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SE seems to finally get it: Solo vs Party JA'sFollow

#1 Jul 14 2009 at 11:55 AM Rating: Default
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Started with rng, SCH and whm and now ninjas getting one, yes the: Add something to a job and weaken it elsewhere JA's , I'm hoping that puppetmaster will get something along these lines...STANCES if you will

Boxer's clarity: increases H2H skill cap to A- lowering Evasion to C-

Backup Copy: lowers recast of activation to 30 seconds, increases All recasts on automation's ja's by 10% per use for 20 min's

basically we can finally hit high end mobs and do good damage,And!! it wont make soloing too overly powerful, the second would allow you to get your pet back if you get hit by a boss AOE right after you used activate, but would make ADD and DAD impossible due to the 10,20,30,40,50% etc. increase in cast times

and we need some throwing items since we have a C in throwing for pete sake

animator toss: recast 3 min, Dmg 30 50% chance of resetting mobs tp to zero

anyhoo i love all the changes they have made to puppetmaster except the recast on activate being nuked.

added from a newer post of mine

I think our pets have had plenty of great additions and tweaks, other than damage control and ai bugs im happy, I think that the master needs adjusted. They added usukane for puppet master and shenlong so obviously its not to big of a deal to give us some boosts, maybe make combination attachments uses 2 earth and 1 dark or 2 light and 3 water for something awesome to keep them alive, i could give up some power to keep them from death, nateys idea for light economizer is great how ever i think it needs to be more of a damage reduction than a heal hp back... also make it so people can heal their puppets and problem solved, most pup's do /dnc now, make waltz usable on the pet, and make the defensive attachments have fewer earth points so you could use more at once, or even better double the effectiveness of armor plate and only have 1, that would be fair.

more thought into the light and dark attachments that r missing

dark: perfect lens - allows automation to view briefly into the future avoiding area attacks, but takes 10% extra damage from direct hits

light: reclaimer - allows automation to use materials in the battlefield for self repair (HP economizer based on damage master received so far)

Combo part: Network Array - 2 light and 2 dark: allows Automation to act as a member of the party, all AOE buffs and heals and direct spells can be targeted at the automation at the cost of AOE damage to be taken as well (overriding perfect lens)

or even better if SE REALLY wants balance y not have our sub effect the stats of puppetmaster sorta like drg's and their pets, choose a sub job of

war,sam,rng,mnk,drg or drk move H2H to B skill lowers evasion to C

thf,nin or dnc moves our dagger skill to B and lowers TP gain

cor,brd and Smn allows use of 2 buffs at the same time

whm,blm,sch, or rdm gives us a natural mp pool near rdm's lowers all weapon based skills to C- and adds clear mind trait
(we already get loads of mage gear with natural mp base and descent skills we could be healers and our pets the DD's sorta like blus are both)

Edited, Jul 16th 2009 1:45am by meizme

Edited, Jul 16th 2009 1:46am by meizme
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#2spiritreaverdiablos, Posted: Jul 14 2009 at 1:22 PM, Rating: Sub-Default, (Expand Post) In no way shape or form against PUP getting anything. Would love for the job to get some new JA's to help ease the journey 15 ~ 75. Just a quick thought i had about one of your suggestions(of course just my opinion):
#3 Jul 14 2009 at 5:01 PM Rating: Decent
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Long-time lurker, first time poster here. Anyways, most likely the update for pup will bring the supposed "final two" attachments (Light and Dark, every other element has 7 but they only have six). However, I have a few suggestions/ideas for things to add.

First, would be not a new JA, but instead a new frame(/head). The buffing frame. I've always thought of puppetmasters being based on mimes/mimics in FF. We can heal, DD, nuke, and "tank" to various degrees (with the last one being the weakest), but there's one thing a few jobs can do that we can't: buff. BRDs and CORs are always in demand for pt's, and while this may come as a conflict of interest (see "DD CORs" >.>) as to what we should do in pt's, I think it would still hold true to what I feel SE wanted pup to be: that we can change ourselves to the situation at hand. I would like if DD was always our main role, but this would allow us to contribute to a pt.

