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  1. #1
    Player Tetsujin's Avatar
    Join Date
    Mar 2011
    Posts
    150
    Character
    Tetsujin
    World
    Cerberus
    Main Class
    PUP Lv 99
    A "Puppetmaster" is supposed to "pull the strings," so to speak, of their puppet.
    I know it sucks that the other pet jobs get some cool stuff but part of the game/skill with PUP is that you're not supposed to choose spells or weapon skills, but instead work with the puppet and pull it in the right direction. It separates good from bad Puppetmasters at times, like the impatience with overloading.

    This is as SE intended it to be and I really hope they don't change this system just to make it "easier for the players."

    The AI is supposed to be somewhat of a struggle... until you get to know it. Not saying the system is perfect, there's a few bumps in the road like that whole -na spell situation.

    Now for the Ashu Talif questline... people like to complain about this because it's difficult and a bit out of the way, but it's totally doable. It's even easier now with the level cap increase, and all in all it's a ridiculously fun series of BCNM's. Yes, it is extremely hard to put together, but the reward is completely worth it.

    Also, I'm just as lost on this Tactical Processor issue. I'm sure SE knows we're still writhing in pain about it.
    (6)

  2. #2
    Player Drac's Avatar
    Join Date
    Mar 2011
    Posts
    28
    Character
    Draconious
    World
    Quetzalcoatl
    Main Class
    PUP Lv 99

    [dev1010] Puppetmaster adjustments

    The following automaton attachments will be added:
    Yay new toys! lets see what they are!

    Heat Capacitor A fire-based automaton attachment.
    Functionality: Erases all Fire Maneuver effects to restore TP.
    Noooo not my Fire Maneuvers T-T this better give me lots of TP in exchange for reduced damage output.

    Power Cooler An ice-based automaton attachment.
    Functionality: Reduces MP cost in proportion to the number of Ice Maneuvers in effect.
    Ok ... so who still doesn't know how to manage MP @ level 90? This thing is mostly useless.

    Barrage Turbine A wind-based automaton attachment.
    Functionality: Erases all Wind Maneuver effects to occasionally grant a Barrage effect.
    Ok ... this would be good if we could accurately predict when our maton was going to ws AND have is use this right before it did unless... the occasionally word worries me. What I'm hoping it works on a % based on maneuvers and not disappear the first time it goes off. Much testing will have to be done on this one but i think this will be a good attachment.

    Galvanizer A lightning-based automaton attachment.
    Functionality: Increases chance of countering in proportion to the number of Thunder Maneuvers in effect.
    Wow .. this might be the attachment that will finally allow our maton to tank....


    The following weapon skills will be added for the Valoredge and Sharpshot frames:
    This can be nothing but winning!

    String Shredder: Valoredge
    Delivers a twofold attack.
    Critical hit rate varies with TP.
    Let's hope it's earth maneuver! 2fold crit ws should be thunder(bonus to crit) however that's already used ... maybe SE will double up on thunder cause we don't want our maton using string clipper anyways

    Armor Shatterer: Sharpshot
    Delivers a fourfold attack.
    Additional effect: Weakens defense
    Additional effect duration varies with TP.
    This one is tricky.... Barrage effect would probably work better on a 1 hit ws... but since it's prolly a fairly low chance of that happening. Love the Weakens defense!

    If there is one thing I have to say about this pupdate is that it falls short of what we were hoping for. There is no mention of AI adjustment. Our Spritireavers will forever be stuck in drain / aspir mode T-T.
    (0)

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