
Originally Posted by
Dohati
Yeah, I always figured valoredge, being the melee automaton, would be my favorite by 75, but it turned out being my red-feathered steppuppet. It really needs a decent weaponskill to make it worth using. If it was sturdy enough to work as a real tank in spite of being unable to be cured by white magic, it would be different; since it doesn't work all that well as a tank though, it really needs a power boost. On that same note, ever since magic mortar was nerfed, mage puppets have a really crappy "ultimate" weaponskill too. I use the inhibitor just to force them to use knockout after I weaponskill. The only problem with that though... those new weaponskills would take priority over the last high-skill ones, and would be using a different element of maneuver. That could be a problem for some PUPs. On my valoredge I normally use wind and light maneuvers for auto-repair(s) and turbo charger, but if they gave valoredge a new weaponskill (that wasn't tied to wind maneuver), it would still use crappy ol' bone crusher. Therefore, with the addition of new automaton weaponskills, they should make it possible to change your frames' weaponskill priorities or which maneuver is tied to which weaponskill at the automaton workshop or something, maybe after a quest or questline, similar to how you can tell your NPC fellow not to use AoE weaponskills.