View Full Version : Magian Trials: Animator
KorPoni
03-15-2011, 01:06 PM
That'd be great if they made a new weapon in the box of starting weapons for magian trials, "Antique Animator":
Antique Animator (Ex)
All Races
Allows the use of maneuvers.
75 PUP
Then, here's some animators you can get as you complete trials:
Tier 1 Animators:
Mercenary's Animator (Aug, Ex)
All Races
Str+1 Dex+1 Agi+1
Allows use of maneuvers
75 PUP
Performer's Animator (Aug, Ex)
All Races
Allows use of maneuvers
Reduces Overload rate
75 PUP
Tier 2 Animators:
From Mercenary's Animator:
Defender's Animator (Aug, Ex)
Str+2 Vit+2
Allows use of maneuvers.
Automaton: Str+1 Vit+1 Melee skill +5
75 PUP
Rogue's Animator (Aug, Ex)
Dex+2 Agi+2
Allows use of maneuvers.
Automaton: Dex+1 Agi+1 Ranged skill +5
75 PUP
Magician's Animator (Aug, Ex)
Int+2 Mnd+2
Allows use of maneuvers.
Automaton: Int+1 Mnd+1 Magic skill+5
75 PUP
Tier 2 Animators:
From Performer's Animator:
Astral Animator (Aug, Ex)
Allows use of maneuvers.
Reduces chance of overload.
Automaton: Bonus attributes from Fire maneuvers, Thunder maneuvers, Wind maneuvers, and Light maneuvers.
75 PUP
(note: the bonuses are an additional +1 to the attribute associated with the maneuver.)
Umbral Animator (Aug, Ex)
Allows use of maneuvers.
Reduces chance of overload.
Automaton: MP+10, bonus attributes from Ice maneuvers, Water maneuvers, and Earth maneuvers.
(note: the bonuses are an additional +1 to the attribute associated with the maneuver.)
75 PUP
Tier 3 animators, some final result animators for level 75:
Berserker's Animator (Aug, Ex)
All races
Str+5
Allows the use of maneuvers.
Automaton: Attack+5 Ranged attack+5, Double attack+5%
75 PUP
(Aug Idea: Automaton: Melee skill+10, Double attack+5%)
(Aug Idea: Automaton: Ranged accuracy+5, Ranged skill+10)
(Aug Idea: Automaton: Melee skill+10, Ranged skill+10)
Sniper's Animator (Aug, Ex)
All races
Agi+5
Allows the use of maneuvers.
Automaton: Accuracy+5, Ranged accuracy+5, Triple attack+5%
75 PUP
(Aug Idea: Automaton: Enmity -5, Ranged attack +5, Damage recieved -5%)
(Aug Idea: Automaton: Attack+5, Ranged attack+5, Double attack+5%)
(Aug Idea: Automaton: Enmity -5, Evasion+5, Snapshot +5)
Sorcerer's Animator (Aug, Ex)
All races
Int+5
Allows the use of maneuvers.
Automaton: Accuracy+5, Magic accuracy+5, Magic attack+5
75 PUP
(Aug Idea: Automaton: Enmity +5, Evasion+5, Magic evasion+5)
(Aug Idea: Mnd+5, Automaton: Curing potency+5%, Fast Cast+5)
(Aug Idea: Automaton: Conserve MP+5, Adds regen effect, Adds refresh effect.)
Solar Animator (Aug, Rare, Ex)
All races
Str+3
Reduces overload rate for fire maneuvers, Increases overload rate for other maneuvers.
Automaton: Str+3, Attack+3, Double Attack+3%
75 PUP
Polar Animator (Aug, Rare, Ex)
All races
Int+3
Reduces overload rate for ice maneuvers, Increases overload rate for other maneuvers.
Automaton: Int+3, Magic Attack+3, Magic Accuracy+3
75 PUP
Gyro Animator (Aug, Rare, Ex)
All races
Dex+3
Reduces overload rate for wind maneuvers, Increases overload rate for other maneuvers.