As for solo, I would say give the automaton one of the enfeeble trio: bind/gravity/(sleep). /sch gives us sleep, so it's not too big a deal, and it would hardly be overpowered. Universal recast makes it so that it couldn't spam it even with 3xice and mana booster, and it would make soloing so much easier. A mob resisted your /sch sleep? You have a second chance (most likely with DAD). Given that the other option would be to improve how well a PUP could tank...yeah, I think that's the best idea.

Looking at the NIN update, there's something that also struck my fancy: a change to their 2hr. Overdrive is useful to a degree (definitely helps in some cases), but it's completely useless in other situations. What I'd like changed about it: one, it resets your activate timer. This should definitely make sense: they do this with spirit surge? (drg 2hr, can't remember for sure), so why not with another pet job, PUP? Two, they add some sort of damage reduction. With a puppet like Sharpshot, there are times that no matter what, your 2hr is going to rip hate. If all its' status parameters are increased, wouldn't it make sense that it's defense would be too?

Anyways, that's just my 2 cents.
#4 Jul 14 2009 at 5:29 PM Rating: Decent
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Eh spiritreaverdiablos, make it like Hasso with 5min duration, 1min recast or atleast 3min duration/recast. Maybe call it "Encore".

Was also thinking of an overpoweredesque JA (lets call it Encore as well) where after your puppet dies and activate is not at 0:00, youd have x seconds (something real low, like 5-10) to use 'Encore' to bring your puppet back (maybe at 50%HP/MP?)
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#5 Jul 14 2009 at 6:21 PM Rating: Decent
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Things I would like to see:

1) Soulsoother AI: Status heals should not be prioritized before Cures if I'm about to die.

2) Activate timer- Put it down to 10 min

3) Overdrive- I think this, along with Azure Lore, might be more appropriate as 20 min abilties, unless they were to get buffed. Some sort of new 2 hr would take its place.

4) Add a Scope II

5) Give Valoredge better base defense, and/or make the armor attachments worth a damn. +20% of nothing is still nothing.

6) On a related note, let Valoredge be able to shield block, not just parry.

7) Put in a Stay command.

8) I know this won't happen, but Role-Reversal and Ventriloquy should have been standard abilities, available at level 50-60 or so.

9) Maybe add some throwing knives or let PUP use darts. The throwing skill really is kind of an insult. Of course they would also need to allow them to be equipped alongside an animator.



Edited, Jul 14th 2009 10:25pm by KyteStrike
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#6 Jul 14 2009 at 6:32 PM Rating: Decent
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PUP def needs an Update!

id love to see raise in H2H dont think gonan happen tho!
what id love is being able to heal pets and let draining samaba work for auto as well.

maybe even give valor edge some cures be more pldy

Scope II woudl def be awesome! raising dmg of Bone cruse woudl be good too.

also havbing animator double as a throwing wepoon (boomrang)
#7 Jul 14 2009 at 7:04 PM Rating: Good
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PUP could definitely use an update, but what it needs moreso is fixes.

Updates to the mage frames' AI regarding Drain/Aspir and the -na spells are long overdue, updates to automaton defenses, let ranged attacks be able to crit, let the automaton pick cures based on how much HP actually needs to be healed, etc...

SE is terrified of making pet jobs overpowered, so I really doubt we'd get a stance that'd make us melee better, unless it completely gimps our puppets. Although if SE does stick with this "stance" fetish that they currently have, I'm eager to see what they'd give PUP.
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#9 Jul 14 2009 at 10:29 PM Rating: Decent
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1) fix SS AI: no more silena over cure5, and no more cure5 spam for 100hp;

2) fix SR AI: no more aspir/drain until we put a dark manouvres;

3) fix VE def and shield block;

4) fix Sharp ranged crit;

5) give us 2 new attach to complete the series of ligh and dark;

6) new frame/head? alexander maybe? XD

7) 2 new stance ja: one transfer all the master buff to the maton and viceversa;

4 more days to see that if SE really hates pup ;_;
#10 Jul 14 2009 at 11:01 PM Rating: Default
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all good stuff, perhaps the light dark attachments could be:

blacklight: lowers mobs evasion by illuminating even the darkest areas for his master
Sap gun: Adds drain samba to the automation (10,15,20 hp per hit per light manuver)

sticky oil: 30 dmg, chance of inflicting gravity
stacks to 99

sap gun + Auto-Repair Kit II + Auto-Repair Kit + cannibal blade: would allow valor to tank, or at least stay alive in end game events +7 hp regen and +20 hp per hit would be nice (3x light Manuvers)

if they would let the evasion down stack with quickstep we wont need any h2h update
they'd need to swap cannibal blade and bone crushers elements for it to work

Edited, Jul 15th 2009 3:13am by meizme
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#11 Jul 14 2009 at 11:34 PM Rating: Decent
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I'd be happy if at the very least they added a medicine that resets Activate timer, with a drawback of a 30 minute medicated effect.


