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  1. #1
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    Mar 2011
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    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

  2. #2
    Player Lushipur's Avatar
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    Mar 2011
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    Character
    Lushipur
    World
    Sylph
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    BRD Lv 99
    new animator will be great. magian trial is cool if doesnt need some nm drop to compete for.

    dont foget an animator for the whm automaton (cure potency) and for the blm (magic crit hit).
    (0)

    Only the phoenix arises and does not descend. And everything changes. And nothing is truly lost.

  3. #3
    Player Ramenuzumaki's Avatar
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    Mar 2011
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    San d'Oria
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    Character
    Ramenuzumaki
    World
    Asura
    Main Class
    THF Lv 99

    BBcode Error

    i agree with a new magian animator, and i also agree with Lushipur's addition for the WHM and BLM frames. However, I do not agree with the maneuver extension. One of the main jobs of the master is to learn how to manage their burden, and keep from overloading their friend. This is something really important for all PUP to learn; especially new ones. With the introduction of abyssea overloading is near impossible in my experience. Even spamming 3 ice maneuvers doesnt overload me very often. Also include the three "Reduces Overload Pieces," and you're gold. However, perhaps if there is going to be an animator for each type of automaton have said animator only increase the duration of a specific maneuver. That way the chance of overload is still there.

    Maybe something like this:
    Sentinel Animator+1: Earth Maneuver duration increased by 30 seconds.
    Sentinel Animator +2: Earth Maneuver duration increased by 60 seconds. [A total of 2 minutes. Not too bad ne?]

    Eagle Eye Animator +1: Wind Maneuver duration increased by 30 seconds.
    Eagle Eye Animator +2: Wind Maneuver duration increased by 60 seconds.

    Saintly Animator +1: Light Maneuver duration increased by 30 seconds.
    Saintly Animator +2: Light Maneuver duration increased by 60 seconds.

    Ether Animator +1: Ice Maneuver duration increased by 30 seconds.
    Ether Animator +2: Ice Maneuver duration increased by 60 seconds.
    When used with Ice Maker, and Spiritreaver head Ice Maneuvers now have two charges rather than one giving them the ability of having the maneuvers having a higher chance of lasting the full 60 seconds.

    Twilight Animator +1: Earth Maneuver duration increased by 45 seconds.
    Twilight Animator +2: Earth Maneuver duration increased by 90 seconds. Earth Maneuver potency is increased.
    Only usable with Legendary Head/Colossus A-100 Frame combination. Otherwise effects are annulled.
    (0)

  4. #4
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    @ Ramenuzumaki

    Your ideas regarding animators is somewhat interesting however, the fact that you would need to swap out animators each time you did a maneuver is a bit daunting. Also, the fact that you would need an animator for each element and would lose TP each time you did a maneuver isn't exactly ideal.
    The idea I purposed was more focused on the roles an automaton plays rather than the maneuvers used.
    So realistically with the idea I purposed, you would need only 5 Animators as opposed to having to carry 8.

    Sentinel Animator -Valoredge (Tank Build)

    Trivelino Animator - Harlequin (Melee DPS Build)

    Eagle Eye Animator -Sharpshot (Ranged DPS Build)

    Divine Animator – Soulsoother/StormWalker (Healing Build)

    Grim Animator –Spirit Reaver/StormWalker (Magic DPS build)
    .
    (0)
    Last edited by TrentWeskin; 03-11-2011 at 03:37 AM.

  5. #5
    Player Ramenuzumaki's Avatar
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    Ramenuzumaki
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    Asura
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    THF Lv 99
    Quote Originally Posted by TrentWeskin View Post
    @ Ramenuzumaki

    Your ideas regarding animators is somewhat interesting however, the fact that you would need to swap out animators each time you did a maneuver is a bit daunting. Also, the fact that you would need an animator for each element and would lose TP each time you did a maneuver isn't exactly ideal.
    The idea I purposed was more focused on the roles an automaton plays rather than the maneuvers used.
    So realistically with the idea I purposed, you would need only 5 Animators as opposed to having to carry 8.

    Sentinel Animator -Valoredge (Tank Build)

    Trivelino Animator - Harlequin (Melee DPS Build)

    Eagle Eye Animator -Sharpshot (Ranged DPS Build)

    Divine Animator – Soulsoother/StormWalker (Healing Build)

    Grim Animator –Spirit Reaver/StormWalker (Magic DPS build)
    .
    thats exactly how i had put it together. it isnt swapping the animator for each maneuver; its only making the MAIN maneuver you would use with said frame/head combination the only one that would have the extended duration so to not make it too over powered. If you're tanking with valouredge why would you need to pop a super awesome epic light ice or wind maneuver? All you need is the earth maneuver to help you tank, and pop a fire maneuver for WS which would then be consumed by flameholder. As for the other frames I dont even use the shock absorber on them, neither do i use earth maneuvers so swapping out to have a slight duration increase just doesnt seem nessisary.

