This weekend I picked up Scholar again. My friend was going to bring a new person into the game and we had this elaborate plan to have a rad party starting as a level 1 White Mage, Samurai and Summoner. That fell through, so instead I ran around hitting things with a stick on Scholar.
Once I got to level 10 I decided it might be a good idea to actually put together a macro palette.
This is always a defining moment for mage jobs I've found. Putting together a functional macro palette and planning it so that you have room to expand is a bit of an art form. For Damage Dealing jobs it tends to be a little easier since you aren't weighed down with countless spells and abilities, and it can all fit into one line early on without any difficulty. Mage jobs on the other hand require a bit more finesse and planning.
Over the course of leveling a few different mage jobs I've found there's a routine evolution of macros I keep using.
Typically you start with just one line of macros. 20 slots is usually all you need for the very early levels so this works out well. This serves to build the foundation of your most commonly used spells. I generally split mine in half, CTRL for things that get cast on the party and ALT for offensive spells. Since there are a few select spells that you end up casting very frequently it's useful to have one macro line set up as what I internally term a "resting palette". It's the macro line I keep defaulting back to because it holds all the spells I need to cast at the drop of a hat. It always ends up being macro line 2.
Alas, the leveling process dictates that you will eventually amass more spells than can fit on a single macro line. So we must expand if we want to be able to sling spells without losing time fiddling with a menu or mispelling spells manually in the command line. This takes us into the realm of more specialized and comprehensive macro lines. Two new lines to be precise.
Above the resting macro in line 1, I tend to put all my miscellaneous Black Magic. Normally this consists of 6 nukes and various other goodies that expand upon what could not fit in the ALT section of the resting macro line. The CTRL/ALT split isn't as important here beyond keeping the 6 nukes in a row on the same section. I'm just a tad OCD about that, but the rest gets filled with Sleeps, Drain, Aspir and whatever else I could conceivably need. It's also a haven for any Black Magic related job abilities when there's extra slots not taken by spells.
Beneath the resting macro we have our White Magic on line 3. This has our full set of cures, because while typically you'll alternate between two tiers in a party it's still worth being able to call up any of them at any given time. Here's where the barspells and status-curing spells go as well. Not much to say about it really, it holds the White Magic that doesn't fit in our resting macro line.
"But wait," you cry, "where are all the equipment swapping macros?"
Do not fear dear reader, they have not been forgotten. Macro line 4 houses macros for various gear-stances, like INT and MND builds or your hMP(healing MP) set. While I imagine this can get quite crowded for some folks, I haven't hit a level of gear saturation that makes this section overloaded just yet. There are still plenty of free slots and I've taken to filling some of them with job abilities simply for convenience. Once I hit gear saturation though, the whole macro system I've built up to this point is going to dissolve anyway, so I try not to think about it too much.
Macro line 5 has ended up being a wild-card section. It holds things that aren't used that often or aren't exactly critical but still need a macro, like Sneak and Invisible.
So, to summarize:
- Black Magic
- Default
- White Magic
- Gear/Job Abilities
- Miscellaneous
- Fishing
Yes, this was a boring post for most of you but I needed to get this out of my head.
Fireworks over Bastok.
This shot amuses me for some reason. I think it's the Tarutaru.