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View Full Version : What Puppetmasters really need!



Awezomeos
03-13-2011, 01:46 AM
I love being PUP and its my mainjob but it really has lot of flaws and needs fixes and buffs.

1. Puppetmaster needs to have 5 save spots,
Where he/she can save head, frame and attachments combos, these needs to be loadable throu a Macro.
Deactivateing and setting all manuall takes way to much time.

2. All frames need new weaponskills.
Good ones that is. And that not conflict with most used maneuvers for corresponding head/frame combos. WIND for ranger, ICE for BLM, EARTH for valoredge, and Light/ICE for BLM and WHM.

3. Maneuvers:
Need to last longer , or even make them not expire at all except attachments consume them.
Also maneuver must not take time to perform they must be instand so they dont take away melle time.

4.Valoredge:
Needs a big dammage buff , needs to be able to block with shield, needs to be able to use shildbash more often, needs more defense and magic defense. cannibal blade and bone crusher should do at least do 750 dmg .
Also a second valoredge frame without shield and a onehanded weapon maybe GA would be really nice.

5. Ranger:
Ranger is actually a pretty good head-frame, nothing comes to mind that needs to change

6. Soulsoother head: Y
ea the same old . Curing needs to be priorized over na spells if no water maneuver is up. Fix the AI or give us an attachments that does that.

5. Spiritreaver.
www these pesky drain and aspir cats if i whant it to nuke.
Dark maneuver = enfeeble/drain /aspir /absorb.
Ice maneuver = Nuke only easy as that

7. Stormwaker:
Same as for WHM and BLM head . Ligh maneuver = priorize Cures, Ice = nukes dark/ water = enfeebles

8. Harleqin :
I cant find a use for it . It would need a massive overhaul. More DMG more MP more HP faster casting more defense some unique abilitys .

9. We need more Pet comands.
Deploy in melee range : automaton follows in melle range,
Deploy at max. Casting/RangedAtt. Range : Automton stays at max range
Deploy and hold. Engaging but stays in place
Retrive and hold. Retrive and automaton stays at his actuall place not moving to its master.

10 Tactical switsh needs to be a 30 sec recast not 3 min.

11. Give us Evasion and H2H A skill

Thats the most important thing so far, theres still a lot work to do to make PUP what it should be,

Thats the most importand stuff so far. Theres still lot to do . like faster cast

xbobx
03-13-2011, 03:00 AM
we don't need evasion and h2h A skill, I think you lost all credibility ending with that.

Awezomeos
03-13-2011, 03:10 AM
sorry lol. dont be that harsh.Woudnt hurt ! would it ?
What about the rest of the post?

Krystal
03-13-2011, 04:11 AM
Pup is actully good as it is...sure it has a few "flaws" but i like it better than way. playing the job wouldn't be nearly as fun if all those things you mentioned up there were "added"

Griffs1999
03-13-2011, 04:26 AM
Love the suggestions on 1 and 3. When spamming maneuvers, that really does take away from melee dmg. Having preset head/body/attachment builds would be amazing.

TimeMage
03-13-2011, 05:02 AM
I'd rather support reasonable, well-written suggestions like Anza's Letter to the devs than this one, sorry.

Awezomeos
03-13-2011, 06:41 AM
Im not very good at writing english. but as long as you can undertsand the meaning it shouldt make the idea worse.
And i dont think these ideas are unreasonable. Ts:(

Sp1cyryan
03-13-2011, 06:44 AM
I'd rather support reasonable, well-written suggestions like Anza's Letter to the devs than this one, sorry.

Yeah I disagreed with most of what was written. It was just ridiculous and overzealous adjustment crap.

Anza is a great PUP and grounded in a reasonable reality when it comes to suggestions for the job.

Kayn
03-13-2011, 06:55 AM
I'd rather support reasonable, well-written suggestions like Anza's Letter to the devs than this one, sorry.

Agreed, we need an official answer/response on anza's post first before we need any other threads like this.

