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Final Fantasy XIV · job

Paladin macros

Paladins are the Gladiator’s job, trading raw mitigation for the strongest party-wide cooldowns in the game — Passage of Arms, Divine Veil and Hallowed Ground.

21 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.

  • /macroicon "Clemency"
    /ac "Clemency" <mo>
    /ac "Clemency" <t>
    /ac "Clemency" <me>

    Heals whoever is under your cursor, falling back to your target and then to yourself. Clemency is expensive, so the point of the macro is to stop you wasting it on the wrong person while the healer is dead.

  • /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.

  • /macroicon "Cover"
    /ac "Cover" <mo>
    /ac "Cover" <2>

    Takes the damage aimed at an ally within ten yalms. Cover has a very short window to be useful, so hovering the raid frame and pressing one key beats targeting them first.

  • /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.

  • /macroicon "Intervention"
    /ac "Intervention" <f>
    /ac "Intervention" <mo>
    /ac "Intervention" <t>

    Puts your co-tank mitigation on your focus target. Set your co-tank as focus at the start of the fight and this becomes a fire-and-forget button for every tank buster.

  • /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.

  • /macroicon "Passage of Arms"
    /ac "Passage of Arms"
    /p Passage up, stack behind me! <se.3>

    Passage of Arms only works if the party stands behind you, so the call matters as much as the cast. This fires the ability and posts the reminder in party chat at the same time.

  • /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.

  • /hotbar change 4

    Swaps the contents of one hotbar for another. The syntax is /hotbar change followed by the page number — the older three-argument form you see in old guides no longer parses.

  • /p <se.9> Pulling in 15 <wait.5>
    /p <se.9> 10 <wait.5>
    /p <se.7> 5 <wait.1>
    /countdown 5

    Counts the party down in chat with sound cues, then hands off to the real countdown timer for the last five seconds. The sound tags matter more than the text, because nobody is reading chat during a pull.

  • /micon "Your Action"
    /merror off
    /ac "Your Action" <2>

    The placeholders <1> through <8> address party members by their position in the party list, and <me> is always you. Useful for anything that belongs on a specific role every pull, like a tank mitigation or a dance partner.

  • /targetenemy
    /marking attack1 <t>

    Targets the nearest enemy and drops the attack marker on it. Party leads use it to call kill order without opening the marker menu.

  • /micon "Teleport" generalaction
    /generalaction "Teleport"

    Casts Teleport to a named destination without opening the map. The destination name has to match exactly, and it is worth one macro per city you actually use.

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

    The single most useful pattern in the game. FFXIV runs every line, so listing mouseover, then target, then yourself gives you three chances to land the action. Only the first valid line does anything, and /merror off hides the failures from the rest.

  • /micon "Cure II"
    /merror off
    /macrolock
    /ac "Cure II" <mo>
    /ac "Cure II" <t>

    /micon makes the hotbar button borrow an action’s icon, cooldown and tooltip instead of showing a blank macro square. /merror off silences the "that action cannot be executed" spam that fallback lines produce. /macrolock stops a second key press from restarting the macro halfway through.

Other FFXIV jobs

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