Automaton: Dex+3, Accuracy+3, Ranged attack+3
75 PUP
Mineral Animator (Aug, Rare, Ex)
All races
Vit+3
Reduces overload rate for earth maneuvers, Increases overload rate for other maneuvers.
Automaton: Vit+3, Def+3, Damage recieved-3%
75 PUP
Static Animator (Aug, Rare, Ex)
All races
Agi+3
Reduces overload rate for thunder maneuvers, Increases overload rate for other maneuvers.
Automaton: Agi+3, Evasion+3, Ranged accuracy+3
75 PUP
Gel Animator (Aug, Rare, Ex)
All races
Mnd+3
Reduces overload rate for water maneuvers, Increases overload rate for other maneuvers.
Automaton: Mnd+3, Magic defense+3, Spell interruption rate -25%
75 PUP
Shining Animator (Aug, Rare, Ex)
All races
HP+30
Reduces overload rate for light maneuvers, Increases overload rate for other maneuvers.
Automaton: HP+30, adds regen effect, cure potency +10%
Shadow Animator (Aug, Rare, Ex)
All races
MP+30
Reduces overload rate for dark maneuvers, Increases overload rate for other maneuvers.
Automaton: MP+30, adds refresh effect, Conserve MP +10%
I left the elemental animators without ideal augments on purpose, to leave room for feedback, and not working on the post-75 animators yet, until after feedback on where to go with these.
The mercenary's animator leads to animators focused on individual automaton models, while the performer's animator leads to animators focused on individual maneuvers.
Daremo
03-15-2011, 01:32 PM
...
I have enough crap to lug around.
Siviard
03-15-2011, 02:05 PM
I agree, this would be WAAAAAAAAAAY too much.
Sp1cyryan
03-15-2011, 04:27 PM
{Thanks for the offer, but I'll have to pass.}
Awezomeos
03-15-2011, 07:26 PM
...
I have enough crap to lug around.
I also like to support my own animator idea.
I dont like the idea of multiple new animators. Give me one animator to rule them all !
Turbo Animator +2
Allows use of maneuvers.
Reduces Overload Rate.
Increases Elementall capacy for each element +2
Adds 1 Aditional Attachment Slot.
Adds the use of 1 additional Maneuver to maximun of 4 active Maneuvers
Increase Maneuver duration 50%
Puppetmaster Level 90
Hidden Effect: Automaton Combat Skills +5
Hidden Effect2: Adds regen refresh and regeain 1/tic
Hidden Effect3: Automaton HP+100 MP+100
Obtainable throu trial of magians:(Turbo Animator starting weapon) Kill certain ammounts of mobs where automaton needs to do finishing blow with certain Maneuver up at the time of death.
Dfoley
03-15-2011, 07:59 PM
way to many imho
and for two, some of those seem more in the realm of a dream (looking at you awezomeos)
The realistic one?
Cirque Animator
STR & DEX +8
Pet: Hp /mp + (double animator +1)
Pet: Stats+10 Depending on frame/head
ve gets vit and agi for body, str and vit for head
blm gets int mnd for body, and int and cha for head
whm gets int and mnd for body, and mnd and vit for head
ss gets dex and agi for body, and str and dex for head
Awezomeos
03-15-2011, 08:25 PM
way to many imho
and for two, some of those seem more in the realm of a dream (looking at you awezomeos)
Only the best is good enough for my Automaton.
most other ideas out there not even worth starting a trial for
KorPoni
03-16-2011, 02:33 AM
Who collects all the magian weapons of a category? This idea is simply for options. Here's my idea of augments:
Solar Animator:
(Attack +5, Double attack+2%, Automaton: Added attack bonus with fire maneuvers.)
(Attack +2, Double attack +5%, Automaton: Added double attack bonus with fire maneuvers.)
Gyro Animator:
(Accuracy +5, Triple attack +1%, Automaton: Added accuracy bonus with wind maneuvers.)
(Accuracy +2, Triple attack +3%, Automaton: Added ranged attack bonus with wind maneuvers.)
