Kametame
08-24-2012, 06:10 PM
I don't often post on the the forums here, but the general quietness about the new 2-Hour ability on the Puppetmaster forum irked me. This should be the primary venue where we voice our concerns about our favorite job. As a career PUP since the job's release, I've had enough time to look over the mechanics of the job, how far it's come, and where it needs to go to compete.
That being said, the 2-hour definitely needs reworking (and a couple other quips that I would really like to see happen to the job as well that will be noted later on in this post) and here's how:
Harlystrikes (Harlequin Mighty Strikes)
This is a terrible idea simply because this WILL NOT reduce from the fact that harlequin has been and will always be a terrible choice for any Puppetmaster after level 10. It has sub-par melee and magic skill (which tranlates into that will not make it at all viable in the arena of rapid damage dealing. Even if you were to have three Wind Manuevers with a Turbo Charger attached, you're sacrificing a great deal of accuracy or attack from Fire or Thunder Manuevers.
Valoredge (Invincible)
Situational at best, but if you're doing Voidwatch, someone else is most likely tanking. Valoredge is quite tough with the proper attachment setup in a scenario where a pet can get away with tanking something -- However, Valoredge has a very strong aspect that should be enhanced more, which is its rather strong melee swings. That being said, it would be better if either Mighty Strikes or Blood Weapon were to be used on Valoeredge along with a moderate delay reduction to its attacks.
Why not swap in the Harlequin head?
Simple. You don't get the full benefit of the melee skill and elemental slots from full Valoredge. You also don't get the same amount of attack speed or health compared to full Valor either.
Sharpshot (Eagle Eye Shot)
From the calculations done over by Jinte at Allakhazam (see here (http://ffxi.allakhazam.com/forum.html?forum=253&mid=134377124216912230)), this is a very gimped version of the already gimped 2hour that is Eagle Eye Shot. A suggestion would be -- like the previous one -- to reduce the delay on ranged attacks to about 2 seconds right after firing off the un-nerfed version of EES.
Full Stormwaker (Chainspell)
You have to be prepared for this one before you pop your 2hr, which isn't a bad thing. It requires at least one Ice maneuver up and NO ICE MAKER. Ideally, you'll have to keep 3 ice maneuvers most of the casting is going to be wasted on debuffs and buffs. It's a perfect "oh shi-" button for solo, but you'll have to gimp your auto's potential damage for a flurry of T4 nukes. So it's decent at best.
Spiritreaver (Manafont)
Manafont will only give us 2-3 underpowered nukes due to us not being able to keep up after the first nuke on Maneuver cooldowns. There's also the global spell cooldown timer of 4 seconds, which it has to wait through, so that's at least one more spell that it could've gotten off instead of standing around aimlessly.
Soulsoother (Benediction)
This one's pretty useful, so nothing here.
The sole biggest fix you can do that can make PUP a lot more viable is to abolish the 2 second post-JA timer that happens after Maneuvers.
That being said, the 2-hour definitely needs reworking (and a couple other quips that I would really like to see happen to the job as well that will be noted later on in this post) and here's how:
Harlystrikes (Harlequin Mighty Strikes)
This is a terrible idea simply because this WILL NOT reduce from the fact that harlequin has been and will always be a terrible choice for any Puppetmaster after level 10. It has sub-par melee and magic skill (which tranlates into that will not make it at all viable in the arena of rapid damage dealing. Even if you were to have three Wind Manuevers with a Turbo Charger attached, you're sacrificing a great deal of accuracy or attack from Fire or Thunder Manuevers.
Valoredge (Invincible)
Situational at best, but if you're doing Voidwatch, someone else is most likely tanking. Valoredge is quite tough with the proper attachment setup in a scenario where a pet can get away with tanking something -- However, Valoredge has a very strong aspect that should be enhanced more, which is its rather strong melee swings. That being said, it would be better if either Mighty Strikes or Blood Weapon were to be used on Valoeredge along with a moderate delay reduction to its attacks.
Why not swap in the Harlequin head?
Simple. You don't get the full benefit of the melee skill and elemental slots from full Valoredge. You also don't get the same amount of attack speed or health compared to full Valor either.
Sharpshot (Eagle Eye Shot)
From the calculations done over by Jinte at Allakhazam (see here (http://ffxi.allakhazam.com/forum.html?forum=253&mid=134377124216912230)), this is a very gimped version of the already gimped 2hour that is Eagle Eye Shot. A suggestion would be -- like the previous one -- to reduce the delay on ranged attacks to about 2 seconds right after firing off the un-nerfed version of EES.
Full Stormwaker (Chainspell)
You have to be prepared for this one before you pop your 2hr, which isn't a bad thing. It requires at least one Ice maneuver up and NO ICE MAKER. Ideally, you'll have to keep 3 ice maneuvers most of the casting is going to be wasted on debuffs and buffs. It's a perfect "oh shi-" button for solo, but you'll have to gimp your auto's potential damage for a flurry of T4 nukes. So it's decent at best.
Spiritreaver (Manafont)
Manafont will only give us 2-3 underpowered nukes due to us not being able to keep up after the first nuke on Maneuver cooldowns. There's also the global spell cooldown timer of 4 seconds, which it has to wait through, so that's at least one more spell that it could've gotten off instead of standing around aimlessly.
Soulsoother (Benediction)
This one's pretty useful, so nothing here.
The sole biggest fix you can do that can make PUP a lot more viable is to abolish the 2 second post-JA timer that happens after Maneuvers.