Post by Ikonic on Nov 30, 2006 9:32:20 GMT -6
Puppetmaster is very similar to BST, DRG, and SMN in that most of it's abilities comes from the pet (puppet, automaton). Depending on your setup and what attachments you have equiped can drastically change the role of the puppet.
This is a somewhat basic guide, but should get you started on PUP. I've included some links to other guides for additional information.
If you have any questions or comments don't hesitate to reply or send me a PM.
-- Ikonic
Acquiring the PUP job.
In order for you to acquire usage of the PUP job you will have to do the quest No Strings Attached. Everything you need to know about the quest can be found from the link listed.
Automaton Frames and Heads
Each puppet has a potential of 4 Frames and 4 Heads that they can use. You do not need to use the same frame and head at the same time. Many PUPs have found various advantages of mixing various frames and heads.
One of the most well-known is Stormwaker Frame and Valoredge Head. With this combination your puppet will only melee and cast Cure. This is useful if you do not want your puppet to be casting nukes or enfeebles when you need a cure.
The different frames are as follows:
Harlequin - Melee and Mage (default puppet) Frame/Head
Stormwaker Y-700 - Mage Frame/Head
Valoredge X-900 - Melee Frame/Head
Sharpshot Z-500 - Ranged Frame/Head
The Frame gives the basic stats (STR, VIT, MND, HP, MP, and so on) to the puppet. The Head tells the puppet what it can do (spells, melee, which spells).
Attachments:
Attachments to a puppet are like spells are to a mage or gear is to a melee (or anything really). The puppet gains a lot of it's abilities from what attachments it has equiped.
One example is the Shock Absorber attachment. When it is equiped and an Earth Maneuver is used the puppet will sometimes cast Stoneskin.
Attachments and What They Do:
Accelerator - Enhances Automaton Evasion.
Accelerator II - Enhances Automaton Evasion.
Analyzer - Increases chance of mitigating the effects of special attacks previously used by the enemy.
Armor Plate - Enhances Automaton Defense.
Armor Plate II - Enhances Automaton Defense.
Attuner - Enhances Attack against strong enemies.
Auto-Repair Kit - Enhances Automaton Max HP, Light Maneuver Effect: Adds Regen.
Auto-Repair Kit II - Enhances Automaton Max HP, Light Maneuver Effect: Adds Regen.
Damage Gauge - Prioritizes Curing.
Drum Magazine - Sacrifices accuracy for speed in ranged attacks.
Dynamo - Increases critical hit rate.
Equalizer - Reduces damage received according to damage taken.
Eraser - Erase enfeebling and maneuver effects.
Flashbulb - Occasionally uses Flash.
Heat Seeker - Analyzes enemy evasion patterns and gradually enhances accuracy.
Heatsink - Reduces the rate of Fire Maneuver Overload.
Inhibitor - Improves TP usage efficiency.
Loudspeaker - Enhances Automaton Magic Attack.
Loudspeaker II - Enhances Automaton Magic Attack.
Mana Booster - Increases Automaton spellcast frequency.
Mana Channeler - Increases magic recast time in exchange for increased Magic Attack.
Mana Conserver - Adds Conserve MP to Automaton.
Mana Converter - Gradually diminishes HP to restore MP.
Mana Jammer - Enhances Automaton Magic Defense.
Mana Jammer II - Enhances Automaton Magic Defense.
Mana Tank - Enhances Automaton Max MP, Dark Maneuver Effect: Adds Refresh.
Mana Tank II - Enhances Automaton Max MP, Dark Maneuver Effect: Adds Refresh.
Optic Fiber - Increases the performance of other attachments.
Pattern Reader - Analyzes enemy attack pattern and gradually increases evasion.
Reactive Shield - Use "Blaze Spikes".
Scanner - Occasionally scans target's magic resistances.
Scope - Enhances automaton Ranged Accuracy.
Shock Absorber - Occasionally uses Stoneskin.
Smoke Screen - Decreases accuracy, increases evasion.
Stabilizer - Enhances Automaton Accuracy.
Stabilizer II - Enhances Automaton Accuracy.
Stealth Screen - Reduces Automaton enmity.
Strobe - Enhances Enmity (Ocassionally uses Provoke).
Tactical Processor - Decreases decision-making time, but increases the tendency to Overload.
Target Marker - Enhances accuracy against strong enemies.
Tension Spring - Enhances Automaton Attack.