Ezikiel
03-16-2011, 02:48 AM
That'd be great if they made a new weapon in the box of starting weapons for magian trials, "Antique Animator":
Antique Animator (Ex)
All Races
Allows the use of maneuvers.
75 PUP
Then, here's some animators you can get as you complete trials:
Tier 1 Animators:
Mercenary's Animator (Aug, Ex)
All Races
Str+1 Dex+1 Agi+1
Allows use of maneuvers
75 PUP
Performer's Animator (Aug, Ex)
All Races
Allows use of maneuvers
Reduces Overload rate
75 PUP
Tier 2 Animators:
From Mercenary's Animator:
Defender's Animator (Aug, Ex)
Str+2 Vit+2
Allows use of maneuvers.
Automaton: Str+1 Vit+1 Melee skill +5
75 PUP
Rogue's Animator (Aug, Ex)
Dex+2 Agi+2
Allows use of maneuvers.
Automaton: Dex+1 Agi+1 Ranged skill +5
75 PUP
Magician's Animator (Aug, Ex)
Int+2 Mnd+2
Allows use of maneuvers.
Automaton: Int+1 Mnd+1 Magic skill+5
75 PUP
Tier 2 Animators:
From Performer's Animator:
Astral Animator (Aug, Ex)
Allows use of maneuvers.
Reduces chance of overload.
Automaton: Bonus attributes from Fire maneuvers, Thunder maneuvers, Wind maneuvers, and Light maneuvers.
75 PUP
(note: the bonuses are an additional +1 to the attribute associated with the maneuver.)
Umbral Animator (Aug, Ex)
Allows use of maneuvers.
Reduces chance of overload.
Automaton: MP+10, bonus attributes from Ice maneuvers, Water maneuvers, and Earth maneuvers.
(note: the bonuses are an additional +1 to the attribute associated with the maneuver.)
75 PUP
Tier 3 animators, some final result animators for level 75:
Berserker's Animator (Aug, Ex)
All races
Str+5
Allows the use of maneuvers.
Automaton: Attack+5 Ranged attack+5, Double attack+5%
75 PUP
(Aug Idea: Automaton: Melee skill+10, Double attack+5%)
(Aug Idea: Automaton: Ranged accuracy+5, Ranged skill+10)
(Aug Idea: Automaton: Melee skill+10, Ranged skill+10)
Sniper's Animator (Aug, Ex)
All races
Agi+5
Allows the use of maneuvers.
Automaton: Accuracy+5, Ranged accuracy+5, Triple attack+5%
75 PUP
(Aug Idea: Automaton: Enmity -5, Ranged attack +5, Damage recieved -5%)
(Aug Idea: Automaton: Attack+5, Ranged attack+5, Double attack+5%)
(Aug Idea: Automaton: Enmity -5, Evasion+5, Snapshot +5)
Sorcerer's Animator (Aug, Ex)
All races
Int+5
Allows the use of maneuvers.
Automaton: Accuracy+5, Magic accuracy+5, Magic attack+5
75 PUP
(Aug Idea: Automaton: Enmity +5, Evasion+5, Magic evasion+5)
(Aug Idea: Mnd+5, Automaton: Curing potency+5%, Fast Cast+5)
(Aug Idea: Automaton: Conserve MP+5, Adds regen effect, Adds refresh effect.)
Solar Animator (Aug, Rare, Ex)
All races
Str+3
Reduces overload rate for fire maneuvers, Increases overload rate for other maneuvers.
Automaton: Str+3, Attack+3, Double Attack+3%
75 PUP
Polar Animator (Aug, Rare, Ex)
All races
Int+3
Reduces overload rate for ice maneuvers, Increases overload rate for other maneuvers.
Automaton: Int+3, Magic Attack+3, Magic Accuracy+3
75 PUP
Gyro Animator (Aug, Rare, Ex)
All races
Dex+3
Reduces overload rate for wind maneuvers, Increases overload rate for other maneuvers.
