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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,993
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Puppetmaster Job Idea

    Puppetmaster (PUP)
    Utility DPS with a Pet
    Weapon: Animators, Cross-shaped devices the Puppetmaster wield in each hand to control their Automatons.
    Attack Type: Blunt, Close Range
    Armor: Light Armor
    Limit Break: Melee
    Limit Break 3: Show Stopper
    Cross Class: Lancer and Pugilist
    Important Stats: Strength for Attack, TP for cost

    Wandering performers who entertain both friend and foe a like with mechanized puppets called Automatons.

    Pets
    Similar to Machinists and the Arcanist job tree, Puppetmasters can summon pets called Automatons to battle.
    These Automatons come in three versions or "Frames": Harlequin, Soulsoother, and Sharpshot.
    Which Frame your Automaton is using will not only determine its moveset but will effect some of the user's skills as well.
    All Automaton do Blunt, Physical damage.
    When a Frame is switched, all buffs will disappear but debuffs will remain and their HP will stay the same.
    Additionally, Automaton will mimic any emote their user uses.

    Frames

    Harlequin
    Melee DPS Pet

    1. Slapstick: Damages a selected target. Potency of 110. Instant cast time. 2.5 second recast.
    1. Dia: Deals unaspected damage over time for 18 seconds. Potency of 50. Instant cast time. 2.5 second recast.
    20. Dia II: Deals unaspected damage over time to all enemies with in 5 yalms of the Automaton for 15 seconds. Potency of 30. Instant cast time. 5 second recast.
    40. String Shredder: Damage all enemies with in 5 yalms of the Automaton. Potency of 110. Instant cast time. 30 second recast.

    Behavior: Attacks user's target, using Dia > Dia II > Slapstick when on Sic. Will stay with their user unless told otherwise.

    Soulsoother
    Ranged, Buffing Pet

    1. Magic Mortar: Damages a selected target. Potency of 90. Instant cast time. 2.5 second recast.
    1. Reactive Shield: Places a shield on all party members with in 10 yalms of the Automaton that will damage any enemy that attacks them for 30 seconds. Potency of 50. Instant cast time. 60 second recast.
    20. Barrage Turbine: Increases the attack speed of all party members with in 10 yalms of the Automaton by 4% for 15 seconds. Instant cast time. 60 second recast.
    40. Tactical Processor: Places a debuff on a selected foe for 20 seconds that will increase the Critical Hit Rate of any party member that physically damages them by 15% for 5 seconds. Instant cast time. 60 second recast.

    Behavior: Attacks user's target. Cycles through buffs, one at a time when on Sic.

    Sharpshot
    Ranged, Debuffing DPS Pet

    1. Arcuballista: Damages a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    1. Armor Piercer: Increases Damage done onto a selected target by 10% for 15 seconds. A target can only have one Armor Piercer debuff on them at a time. Instant cast time. 40 second recast.
    20. Chimera Clipper: Damages a selected target and damages them over time for 18 seconds. Potency of 70 for initial attack and 20 for DoT. Instant cast time. 2.5 second recast.
    40. Armor Shatter: Places Armor Piercer debuff on a selected target and all foes with in 5 yalms of them for 10 seconds. Instant cast time. 90 second recast.

    Behavior: Attacks the user's target, using Armor Piercer > Chimera Ripper > Arcuballista when on Sic.


    Skills
    Pet-based Skills
    - Activation: Summons the user's Automaton in its Harlequin Frame. 4 second cast time. 2.5 second recast.
    - Pantomime: Switchs the user's Automaton's Frame to the next one in line (Harlequin > Soulsoother > Sharpshot > Harlequin). Instant cast time. 15 second recast.
    - Repair: Heals the user's Automaton. Uses user's Attack Power. Potency of 500. Instant cast time. 5 second recast.
    - Maintenance: Removes one detrimental status effect from the user's Automaton. Instant cast time. 5 second recast.
    - Cooldown: Removes one detrimental status effect from the user's Automaton that they received from one of the user's skills. Instant cast time. 90 second recast.
    - Overdrive: Increases the Automaton's attack power and buffing power by 50% for 15 seconds. Afterwards, the Automaton's Action Speed will decrease by 50% and the Automaton's Frame cannot be switch for 20 seconds. Instant cast time. 120 second recast.
    - Tactical Deactivation: Causes the user's Automaton to go inactive for 20 seconds but grants a TP-Refresh on them and increases their Physical Damage by 20%. The Automaton can still be damaged/healed while inactive. Instant cast time. 160 second recast.
    - Mana Converter: Takes half of the user's Automaton's HP and adds it to the user TP. Additionally, all healing effects used on the user's Automaton are cut by 50% for 20 seconds. Instant cast time. 90 second recast.
    - Deus Ex Automata: Effects varies depending on if the user has an Automaton out or not. Instant cast time. 100 second recast.
    IF no Automaton: Summons the user's Automaton in its Harlequin Frame but its Action Speed will decrease by 50% for 20 seconds and the Automaton's Frame cannot be switch for 30 seconds.
    IF there is an Automaton: Switches the user's Automaton's Frame to the next in line but the Automaton's Frame cannot be switched for 30 seconds.
    - Heady Artifice: Effect varies depending on Automaton Frame. Instant cast time. 180 second recast.
    Harlequin: Causes the next 5 skills and/or Maneuvers the Harlequin Frame uses to be Critical Hits.
    Soulsoother: Heals all party members by 5% of their HP, whenever they damage a foe, for 15 seconds.
    Sharpshot: Increase the Damage of the next skill or Maneuver the Sharpshot Frame uses by 50% and makes it unavoidable.