Panthera
03-13-2011, 05:02 PM
I absolutely agree with #1. The previous attachment list for each frame should be "saved" just like the Blue Mage spell set is saved.

Reconfiguring the auto is really tedious, and brings gameplay crashing to a halt, figuratively speaking.

Ramenuzumaki
03-13-2011, 11:45 PM
Yeah I disagreed with most of what was written. It was just ridiculous and overzealous adjustment crap.

Anza is a great PUP and grounded in a reasonable reality when it comes to suggestions for the job.

yeah this post really wasnt needed
most of this was even covered other threads
we dont need maneuvers to last longer!
recasting maneuvers keeps me busy, and going. I unno about all of you but just standing there punching is kinda boring.

xbobx
03-14-2011, 12:24 AM
The problem with the evasion and h2h is this.

I am hitting 4k pummels, just me , no puppet is outdamaging other jobs. A h2h would be overkill.

In abyessa we already cap out on evasion. but look at it this way. We would a lot higher in evasion then Nin and close to same to thf. We can do more dmg then Ninja and Thf straight up on mob. Evade just as much if not more, and have a cure bot behind us.

So evade more or as much, do more damage, and have unlimited curing. Way too much. I see pup as overpowered as it is, I think most of us pups do, even if noone else does.

Changes on pup has to be focused on bug fixes, and control issues. That is where we hurt the most. Once those are fixed, it will become very apparent we are one of the most versitile and powerful job in the game.

Luvbunny
03-15-2011, 02:55 AM
We seriously need more control over what the automaton cast or do, the rest of pup is fine.

KorPoni
03-15-2011, 05:40 AM
I don't see, other than curing priority, why people complain about what the automaton does. Between the three elemental slots, deploy, and retrieve, we are the string pullers that makes the little guy dance. Yeah, it's spamming aspir when it's near full MP or curing our blind when our HP is nearly depleted gets aggravating, but any other kinks in the automaton's performance is 100% based on how well the master controls and regulates the pet. The job was not meant to be 100% control directly, but through pulling strings and watching it react.

So yes, spellcasting priority needs tweaking, fully agreed.

Sp1cyryan
03-15-2011, 06:49 AM
We seriously need more control over what the automaton cast or do, the rest of pup is fine.

Personally I always thought outside of cures and the AI needing improvement with the -na spells, aspir, and drain we had an acceptable control over our automaton.

Bhujerba
03-15-2011, 03:51 PM
nice suggestions, but most of them have been covered , I don't mind other ppl voicing their concerns and ideas... let the Developers pick and choose and balance the game, they aren't stupid, picking up every single idea like most ppl here thinks.


one suggestion, IMO they should focus more on the pet not the master, I fear this job may turn into Dragoon one day.

xbobx
03-15-2011, 10:03 PM
Korpoin. Yes and no. Before abyessa, I agree. But Abyessa requires greater control. There are mobs that get healed if you ws during certain times, nukes at certain times etc. Just hitting retrieve doesn't cut it. Deploy is on a 10 sec timer, everytime we have to retrieve for fear it may ws we lose dmg. Others jobs can continue to hit a mob and just not do certain actions.

So before there wasn't really an issue, I think there is now.

KorPoni
03-16-2011, 02:58 AM
xbobx, Ive done abyssea on PUP, and yes, the fast-paced, kill kill kill nature of it does make things abit more difficult in the way of controlling the automaton. I personally switched my automaton to blm or whm to focus on that, only switching to valoredge when we needed ws kills, and took my automaton's tp away with tactical switch, and leaving sharpshot out altogether. and, if my automaton built near 100% tp, I'd sideline him until I can tactical switch its tp to myself.

Faule
03-16-2011, 04:53 PM
1. Puppetmaster needs to have 5 save spots,
Where he/she can save head, frame and attachments combos, these needs to be loadable throu a Macro.