Automaton: Dex+3, Accuracy+3, Ranged attack+3
75 PUP
Mineral Animator (Aug, Rare, Ex)
All races
Vit+3
Reduces overload rate for earth maneuvers, Increases overload rate for other maneuvers.
Automaton: Vit+3, Def+3, Damage recieved-3%
75 PUP
Static Animator (Aug, Rare, Ex)
All races
Agi+3
Reduces overload rate for thunder maneuvers, Increases overload rate for other maneuvers.
Automaton: Agi+3, Evasion+3, Ranged accuracy+3
75 PUP
Gel Animator (Aug, Rare, Ex)
All races
Mnd+3
Reduces overload rate for water maneuvers, Increases overload rate for other maneuvers.
Automaton: Mnd+3, Magic defense+3, Spell interruption rate -25%
75 PUP
Shining Animator (Aug, Rare, Ex)
All races
HP+30
Reduces overload rate for light maneuvers, Increases overload rate for other maneuvers.
Automaton: HP+30, adds regen effect, cure potency +10%
Shadow Animator (Aug, Rare, Ex)
All races
MP+30
Reduces overload rate for dark maneuvers, Increases overload rate for other maneuvers.
Automaton: MP+30, adds refresh effect, Conserve MP +10%
I left the elemental animators without ideal augments on purpose, to leave room for feedback, and not working on the post-75 animators yet, until after feedback on where to go with these.
The mercenary's animator leads to animators focused on individual automaton models, while the performer's animator leads to animators focused on individual maneuvers.
i want to have elemetal animators that reduces overloads for certain maneuvers. for my RNG pup wind is really the only i use 90% of the time anyway
KorPoni
03-16-2011, 03:02 AM
i want to have elemetal animators that reduces overloads for certain maneuvers. for my RNG pup wind is really the only i use 90% of the time anyway
Read the animators that read "Reduces overload rate for [element] maneuvers, increases overload rate for other maneuvers."
I mean these greatly decrease overload rate for that maneuver, but without other gear to lower overload rate more, it's still a good chance if you spam it repeatedly.
Corrections:
Gyro Animator (Aug, Rare, Ex)
All races
Agi+3
Reduces overload rate for wind maneuvers, Increases overload rate for other maneuvers.
Automaton: Agi+3, Evasion+3, Ranged accuracy+3
75 PUP
Static Animator (Aug, Rare, Ex)
All races
Dex+3
Reduces overload rate for thunder maneuvers, Increases overload rate for other maneuvers.
Automaton: Dex+3, Accuracy+3, Ranged attack+3
75 PUP
Ezikiel
03-16-2011, 03:12 AM
with the amount of overloads i see i think it would help like i said for rng i just spam wind so if i overload 80% less while spamming that itd be nice and since im only using wind move i dont care about other overloading more i just hold hate and let RNG pup DD if he dies so what deux another one in or take his hate
KorPoni
03-16-2011, 03:19 AM
For me it's fire maneuvers I'd like to spam, with maybe an occasional light maneuver to regen my automaton. A way to keep that overload down for throwing constant fire maneuvers would be great.
Miera
03-16-2011, 03:32 AM
I'm all for seeing a cirque Animator. Being stuck with the Turbo or animator +1 untill 90 is a drag, I am sure we could get a nice updated emp. animator with good Hidden effects. Like better Curing Priority MP/HP boost and a better casting time for Mage Automaton or something. Maybe even throw in the Elemental space thingies. Can't stress enough having only being able to attatch a few of a certain element to a automaton because you'll exceed the limit.
KorPoni
03-16-2011, 04:23 AM
I agree with you miera, but the only way we're going to see expansions in the elemental parameters is with the adjustments made to automaton body/head, not equipment on the master. Also, a cirque animator with a few trials to it to augment it to our liking would be lovely. The ideas I came up with were just going off of the fact that bard has a magian instrument, ranger a magian bow, but puppetmaster has 3 total animators, and no way to expand or specialize those even.
Dohati
03-16-2011, 04:59 AM
i really like the idea of automaton skill lvl bonuses on an animator.
