Introduction
Scholar is the damage prevention healer of the game. A skilled scholar can achieve far beyond the other healers but even a poor one is very powerful. Scholars are a much larger source of dps than the other healers and can carry even sustain poor tanks through high damage. The power of scholar lies in the the pet healing, proper use of aetherflow, and proper execution of cool downs. Scholar healing is often more fun than the other healers as it can dps very often and feels more free than the other healers who feel more bound to their role. Scholar is also the best solo class in the game, able to take on difficult content with far greater ease than any other class.
Scholar is the damage prevention healer of the game. A skilled scholar can achieve far beyond the other healers but even a poor one is very powerful. Scholars are a much larger source of dps than the other healers and can carry even sustain poor tanks through high damage. The power of scholar lies in the the pet healing, proper use of aetherflow, and proper execution of cool downs. Scholar healing is often more fun than the other healers as it can dps very often and feels more free than the other healers who feel more bound to their role. Scholar is also the best solo class in the game, able to take on difficult content with far greater ease than any other class.
Requirements
Arcanist Level 30, Conjurer Level 15
Arcanist Level 30, Conjurer Level 15
Healer Tips
Ally List
The most important asset to any healer is the ally list. Watching health bars over head moving targets is lenient to folly and in an 8 man or 24 man group will lead to failure nigh guaranteed. Use the party list, defaulted to the upper left of the screen to select who to heal.
Mouse Over (PC)
Mouse over macros are an option for healers who don't want to be retargeting with their healing spells. This allows you to keep your target on an enemy and view their cast bars without use of focus targeting, and allows you to heal targets without having to click/switch between them. I do not utilize this strategy, at it can easily wrong and I use my mouse to move my camera around to navigate more easily, however this is a valid way of playing.
To use effectively, change your ui so that the ally list is centered above your hot bar, so that all zones of interest (ally list, ablities, target health bar, and your position for telegraphs) are all visible in a column. To perform mouse over, you must make every ability you desire to be a mouse over (doesnt work on placements aoes, you must click them down) into a macro. The macro would look like such:
/micon "ability"
/ac "ability" <mo>
Cool Downs
Utilize buffs on an as need basis. Foolishly throwing away cool downs can result in crunches or failures when things get spicy, and as a healer you are the last line of defense against a wipe.
Priorities
Stay Calm. Most people panic when their character is about to die, or healers panic when everyone is at low health. The most important thing is to stay calm and cool during tense situations. Remember and stick to this priority list.
Above all players YOU must stay alive. Never heal someone else if you will die because of it. You are a healer, you can bring them back, only healers and summoners can bring you back.
Other healers must also be kept alive over everyone else for the same reason.
Tanks must be kept alive over DPS (as long as they are doing their job, if not let them die as they are just eating your MP for bad DPS) as to mitigate the amount of heals you will have to be throwing out.
Revive summoners, bards and machinists before other DPS roles if multiple Players have died and all tanks and healers are revived. Summoners can aid in reviving and healing, and bards and machinists can restore your MP.
MP and Refreshes
MP naturally restores in combat at 2% every 3 seconds, but is consumed at greater and greater rates later in the game. A refresh ability will restore about 23% MP over its duration before it is buffed around level 48, and then 30% when it is buffed. The percentage is based on the ratio of Mind to Piety so it fluctuates and is affected by gear but that is roughly how it works. Refresh spells have potencies but are independent of cleric stance, so it will restore the same amount whether it was activated in or out of cleric stance.
Ally List
The most important asset to any healer is the ally list. Watching health bars over head moving targets is lenient to folly and in an 8 man or 24 man group will lead to failure nigh guaranteed. Use the party list, defaulted to the upper left of the screen to select who to heal.
Mouse Over (PC)
Mouse over macros are an option for healers who don't want to be retargeting with their healing spells. This allows you to keep your target on an enemy and view their cast bars without use of focus targeting, and allows you to heal targets without having to click/switch between them. I do not utilize this strategy, at it can easily wrong and I use my mouse to move my camera around to navigate more easily, however this is a valid way of playing.