As for JAs :
Protagonist
Lvl 40
Lowers Attack, Accuracy, Magic Attack, Magic Accuracy, Attack Speed, Defense
Automaton: Enhances Attack, Accuracy, Magic Attack, Magic Accuracy, Attack Speed, Defense

Antagonist
Lvl 40
50% of Cures and Damage are redirected to automaton
Automaton: 50% of damage is redirected to master
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#12 Jul 15 2009 at 2:15 AM Rating: Excellent
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1) Let overdrive reset the activate timer.


2) Fix lame crap, like losing the puppet from charm or level caps.


3) We don't need more things that heal. We need things that prevent damage in the first place.

a) Change the replicator from blink to utsusemi shadows and remove the HP restriction.
b) Increase the absorption of stoneskin.
c) Increase the potency of defense and damage reduction attachments.
d) Allow the analyzer and steam jacket to remember multiple moves.
e) Make the schurzen more practical (i.e. restore a percentage of HP on deathblow, instead of leaving you at 1HP).
f) Change the eraser to remove only light maneuvers. Consider making it an AoE effect for the party, or at the very least, remove statuses from both the master and puppet at once.

Nearly every defensive attachment is flawed to the point of uselessness for the majority of endgame activities. But if you're really hoping for a light-based healing attachment, you should be wishing for the equivalent of the economizer for HP restore.




I cannot stress this enough. Healing and lowering the activate timer will not solve our problems.

We need to be able to prevent damage before it happens.


Consider how many 1000+ damage AoEs there are, that are easily blocked with utsusemi. Consider how the puppet takes MORE damage from physical attacks than a naked player. Other jobs survive through either evading attacks or absorbing them with high defense. Even if they pull hate, nearly any DD can tank when equipped to do so. Why is the puppet the only melee that gets raped by AoEs or pulling hate? Why shouldn't ALL puppets have the ability to tank for short periods of time?
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#13 Jul 15 2009 at 5:23 AM Rating: Default
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my problem is what natey said about the 1000+ dmg attacks, puppet has no defense agaisnt them at all, then you screwed so in many events people just wont take the chance of taking a pup considering one move will make the puppetmaster useless.

overdrive resetting activate - really stupid this wasnt part of initial programming.

h2h I think base shoudl be 240, 225 is just too low, with pup you pretty much forced to do h2h merits and for people with multiple jobs it can hurt.

if they add stances, which probably would happen since thats their trend, it will probably be all pet based, increase attack or increase def, but I would like to see ability to either increase masters dmg or pets dmg and not have a negetive side. (won't happen)

Problem with pup is it is extremely powerful in lower levels so they have to be careful, its not till 60+ it starts having problems and most of that is due to our crappy h2h skill, that is when it really shows. so I doubt they increase the power of the puppet until higher levels.

I think raising h2h wont affect the puppetmaster too much in the early levels by making it overpowered, they really shoudl consider this.

And the puppetmaster should be able to keep the puppet out all the time so every effort should be made to make sure that is possible without breaking the job, its this main issue that keeps pup from many events. Adding mroe and more defensive attachments is not the answer because if we deck our puppet out in all these defensive attachments we just made him useless in dmg.
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#14 Jul 15 2009 at 7:59 AM Rating: Excellent
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I don't know about you all, but I am really really really hoping that when the DO give us the new attachments that the Dark one is something VE/SS DD related... I don't know what specifically and I have seen many cool ideas, but even just cycling in the Dark Maneuver with absolutely nothing to activate makes me Q_Q.
#15 Jul 15 2009 at 8:45 AM Rating: Default
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ya if anything dark maneuver would be used to activate drain on sharpshot and VE but what else could it do.

at this point i just want them to acknowledge that the job puppetmaster exists in ffxi.
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#16 Jul 15 2009 at 10:19 AM Rating: Default
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There arent any offensive dark attachments, I said it before, Ill say it again and I bet many have thought about it. Make a Souleater-esque Dark Attachment that consumes puppet's HP to up WS damage even more (like Flame Holder).
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#17 Jul 15 2009 at 10:20 AM Rating: Decent
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yes thats exactly what we need, a puppet that has problems surviving so lets make an attachment that drains his hp and increases his dmg to make that problem even worse.

