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Final Fantasy XIV · job

Armorer macros

Armorers shape metal into heavy armour, shields and machinist firearms.

22 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.

  • /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.

  • /ac "Muscle Memory" <wait.3>
    /ac "Manipulation" <wait.2>
    /ac "Veneration" <wait.2>
    /ac "Waste Not II" <wait.2>
    /ac "Groundwork" <wait.3>
    /ac "Groundwork" <wait.3>
    /ac "Delicate Synthesis" <wait.3>
    /ac "Delicate Synthesis" <wait.3>
    /ac "Innovation" <wait.2>
    /ac "Prudent Touch" <wait.3>
    /ac "Prudent Touch" <wait.3>
    /ac "Manipulation" <wait.2>
    /ac "Preparatory Touch" <wait.3>
    /ac "Preparatory Touch" <wait.3>
    /echo Macro 1 finished <se.1>
    +10 more

    The first half of a standard high-durability craft: open with Muscle Memory, keep Manipulation and Waste Not II running, then build progress with Groundwork under Veneration. Fifteen lines is the hard macro limit, which is why every serious crafting rotation is split in two. Adjust the action list to your own craftsmanship and control before you use it on a real recipe.

  • /ac "Innovation" <wait.2>
    /ac "Basic Touch" <wait.3>
    /ac "Standard Touch" <wait.3>
    /ac "Advanced Touch" <wait.3>
    /ac "Innovation" <wait.2>
    /ac "Great Strides" <wait.2>
    /ac "Byregot's Blessing" <wait.3>
    /ac "Careful Synthesis" <wait.3>
    /echo Craft complete <se.4>
    +4 more

    The finisher. Stack quality with Innovation and the Basic to Advanced Touch combo, then cash it all in with Great Strides plus Byregot's Blessing before closing the craft. Press this the moment the first macro plays its sound.

  • Food and Syrup Before a Craft

    Disciples of the Hand

    /item "Cunning Craftsman's Syrup" <me> <wait.2>
    /echo Buffs applied <se.1>

    Uses your crafting meal and a Cunning Craftsman's Syrup in one press. Keep the exact item names, including the HQ marker, or the line is silently skipped.

  • /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.

  • Macro Icon and Completion Sound

    Disciples of the Hand

    /macroicon "Basic Synthesis" crafting
    /echo Macro finished <se.1>

    Two lines every crafting macro should have. /macroicon makes the hotbar button show the action's own icon and cooldown, and a trailing /echo with a sound tag tells you the macro has finished instead of leaving you guessing.

  • /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.

  • Repair and Carry On

    Disciples of the Hand

    /generalaction "Repair" <wait.1>
    /echo Check materia before the next batch <se.2>

    Opens the repair window and reminds you to check your materia. Crafters burn through durability on their own gear faster than anyone else in the game.

  • /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.

Other FFXIV jobs

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