To use effectively, change your ui so that the ally list is centered above your hot bar, so that all zones of interest (ally list, ablities, target health bar, and your position for telegraphs) are all visible in a column. To perform mouse over, you must make every ability you desire to be a mouse over (doesnt work on placements aoes, you must click them down) into a macro. The macro would look like such:
/micon "ability"
/ac "ability" <mo>
Cool Downs
Utilize buffs on an as need basis. Foolishly throwing away cool downs can result in crunches or failures when things get spicy, and as a healer you are the last line of defense against a wipe.
Priorities
Stay Calm. Most people panic when their character is about to die, or healers panic when everyone is at low health. The most important thing is to stay calm and cool during tense situations. Remember and stick to this priority list.
Above all players YOU must stay alive. Never heal someone else if you will die because of it. You are a healer, you can bring them back, only healers and summoners can bring you back.
Other healers must also be kept alive over everyone else for the same reason.
Tanks must be kept alive over DPS (as long as they are doing their job, if not let them die as they are just eating your MP for bad DPS) as to mitigate the amount of heals you will have to be throwing out.
Revive summoners, bards and machinists before other DPS roles if multiple Players have died and all tanks and healers are revived. Summoners can aid in reviving and healing, and bards and machinists can restore your MP.
MP and Refreshes
MP naturally restores in combat at 2% every 3 seconds, but is consumed at greater and greater rates later in the game. A refresh ability will restore about 23% MP over its duration before it is buffed around level 48, and then 30% when it is buffed. The percentage is based on the ratio of Mind to Piety so it fluctuates and is affected by gear but that is roughly how it works. Refresh spells have potencies but are independent of cleric stance, so it will restore the same amount whether it was activated in or out of cleric stance.
Over healing, Don't Do It
Over healing is a waste of MP and draws unnecessary enmity to you, unless you want to be risking your own hide or teach your tank a lesson in enmity. Which leads us to...
Over healing is a waste of MP and draws unnecessary enmity to you, unless you want to be risking your own hide or teach your tank a lesson in enmity. Which leads us to...
![Picture](/uploads/5/7/1/2/57120091/____1437790259.png)
Enmity
This game calls the enemy attention mechanic “enmity”. You may know this as hate, aggro, threat, rage, etc. Enmity generation is also your concern as a healer. Now enmity generation is tied to damage dealt and healing, but they are not the same thing. There are moves which provide enmity bonuses which means they produce double the enmity for the damage.
This is how enmity works so you understand. I shall use a single unit of damage/healing to show perspective
1 damage = 1 enmity point
1 damage from an enmity bonus attack = 2 enmity points
1 healing = 0.5 enmity points to all enemies that are currently engaged by that target
You must avoid reaching above the tanks enmity as much as possible. Current enmity totals are shown (although not numerically) in two areas.
The first is detailed for a single target. With a target selected, you can view who has how much enmity in the party window. This will also let you know who is closest and by how much. This will inform your enmity generation and dps decisions.
The second is the enemy list. If you have an green circle for all of them, you are golden. If you have an orange triangle or square then you should not be dpsing that target anymore and you can even mark the enemy or use a macro to let the tank know they lost enmity
AoEs/Telegraphs
If a player is not running out of AoEs/telegraphs consistently, because they believe their role is more important than yours, feel free to remind them that without you they will spend a whole lot of time on the floor doing nothing. Not healing a player who can't be bother to dodge telegraphs is PERFECTLY FINE. Its their fault they took damage, you don't have to heal it (now if they only screw up every once in a while, you shouldnt punish imperfection). Variants on this strategy to imply this effect without completely doing it are: using only aoe regens when everyone is hurt, using one regen on them per fight when they mess up, or using one stoneskin on them the first or every time they get hit. This will not providing them with enough healing to sustain their bad (and incredibly rude) habit, but will show you gave them something.
This game calls the enemy attention mechanic “enmity”. You may know this as hate, aggro, threat, rage, etc. Enmity generation is also your concern as a healer. Now enmity generation is tied to damage dealt and healing, but they are not the same thing. There are moves which provide enmity bonuses which means they produce double the enmity for the damage.