I still think they should inable you to buff your pet or have it be able to make use of dnc sambas.

Edited, Jul 15th 2009 2:21pm by xbobbobx
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#18 Jul 15 2009 at 12:19 PM Rating: Decent
xbobbobx wrote:
yes thats exactly what we need, a puppet that has problems surviving so lets make an attachment that drains his hp and increases his dmg to make that problem even worse.

I still think they should inable you to buff your pet or have it be able to make use of dnc sambas.

Edited, Jul 15th 2009 2:21pm by xbobbobx


Meh, it could have it's uses(hai2ukirin) and if they ever made 1 you wouldn't have to use it. Especially on Cannibal blade as its HP wouldn't change.

Edited, Jul 15th 2009 10:37pm by itege
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#19 Jul 15 2009 at 1:26 PM Rating: Excellent
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Axedinal wrote:
I don't know about you all, but I am really really really hoping that when the DO give us the new attachments that the Dark one is something VE/SS DD related... I don't know what specifically and I have seen many cool ideas, but even just cycling in the Dark Maneuver with absolutely nothing to activate makes me Q_Q.


I completely understand the desire here, but I think S-E really did intentionally make Cannibal Blade/Armor Piercer use a "useless" trigger maneuver on purpose. It's a trade-off. One less useful DD maneuver active, in exchange for a potentially more desirable WS. Same thinking as many other abilities on other jobs where you get a benefit to one aspect and a penalty to another - Berserk, Counterstance, Aggressor, Hasso/Seigan, Composure, the new NIN JAs, Mana Channeler or Smoke Screen attachments, etc.

The light/dark attachments I'd like:

Dark - a dispel attachment that works like Flashbulb - 45 second recast timer, requires a Dark manevuer active, and triggers when the mob has a dispellable buff on. It wouldn't get much use on mage puppets, but it would be nice for VE and SS and would still fit with what I believe S-E wants (forcing the "good" WS requiring you to sacrifice and have a maximum of two DD boosting maneuvers active).

Light - like Natey suggested earlier, an Economizer-like attachment but for HP instead of MP. Eats 1/2/3 light maneuvers in exchange for 15%/30%/45% HP. Invisible 3 minute recast timer, used when automaton HP is under 50%.


As for other changes:

1) <petmp>. I don't expect it to ever happen, but I'll continue to want it.

2) Force Soulsoother to require a water maneuver active in order for it to use -na spells. This is already what it does for casting -na on party members, so make it consistent and do the same thing for puppet AI when casting on the master.

3) I've kinda learned to deal with Aspir/Drain on SR, so it's not a huge deal to me. But I wouldn't complain if they changed it ;)

4) Make Shock Absorber scale with level. If that means toning it down at low level (when it's wickedly overpowered), so be it.

Nateypoo wrote:
f) Change the eraser to remove only light maneuvers. Consider making it an AoE effect for the party, or at the very least, remove statuses from both the master and puppet at once.


Really like that suggestion.

I don't think we need better H2H skill or throwing weapons.

I also don't mind over-curing from the puppet. With the fairly slow recast speed (automaton can't spam spells, strict timer) I'd much rather have several "unnecessary" cures for more than is needed, than have the pet start casting a Cure III on me that it calculates would bring me exactly to 100%, then I get smacked with a crit or a big TP move while it's casting and end up having low hp and waiting on a long spell timer for the next cast [feel free to substitute "me" in the example with "a tank or other player"]. Give me the Cure V instead. If I run low on MP, there are lots of ways to deal with that. Economizer, DAD, Mana Tanks refresh, even Mana Converter.

Edited, Jul 15th 2009 5:51pm by Anza
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#20 Jul 15 2009 at 3:08 PM Rating: Good
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Nateypoo wrote:
1) Let overdrive reset the activate timer.


