View Full Version : Here is a question... If you could change the 2hr .. what would you have it do?
This should be interesting....But all in all.. Pup's 2hr has became pretty much useless. not like I ever really used it anyway. It's kinda lame. seems to really do......nothing compared to what other jobs 2hrs do.
Personally i think it would be cool to be able to release more then one automaton, either same frame or different frames. They come out for a couple attacks, either a weaponskill or a big nuke. So you could have 3 rng frames come out at the same time and all do armor shatter or skillchain off each other..that would be cool. Shoot even a 2nd one coming would be nice and just skill chain off the other automaton WS and it would stay out for 1 min.
just something I thought would be cool..
But what would you have pup's 2hr do???
Mizuharu
08-14-2011, 02:05 PM
I think it should increase the potency of maneuvers along with what it does already. For instance, Ice Maneuverx3 with Loud Speaker I and II is 55 MAB. With 2hr up, the potency of the Maneuvers increases by x1 for each maneuver. So with three Ice Maneuvers, it'd be 55 MABx3. But that would be kinda broken with something like Ice Maker (60% potency x 3 = 180% spell potency.) Still, they could make it something along those lines. Just not with the status I said lol
Pyrobunny
08-14-2011, 07:41 PM
wait we have 2hr?
all jokes aside i like mizu's idea in it boosting the attachemnts along with the no overload
i think it should also give it a small regain maybe and boost the fast cast
maybe give each frame a 2hr?
VE: mightystrikes?
SS: EES?
SR: manafont?
Soulsoother: Benediction?
stormwalker: chainspell?
TimeMage
08-15-2011, 10:45 PM
I think that, making each maneuver have the effect of 3, and extend the duration to 2-3 mins (on top of the base buffs the auto gets now), would be enough to make it useful as a 2H. Not overpowered, but could make it much more useful.
Caesaris
08-17-2011, 04:18 AM
wait we have 2hr?
all jokes aside i like mizu's idea in it boosting the attachemnts along with the no overload
i think it should also give it a small regain maybe and boost the fast cast
maybe give each frame a 2hr?
VE: mightystrikes?
SS: EES?
SR: manafont?
Soulsoother: Benediction?
stormwalker: chainspell?
I was logging in just so i could type this exact suggestion.
I think our 2-hr should be based on our automaton. After all, 80% of what we do is through our auto's.
Niyariko
08-20-2011, 04:36 PM
...But what would you have pup's 2hr do???
Be able to summon the Ten Puppet Collection of Chikamatsu (十機近松). :D
Lessina
08-21-2011, 05:49 AM
Think Mijin Gakure, but it wont be me whom explodes.
Tetsujin
08-28-2011, 04:14 AM
1. the two hour isn't useless, it could use a bit of work, yes, but it does have great use.
2. 25% auto-haste is nothing to sneeze at, people never seem to give that credit.
3. I like the idea of doubling or tripling the effects of maneuvers. Solid.
4. A small duration boost would be nice. Maybe an extra 30 seconds? Even that's a godsend.
Theytak
08-30-2011, 04:03 PM
wait we have 2hr?
all jokes aside i like mizu's idea in it boosting the attachemnts along with the no overload
i think it should also give it a small regain maybe and boost the fast cast
maybe give each frame a 2hr?
VE: mightystrikes?
SS: EES?
SR: manafont?
Soulsoother: Benediction?
stormwalker: chainspell?
Essentially, this is what Overdrive does at the moment. Well, for Valoredge and Sharpshot, anyway. Depending on what maneuvers you have active, the fact that you can't overload and can keep them up constantly while overdrive is active gives pup access to several mini-2hours; they aren't nearly as potent as the real deal, but they are potent if used properly.
Examples:
Fifty Fists: +25% increase to puppet melee attack speed, on top of 3x wind maneuvers and Turbo Charger, is already about 80% of hundred fists' potency (it reduces your attack delay to the absolute floor of 20% without affecting your TP gain). Once you get a few pieces of pet: haste gear this basically becomes hundred fists, just with a slower start up and if timed right, a slightly longer duration.
Smiddy Strikes: maintaining 3x Thunder with dynamo equipped is a pretty vicious crit rate boost. Even more warrior-like with coiler added for double attack spammage.
Semi-perfect Dodge: 3x Wind with both Accelerators on can put the puppet pretty close to the evasion cap, depending on what you're fighting.
Almost-invincible: 3x Earth with Equalizer/Schurzen can make the puppet pretty hard to scratch, especially VE if you have pet DT- gear.
And of course, all of this is coupled with the fealty-esque enfeeble resistance.
The biggest problem with overdrive is that it's totally impractical to pull any one of these off when you need it (you have to know you're going to need it before hand to make sure you the right attachments fit), and it does absolutely nothing for the mage puppets aside from making them live for 30-40 seconds longer to cast blindna or aspir another time before they go splat, if you knew it would happen ahead of time and wasted attachment slots on defense.
If it didn't take 20-30 seconds to set up a useful combo, it'd be a bit stronger, but as it is, it really just ain't strong enough to be a "2hour", when you consider that the pet getting the above buffs either A: has almost no use for them (mages), or B: doesn't have the punch to back up the boost (again, Mages, and also VE most of the time, abyssea excluded).