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  1. #1
    Player Shinron-PUP's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    124
    Character
    Archedian
    World
    Bahamut
    Main Class
    PUP Lv 99
    Quote Originally Posted by Kristal View Post
    It's 40 seconds for 3 maneuvers, since the first starts at 0, not 10.

    Splitting maneuvers into their own recast would probably be the easiest and most effective. You could set up 3 maneuvers in 2 seconds, as long as they are different ones. Stacking 3 same ones would still take 20 seconds.
    Ok I must admit, I'm kind of a wishful thinker so what if they made manuevers 3 second recast and seperated the recast of all manuevers? I believe that would absolutely solve the problem of manuevers being a hindrance during battle because like Halldir said, if we could just throw up 3 manuevers quickly before battle then focus on fighting instead of having to add manuevers during battle, it would make playing puppetmaster a lot easier while also increasing dps. I don't think this would make Puppetmaster overpowered, it would just fix a issue that is long overdue for fixing. It would allow us to adapt to things during battle instantaneously
    EX) A monster begins casting thundaga III? You can throw up at least 2 water manuevers before he gets the spell off to reduce damage then switch back to whatever manuevers you were using previously

    EX) Your pet has up three fire manuevers but has 100TP and you need him to use armor shatterer (Wind Manuevers)... Well you can throw up 2 wind manuevers quickly instead of watching your pet use arcuballista and /facepalm afterwords

    EX Your pet just erased all your wind manuevers you had up with replicator and you're trying to keep three up for barrage turbine? Well instead ot taking 20~30 seconds to get all three back up, it only takes 6~9 seconds.

    There are clearly more battle advantages to having 3 second manuever recast than vs 10 seconds... and having a seperate recast for all manuevers would just make life even better.
    Quote Originally Posted by Annalise View Post
    Did you even read the OP? Did you see the nice bold Decrease in Burden Generated by Maneuvers (overload)?

    Obviously that suggest (perhaps because of the alternator, or because people don't understand burden) that the OP or others are complaining about overload and that there is too much burden. I have an alternator and have yet to actually overload with it, while spamming ice and water maneuvers depending on frame. Why? Because I can effectively deal with burden.

    I suggested using the heatsink because it makes burden decay faster.

    Sorry for answering something that someone seems to be having a problem with?

    Just to make things clear and to create a disclaimer, All of the bullet points I created in my previous post are nothing that I am necesarily concerned about and have absolutely no connection to my point I made about reducing recast/duration of manuevers. I only talked about them because they are problems that are Puppetmasters have mentioned throughout the forums that they would like to have fixed whether that was before or after fixes from updates. Clearly overload is not an issue because of cooldown, but it is still an existing factor that makes puppetmaster play at a lower level than we could. If it wasn't an existing problem, people would be using manuevers willy nilly whenever they wanted.
    (3)

  2. #2
    Player Annalise's Avatar
    Join Date
    Mar 2011
    Posts
    164
    Character
    Annalise
    World
    Bismarck
    Main Class
    WHM Lv 99
    Quote Originally Posted by Shinron-PUP View Post
    Just to make things clear and to create a disclaimer, All of the bullet points I created in my previous post are nothing that I am necesarily concerned about and have absolutely no connection to my point I made about reducing recast/duration of manuevers. I only talked about them because they are problems that are Puppetmasters have mentioned throughout the forums that they would like to have fixed whether that was before or after fixes from updates. Clearly overload is not an issue because of cooldown, but it is still an existing factor that makes puppetmaster play at a lower level than we could. If it wasn't an existing problem, people would be using manuevers willy nilly whenever they wanted.
    I knew it wasn't necessarily yours. That's why I said you or others.
    (0)

  3. #3
    Player Shinron-PUP's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    124
    Character
    Archedian
    World
    Bahamut
    Main Class
    PUP Lv 99
    Quote Originally Posted by Annalise View Post
    I knew it wasn't necessarily yours. That's why I said you or others.
    Ops... That's my mistake then because I misread . I just see many people making comments on the bullet points I made that seem to be directly asking me why I would want these changes and I guess I get a little defensive hehe.

    But with that said, a lot of the suggested ideas from other PUPs aren't always necessarily bad ones (and btw this isn't directed at you Annalise). Everyone is usually quick to hate something until it's implemented into the game, like the increase in level cap from 75 to 99 (I can't tell you how controversial that was until it actually happened). Even if they do something silly like adding pup to Asuran Fists (Oh ya they already did) or adding PUP to relic, its not like it will end the game or have a negative effect. Take what you get and make the best of it. If they give PUP Spharai (Monk Relic), well god damn it... It's time to /MNK and counterstance some shit. Lets not waste our time in the forums bickering at each other like what we have to say is stupid or not worth while. We wouldn't post it if we didn't truely believe it could help. Let the dev team be the deciders of what should and should not be implemented... We're just here to make suggestions so that we can get one step closer to getting PUP to where it really needs to be.
    (1)