I would kill for something like this. A bit too convenient? Perhaps. But how awesome would that be to swap autos on the fly with a press of 1 macro, attachments and all.

KorPoni
03-17-2011, 09:21 PM
Macroing attachments would be nice. There'd hafta be a way to label the slots though.

/equip attachment1 "Inhibitor"

But, so that automaton parameters aren't an issue, a seperate set of macros for unequipping attachments inbetween putting them on.

/clearattachments (removes all attachments on your automaton)

and

/unequip attachment1 (removes the first attachment slot)

Awezomeos
03-17-2011, 09:50 PM
Macroing attachments would be nice. There'd hafta be a way to label the slots though.

/equip attachment1 "Inhibitor"

But, so that automaton parameters aren't an issue, a seperate set of macros for unequipping attachments inbetween putting them on.

/clearattachments (removes all attachments on your automaton)

and

/unequip attachment1 (removes the first attachment slot)


No i was thinking of something more easy.
FFXI should just give us 5 Automaton save spots, Similar to Blue mage spells.
Then you just deactivate, use the macro /equip Automaton1 wich would set the Automaton settings that are on slot 1 and then you just activate.Be able to macor each singel attachmenmt is not very practical.

KorPoni
03-18-2011, 03:51 AM
That sounds nice. I wonder if SE can manage something like that, because the easier it is made for the player, the more programming is needed to make it possible.

Panthera
05-13-2011, 09:02 AM
I love being PUP and its my mainjob but it really has lot of flaws and needs fixes and buffs.

1. Puppetmaster needs to have 5 save spots,
Where he/she can save head, frame and attachments combos, these needs to be loadable throu a Macro.
Deactivating and setting all manuall takes way to much time.

There needs to be a way to change frames, and the have the game remember which attachments you had while you were on that frame, or some kind of macro as the OP suggests. After all, players can change gear with a single macro, why can't Automatons?

Sorting through a big menu to change 12 different attachment out one-at-a-time isn't fun, it isn't challenging, it's just tedious. Blue Mages can change to another job, and their spell set is saved in memory, why not Automatons?

It's about game playability.



PS I was about to make a new thread for just this part!

Lushipur
05-13-2011, 06:13 PM
they cant make atma storable...how do you thinks macro for automaton or storing frame could be possible?

thanks god they keep memorized the last frame/attach combo used...but i suppose next patch will fix that too D:

Nezha
05-14-2011, 02:18 AM
I agree with a lot of this and PUP most definitely needs evasion and H2H skill, xbobx. I mean evasion is how I solo most mobs anyway. But definitely look into Harlequin frame man, not only is he rage-proof, but he is how I straight soloed Dragua. He really owns, and as a matter of fact is probably one of the strongest frames if you use relevant head combinations to fit the situation/attachments you want to equip. I don't wanna be giving away all my secrets, but he is definitely really cool. As for ranger, I just wish he would ranged attack more often.

Riitho
05-14-2011, 04:19 AM
Nezha, elaborate on the uses for Harly frame. I don't want all your secrets, just a few suggestions.

Miera
05-14-2011, 05:11 AM
Fix oils. I don't think I broke 200HP with an Automaton +2 Oil but with a Pet Food Eta as a BST I break 2k for my Pet... I want the same effect..

Glamdring
05-14-2011, 05:14 AM
The main thing puppetmaster REALLY needs is an attentive, responsive developer!

Rinnsi
05-14-2011, 06:01 AM
We need to be able to choose what WS we use. or better yet, allow us to assign what manuever, forces what. setting String Shredder to fire, would allow you to get the full benefit of max attack and strength, by using 3 fires. if i wanna set up all 3 fires for a WS. BST got Ready, why can't we choose our WS?

Anima
05-14-2011, 09:28 AM
you can ask for anything but all they're going to do is gimp something, haven't you guys caught on yet?