2) Fix lame crap, like losing the puppet from charm or level caps.


3) We don't need more things that heal. We need things that prevent damage in the first place.

a) Change the replicator from blink to utsusemi shadows and remove the HP restriction.
b) Increase the absorption of stoneskin.
c) Increase the potency of defense and damage reduction attachments.
d) Allow the analyzer and steam jacket to remember multiple moves.
e) Make the schurzen more practical (i.e. restore a percentage of HP on deathblow, instead of leaving you at 1HP).
f) Change the eraser to remove only light maneuvers. Consider making it an AoE effect for the party, or at the very least, remove statuses from both the master and puppet at once.

Nearly every defensive attachment is flawed to the point of uselessness for the majority of endgame activities. But if you're really hoping for a light-based healing attachment, you should be wishing for the equivalent of the economizer for HP restore.




I cannot stress this enough. Healing and lowering the activate timer will not solve our problems.

We need to be able to prevent damage before it happens.


Consider how many 1000+ damage AoEs there are, that are easily blocked with utsusemi. Consider how the puppet takes MORE damage from physical attacks than a naked player. Other jobs survive through either evading attacks or absorbing them with high defense. Even if they pull hate, nearly any DD can tank when equipped to do so. Why is the puppet the only melee that gets raped by AoEs or pulling hate? Why shouldn't ALL puppets have the ability to tank for short periods of time?


+

Anza wrote:
1) <petmp>. I don't expect it to ever happen, but I'll continue to want it.

2) Force Soulsoother to require a water maneuver active in order for it to use -na spells. This is already what it does for casting -na on party members, so make it consistent and do the same thing for puppet AI when casting on the master.


= WIN

All the other stuff just seems like it's overcomplicated and would just add more junk that would have situational use at best. A broken tool is still useless no matter how many clocks, laser pointers, drink cooler's you add to it.

Although I would like a beer fridge attachment for my automaton.
#21 Jul 15 2009 at 8:39 PM Rating: Default
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Since SE has been using stances to spice up jobs, here's my personal stance that I've been thinking about:

JA "Show Stealer"
Obtained: Level 38+
Recast: 5 Minutes
Duration: 2 Hours

When used, automation is deactivated if deployed and can't be deployed while active. All pet buffs apply directly to you. (Specifically from armor and rolls)

With this, we won't have to worry about our auto dying from a random AoE or keeping up maneuvers constantly and buff up PUP considerably given our relic set and the new augmented armors coming out. I admit it does take away from the uniqueness of puppetmaster, but with possibilities such as

Haste +6 relic hands
+20 acc Relic body
Super Hauby from ACP
Haste +8 or DRing/WTurban helmet from Kupo
Attack +30 relic back
2 hp regen relic helmet
hhp/hmp AF helmet
10 acc legs from Herder's subligar
Assorted pet augmented armor from Tenshodo Coffer

I'd be willing to give up my automation in the meantime. While I would also like to include the pet buffs from fine tuning and optimization merits, that might be pushing it assuming it allows us to outclass every other DD (but it IS called show stealer :P). Along with the stance, we could take off our animators and throw stuff as well, although the animators would give a max hp/mp boost thanks to the pet buff...

Edited, Jul 16th 2009 12:51am by tenkyoken
#22 Jul 15 2009 at 8:58 PM Rating: Decent
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agreed on many accounts, especially re: AI fixes, which really should just be priority for the development team.

KyteStrike wrote:
Things I would like to see:

1) Soulsoother AI: Status heals should not be prioritized before Cures if I'm about to die.

yes.

2) Activate timer- Put it down to 10 min

don't care.

3) Overdrive- I think this, along with Azure Lore, might be more appropriate as 20 min abilties, unless they were to get buffed. Some sort of new 2 hr would take its place.

better 2hr: yes. overdrive every 20min... a stretch.

4) Add a Scope II

don't care.

5) Give Valoredge better base defense, and/or make the armor attachments worth a damn. +20% of nothing is still nothing.

agree with the spirit; non-paper thin automaton, balanced out to not be a broken powerhouse.

7) Put in a Stay command.

yes.