    Maneuvers
    Coordinating with their Automaton, Puppetmasters can use Maneuvers for various effects depending on what frame they are using.
    When used, the Automaton will stop whatever skill they were using.
    All Maneuvers have an Instant cast time and 20 second recast but share the same cooldown time.
    Can be used when Automaton is inactive but will loose the Automaton's Potency and any secondary effects.
    Cannot be used with out an Automaton.
    Maneuvers count as Weapon Skills.

    - Earth Maneuver
    Harlequin: Damages a selected target. Potency of 100 for user, 50 for Automaton.
    Soulsoother: Damages a selected target and restores a percentage of the user's TP based on the damage (damage * 0.1 = TP%). Potency of 100 for user, 20 for Automaton.
    Sharpshot: Damages a selected target and slows down their Attack Speed by 5% for 10 seconds. Potency of 100 for user, 20 for Automaton.

    - Wind Maneuver
    Harlequin: Damages a selected target. Potency of 50 for user, 100 for Automaton.
    Soulsoother: Damages a selected target and decreases their Evasion by 10% for 10 seconds. Potency of 100 for user, 20 for Automaton.
    Sharpshot: Damages a selected target and Stuns them for 1 second. Potency of 50 for user, 30 for Automaton.

    - Water Maneuver
    Harlequin: Damages a selected target and deal unaspected damage over time for 15 seconds. Potency of 80 for user, and 20 for DoT (counts as Automaton's Potency).
    Soulsoother: Damages a selected target and lower their Magic Damage by 5% for 10 seconds. Potency of 80 for user, 10 for Automaton.
    Sharpshot: Damages a selected target and Silences them for 3 seconds. Potency of 100 for user, 30 for Automaton.

    - Fire Maneuver
    Harlequin: Damages a selected target. Potency of 80 from user, 120 from Automaton.
    Soulsoother: Damages a selected target. Potency of 190 for user, 10 for Automaton.
    Sharpshot: Damages a selected target. Potency of 100 for user, 100 for Automaton.

    Weapon Skills
    - String Clipper: Damages a selected target. Potency of 150. Instant cast time. 2.5 second recast.
    - Hammermill: Damages a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: String Clipper > Hammermill : Potency of 200.
    - Stringing Pummel: Damage a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Hammermill> Stringing Pummel: Potency of 300.
    - Victory Smite: Damages a selected target. Potency fo 100. Instant cast time. 2.5 second recast.
    Combo: Hammermill> Victory Smite : Potency of 200. Increase damage the target recieves from Pets and/or Companions/Chocobo (including Maneuvers) by 25% for 15 seconds.
    - Heatsinker: Damages a selected target and deals unaspected damage to them over time for 25 seconds. Potency of 25. Instant cast time. 2.5 second recast.
    - Chakram: Damages a selected target. Range of 15 yalms. Potency of 120. Instant cast time. 2.5 second recast.
    - Role Reversal: Damages a selected target based on the user's Automaton's current HP%. Instant cast time. 90 second cast time.
    IF no Automaton or Automaton is at 76-100%: Potency of 140.
    If at 51-75%: Potency of 160.
    If at 31-50%: Potency of 180.
    If at 21-30: Potency of 200.
    If at 1-20%: Potency of 220.