This is how enmity works so you understand. I shall use a single unit of damage/healing to show perspective
1 damage = 1 enmity point
1 damage from an enmity bonus attack = 2 enmity points
1 healing = 0.5 enmity points to all enemies that are currently engaged by that target
You must avoid reaching above the tanks enmity as much as possible. Current enmity totals are shown (although not numerically) in two areas.
The first is detailed for a single target. With a target selected, you can view who has how much enmity in the party window. This will also let you know who is closest and by how much. This will inform your enmity generation and dps decisions.
The second is the enemy list. If you have an green circle for all of them, you are golden. If you have an orange triangle or square then you should not be dpsing that target anymore and you can even mark the enemy or use a macro to let the tank know they lost enmity
AoEs/Telegraphs
If a player is not running out of AoEs/telegraphs consistently, because they believe their role is more important than yours, feel free to remind them that without you they will spend a whole lot of time on the floor doing nothing. Not healing a player who can't be bother to dodge telegraphs is PERFECTLY FINE. Its their fault they took damage, you don't have to heal it (now if they only screw up every once in a while, you shouldnt punish imperfection). Variants on this strategy to imply this effect without completely doing it are: using only aoe regens when everyone is hurt, using one regen on them per fight when they mess up, or using one stoneskin on them the first or every time they get hit. This will not providing them with enough healing to sustain their bad (and incredibly rude) habit, but will show you gave them something.
![Picture](/uploads/5/7/1/2/57120091/_7491030.png)
Healer DPS
Healer DPS is incredibly underestimated by most players in the game, especially STR geared tanks. In my experience healers can put out 90% of the damage a DPS can on equal gear while still healing a decently tough tank, and in many cases I have surpassed the damage of a DPS or in fewer cases I have dealt the highest DPS in the group.
Cleric stance is key to healer DPS, as it makes your healing stat into the damage stat for spells, HOWEVER it must be used appropriately as it locks you in the stance for 5 seconds (two global cool downs) and makes your healing as effective as a spoon at cutting. As a healer you will develop a feel for your tanks health and the damage of the fight and know when its best to use cleric stance, but mistakes do happen, dont beat yourself up about it.
If in a high damage dungeon or running with a squishier (ahem warrior ahem) tank, avoid dpsing until the enemy count is low or the boss is in a low damage phase.
MOST IMPORTANTLY do not exceed use beyond 60% of your MP. If your MP bar is nearing half, stop DPSing unless you are POSITIVE you can recover it or will not need it.
ALSO remember although healer DPS makes things faster, it is rarely necessary for fights. If DPSing makes you uncomfortable stick to just the heals. No one can get mad at you for doing just your job.
Healer DPS is incredibly underestimated by most players in the game, especially STR geared tanks. In my experience healers can put out 90% of the damage a DPS can on equal gear while still healing a decently tough tank, and in many cases I have surpassed the damage of a DPS or in fewer cases I have dealt the highest DPS in the group.
Cleric stance is key to healer DPS, as it makes your healing stat into the damage stat for spells, HOWEVER it must be used appropriately as it locks you in the stance for 5 seconds (two global cool downs) and makes your healing as effective as a spoon at cutting. As a healer you will develop a feel for your tanks health and the damage of the fight and know when its best to use cleric stance, but mistakes do happen, dont beat yourself up about it.
If in a high damage dungeon or running with a squishier (ahem warrior ahem) tank, avoid dpsing until the enemy count is low or the boss is in a low damage phase.
MOST IMPORTANTLY do not exceed use beyond 60% of your MP. If your MP bar is nearing half, stop DPSing unless you are POSITIVE you can recover it or will not need it.
ALSO remember although healer DPS makes things faster, it is rarely necessary for fights. If DPSing makes you uncomfortable stick to just the heals. No one can get mad at you for doing just your job.
