/assist <p0>
/wait 1
/attack <t>Picks up whatever your party leader is fighting and attacks it. Keeps the whole party on one target without anyone calling it out loud.
Square Enix · 2002
Final Fantasy XI is played through its macro palette. There are no hotbars in the usual sense — you press Ctrl or Alt plus a number and the macro fires, and a job with twenty abilities means a macro book laid out to match. Six lines each, /ma for spells, /ja for abilities, /ws for weapon skills, and a set of target tags that the rest of the genre never quite matched.
Macros live in books, each holding ten Ctrl macros and ten Alt macros. Every macro is six lines. /ma casts a spell, /ja uses a job ability, /ws performs a weapon skill, and target tags such as <t>, <me> and <stpc> decide who it lands on.
Pick a job to see only the macros that apply to it.
36 macros, searchable and ready to copy.
36 macros
/assist <p0>
/wait 1
/attack <t>Picks up whatever your party leader is fighting and attacks it. Keeps the whole party on one target without anyone calling it out loud.
/p Benediction now!
/ja "Benediction" <me>The two-hour ability that full-heals the party. Telling everyone the moment it goes off stops other healers from dumping their mana into an already-healed party.
/ja "Berserk" <me>
/wait 1
/ja "Aggressor" <me>
/wait 1
/ja "Warcry" <me>Stacks your offensive abilities with waits between them, because job abilities share a short cooldown and firing them on the same tick loses one.
/recast "Blood Pact: Rage"
/pet "Flaming Crush" <t>Checks the blood pact timer, then fires. Blood pacts have long individual timers and firing one that is not ready simply wastes the press.
/p Pulling now, hold your hate
/ja "Provoke" <t>Announces an action to the party. FFXI has no combat log overlay by default, so telling people what you just did is how coordination actually happens.
/ja "Charm" <stnpc>
/wait 2
/pet "Fight" <t>Charms a monster and orders it to attack your target. Charm breaks without warning, so having the re-charm and the attack order on one macro matters.
/recast "Provoke"
/ja "Provoke" <t>A macro fires whether or not the ability is ready. /recast prints the remaining timer to your log, which is how you check without wasting the attempt.
/check <t>
/echo Check the con before pullingChecks a target to gauge its level before you commit. FFXI punishes pulling something too strong far more harshly than most games, so this habit is worth macroing.
/ja "Convert" <me>
/wait 2
/ma "Cure IV" <me>Swaps your health and mana, then immediately heals yourself back up. Convert leaves you at very low health, so the follow-up cure is not optional.
/ma "Cure IV" <stpc>
/ma "Cure IV" <me>The core White Mage macro. Opens a player selector so you choose who to heal without losing your enemy target, and falls back sensibly if you cancel out.
/ja "Curing Waltz III" <stpc>
/ja "Curing Waltz II" <stpc>Heals using TP rather than mana, aimed with a player prompt. Dancer waltzes are what make the job the most self-sufficient in the game.
/ma "Slow" <t>
/wait 5
/ma "Paralyze" <t>
/wait 5
/ma "Blind" <t>Lands your debuff stack in sequence with waits long enough for each cast to resolve. Six lines is exactly enough for three spells and their waits.