Dfoley
03-16-2011, 05:05 AM
Hm or invest in the +2 bp for pup and macro in af gloves and never Overload again. I just feel its a waste to add those animators when its already so hard to overload that the only time i OL at all is if i am spaming ice maneuvers at a rate of 1 per 10sec for 60sec (7 maneuvers).
The only time i can think of that happening is icex3, nuke, icex3 nuke, but even then i pretty much have to DAD after the second or face my pet getting agro and losing hp and not being able to DAD or nuke for a while.
Keiyoshi
03-16-2011, 09:05 AM
I honestly believe that we have gotten enough for carrying around 8 different staves for mage jobs and smn. Having to carry around different animators would be overkill... IF however SE mananged to give more inventory space, then that would be nice.. but for now.. I hope SE isnt considering this... Augmenting our current animator would be nice however!
Cruxus
03-16-2011, 09:31 AM
Personally wouldn't mind an empyrean type animator, or if that can't/won't happen, re-adjust current animator's to reduce burden turning into Overload. Something like:
Animator: -5% burden
Turbo Animator: -10% burden
Animator +1: -15~20% burden
(insert possible next level animator): -20~25%
Adding something like that with the current gear selection that helps prevent overload (EMP body, AF hands, low lvl necklace) would make obtaining any non-standard animator (Animator +1 and if a new one is in fact added) more desirable than settling with AF level one.
While not largely in favor of a large variety of trial animators (outside a possible Empyrean) I do believe a new one with actual stat bonus' to the actual maton should be considered down the road. If not an actual Empyrean animator, I could see the new battlefields with the newer seals being an option for such an upgraded item to originate from. Just a thought though...
Glamdring
03-16-2011, 10:09 AM
How about an animator with only 1 upgrade path, done like the WS weapons in terms of trial. At level 80 you get to add an additional manuver, at 85 the ability to see burden (or at least get warnings if the next manuver will overload), and at 90 you add aditional effects to pup. Sharpshot gets elemental bolts of the dominant element (with Dark equaling Bloody), Harlequin gets Enstun on melee, Valoredge gets an OMNI-Weaponskill that automatically lands a red !! weakness proc (as long as the mob isn't doing a move that blocks the rest of us from !! procing so they still need the timing), and Stormwalker gets Discernment and attempts to proc yellow!! WHM head makes all cures -aga(and will cure undead OFFENSIVELY if no cures are needed when cast timer is up), RDM will self-buff, and BLM head will automatically try to MB when a skillchain happens if cast timer is up.
KorPoni
03-16-2011, 12:54 PM
All kinds of ideas can be thrown into the mix. One thing I asked when making this thread, though, is what kind of augments to the animators people would like to see, and all I see is everyone throwing their opinions about whether to or not to do it, or how to adjust the puppetmaster themselves. Let's see if any interesting, creative, non-opinionated responses occur.
Cruxus
03-16-2011, 01:33 PM
All kinds of ideas can be thrown into the mix. One thing I asked when making this thread, though, is what kind of augments to the animators people would like to see, and all I see is everyone throwing their opinions about whether to or not to do it, or how to adjust the puppetmaster themselves. Let's see if any interesting, creative, non-opinionated responses occur.
Problem is you're never going to get non-opinionated responses when you're asking for people's input on what they possibly want (in this case a Trial Animator), playing a job and playing it on a specific play style automatically creates a bias in a view of the job (Example: do you play pup/dnc and use VE/SS/SW frame, or pup/war and use SoulSoother frame) Both people will put in their ideal ideas for an animator, which will be up online for people to view and form opinions about. When people have a view of their own and they read others, they're more likely than not going to voice their opinion on another person's idea, be it included in their own posting on an idea or just to voice their opinion...
(Don't mean to derail...)