9) Maybe add some throwing knives or let PUP use darts. The throwing skill really is kind of an insult. Of course they would also need to allow them to be equipped alongside an animator.

no. throwing is broken in the bad way already; they wouldn't miraculously fix it just for PUP. no one needs useless items; throwing darts would slow down your DoT, and really aren't particularly useful for pulling anyway.



normally i HATE, caps lock key absolute rage H A T E suggestion/new-JA/my-beautiful-ffxi-idea threads... but PUP doesn't need buffs. it's not that it's a bad job, or doesn't have situational uses, etc. it's that PUP includes obvious errors and bad design that need to be fixed. the blaring example is spell priority. the second is the "you have your melee, your mage, your ranged attacker, and your tank (lol sorry no tank suckers)."

the 2nd shouldn't be as hard as it looks. if you made a reliable tank (whose survivability relied on maneuvers and attachments and such, so it wasn't just boring) and nerfed its DD capability into the ground, it looks like you'd make a broken tank (why? b/c in final fantasy xi, the ability to keep hate without doing DD is very, very potent ability, especially if it doesn't involve curing or spamming spells on the target). but seriously, this game's been out long enough that the development team should be able to fashion an auto that can tank a merit mob or an EM-T without making it so powerful that it can tank kirin or nidhogg. it shouldn't be that hard-_-.

SE should fix the minor errors in PUP. the job is not flawed in any deep way (sure, it's not the best soloer, not the heaviest DD, etc, but it doesn't have to be). nonetheless, its design has flagrant errors that should be addressed.
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#23 Jul 15 2009 at 9:15 PM Rating: Default
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meizme wrote:
Started with rng, SCH and whm and now ninjas getting one, yes the Add something to a job and weaken it elsewhere JA's , I'm hoping that puppetmaster will get something along these lines...

Boxer's clarity: increases H2H skill cap to A- lowering Evasion to C-

Backup Copy: lowers recast of activation to 30 seconds, increases All recasts on automation's ja's by 10% per use for 20 min's

basically we can finally hit high end mobs and do good damage,And!! it wont make soloing too overly powerful, the second would allow you to get your pet back if you get hit by a boss AOE right after you used activate, but would make ADD and DAD impossible due to the 10,20,30,40,50% etc. increase in cast times

and we need some throwing items since we have a C in throwing for pete sake

animator toss: recast 3 min, Dmg 30 50% chance of resetting mobs tp to zero

anyhoo i love all the changes they have made to puppetmaster except the recast on activate being nuked.


I'm sorry but a JA making our pets useless is not well thought out, we are a pet class, why not have bst's turn into warriors when they loose their pet or summoners into whitemages, see what im saying?

I think our pets have had plenty of great additions and tweaks, other than damage control and ai bugs im happy, I think that the master needs adjusted. They added usukane for puppet master and shenlong so obviously its not to big of a deal to give us some boosts, maybe make combination attachments uses 2 earth and 1 dark or 2 light and 3 water for something awesome to keep them alive, i could give up some power to keep them from death, nateys idea for light economizer is great how ever i think it needs to be more of a damage reduction than a heal hp back... also make it so people can heal their puppets and problem solved, most pup's do /dnc now, make waltz usable on the pet, and make the defensive attachments have fewer earth points so you could use more at once, or even better double the effectiveness of armor plate and only have 1, that would be fair.

more thought into the light and dark attachments that r missing

dark: perfect lens - allows automation to view briefly into the future avoiding area attacks, but takes 10% extra damage from direct hits

light: reclaimer - allows automation to use materials in the battlefield for self repair (HP economizer based on damage master received so far)

Combo part: Network Array - 2 light and 2 dark: allows Automation to act as a member of the party, all AOE buffs and heals and direct spells can be targeted at the automation at the cost of AOE damage to be taken as well (overriding perfect lens)

or even better if SE REALLY wants balance y not have our sub effect the stats of puppetmaster sorta like drg's and their pets, choose a sub job of

war,sam,rng,mnk,drg or drk move H2H to B skill lowers evasion to C

thf,nin or dnc moves our dagger skill to B and lowers TP gain

cor,brd and Smn allows use of 2 buffs at the same time

whm,blm,sch, or rdm gives us a natural mp pool near rdm's lowers all weapon based skills to C- and adds clear mind trait
(we already get loads of mage gear with natural mp base and descent skills we could be healers and our pets the DD's sorta like blus are both)


what do you think

Edited, Jul 16th 2009 1:28am by meizme

Edited, Jul 16th 2009 1:30am by meizme
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#24 Jul 15 2009 at 11:43 PM Rating: Decent
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Quote:
Combo part: Network Array - 2 light and 2 dark: allows Automation to act as a member of the party, all AOE buffs and heals and direct spells can be targeted at the automation at the cost of AOE damage to be taken as well (overriding perfect lens)