Tension Spring II - Enhances Automaton Attack.
Turbo Charger - Adds "Haste" effect.
Volt Gun - Adds lightning damage to attacks.
Maneuvers
Maneuvers enhance your puppet's attachment bonuses or initiate them. For instance your puppet will never cast Stoneskin unless you have the Shock Absorber equipped and at least one Earth Maneuver active.
There are only eight maneuvers total (Light, Dark, Fire, Ice, Wind, Earth, Thunder, and Water).
In general Light, Dark, and Ice are most important for magic use and Fire and Thunder are most important for melee. Wind is important for ranged. This is totally based off of the attachments that you equip.
You cannot use a maneuver unless you have the Animator or Turbo Animator equipped.
Maneuvers give the puppet various boosts to stats. In general they are also used for these basic functions:
Fire Maneuver: [STR] Increase Attack/Increase Enmity
Ice Maneuver: [INT] Elemental Magic/Magic Attack
Wind Maneuver: [AGI] Evasion/Ranged Accuracy
Earth Maneuver: [VIT] Defense
Thunder Maneuver: [DEX] Accuracy
Water Maneuver: [MND] Magic Defense
Light Maneuver: [CHR] HP Recovery/Curing
Dark Maneuver: MP Recovery
Job Abilities:
Overdrive - lvl:1 - (2 Hour) - Makes you immune to Overloading, increases the automaton's attack speed substantially, and enhances the effects of attachments. 2 Hour Recast.
Activate - lvl:1 - Calls Automaton. 20 Minute Recast.4
Repair - lvl:15 - Allows you to repair the Automation if Automation Oil is equiped. 3 Minute Recast.
Job Traits:
Resist Slow - lvl:10 - Increases resistance against slow.
Evasion Bonus - lvl:20 - Improves chance of evading physical attacks.
Martial Arts - lvl:25 - Speeds up Hand-to-Hand attacks.
Pet Commands
Deploy - lvl:1 - Orders your automaton to attack.
Deactivate - lvl:1 - Deactivates your automaton.
Retrieve - lvl:10 - Orders your automaton to return to your side.
Fire Maneuver - lvl:1 - Enhances the effect of Fire attachments.
Ice Maneuver - lvl:1 - Enhances the effect of Ice attachments.
Wind Maneuver - lvl:1 - Enhances the effect of Wind attachments.
Earth Maneuver - lvl:1 - Enhances the effect of Earth attachments.
Thunder Maneuver - lvl:1 - Enhances the effect of Thunder attachments.
Water Maneuver - lvl:1 - Enhances the effect of Water attachments.
Light Maneuver - lvl:1 - Enhances the effect of Light attachments.
Dark Maneuver - lvl:1 - Enhances the effect of Dark attachments.
Macros:
Here are the possible macros that you would use for PUP. The maneuvers, deploy, and retrieve are the most commonly used ones.
/ja "Overdrive" <me>
/ja "Activate" <me>
/ja "Repair" <me>
/pet "Deploy" <t>
/pet "Deactivate" <me>
/pet "Retrieve" <me>
/pet "Light Maneuver" <me>
/pet "Dark Maneuver" <me>
/pet "Fire Maneuver" <me>
/pet "Ice Maneuver" <me>
/pet "Wind Maneuver" <me>
/pet "Earth Maneuver" <me>
/pet "Thunder Maneuver" <me>
/pet "Water Maneuver" <me>
<pettp> = Shows your maton's current TP%.
<pethpp> = Shows your maton's current HP%.
Equipping the Puppetmaster:
Check out my PUP equipment guide in this thread:
Ikonic's PUP Equipment Guide (lvls 0-60)
General Suggestions/Tips/Comments:
Starting out your automation won't be able to do much but melee. It won't get Cure until it's magic reaches lvl 12 and you reach lvl 4 ('tho mine didn't get lvl 12 magic until I was lvl 8 or so). As such you'll want to equip your automation as a DD or a tank.
Here are the attachments that I think are the most important to start out with and why:
- Strobe - Allows your automation to use the command Provoke.
- Shock Absorber - Grants your automation the ability to use Stoneskin. This is very powerful as a defensive measure and allows your automation to tank without taking any melee damage.
- Auto-Repair Kit - With this active when you use a Light Maneuver it grants your automation Regen.
- Mana Tank - With this active when you use a Dark Maneuver it grants your automation Refresh.
