 15 <se.1> <wait.5>
    /p Pulling in 10 <wait.5>
    /p Pulling in 5 <wait.1>
    /p 4 <wait.1>
    /p 3 <wait.1>
    /p 2 <wait.1>
    /p 1 <se.1>
    +2 more

    A plain countdown with no sound on the middle numbers, for groups that find the full version noisy. Waits are capped at whole seconds, so the timing is approximate by design.

  • /micon "Sprint" generalaction
    /generalaction "Sprint"

    Sprint is a general action rather than a job action, so it needs /generalaction instead of /ac. This trips people up when they try to macro it and nothing happens.

Other FFXIV jobs

Every job shares the same macro syntax, so a good idea usually ports across.