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Attn Puppet Masters!
From: KAC
Guest
Posted: 2006-05-23 16:24:06
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Quote
Hi folks-
I’m approaching lvl 30 WHM and am thinking about what to make my advanced job. I am interested in the puppetmaster however, I can’t seem to find a lot about what exactly the puppet does? Or is capable of doing? Can any puppetmasters out there shed a little light? Do you like it? Is it fun? What benefit does the puppet bring? Etc…. Thanks a bunch!
From: Penweaver
Registered User
Posted: 2006-05-26 13:39:58
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Quote
LOL - I completely and utterly love Pup. Unfortunately, I only have it to level 13 at the moment as I am focusing on getting my MNK capped, but let me share my experience if you will.
First, my room mate and I duoed everything so far. She brought her Pup out to, and we both subbed Whm. We use Rolanberry pie as that extra 50 mp makes a HUGE deifference at low levels.
As for the Pup, You get an ability called "Deploy" which tells the automaton to attack. Their AI is pretty smart. If they have TP and you Weapon skill, they will try to close a skill chain. With my room mate and I, we have discovered that not only will the skill chain off of up, but the two automatons will skill chain off of each other. From 1 - 13 we have been able to regularly rip through toughs like there was no tomorrow. In addition, there are moves that you can do that give them regen and/or refresh.
In the begining, the Pup doesnt do much more than attack the mob and occassionaly use an ability. At lvl 10, 20, and 30, you can choose to buy additional frames. At level 10, we went with the melee frame. At this point, the do really kick ass damage, and with the right attachments, they will provoke regularly.
There is also a Ranger type of frame and a Mage type of frame. I havent played with either, so I dont know how well they do.
For the automatons, you get both attachments and frames. The attachments all help the automaton do certain things. In addition, it allows you a lot of customization. You can have one of each type of attachment hooked up to your automaton, and you can equip those attachments to your pup when you need to. There are a lot of prep work that goes into this, and for the sake of trying to keep this from being 10 pages long, I will forgo describing it all. Just bare in mind there are 3 levels of attachments for each type of element (like fire). Lvl 1 attachments are NPC purchaseble for about 5k each, lvl 2, about 10k, and lvl 3 you get from the AH.
Frames, at least on my server, are expensive as hell. You have to gather a bunch of things together, all told at lvl 10 I dropped just shy of a 500,000 gil on it (half the cost was for Silver Imperial Pieces, which I got by turning in IS Points, so I didnt actually have to pay that).
The mage was about another mil, and the ranger was about 800,000.
I hope this helped. For more info, check out: http://wiki.ffxiclopedia.org/index.php/Puppetmaster
Pen
From: Forestwanderer
Guest
Posted: 2006-05-26 17:55:55
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Quote
I am currently a 34 pup. You will get a new frame at 10,20,30. You can get them in any order.
VE(forget the spelling of full name) - Melee frame. Has ok def and always runs with more HP than my pup/mnk. Has scissors for one hand and a sheild for the other. As for characteristics. It stays close to the mob and melee attacks. Also will try and shield bash if the mob uses an ability, this misses on fast ones but things like bombs from gobs it stops usually. With shock obsorber it can tank at low levels. Strobe will allow voking and inhibiter will make it try and close skill chains for the party.
SharpShot - Ranged frame. Stays a distance away from the mob but will melee if the mob moves in. Uses a ranged attack on the mob.
StormWalker - Mage. This frame has alot of mp and debuf, helaing, dot, and nuke spells. Looks like it will cap at the tier 2 spells for nukes from other posts and boards. If you use dark + light and do not debuff/dot the mob yourself then it will cast its highest nuke only. Also with damage guage it will heal you at 50% with a single light manuever up. With 3 light manuevers you can get the healing to trigger at 75ish but you risk overloading. With mana converter the automation will convert his hp to mp and then heal if needed, this has either a really short cool down or no cool down at all. Agian this one will stay at range but melee if the mob comes in.
Now you can mix and match frames and heads(you get the matching head and frame together). One populare combination is the SharpShot frame and the VE head. This setup will melee and range attack the mob and stay with it. So far using other heads with the StormWalker frame has caused only cures and or debuffs to be cast.
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