Keyln
03-29-2011, 05:41 PM
I would like to propose two new maneuvers that can have a strong influence on how the puppet acts.
Offensive Maneuver - Pet Command - Recast: 1:00 - Duration: 5:00 - Influences the puppet to be more offensive in behavior. Effect varies by frame.
Defensive Maneuver - Pet Command - Recast: 1:00 - Duration: 5:00 - Influences the puppet to be more defensive in behavior. Effect varies by frame.
Notes
- Recast timers are shared with each other, but not with other maneuvers.
- Is not effected by Overload or Deactivate.
- Is not part of the three maneuver limit.
- Can be overwritten by using the counterpart (i.e. Offensive overwrites Defensive, and vice versa).
- Effect on AI Behavior can be overwritten by automaton parts and maneuvers.
Effect
Harlequin
Offensive: Puppet will move into melee range and attack target. Will use spells such as Dia to weaken target.
Defensive: Puppet will stay in back away from target as much as possible. Will use spells such as Cure to keep master and self alive.
Valoredge
Offensive: Puppet will move into melee range and attack target. Will use the strongest weaponskill available, regardless of maneuver. Double Attack is enhanced when maneuver is up.
Defensive: Puppet will move into melee range and attack target. Will attempt to keep hate on target as well as use defensive weaponskills such as Cannibal Blade to stay alive. Parry Mastery and Enmity is enhanced when maneuver is up.
Sharpshot
Offensive: Puppet will move into melee range and attack target. Focus of the puppet is to get as much TP as possible, and then use weaponskills.
Defensive: Puppet will move out into maximum range and shoot the target from a distance.
Stormwaker (Stormwaker head)
Offensive: Puppet will stay at long range. Puppet will focus only on casting elemental magic to do damage.
Defensive: Puppet will stay at long range. Puppet will focus only on casting healing magic to keep self and master alive.
Stormwaker (Soulsoother head)
Offensive: Puppet will stay at long range. Puppet will focus on enfeebling magic (and perhaps light magic?).
Defensive: Puppet will stay at long range. Puppet will focus on healing magic to keep the master's party alive.
Stormwaker (Spiritreaver head)
Offensive: Puppet will stay at long range. Puppet will focus only on elemental magic.
Defensive: Puppet will stay at long range. Puppet will focus on dark magic (Drain, Aspir, Bio, etc.) and enfeebling magic.
The general idea behind these maneuvers is to allow the puppetmaster greater control over his automaton. If the master, for example, wants his automaton to focus only on killing an enemy, then the master can use the Offensive Maneuver to influence the automaton's AI. On the other hand, if a more defensive role is needed, the master can switch to the Defensive Maneuver as needed.
It is important to note that these maneuvers are separate from the other maneuvers, and can not be effected by overload (nor cause overload). Each maneuver can be overwritten by the other, similar to other job's abilities, such as Hasso and Seigan, or Fan Dance and Saber Dance.
Thank you for your time, and I would love to receive some feedback.
Offensive Maneuver - Pet Command - Recast: 1:00 - Duration: 5:00 - Influences the puppet to be more offensive in behavior. Effect varies by frame.
Defensive Maneuver - Pet Command - Recast: 1:00 - Duration: 5:00 - Influences the puppet to be more defensive in behavior. Effect varies by frame.
Notes
- Recast timers are shared with each other, but not with other maneuvers.
- Is not effected by Overload or Deactivate.
- Is not part of the three maneuver limit.
- Can be overwritten by using the counterpart (i.e. Offensive overwrites Defensive, and vice versa).
- Effect on AI Behavior can be overwritten by automaton parts and maneuvers.
Effect
Harlequin
Offensive: Puppet will move into melee range and attack target. Will use spells such as Dia to weaken target.
Defensive: Puppet will stay in back away from target as much as possible. Will use spells such as Cure to keep master and self alive.
Valoredge
Offensive: Puppet will move into melee range and attack target. Will use the strongest weaponskill available, regardless of maneuver. Double Attack is enhanced when maneuver is up.
Defensive: Puppet will move into melee range and attack target. Will attempt to keep hate on target as well as use defensive weaponskills such as Cannibal Blade to stay alive. Parry Mastery and Enmity is enhanced when maneuver is up.
Sharpshot
Offensive: Puppet will move into melee range and attack target. Focus of the puppet is to get as much TP as possible, and then use weaponskills.
Defensive: Puppet will move out into maximum range and shoot the target from a distance.
Stormwaker (Stormwaker head)
Offensive: Puppet will stay at long range. Puppet will focus only on casting elemental magic to do damage.
Defensive: Puppet will stay at long range. Puppet will focus only on casting healing magic to keep self and master alive.
Stormwaker (Soulsoother head)
Offensive: Puppet will stay at long range. Puppet will focus on enfeebling magic (and perhaps light magic?).
Defensive: Puppet will stay at long range. Puppet will focus on healing magic to keep the master's party alive.
Stormwaker (Spiritreaver head)
Offensive: Puppet will stay at long range. Puppet will focus only on elemental magic.
Defensive: Puppet will stay at long range. Puppet will focus on dark magic (Drain, Aspir, Bio, etc.) and enfeebling magic.
The general idea behind these maneuvers is to allow the puppetmaster greater control over his automaton. If the master, for example, wants his automaton to focus only on killing an enemy, then the master can use the Offensive Maneuver to influence the automaton's AI. On the other hand, if a more defensive role is needed, the master can switch to the Defensive Maneuver as needed.
It is important to note that these maneuvers are separate from the other maneuvers, and can not be effected by overload (nor cause overload). Each maneuver can be overwritten by the other, similar to other job's abilities, such as Hasso and Seigan, or Fan Dance and Saber Dance.
Thank you for your time, and I would love to receive some feedback.