You cannot cast Cure on your automation, so the only way to heal it is through manuever-based spells or using automation oil and the Repair command.
Puppets leave if called before entering a BCNM, but stay called when exiting.
This is a somewhat basic guide, but should get you started on PUP. I've included some links to other guides for additional information.
If you have any questions or comments don't hesitate to reply or send me a PM.
-- Ikonic
Acquiring the PUP job.
In order for you to acquire usage of the PUP job you will have to do the quest No Strings Attached. Everything you need to know about the quest can be found from the link listed.
Automaton Frames and Heads
Each puppet has a potential of 4 Frames and 4 Heads that they can use. You do not need to use the same frame and head at the same time. Many PUPs have found various advantages of mixing various frames and heads.
One of the most well-known is Stormwaker Frame and Valoredge Head. With this combination your puppet will only melee and cast Cure. This is useful if you do not want your puppet to be casting nukes or enfeebles when you need a cure.
The different frames are as follows:
Harlequin - Melee and Mage (default puppet) Frame/Head
Stormwaker Y-700 - Mage Frame/Head
Valoredge X-900 - Melee Frame/Head
Sharpshot Z-500 - Ranged Frame/Head
The Frame gives the basic stats (STR, VIT, MND, HP, MP, and so on) to the puppet. The Head tells the puppet what it can do (spells, melee, which spells).
Attachments:
Attachments to a puppet are like spells are to a mage or gear is to a melee (or anything really). The puppet gains a lot of it's abilities from what attachments it has equiped.
One example is the Shock Absorber attachment. When it is equiped and an Earth Maneuver is used the puppet will sometimes cast Stoneskin.
Attachments and What They Do:
Accelerator - Enhances Automaton Evasion.
Accelerator II - Enhances Automaton Evasion.
Analyzer - Increases chance of mitigating the effects of special attacks previously used by the enemy.
Armor Plate - Enhances Automaton Defense.
Armor Plate II - Enhances Automaton Defense.
Attuner - Enhances Attack against strong enemies.
Auto-Repair Kit - Enhances Automaton Max HP, Light Maneuver Effect: Adds Regen.
Auto-Repair Kit II - Enhances Automaton Max HP, Light Maneuver Effect: Adds Regen.
Damage Gauge - Prioritizes Curing.
Drum Magazine - Sacrifices accuracy for speed in ranged attacks.
Dynamo - Increases critical hit rate.
Equalizer - Reduces damage received according to damage taken.
Eraser - Erase enfeebling and maneuver effects.
Flashbulb - Occasionally uses Flash.
Heat Seeker - Analyzes enemy evasion patterns and gradually enhances accuracy.
Heatsink - Reduces the rate of Fire Maneuver Overload.
Inhibitor - Improves TP usage efficiency.
Loudspeaker - Enhances Automaton Magic Attack.
Loudspeaker II - Enhances Automaton Magic Attack.
Mana Booster - Increases Automaton spellcast frequency.
Mana Channeler - Increases magic recast time in exchange for increased Magic Attack.
Mana Conserver - Adds Conserve MP to Automaton.
Mana Converter - Gradually diminishes HP to restore MP.
Mana Jammer - Enhances Automaton Magic Defense.
Mana Jammer II - Enhances Automaton Magic Defense.
Mana Tank - Enhances Automaton Max MP, Dark Maneuver Effect: Adds Refresh.
Mana Tank II - Enhances Automaton Max MP, Dark Maneuver Effect: Adds Refresh.
Optic Fiber - Increases the performance of other attachments.
Pattern Reader - Analyzes enemy attack pattern and gradually increases evasion.
Reactive Shield - Use "Blaze Spikes".
Scanner - Occasionally scans target's magic resistances.
Scope - Enhances automaton Ranged Accuracy.
Shock Absorber - Occasionally uses Stoneskin.
Smoke Screen - Decreases accuracy, increases evasion.
Stabilizer - Enhances Automaton Accuracy.
Stabilizer II - Enhances Automaton Accuracy.
Stealth Screen - Reduces Automaton enmity.
Strobe - Enhances Enmity (Ocassionally uses Provoke).
Tactical Processor - Decreases decision-making time, but increases the tendency to Overload.
Target Marker - Enhances accuracy against strong enemies.
Tension Spring - Enhances Automaton Attack.
Tension Spring II - Enhances Automaton Attack.
Turbo Charger - Adds "Haste" effect.
Volt Gun - Adds lightning damage to attacks.