Huevriel
05-14-2011, 11:14 AM
4.Valoredge:
Needs a big dammage buff , needs to be able to block with shield, needs to be able to use shildbash more often, needs more defense and magic defense. cannibal blade and bone crusher should do at least do 750 dmg .
Also a second valoredge frame without shield and a onehanded weapon maybe GA would be really nice.


Screw GA. GIVE VALOREDGE A DRILL! (insert Gurren Lagann reference here).
And make it questable/craftable/challenging to obtain.

Tetsujin
05-16-2011, 06:51 PM
The only problem with save macros is the ability to, say, dish out tons of damage on a ranged frame, followed by deactivation + macro cure bot + Cure VI.

I know that sounds like an out of the way procedure but hey, it only takes a solid minute or two to set up the puppet.
Easy to do when running to a camp, healing, etc. Think of it as the reason why BLU has to wait a full minute between setting spells.

Absinthe
07-16-2011, 12:38 PM
I wholeheartedly agree with suggestion #1. I would be happy with even 3 Automaton Config slots; I would love to have the ability to quickly select the most frequently used attachments for my most common frame/head configurations.

I've always felt that this was left out intentionally though as it may give PUP more power than SE ever intended. At any rate, doesn't hurt to ask!

(Oh, and if I'm only granted one wish from the SE Dev Team; please give me Phoenix as an avatar! and 2hr avatars don't count btw!)

Glamdring
07-16-2011, 12:49 PM
they cant make atma storable...how do you thinks macro for automaton or storing frame could be possible?

actually, they could make Atma storable, they gave us a vote on which way to do it, a few atma sets or the last 20 used saved, the vote went to the 20

Glamdring
07-16-2011, 12:51 PM
Screw GA. GIVE VALOREDGE A DRILL! (insert Gurren Lagann reference here).
And make it questable/craftable/challenging to obtain.

challenge is entirely contrary to the content added for the last year, sorry. THE MANAGEMENT

Seha
07-16-2011, 06:34 PM
Totally agree with the frames switching things. Switching them to cope with an unexpected situation takes forever. It kinda hinders with the flexibility of the job.

Yoky
07-17-2011, 12:37 AM
Only thing pup really needs is a useful 2hr. I only used my 2hr once and that was just to see what it looked like.

Absinthe
08-13-2011, 05:09 AM
1. Puppetmaster needs to have 5 save spots,
Where he/she can save head, frame and attachments combos, these needs to be loadable throu a Macro.
Deactivateing and setting all manuall takes way to much time.

So this prolly isn't happening...


While we would like to do something for this, we would first need to perform a lot of work to revamp the user interface, so this will be difficult to accomplish right away. Sorry :(

I can imagine that working on the UI must be difficult, but that is why we pay you, right? ;)
Maybe by level 99...

Absinthe
04-19-2013, 05:06 AM
/poke Devs

Horadrim
04-19-2013, 06:17 AM
The most annoying part of things like this is having to break up quotes into pieces...


I love being PUP and its my mainjob but it really has lot of flaws and needs fixes and buffs.

1. Puppetmaster needs to have 5 save spots,
Where he/she can save head, frame and attachments combos, these needs to be loadable throu a Macro.
Deactivateing and setting all manuall takes way to much time.



PUP isn't designed to have to dump Automaton types at random just like BST isn't meant to have to dump pets constantly -- it happens because they tend to go after mobs way more powerful than themselves but it was never truly intended. Meanwhile, this is excessive. The only instance when you don't have time to set up your automaton from scratch is when you're trying to quickly change to your healer to save your life when you were previously DD'ing, and that requires all of 2-3 attachments and takes less than 10 seconds with actual practice.



2. All frames need new weaponskills.
Good ones that is. And that not conflict with most used maneuvers for corresponding head/frame combos. WIND for ranger, ICE for BLM, EARTH for valoredge, and Light/ICE for BLM and WHM.