First of all, I love the idea of hybrid-elemental-attachements, a nice way to fill in attachements that don't concentrate on one element and therefore leaves more space for other ones.

Second, the idea of your attachements seems good. No it doesn't solve a the defensive issues and the AoE-one-shot danger, tho, in normal party situations it would help a ton to be able to target the automaton to heal him (Btw what was SE thinking, when they made the automaton only "Cure"-able by itself?). Assuming you have a SCH in your party, your automaton could get Stoneskin, Phalanx, Protect and whatnot, giving him survivabilty. This tho should be implemented in general and not be bound to an attachement, IMO. It also would make Valoredge (assuming at least Shock absorber would scale with the level and gets more defense) a decent to good tanking choice.

TBH, i rly wish myself a buffing frame, but this is personal dreaming. But SE should fix the old stuff first before they add something new.



Edited, Jul 16th 2009 3:45am by Bannkreis
#25 Jul 16 2009 at 1:42 AM Rating: Excellent
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972 posts
tenkyoken wrote:
Since SE has been using stances to spice up jobs, here's my personal stance that I've been thinking about:

JA "Show Stealer"
Obtained: Level 38+
Recast: 5 Minutes
Duration: 2 Hours

When used, automation is deactivated if deployed and can't be deployed while active. All pet buffs apply directly to you. (Specifically from armor and rolls)

With this, we won't have to worry about our auto dying from a random AoE or keeping up maneuvers constantly and buff up PUP considerably given our relic set and the new augmented armors coming out. I admit it does take away from the uniqueness of puppetmaster, but with possibilities such as

Haste +6 relic hands
+20 acc Relic body
Super Hauby from ACP
Haste +8 or DRing/WTurban helmet from Kupo
Attack +30 relic back
2 hp regen relic helmet
hhp/hmp AF helmet
10 acc legs from Herder's subligar
Assorted pet augmented armor from Tenshodo Coffer


We already have that stance, it's called "Job change to friggin MNK" <.<

Not to be overly-harsh or anything, but that JA doesn't simple "take away from PUP's uniqueness", it flat out turns you into MNK version 2.0, which is not what needs to happen.

Edited, Jul 16th 2009 4:46am by KodoReturns
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#26 Jul 16 2009 at 1:58 AM Rating: Excellent
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10,815 posts
KodoReturns wrote:
tenkyoken wrote:
Since SE has been using stances to spice up jobs, here's my personal stance that I've been thinking about:

JA "Show Stealer"
Obtained: Level 38+
Recast: 5 Minutes
Duration: 2 Hours

When used, automation is deactivated if deployed and can't be deployed while active. All pet buffs apply directly to you. (Specifically from armor and rolls)

With this, we won't have to worry about our auto dying from a random AoE or keeping up maneuvers constantly and buff up PUP considerably given our relic set and the new augmented armors coming out. I admit it does take away from the uniqueness of puppetmaster, but with possibilities such as

Haste +6 relic hands
+20 acc Relic body
Super Hauby from ACP
Haste +8 or DRing/WTurban helmet from Kupo
Attack +30 relic back
2 hp regen relic helmet
hhp/hmp AF helmet
10 acc legs from Herder's subligar
Assorted pet augmented armor from Tenshodo Coffer


We already have that stance, it's called "Job change to friggin MNK" <.<

Not to be overly-harsh or anything, but that JA doesn't simple "take away from PUP's uniqueness", it flat out turns you into MNK version 2.0, which is not what needs to happen.

Edited, Jul 16th 2009 4:46am by KodoReturns


hahaha, i hate suggestion threads so much i didn't read that post. what a stupid idea. has to be a joke. "the new puppetmaster stance involves 'cannot call automaton'." haha!
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retired monk

i wish to be the red comet.
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