Abilities, Combos, and Execution
Here we will review in sections the various abilities you will have, how you should use them, and how they will change your playstyle. A list of the specific details of the abilities can be viewed Here and Here. Note what I consider to be a cool down constitutes a buffing action and longer recast time of 60 or more seconds. Attacks and single use buffs with shorter recast time, I consider to be Off GCD abilities and are included in the main sections. You may disagree with these definitions, but that is how the format of the following is written. Key abilities are described in their own sections for clarity of function and purpose.
Here we will review in sections the various abilities you will have, how you should use them, and how they will change your playstyle. A list of the specific details of the abilities can be viewed Here and Here. Note what I consider to be a cool down constitutes a buffing action and longer recast time of 60 or more seconds. Attacks and single use buffs with shorter recast time, I consider to be Off GCD abilities and are included in the main sections. You may disagree with these definitions, but that is how the format of the following is written. Key abilities are described in their own sections for clarity of function and purpose.
Cross Class
Recommended:
Protect- damage reduction for the whole party that lasts 30 mins. Absolutely required.
Cleric Stance- As the dps healer you should really get this
Swiftcast- this is almost required if you ever want to raise someone practically in a fight, it also serves the additional benefits of emergency healing and quick casting buffs like protect. stoneskin
Stoneskin-this is supplemental to your shields. You dont need this buff precasting on the whole party along side your shield gives you a large buff of health in which you can dps.
Good:
Stoneskin-this is supplemental to your shields. You dont need this buff precasting on the whole party along side your shield gives you a large buff of health in which you can dps.
Aero- this is a nice additional DOT to have
Surecast- is a nice buff to have if you are forced to hard cast a raise but server no purpose usually. Its simple prevent damage from canceling your cast but anything else still does.
Bad:
Cure-looks worse, can replace if you prefer but honestly a waste of cross class slot
Raise- Resurrection works in combat, raise does not with out the trait, why would you get this
Blizzard 2- okay you can get this cuz its more damage than miasma 2 if you spam it but its still a waste.
Recommended:
Protect- damage reduction for the whole party that lasts 30 mins. Absolutely required.
Cleric Stance- As the dps healer you should really get this
Swiftcast- this is almost required if you ever want to raise someone practically in a fight, it also serves the additional benefits of emergency healing and quick casting buffs like protect. stoneskin
Stoneskin-this is supplemental to your shields. You dont need this buff precasting on the whole party along side your shield gives you a large buff of health in which you can dps.
Good:
Stoneskin-this is supplemental to your shields. You dont need this buff precasting on the whole party along side your shield gives you a large buff of health in which you can dps.
Aero- this is a nice additional DOT to have
Surecast- is a nice buff to have if you are forced to hard cast a raise but server no purpose usually. Its simple prevent damage from canceling your cast but anything else still does.
Bad:
Cure-looks worse, can replace if you prefer but honestly a waste of cross class slot
Raise- Resurrection works in combat, raise does not with out the trait, why would you get this
Blizzard 2- okay you can get this cuz its more damage than miasma 2 if you spam it but its still a waste.
Aetherflow
Aetherflow is key to playing a summoner or a scholar. Aetherflow stacks are obtained at maximum available stacks upon use of the ability aetherflow, which also restores a large portion of mp. As you level, you will gain traits that increase the cap from one to two to three at levels 20 and 40. Aetherflow abilities are all off global cool down including aetherflow itself. The following abilities consume aetherflow stacks: Energy Drain, Bane, Fester, Sacred Soil, Lustrate, Painflare, Indomitability. You should use your aetherflow stacks wisely and try to start boss fights with a full stack which has carried over from a previous use of aetherflow, so that you can use aetherflow again to use all stacks all over again in a condensed dps phase for summoners or for emergency and free healing on scholars.
Aetherflow is key to playing a summoner or a scholar. Aetherflow stacks are obtained at maximum available stacks upon use of the ability aetherflow, which also restores a large portion of mp. As you level, you will gain traits that increase the cap from one to two to three at levels 20 and 40. Aetherflow abilities are all off global cool down including aetherflow itself. The following abilities consume aetherflow stacks: Energy Drain, Bane, Fester, Sacred Soil, Lustrate, Painflare, Indomitability. You should use your aetherflow stacks wisely and try to start boss fights with a full stack which has carried over from a previous use of aetherflow, so that you can use aetherflow again to use all stacks all over again in a condensed dps phase for summoners or for emergency and free healing on scholars.