Again, excessive and unneeded. This serves no real purpose. Removal of maneuver dependency from WSs would be nice to improve the potency of those effected by ATK/R.ATK via Fire Maneuvers, but arguably most of the ones you'd use this one (Armor Piercer comes to mind) are solid within their own right without it.



3. Maneuvers:
Need to last longer , or even make them not expire at all except attachments consume them.
Also maneuver must not take time to perform they must be instand so they dont take away melle time.


This has been suggested on several occasions and represented in better ways than just "Do it, it hurts mah melees"



4.Valoredge:
Needs a big dammage buff , needs to be able to block with shield, needs to be able to use shildbash more often, needs more defense and magic defense. cannibal blade and bone crusher should do at least do 750 dmg .
Also a second valoredge frame without shield and a onehanded weapon maybe GA would be really nice.


Valoredge is a tank, he doesn't need to deal more damage. Again, you're not supposed to be able to solo giant mobs with him, he's an third-tier tank at best and due to his expendable nature he more than accomplishes this task outside of Abyssea, and inside of Abyssea accomplishes 10 times as much. If you intend to do damage, you need to be using Spiritreaver or RNG.



6. Soulsoother head: Y
ea the same old . Curing needs to be priorized over na spells if no water maneuver is up. Fix the AI or give us an attachments that does that.


If you have enough light maneuvers up he -does- prioritize cures when using Damage Gauge (which doesn't increase the cast rate of -nas)



5. Spiritreaver.
www these pesky drain and aspir cats if i whant it to nuke.
Dark maneuver = enfeeble/drain /aspir /absorb.
Ice maneuver = Nuke only easy as that


No. Learn to balance and control your maneuvers, then we'll talk.



7. Stormwaker:
Same as for WHM and BLM head . Ligh maneuver = priorize Cures, Ice = nukes dark/ water = enfeebles


Damage Gauge. Debuffing is part of a BLM's job, get over it -- or rather, to quote a GM: "Working as intended."



8. Harleqin :
I cant find a use for it . It would need a massive overhaul. More DMG more MP more HP faster casting more defense some unique abilitys .


His purpose is to be your intro automaton. He doesn't, and likely will never, have one beyond that. Even if they added some kind of new, advanced version of him you'd still likely have this frame/head in your inventory.



9. We need more Pet comands.
Deploy in melee range : automaton follows in melle range,
Deploy at max. Casting/RangedAtt. Range : Automton stays at max range
Deploy and hold. Engaging but stays in place
Retrive and hold. Retrive and automaton stays at his actuall place not moving to its master.


You need to learn to properly play the job before trying to dictate how it should be changed. The only reasonable request within this is for a cycle command that prompts a buff to be cast and maybe a stay command which stops attack rounds -- everything else is already well within PUP's programming and functionality.



10 Tactical switsh needs to be a 30 sec recast not 3 min.

11. Give us Evasion and H2H A skill

Thats the most important thing so far, theres still a lot work to do to make PUP what it should be,

Thats the most importand stuff so far. Theres still lot to do . like faster cast

PUP -is- what it is supposed to be. It has no more problems now than any other job has and is actually quite comparable to almost every other job in the game with regards to usefulness and potency when played and geared properly. You new scrubs are actually starting to annoy me.


We seriously need more control over what the automaton cast or do, the rest of pup is fine.

You HAVE control over what it does. If YOU as an individual don't, its because you don't know what you're doing. Other than a random buff or -Na coming out on occasion when you underestimate your current health percentages, then the automaton is almost completely predictable and rigid in its control (hell, even then it is completely simple to predict what he'll do when you have Slow, Poison, and Blind effect on you.). If you adopted a previously, expertly trained dog that performed given tasks rigidly and to the T within range of solidified, numerical classifications its not the dogs fault that you don't know that hand sign X means sit and hand sign Y means for him to come. Its not his fault that he does something you didn't want while you're giving the wrong commands -- and that's the reality of Puppetmaster. A lot of the time (not all, the AI is far from infallible), it's the player's fault ended up face first on the ground, not the auto's.