Maneuvers
Maneuvers enhance your puppet's attachment bonuses or initiate them. For instance your puppet will never cast Stoneskin unless you have the Shock Absorber equipped and at least one Earth Maneuver active.
There are only eight maneuvers total (Light, Dark, Fire, Ice, Wind, Earth, Thunder, and Water).
In general Light, Dark, and Ice are most important for magic use and Fire and Thunder are most important for melee. Wind is important for ranged. This is totally based off of the attachments that you equip.
You cannot use a maneuver unless you have the Animator or Turbo Animator equipped.
Maneuvers give the puppet various boosts to stats. In general they are also used for these basic functions:
Fire Maneuver: [STR] Increase Attack/Increase Enmity
Ice Maneuver: [INT] Elemental Magic/Magic Attack
Wind Maneuver: [AGI] Evasion/Ranged Accuracy
Earth Maneuver: [VIT] Defense
Thunder Maneuver: [DEX] Accuracy
Water Maneuver: [MND] Magic Defense
Light Maneuver: [CHR] HP Recovery/Curing
Dark Maneuver: MP Recovery
Job Abilities:
Overdrive - lvl:1 - (2 Hour) - Makes you immune to Overloading, increases the automaton's attack speed substantially, and enhances the effects of attachments. 2 Hour Recast.
Activate - lvl:1 - Calls Automaton. 20 Minute Recast.4
Repair - lvl:15 - Allows you to repair the Automation if Automation Oil is equiped. 3 Minute Recast.
Job Traits:
Resist Slow - lvl:10 - Increases resistance against slow.
Evasion Bonus - lvl:20 - Improves chance of evading physical attacks.
Martial Arts - lvl:25 - Speeds up Hand-to-Hand attacks.
Pet Commands
Deploy - lvl:1 - Orders your automaton to attack.
Deactivate - lvl:1 - Deactivates your automaton.
Retrieve - lvl:10 - Orders your automaton to return to your side.
Fire Maneuver - lvl:1 - Enhances the effect of Fire attachments.
Ice Maneuver - lvl:1 - Enhances the effect of Ice attachments.
Wind Maneuver - lvl:1 - Enhances the effect of Wind attachments.
Earth Maneuver - lvl:1 - Enhances the effect of Earth attachments.
Thunder Maneuver - lvl:1 - Enhances the effect of Thunder attachments.
Water Maneuver - lvl:1 - Enhances the effect of Water attachments.
Light Maneuver - lvl:1 - Enhances the effect of Light attachments.
Dark Maneuver - lvl:1 - Enhances the effect of Dark attachments.
Macros:
Here are the possible macros that you would use for PUP. The maneuvers, deploy, and retrieve are the most commonly used ones.
/ja "Overdrive" <me>
/ja "Activate" <me>
/ja "Repair" <me>
/pet "Deploy" <t>
/pet "Deactivate" <me>
/pet "Retrieve" <me>
/pet "Light Maneuver" <me>
/pet "Dark Maneuver" <me>
/pet "Fire Maneuver" <me>
/pet "Ice Maneuver" <me>
/pet "Wind Maneuver" <me>
/pet "Earth Maneuver" <me>
/pet "Thunder Maneuver" <me>
/pet "Water Maneuver" <me>
<pettp> = Shows your maton's current TP%.
<pethpp> = Shows your maton's current HP%.
Equipping the Puppetmaster:
Check out my PUP equipment guide in this thread:
Ikonic's PUP Equipment Guide (lvls 0-60)
General Suggestions/Tips/Comments:
Starting out your automation won't be able to do much but melee. It won't get Cure until it's magic reaches lvl 12 and you reach lvl 4 ('tho mine didn't get lvl 12 magic until I was lvl 8 or so). As such you'll want to equip your automation as a DD or a tank.
Here are the attachments that I think are the most important to start out with and why:
- Strobe - Allows your automation to use the command Provoke.
- Shock Absorber - Grants your automation the ability to use Stoneskin. This is very powerful as a defensive measure and allows your automation to tank without taking any melee damage.
- Auto-Repair Kit - With this active when you use a Light Maneuver it grants your automation Regen.
- Mana Tank - With this active when you use a Dark Maneuver it grants your automation Refresh.
You cannot cast Cure on your automation, so the only way to heal it is through manuever-based spells or using automation oil and the Repair command.
Puppets leave if called before entering a BCNM, but stay called when exiting.