Arcanist abilities (These are dps oriented)
Ruin
Strategy: This is your spam attack. Its rather weak but is compensated for by your pet and dots. It is incredibly inexpensive mp wise and you will continue to use it over your entire career as an arcanist.
Bio
Strategy: this is your first and highest damage dot per tick, but has the fewest tick. Its instantly cast so its position will come last in you dot chains as to sync up as much of the damage as possible for reasons revealed later. Always keep this up on targets unless the tank cant handle it (which they should be able to).
Summon
Strategy: The first summon is a ranged caster. If you are in any kind of party content with a tank, this guy should be out always (as an arcanist, summoner and scholar are different). When your by yourself this thing is fine on Sic, but in a dungeon placed in on obey. If the pet uses its knock back it will greatly disrupt the flow of combat and create a dps loss so its better that it just doesnt use it. (that being said this knock back can be used in placed of a stun on an enemy and doesnt build stun resist however this is rarely ever necessary and is more an advance strategy play).
Phsyick
Strategy: This can be used help heal your pet, yourself, a dying party member, or a stranger you see who could use some help. You should have this hot keyed but on a remote section as you will not need to use this often but it useful to have. Also if your healer is kind of sucking you can help them out. At low level this is incredibly powerful and you can even omit a healer in lower dungeons if the arcanist is on top of healing. However you are still a dps and cannot queue as a healer.
Aetherflow
Refer to Aetherflow section
Energy Drain
Strategy: CONSUMES AETHERFLOW. Use in your off gcd to get some extra damage. Additionally may be used to restore health and mp, useful for solo content. You will rarely need the mp restore as a summoner unless you help ressurect someone (which you should). As a scholar this mp restore is just something to keep in mind if people keep on requiring rezzing.
Miasma
Strategy: Second dot and should come before bio in DOT chain. This additionally inflicts heavy (slows movement) and malady (halves healing) which are useful for solo content and pvp respectfully. Always open with dots, always keep dots on all target as much as possible.
Virus
See Unrestricted Cool Downs
Summon 2
Strategy: This is your tank pet. If soloing, let this guy take the damage for you. NEVER use this guy in party content with a tank unless the tank is horrible or its use is for a very specfic mechanic. This thing will complicate enmity for the tank, confusing them as to when they lost enmity to another party member or your summon. Also it will screw up your tanks positioning, and its worse damage than summon 1 or 3.
Sustain
Strategy: use this to keep your summons alive (unless your a scholar then use physick). Its quick, its mana efficient and unless its tanking, it should be ample healing. Using this every once in a while to keep your pets health up is far cheaper and less dps impacting then having to resummon even with swiftcast. SO USE IT.
Resurrection
Strategy: As a dps, people do not tend to die if you stop damaging for 8 seconds. As a healer, people do tend to die if you stop healing for 8 seconds. As a healer you can get crunched on mp really easily. As a summoner, you do not. For this reason as an arcanist/summoner you should be resurrecting people when you can. This ability requires no trait to use in combat, which means you can raise people in combat 6 levels before a cnj/whm can. Utilization of healer like abilities on an arcanist/summoner make the difference between a good arcanist/summoner and a great one.
Bio 2
Strategy: Use this dot first as it last the longest so it will provide the most insync dot time which is useful for another ability later. It does not have the highest damage per tick but it deal the most damage over its entire duration. Always keep dots on all targets as much as possible. Always intiate with dot chain.
Bane
Strategy: THIS CONSUMES AETHERFLOW.
Ruin
Strategy: This is your spam attack. Its rather weak but is compensated for by your pet and dots. It is incredibly inexpensive mp wise and you will continue to use it over your entire career as an arcanist.
Bio
Strategy: this is your first and highest damage dot per tick, but has the fewest tick. Its instantly cast so its position will come last in you dot chains as to sync up as much of the damage as possible for reasons revealed later. Always keep this up on targets unless the tank cant handle it (which they should be able to).