Absinthe
04-19-2013, 11:08 AM
PUP isn't designed to have to dump Automaton types at random just like BST isn't meant to have to dump pets constantly -- it happens because they tend to go after mobs way more powerful than themselves but it was never truly intended. Meanwhile, this is excessive. The only instance when you don't have time to set up your automaton from scratch is when you're trying to quickly change to your healer to save your life when you were previously DD'ing, and that requires all of 2-3 attachments and takes less than 10 seconds with actual practice.

This part you are responding to here is actually all I was trying to poke the devs for. I am not trying to imply that we should be able to use automatons as if they were throw-away pets as may be the case for other pet jobs... I was simply implying that there should be a better way to manage the attachments. This is something which has been recognized by the devs previously, but they still haven't gotten around to addressing it. I want to make sure that it isn't forgotten. If you see the other posts I've revived (most of which are pretty darned old), you'll notice that there are other PUPs who might appreciate this functionality.



Would like to save attachment sets.While we would like to do something for this, we would first need to perform a lot of work to revamp the user interface, so this will be difficult to accomplish right away. Sorry :(

Also, dude... chill out. :)

Fiddler
04-20-2013, 08:49 PM
I don't understand the evasion part. Pup is 2nd under Thf on eva when the evasion bonus is added. Without gear or merits but eva bonus added thf stands at 484, pup 446, dnc 439, nin 417. Pup has its problems but i have never considered my eva a factor.

Horadrim
04-23-2013, 06:41 AM
This part you are responding to here is actually all I was trying to poke the devs for. I am not trying to imply that we should be able to use automatons as if they were throw-away pets as may be the case for other pet jobs... I was simply implying that there should be a better way to manage the attachments. This is something which has been recognized by the devs previously, but they still haven't gotten around to addressing it. I want to make sure that it isn't forgotten. If you see the other posts I've revived (most of which are pretty darned old), you'll notice that there are other PUPs who might appreciate this functionality.



Also, dude... chill out. :)

I've been behind it as well, but his version of the suggestion is way excessive.

Meanwhile, I've never actually been upset or even heated while posting here. So I don't think "chill out" is an appropriate response.

My posts are verbose, its a problem of mine that stems from the fact I do a lot of writing (I'm a novelist in my free time), but I'm not even remotely sorry that it seems to bother random people on the internet. Frankly if I ever felt legitimately angry about anything here I would leave. I've done it before on forums for other games, I don't see why I wouldn't here. I'll let you know when I'm legitimately pissed off by something, though, since you seem interested.

EDIT:

Wasn't there an update to that comment saying they were actually working on it?

XxCo0kyxX
04-27-2013, 12:52 AM
The "fix" that I would want most is a change to Maneuvers: they should last way longer.
"ability-delay" is a very big problem for jobs like pup or dnc and if you have to spamm the maneuvers all the time you lose way to much dmg...
sure you could say just dont spamm them but then the pup would do less dmg etc
so a "little" change to just increase the maneuvers duration would make pup so much better, please SE can you change at least this little thing for us pups? shouldnt be hard to increase the duration of a job ability, or?

Marada
04-28-2013, 09:50 AM
The "fix" that I would want most is a change to Maneuvers: they should last way longer.
"ability-delay" is a very big problem for jobs like pup or dnc and if you have to spamm the maneuvers all the time you lose way to much dmg...
sure you could say just dont spamm them but then the pup would do less dmg etc
so a "little" change to just increase the maneuvers duration would make pup so much better, please SE can you change at least this little thing for us pups? shouldnt be hard to increase the duration of a job ability, or?

I will agree with you, but instead of making the maneuver's last longer, they should have it to where the higher tier animators allow the maneuvers to stay up longer. I would make sense and it wouldn't be too much of a break onto pup since you'd be learning how to use the maneuvers up to lvl 40 when you get the turbo, they'll last longer for you past that, getting and animator +1 would still be great, and then the Deluxe animator would be better than how useless I keep hearing people say it is.