    @Yukichibi: We can use the Thew bomblet. I have the Thew Bomblet macroed in with Weapon Skills. You simply change the threw bomblet with your ws macro, then when you change back to your Animator/Oil combo you lose the 10% TP you got from performing the WS which isnt really that huge of a deal IMHO.
    (0)

  6. #6
    Player xiozen's Avatar
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    I disagree with adding additional animators... I really do. The Animator +1 is so much more efficient than the Turbo Animator... I've noticed a significant difference in performance of my automaton when using the +1 over the Turbo... I believe if you guys want a new animator and you don't currently possess the +1 version... w/ the changes to all of the older content, acquiring this item may be easier with future updates.

    As far as Magian... a "Magian" head or frame etc along the lines of what has been mentioned above would be cool... giving you the opportunity to "focus" on increasing the prowess of each automaton differently while boosting it's strengths and reducing it's weaknesses.

    Nice names to represent the frames as well. "Sentinel, Eagle Eye, Saintly, Ether and Twilight" <--cheers.

    Forgot to address the increased time on maneuvers--i think keeping it at 10s is acceptable as a previous poster stated. As a pup you have to learn how to balance your automaton.
    (0)
    Last edited by xiozen; 03-10-2011 at 10:39 PM.

  7. #7
    Player Lushipur's Avatar
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    Lushipur
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    Sylph
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    BRD Lv 99
    Quote Originally Posted by xiozen View Post
    I disagree with adding additional animators... I really do. The Animator +1 is so much more efficient than the Turbo Animator... I've noticed a significant difference in performance of my automaton when using the +1 over the Turbo... I believe if you guys want a new animator and you don't currently possess the +1 version... w/ the changes to all of the older content, acquiring this item may be easier with future updates.
    i have animator+1 and still id love to see new kind of animator.
    having lots of h2h with automaton bonus is nice but id like to have a bonus for the master and a bonus for the automaton.
    having to melee in int+9 is not so cool XD
    (0)

    Only the phoenix arises and does not descend. And everything changes. And nothing is truly lost.

  8. #8
    Player Dfoley's Avatar
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    Character
    Raijitsu
    World
    Ragnarok
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    PUP Lv 99
    Quote Originally Posted by xiozen View Post
    The Animator +1 is so much more efficient than the Turbo Animator... I've noticed a significant difference in performance of my automaton when using the +1 over the Turbo...
    Here is the issue, we know there hidden effects. The problem is they are known and are not that spectactular. In fact all the pups I know with this animator have never said anything other then "its nice if you have it, but its not required".

    Perhaps you can say HOW or WHAT the difference in performance is? I dont notice anything. So maybe you can tell us what you think the hidden effects are or what you think its doing, because frankly we are all at a loss because we haven't noticed anything and you aren't telling us anything other then "zomg i spent weeks getting this dont make something better that i have to replace my hard work with".

    Does your pet crit more, cast faster, overload less? I mean WHAT are you talking about?
    (0)

  9. #9
    Player xiozen's Avatar
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    Quote Originally Posted by Dfoley View Post
    Here is the issue, we know there hidden effects. The problem is they are known and are not that spectactular. In fact all the pups I know with this animator have never said anything other then "its nice if you have it, but its not required".

    Perhaps you can say HOW or WHAT the difference in performance is? I dont notice anything. So maybe you can tell us what you think the hidden effects are or what you think its doing, because frankly we are all at a loss because we haven't noticed anything and you aren't telling us anything other then "zomg i spent weeks getting this dont make something better that i have to replace my hard work with".

    Does your pet crit more, cast faster, overload less? I mean WHAT are you talking about?
    Your questions are valid... don't get me wrong... so let me suggest you re-equip your Turbo Animator and play around with your automaton for awhile. Then re-equip your Animator +1 and take your auto for a ride... you'll experience what I continue to tell you... there is a profound difference between the two. ^.^
    (0)

  10. #10
    Player Dfoley's Avatar
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    Raijitsu
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    Ragnarok
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    PUP Lv 99
    Quote Originally Posted by xiozen View Post
    Your questions are valid... don't get me wrong... so let me suggest you re-equip your Turbo Animator and play around with your automaton for awhile. Then re-equip your Animator +1 and take your auto for a ride... you'll experience what I continue to tell you... there is a profound difference between the two. ^.^

    No offense but gonna say you are seeing things, 1 hr of each on in abyssea and noticed nothing other then the dex/hp/mp, so just come out and say what mystical thing you think you are seeing, cause I sure am not seeing crap
    (0)
    Last edited by Dfoley; 03-11-2011 at 11:57 AM.

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