Summon
Strategy: The first summon is a ranged caster. If you are in any kind of party content with a tank, this guy should be out always (as an arcanist, summoner and scholar are different). When your by yourself this thing is fine on Sic, but in a dungeon placed in on obey. If the pet uses its knock back it will greatly disrupt the flow of combat and create a dps loss so its better that it just doesnt use it. (that being said this knock back can be used in placed of a stun on an enemy and doesnt build stun resist however this is rarely ever necessary and is more an advance strategy play).
Phsyick
Strategy: This can be used help heal your pet, yourself, a dying party member, or a stranger you see who could use some help. You should have this hot keyed but on a remote section as you will not need to use this often but it useful to have. Also if your healer is kind of sucking you can help them out. At low level this is incredibly powerful and you can even omit a healer in lower dungeons if the arcanist is on top of healing. However you are still a dps and cannot queue as a healer.
Aetherflow
Refer to Aetherflow section
Energy Drain
Strategy: CONSUMES AETHERFLOW. Use in your off gcd to get some extra damage. Additionally may be used to restore health and mp, useful for solo content. You will rarely need the mp restore as a summoner unless you help ressurect someone (which you should). As a scholar this mp restore is just something to keep in mind if people keep on requiring rezzing.
Miasma
Strategy: Second dot and should come before bio in DOT chain. This additionally inflicts heavy (slows movement) and malady (halves healing) which are useful for solo content and pvp respectfully. Always open with dots, always keep dots on all target as much as possible.
Virus
See Unrestricted Cool Downs
Summon 2
Strategy: This is your tank pet. If soloing, let this guy take the damage for you. NEVER use this guy in party content with a tank unless the tank is horrible or its use is for a very specfic mechanic. This thing will complicate enmity for the tank, confusing them as to when they lost enmity to another party member or your summon. Also it will screw up your tanks positioning, and its worse damage than summon 1 or 3.
Sustain
Strategy: use this to keep your summons alive (unless your a scholar then use physick). Its quick, its mana efficient and unless its tanking, it should be ample healing. Using this every once in a while to keep your pets health up is far cheaper and less dps impacting then having to resummon even with swiftcast. SO USE IT.
Resurrection
Strategy: As a dps, people do not tend to die if you stop damaging for 8 seconds. As a healer, people do tend to die if you stop healing for 8 seconds. As a healer you can get crunched on mp really easily. As a summoner, you do not. For this reason as an arcanist/summoner you should be resurrecting people when you can. This ability requires no trait to use in combat, which means you can raise people in combat 6 levels before a cnj/whm can. Utilization of healer like abilities on an arcanist/summoner make the difference between a good arcanist/summoner and a great one.
Bio 2
Strategy: Use this dot first as it last the longest so it will provide the most insync dot time which is useful for another ability later. It does not have the highest damage per tick but it deal the most damage over its entire duration. Always keep dots on all targets as much as possible. Always intiate with dot chain.
Bane
Strategy: THIS CONSUMES AETHERFLOW.
![Picture](/uploads/5/7/1/2/57120091/___4603319.png)
Macros and UI Help
Do not rapidly press macro buttons, this will start them over and over and will screw up many of their workings. Macros also do not work with forgiveness zones, meaning pushing it .25 seconds from when Global Cool Down is over, will not push the action through. Global Cool Down must finish completely before a macro (that uses an on GCD ability) can be processed, making them slightly slower (cool downs and off gcds function fine). A well-controlled use of hotkeys is needed for macros, otherwise they are diminished. Furthermore macros can at shortest work in terms of half seconds, anything shorter will cause abilities to not go off.
To be more aware of when your Cool Downs are Available for use again consider one of the two following methods
Visual (PC): enter your HUD layout through the system menu. Place a hot bar nearer to the center of your screen but far enough away you have enough visual space to see your character. Make this hot bar larger using CTRL+HOME. In this bar place a secondary icon of the abilities you wish to know the availability of, whether they be Cool Downs, Off GCDs, or Procs. The following is an example.
