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  1. #1
    Player
    Join Date
    Mar 2011
    Posts
    18

    Duration of Maneuvers & New Animators!

    It would really be nice if maneuvers would last a bit longer. It might be just me but having to constantly maintain maneuvers, especially if they are the same maneuvers is getting a bit daunting.

    Suggestion #1: Maneuvers

    Increase the duration of Maneuvers.
    Duration Increase from 1:00 to 5:00.

    Update 3/11/2011
    : I thought it was good to put on here.

    Job Ability: Burden Reactor
    Recast: 5 minutes

    Extends the duration of a maneuver to 5 minutes.
    While Burden Reactor is active, the selected maneuver will not be over written or subject to consumption via the following attachments:
    (Ice Maker, Flame Holder, Schurzen, Condenser, Economizer)

    I understand that a major aspect of puppet master is maintaining your threshold and not overloading but it would be nice to put the focus elsewhere.


    Suggestion #2": Magian Animator

    Currently there are only 3 Animators in the game.

    Animator: Level 1
    Turbo Animator : Level 40
    Animator +1 : Level 71


    At least 50% of Puppet Masters are using the level 40 Turbo Animator, as the Animator +1 isn't exactly attainable without a descent group of dedicated people.

    Listed below are some of my ideas regarding magian animators:
    Each Situation would have a new Animator. I have listed two as an example.
    Although it would be really awesome if they made these!.

    Valoredge:

    Level 85 (Sentinel Animator+1)
    Automaton: -5% Phys DMG taken,
    Enmity increased with each Manuever used
    Enhances effects of "Repair"

    Level 90 (Sentinel Animator +2)
    Automaton: -7% Phys DMG taken,
    Enmity increased with each Maneuver used
    Enhances effects of "Repair"
    Hidden Effect: Ability to block incoming attacks with your shield.

    Upon completion of trial you will get a new WS for your Automaton:

    "Chivalrous Strike" 2 Hit critical WS. DMG Modifier: 50% Enmity 50% TP.
    Grants "Regen effect"
    **Earth Maneuver Trigger** No conflicting Maneuvers


    Sharpshot:

    Level 85 (Eagle Eye Animator+1)
    Automaton: Increased Ranged Attack Speed
    +10% Ranged Attack DMG
    -10% DMG

    Level 90 (Eagle Eye Animator +2)
    Automaton: Increased Ranged Attack Speed
    +15% Ranged Attack DMG
    -15% DMG
    Hidden Effect: Grants "Snapshot Effect"

    Upon Completion of the trial you will get a new WS for your Automaton:

    "Artemis Shot"
    3 Hit WS .Chance of Critical Hit based on TP.
    Lowers Targets Attack.
    **Wind Maneuver Trigger** No conflicting Maneuvers


    Harlequin:

    Level 85 (Trivelino Animator +1)
    Automaton: Increased Melee Attack Speed
    +10% DMG
    +15% HP

    Level 90 (Trivelino Animator +2)
    Automaton: Increased Melee Attack Speed
    +15% DMG
    +17% HP
    Hidden Effect: Grants "Counter Effect"

    Upon Completion of the Trial you will get a new WS for your Automaton:

    "Uppercut Lunge"
    4 hit WS. Chance of Critical hit based on Automaton's HP
    Additonal Effect: Subtle Blow
    **Fire Maneuver Trigger** No conflicting Maneuvers


    Soulsoother/Stormwalker/Spirit Reaver:

    Level 85 (Divine Animator +1)
    Automaton: Increased Healing Potency
    -10% Spell Recast time
    +10% MP

    Level 90 (Divine Animator +2)
    Automaton: Increased Healing Potency
    -15% Spell Recast time
    +15%mp
    Hidden Effect: Grants "Refresh Effect"

    Upon Completion of the Trial you will get a new Automaton WS:

    "Quick Fix"
    single Hit WS that does no DMG. (WS is ranged and will work within 15 yalms of mob)
    Transfers the DMG that would be done into an instant Cure Spell.
    Priority is given to party member with lowest HP.
    **Light Maneuver Trigger** No conflicting Maneuvers


    Spirit Reaver/StormWalker:

    Level 85 (Grim Animator +1)
    Automaton: Increased Magic Accuracy
    -10% Spell Cast Time
    +10 Conserver MP

    Level 90 (Grim Animator +2)
    Automaton: Increased Magic Accuracy
    -15% Spell Cast Time
    +15 Conserver MP
    Hidden Effect: Increased "Magic Attack Bonus"

    Upon Completion of the Trial you will get a new Automaton WS:

    "Entropy"
    Single hit ws that does no DMG. (WS is ranged and will work within 15 yalms of mob)
    Transfers the dmg that would be done toward your automaton's next spell.
    (Drain, Aspir will not consume the effect)
    **Ice Maneuver Trigger** No conflicting Maneuvers



    I hope you guys liked my suggestions. I respect and appreciate any criticism given.
    However I do ask that you take the time to read my post and others before randomly giving an uninformed response.

    Thank you guys!

    Please feel free to write any suggestion you might have regarding this topic!.
    (3)
    Last edited by TrentWeskin; 03-12-2011 at 05:58 AM. Reason: Added more Magian Animators Ideas