First off I'd like to preface this by thanking the development team for the new attachments, at the very least you have forgotten about us! I'm a bit curious about the thinking for "Vivi Valve II" though, but hoping my pet will use Cure III/IV instead of V/VIs. Turbo Charger II is definitely good since it bypasses the gear haste cap based on its description, I just hope it isn't 4 Wind capacities.
Moving forward I would like to see more "improved" attachments because new ones will be difficult given the limited attachment space and no current way to increase elemental capacities (which would make for an awesome analog to meriting to personalize our Automatons! Some examples:
-Strobe II (More enmity, lower provoke recast, or a seperate provoke altogether)
-Reactive Shield II (Spikes that give enmity and decrease hate loss when taking damage)
-Flashbulb II (Flash that greatly reduces accuracy and evasion and gives a lot of enmity)
-Tactical Processor II (Automatons use weapon skills more wisely (based on HP) regardless of maneuvers active, i.e. Strongest damage dealing weapon skill, unless HP is <75% then it prioritizes say Cannibal Blade & Magic Mortar)
-Shock Absorber II (Grants "Phalanx" effect)
- Eraser II (Grants Immunity from status effects erased for a number of times based on number of maneuvers erased)
- Scherzen II (Reduces the damage of anything that deals of 50% of the Automaton's HP)
-Damage Gauge II (Automaton prioritizes curing, decrease cure cast/recast time and *cures used based on missing hp and cure potency effects*)
-Optic Fiber II (Activates all attachments but decreases their effect (this 3 light maneuvers is the equivalent of two maneuvers of the respective elemental maneuvers, only applying to tension spring/armor plate/ etc. not Job abilty type attachments)
-Hammermill II (Increases shield bash damage and adds attack down or "drain"effect to shield bash.)
Barrier Module II (Grants "Reprisal" effect to automaton)
Other useful attachments:
-Store TP attachment (seperate from holding tp for Skillchains)
-Subtle Blow attachment
-Regain attachment
-Attachment that grants new magic/weapon skills under special conditions (Meteor/Arise)
-Auto-reraise attachment (if master dies while XX-maneuver is active the Automaton will instantly bestow Reraise on her/him)
-"Accomplice" attachment
-"Defender"/"Sentinel"/"Rampart" attachments
"Cover" attachment (Grants cover effect to master when attacking behind his automaton, while XX maneuver is active) (<-- this attachment alone would shut me up forever, kay? promise!)
-"Double Shot" attatchment
-Attachment that erases maneuvers and the master's buffs and applies a number of them to the pet based on number of maneuvers erased
-An attachment that grants "support job" of the master
The list is endless...
Moving on I would like attachments effects to be based on skill AND animator iLV. Which while we are on the topic of animators, I would like to discuss cureent findings, which should be short: All stats+89 and non-intrinsic HP and MP bonus due to iLV, and a base magic/melee/ranged attack bonus but possibly due to the extra stats and iLV. Really hoping that I am missing something or there os a bug and it isn't working as intended it, but after weeks of trying to obtain it, it feels a bit lackluster. Did someone say 4th maneuver? Nah, just the wind I guess...
In any case, I would like to see Puppetmaster become a job that can fill the role of the jobs the automatons are modeled after, not better, but at least as good especially with proper attachments, ilvl gear, mythic etc. This would give us a better role in endgame events and circumvent hrs of shouting when looking for a specific job, because one spends several times longer shouting and waiting than the event actually takes and then more time waiting for instances of battle fields to free up.... Anyways... I digress...
Would like to hear others attachment suggestions and Divinator findings! Thanks for reading!