Audio: Use a macro on the ability to inform you when its cool down has passed.
/macroicon “Ability”
/ac “Ability”
/wait # (put the recast time in seconds or a few second short to warn you early for reaction time)
/e Ability is ready <se.#> (pick a number for the sound effect you desire)
You’ll need to replace quotes “ “ in game OR use tab/auto-translate feature to input ability names. Start typing the ability name at the appropriate spot in the macro and press tab, then select the ability from the drop down list.
Tank lost aggro (you may omit the fluid aura at the bottom)
/p Tank lost aggro on <t> <se.10>
/mk cross
/ac "fluid aura"
Sleeping key (combined with blm so you can use it on both)
/p sleeping <t>
/mk bind1
/ac repose
/ac sleep
Raise
/macroicon raise
/action Swiftcast
/wait 1
/p raising <t>
/ac raise <t>
Stone omni key
/macroicon stone
/ac "Stone III"
/ac "stone II"
/ac stone
Emergency buff
/micon "Presence of Mind"
/ac "Presence of Mind"
/wait .5
/ac "Divine Seal"
Virus Cross Class
/macroicon virus
/ac virus <t> <wait.1>
/p Virus used on <t> <se.1>
Eye for Eye cross class (combined with scholar, summoner and blm so you can use it on all 4)
/macroicon "eye for an eye"
/ac "Eye for an Eye"
/ac "eye for an eye" <tt> <wait..5>
/ac "apocatastasis" <tt>
/ac "Deployment Tactics"
/ac "Deployment Tactics" <tt>
Do not rapidly press macro buttons, this will start them over and over and will screw up many of their workings. Macros also do not work with forgiveness zones, meaning pushing it .25 seconds from when Global Cool Down is over, will not push the action through. Global Cool Down must finish completely before a macro (that uses an on GCD ability) can be processed, making them slightly slower (cool downs and off gcds function fine). A well-controlled use of hotkeys is needed for macros, otherwise they are diminished. Furthermore macros can at shortest work in terms of half seconds, anything shorter will cause abilities to not go off.
To be more aware of when your Cool Downs are Available for use again consider one of the two following methods
Visual (PC): enter your HUD layout through the system menu. Place a hot bar nearer to the center of your screen but far enough away you have enough visual space to see your character. Make this hot bar larger using CTRL+HOME. In this bar place a secondary icon of the abilities you wish to know the availability of, whether they be Cool Downs, Off GCDs, or Procs. The following is an example.
Audio: Use a macro on the ability to inform you when its cool down has passed.
/macroicon “Ability”
/ac “Ability”
/wait # (put the recast time in seconds or a few second short to warn you early for reaction time)
/e Ability is ready <se.#> (pick a number for the sound effect you desire)
You’ll need to replace quotes “ “ in game OR use tab/auto-translate feature to input ability names. Start typing the ability name at the appropriate spot in the macro and press tab, then select the ability from the drop down list.
Tank lost aggro (you may omit the fluid aura at the bottom)
/p Tank lost aggro on <t> <se.10>
/mk cross
/ac "fluid aura"
Sleeping key (combined with blm so you can use it on both)
/p sleeping <t>
/mk bind1
/ac repose
/ac sleep
Raise
/macroicon raise
/action Swiftcast
/wait 1
/p raising <t>
/ac raise <t>
Stone omni key
/macroicon stone
/ac "Stone III"
/ac "stone II"
/ac stone
Emergency buff
/micon "Presence of Mind"
/ac "Presence of Mind"
/wait .5
/ac "Divine Seal"
Virus Cross Class
/macroicon virus
/ac virus <t> <wait.1>
/p Virus used on <t> <se.1>
Eye for Eye cross class (combined with scholar, summoner and blm so you can use it on all 4)
/macroicon "eye for an eye"
/ac "Eye for an Eye"
/ac "eye for an eye" <tt> <wait..5>
/ac "apocatastasis" <tt>
/ac "Deployment Tactics"
/ac "Deployment Tactics" <tt>