xiozen
08-15-2011, 10:49 PM
I am writing to ask for clarification regarding the puppetmaster 2-hour job ability Overdrive. It has been widely defined as functioning in this way:
*Overdrive is a Puppetmaster's Two Hour Ability.
Augments the fighting ability of your automaton to its maximum level.
Obtained: Puppetmaster Level 1
Recast Time: 2:00:00
Duration: 0:01:00
In order to use this ability, the Puppetmaster must have an automaton activated.
Grants immunity to overload, although you still accumulate burden. If you are already overloaded, it will not remove the effect.
Vastly increases the automaton's accuracy, attack, defense, evasion, attack speed, and possibly more.
Grants a strong resistence (possible immunity) against enfeebling magic
*taken from ffxiclopedia.org
Does this 2-hour ability function differently than what has been defined above?
Has SE determined whether it is functioning as intended--has it been determined how often, on average, Puppetmasters use the 2-hr ability?
Can it be extended to be similar to the Beastmaster ability "Familiar" in terms of keeping the ability's effect active for 30mins with only ONE "1" automaton active--meaning it would wear off, if the automaton was deactivated?
I understand the Familiar 2-hr works as a "guaranteed" version of the Charm job ability, in that your charmed pet would stay charmed for at least 30 minutes---perhaps something similar can be put in place for the automaton---using Deactivate-Activate-Deploy would cause the "Overdrive" ability to wear off?
SE please explain and clarify the above points or revisit the Puppetmaster 2-hour ability and make it more practical to use--as it stands--merits and Empyrean armor, Artifact armor + macro-able gear designed to decrease overload, has all but made the usage of this ability obsolete.
Thank you for your attention.
*Overdrive is a Puppetmaster's Two Hour Ability.
Augments the fighting ability of your automaton to its maximum level.
Obtained: Puppetmaster Level 1
Recast Time: 2:00:00
Duration: 0:01:00
In order to use this ability, the Puppetmaster must have an automaton activated.
Grants immunity to overload, although you still accumulate burden. If you are already overloaded, it will not remove the effect.
Vastly increases the automaton's accuracy, attack, defense, evasion, attack speed, and possibly more.
Grants a strong resistence (possible immunity) against enfeebling magic
*taken from ffxiclopedia.org
Does this 2-hour ability function differently than what has been defined above?
Has SE determined whether it is functioning as intended--has it been determined how often, on average, Puppetmasters use the 2-hr ability?
Can it be extended to be similar to the Beastmaster ability "Familiar" in terms of keeping the ability's effect active for 30mins with only ONE "1" automaton active--meaning it would wear off, if the automaton was deactivated?
I understand the Familiar 2-hr works as a "guaranteed" version of the Charm job ability, in that your charmed pet would stay charmed for at least 30 minutes---perhaps something similar can be put in place for the automaton---using Deactivate-Activate-Deploy would cause the "Overdrive" ability to wear off?
SE please explain and clarify the above points or revisit the Puppetmaster 2-hour ability and make it more practical to use--as it stands--merits and Empyrean armor, Artifact armor + macro-able gear designed to decrease overload, has all but made the usage of this ability obsolete.
Thank you for your attention.