KorPoni
03-16-2011, 01:53 PM
Problem is you're never going to get non-opinionated responses when you're asking for people's input on what they possibly want (in this case a Trial Animator), playing a job and playing it on a specific play style automatically creates a bias in a view of the job (Example: do you play pup/dnc and use VE/SS/SW frame, or pup/war and use SoulSoother frame) Both people will put in their ideal ideas for an animator, which will be up online for people to view and form opinions about. When people have a view of their own and they read others, they're more likely than not going to voice their opinion on another person's idea, be it included in their own posting on an idea or just to voice their opinion...
(Don't mean to derail...)
Derailing is the problem, not the being opinionated. "I don't like this idea because..." doesn't help the subject when the subject asks "What augments would be nice to see?" That doesn't mean we don't welcome "I don't like this idea because...", just means if that's all you're going to post, you didn't read the OP fully before responding.
But thanks for responding to my last post Cruxus. This is my answer. I do any subjob except pet jobs, and use any automaton except the rdm/harlequin heads, and harlequin frame. It just depends on what I feel like trying out, or gear I want to experiment with.
The reason I opened this thread is this: Animators are bland "Dex+, Automaton: HP/MP+" at best, and I'd like to see options and improvements that match the expanding options and improvements for secondary gear like bard, beastmaster, corsair, and ranger, through magian trials and other means, and want to see PUP actually be included in this attention with their own ability to take options.
Cruxus
03-16-2011, 02:10 PM
Yes, quite understandable, unproductive opinions with little to no insight do nothing as far as encourage development of a job/gear. I also agree that PUP shouldn't be left behind in improvements to their gear, though with the development of the new gear augmentation through use of synergy furnaces, I'm half wondering if SE is done with the actual Trial of the Magians. In which would allow us to theoretically augment our current Turbo Animator/Animator +1's granted they allow such an option on them.
KorPoni
03-16-2011, 02:41 PM
I seriously doubt seeing the current 3 animators getting augments, but would love to see, at the very least, an animator that can be gotten as a 75 pup and augmented through magian trials in the same means as relic or mythic weapons can already.
Bhujerba
03-16-2011, 05:21 PM
I like the idea about Animators not being neglected when developing new gear for PUP, I want it to be part of the gear-set for the job, that we can pick and choose from, plus with this line of upgrade it will open up new room through gear (ranged slot) to improve the automaton dynamically at level cap (all other improvement are statics, the pet may fall behind as gear progress in the future, unless they continue to add pet gear/new attachments, which seems to be rarely implemented and random/afterthought imo).
Animator is perfect candidate to be the main way to improve our matons as the game progress, and reserve the other slots for the master mostly (pup gear hardly have enough pet stat on it probably due item stats budget, specifically when we have different type of pets, some of them need to have different gear types *cough*mage pet*cough*), so we don't end up with items like Burattinaios taking the weapon slot making it hard to replace for another weapon because it has an incredible pet utility.
As for the ideas for the animators, you look like you have covered everything lol, nice ideas you have there, I just don't like magian trail much, if some of them come from other sources that would be nice.
jake3614
03-16-2011, 06:20 PM
I find Korponi's idea interesting - to have the Animator control the "job" / "specialty" of the Automaton more so than the frame, but with HQ staves, ToM MAB staves, AoM MACC staves, ToM Avatar staves, ToM PUP pet H2H and ToM PUP damage H2H gear, this would literally remove any and all extra space that I have left. SE needs to come out with a way tot combine similar ToM that only differ by elements into one item. (i.e. all ToM MAB staves into one staff).
KorPoni
03-17-2011, 06:45 AM
I find Korponi's idea interesting - to have the Animator control the "job" / "specialty" of the Automaton more so than the frame, but with HQ staves, ToM MAB staves, AoM MACC staves, ToM Avatar staves, ToM PUP pet H2H and ToM PUP damage H2H gear, this would literally remove any and all extra space that I have left. SE needs to come out with a way tot combine similar ToM that only differ by elements into one item. (i.e. all ToM MAB staves into one staff).
Have you checked porter moogles? They can hold augmented trial gear. They give you stackable tokens for your gear. Not 100% sure how it works yet, as I started over recently.