Theytak
05-07-2013, 07:47 AM
Let's ignore the fact that the OP was from two years ago for a moment.

The most annoying part of things like this is having to break up quotes into pieces...
I agree.


PUP isn't designed to have to dump Automaton types at random just like BST isn't meant to have to dump pets constantly -- it happens because they tend to go after mobs way more powerful than themselves but it was never truly intended. Meanwhile, this is excessive. The only instance when you don't have time to set up your automaton from scratch is when you're trying to quickly change to your healer to save your life when you were previously DD'ing, and that requires all of 2-3 attachments and takes less than 10 seconds with actual practice.

Mmm, the problem is that SE hasn't been clear on that. Our puppet has the functionality and design to NOT be disposable, but the stats and durability that... well... force it to become disposable against anything with any kind of AoE at all. I'd rather the puppets (other than fucking valoredge, SE. Valoredge just plain is not designed for situations where our puppets get slaughtered, so only making that one puppet more durable does us a fat lot of nothing.) be made at least a little more durable, than more disposable.


Again, excessive and unneeded. This serves no real purpose. Removal of maneuver dependency from WSs would be nice to improve the potency of those effected by ATK/R.ATK via Fire Maneuvers, but arguably most of the ones you'd use this one (Armor Piercer comes to mind) are solid within their own right without it.

I won't disagree here, either. Maneuver dependency for WS is absolutely stupid, especially given the advent of the new sic and drg's breath-forcing JAs. Just give us our pet WS on a pet ability already and be done with it. There's absolutely no way this will make us too strong or impact balance in any way other than giving pup a tiny helping hand and easing the headaches many of us get.


This has been suggested on several occasions and represented in better ways than just "Do it, it hurts mah melees"

Being one of those who's represented it better, I will agree.


Valoredge is a tank, he doesn't need to deal more damage. Again, you're not supposed to be able to solo giant mobs with him, he's an third-tier tank at best and due to his expendable nature he more than accomplishes this task outside of Abyssea, and inside of Abyssea accomplishes 10 times as much. If you intend to do damage, you need to be using Spiritreaver or RNG.

First, I'd like to point out that you said the puppet wasn't designed to be thrown away repeatedly, yet you now claim Valoredge to be expendable. Think about that for a moment.

Now, Valoredge is supposed to be a tank, but really, it isn't most of the time. I always get annoyed at people who call VE a "paladin puppet" when it very clearly is not. It's a sword&shield using warrior. It has War~Mnk level HP, War-esque stats, and casts no spells. That's part of why I was so agitated over the new SP abilities, when SE gave VE Invincible instead of mighty strikes, when VE is not only clearly a warrior (shieldbash be damned), but the only puppet who can actually take advantage of mighty strikes at all, since SS's ranged attacks don't crit, and Harlequin is garbage.

Also, don't knock VE's damage potential. Sure, it's no sharpshot, but it's no slouch, either, especially with string clipper. To be fair, though, part of what VE has in offensive strength is just that it stays a live a moderate amount of time longer than SS does, so that gives it more time to deal damage.


If you have enough light maneuvers up he -does- prioritize cures when using Damage Gauge (which doesn't increase the cast rate of -nas)

that is indeed the case.


No. Learn to balance and control your maneuvers, then we'll talk.

Aspir triggers at 75% MP. That's basically two nukes. There's no "balancing and controlling" maneuvers here. You nuke twice, then your puppet gets a hardon for aspir like it just discovered porn. It's an absolutely terrible AI design. I mean, if it auto-emphasized them at 25% I could understand and that would be fine, but 75% is ridiculous. No, it doesn't matter if you're ADD nuking, but ADD nuking is not always an option.


Damage Gauge. Debuffing is part of a BLM's job, get over it -- or rather, to quote a GM: "Working as intended."

I assume you meant RDM, not BLM, given the puppet in question, and I won't deny that I'm pretty happy with how Stormwaker handles enfeebles now, though the silence thing still bothers me. If anything, Stormwaker is -too- nuke happy now, but that's just my own personal taste.


His purpose is to be your intro automaton. He doesn't, and likely will never, have one beyond that. Even if they added some kind of new, advanced version of him you'd still likely have this frame/head in your inventory.

The problem is that harlequin does have some potential, and that SE seems to realize it, which is probably why they haven't given us some stuff. Atm, though, it's basically just an excuse to fuck with us. "We'll give your puppet ONE useful two-hour in mighty strikes.... but you have to use that shitty newbie puppet you haven't touched since level 10! trololololol"


You need to learn to properly play the job before trying to dictate how it should be changed. The only reasonable request within this is for a cycle command that prompts a buff to be cast and maybe a stay command which stops attack rounds -- everything else is already well within PUP's programming and functionality.

Yea, within functionality if you're lucky. Both sharpshot and the mages consider "max range" to be 15'. If you deploy from 15.01~17.9 (max deploy range, which is too short anyway), the puppet will not stay stationary, but rather, leeroy jenkins its fragile little butt right up against the mob and then stick to it. If you set it at 15' and the mob takes a step? Off goes the puppet to flail helplessly as it gets slaughtered by AoE.

We need a command analogous to stay. There's absolutely no reason we shouldn't have one, other than SE being to damn lazy to bother.


PUP -is- what it is supposed to be. It has no more problems now than any other job has and is actually quite comparable to almost every other job in the game with regards to usefulness and potency when played and geared properly. You new scrubs are actually starting to annoy me.

You mean that it was meant to be a solo only job that doesn't have a place in any endgame content of note, because it can't keep up in any of the roles it's able to fill, and its primary tool, the puppet, has the survivability of wet paper within said content?

You wide-eyed idealistic scrubs are starting to annoy me.

No matter how much you scream and shout about how pup is already amazing, it won't change anything. Pup is a great job for lowman content, but at present, it is not something that anyone will seriously consider including in high level stuff for any reason other than "We're short one person, and the only option left is a pup" or "let's just go dick around." because we simply cannot pull our weight relative to other jobs.


You HAVE control over what it does. If YOU as an individual don't, its because you don't know what you're doing. Other than a random buff or -Na coming out on occasion when you underestimate your current health percentages, then the automaton is almost completely predictable and rigid in its control (hell, even then it is completely simple to predict what he'll do when you have Slow, Poison, and Blind effect on you.). If you adopted a previously, expertly trained dog that performed given tasks rigidly and to the T within range of solidified, numerical classifications its not the dogs fault that you don't know that hand sign X means sit and hand sign Y means for him to come. Its not his fault that he does something you didn't want while you're giving the wrong commands -- and that's the reality of Puppetmaster. A lot of the time (not all, the AI is far from infallible), it's the player's fault ended up face first on the ground, not the auto's.

Bullshit. Make your puppet ws without 20-50 excess TP. Make your puppet cast regen when you want, not when it wants. Make your puppet cast the spell you want every time in any situation, not just when the AI allows it. Can't do it, can you? There's a reason.

Pup does not have control of the puppet. It never has. At best, we can give suggestions and guidelines. Our puppet is a finely tuned piece of sentient machinery, yet we have less control over it than a bst has over some wild animal they met 30 seconds ago. You can't tell your puppet when to WS, just suggest which WS to use. You can't tell your puppet what spell to cast, just make a suggestion, and hope the AI agrees with you. You can't make your puppet stand where you want it, because it's an individual and won't allow you to suppress its freedom! In other words, our automatons' AI has been upgraded from "Winged Rat" to "slightly less than those idiot unique butterfly pups who used to sub dancer and solo campaign to 75 wearing full AF and only leveled the job "because no one else likes it" or "because its unpopular." In other words, our AI isn't much better than it was, it's just a lot less likely to completely screw you over.