    Other Skills
    - Ventriloquy: Decrease enmity the user generates for 15 seconds. Instant cast time. 90 second recast.
    - Damage Gauge: Places a shield on the user that will absorb damage equal to 10% of their maximum HP. Instant cast time. 90 second recast.
    - Tension Spring: Increases the user Attack Speed by 10% for 10 seconds. Instant cast time. 60 second recast.
    - Assimilate: Spreads the user's Damage Gauge and Tension buffs to the whole party (including pets and companions) but with only half the power (not effecting the user's) Instant cast time. 100 second recast.
    - Optimization: Decrease the cooldown time of the user's Pet-based skills by 20% but decreases both their own and their Automaton's damage by 25% for 15 seconds. Instant cast time. 120 second recast.
    - Toy Box: Randomly uses one of four Automaton skills: Dia II, String Shredder, Reactive Shield, or Barrage Turbine. Instant cast time. 50 second recast. These do NOT count towards the Automaton's cooldown nor is an Automaton needed to use this skill.
    - Toy Box II: Randomly uses on of four Automaton skills on a selected target: Dia, Tactical Processor, Armor Piercer, or Armor Shatter. Instant cast time. 50 second recast. These do NOT count towards the Automaton's cooldown nor is an Automaton needed to use this skill.

    Skill Level
    1. String Clipper
    2. Tension Spring
    4. Activation
    6. Hammermill
    8. Repair
    10. Earth Maneuver
    12. Chakram
    15. Heatsinker
    18. Wind Maneuver
    22. Maintenance
    26. Stringing Pummel
    30. Damage Gauge
    30. Assimilate
    *Quest* 30. Pantomime
    34. Water Maneuver
    *Quest* 35. Ventriloquy
    38. Victory Smite
    *Quest* 40. Toy Box
    42. Overdrive
    *Quest* 45. Optomization
    46. Fire Maneuver
    50. Role Reversal
    *Quest* 50. Toy Box II
    *Quest* 52. Mana Converter
    *Quest* 54. Tactical Deactivation
    *Quest* 56. Cooldown
    *Quest* 58. Deus Ex Automata
    *Quest* 60. Heady Artifice


    Traits
    8. Enhanced Strength: Increases Strength by 2.
    14. Enhanced Tension Spring: Extends Tensions Springs duration to 20 seconds.
    16. Enhanced Strength II: Increases Strength by 4.
    20. Stout Servant: Decreases Damage pet receives by 5%.
    24. Enhanced Strength III: Increase Strength by 6.
    28. Stout Servant II: Decreases Damage pet recieves by 5%.
    32. Biotech Repair and Maintenance: Repair and/or Maintenance can now be used on the user and party members but their cooldown times will be double. User must target themself or target to use Repair and Maintenance on them.
    36. Fine-Tuning: Increase pet's damage by 5%.
    40. Stout Servant III: Decreases Damage pet recieves by 5%.
    44. Enhanced Damage Gauge: Shortens Damage Gauge's recast time to 60 seconds.
    48. Maneuverable: Whenever a Maneuver is used, the user will be granted a buff that will decrease the TP cost of the next Maneuver they us by half, so long as it wasn't the same Maneuver they previously used.
    (8)

  2. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,993
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    There, posted all of it.
    (1)

  3. #3
    Player
    EinherjarLucian's Avatar
    Join Date
    Apr 2013
    Location
    Seattle
    Posts
    151
    Character
    Chalyss Hearthglenne
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Mimilu View Post
    There, posted all of it.
    Nice work! Hope they take this seriously.
    (1)

  4. #4
    Player
    Sapphic's Avatar
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    Oct 2013
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    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Well thought out post, kudos.

    One of the very few job ideas that doesn't seem on first glance extremely overpowered.

    But tbh I think we need another ranged caster class first, and maybe a pure physical ranged DPS job also which would give us 3 of each

    Even though I'm hoping for DNC <3
    (2)

  5. #5
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,993
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Sapphic View Post
    But tbh I think we need another ranged caster class first, and maybe a pure physical ranged DPS job also which would give us 3 of each

    Even though I'm hoping for DNC <3
    With how BRD and MCH currently are, they kind of are ranged casters. >w>
    As of now we have: three tanks, three melee DPS, two ranged DPS, two caster DPS, and three healers.
    But I agree, Dancer is on the top of my most wanted jobs.
    (0)

  6. #6
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Mimilu View Post
    With how BRD and MCH currently are, they kind of are ranged casters. >w>
    As of now we have: three tanks, three melee DPS, two ranged DPS, two caster DPS, and three healers.
    But I agree, Dancer is on the top of my most wanted jobs.
    DNC had my favorite outfits, hope they add similar styles if they add DNC, would look hella cute!
    (1)

  7. #7
    Player
    EinherjarLucian's Avatar
    Join Date
    Apr 2013
    Location
    Seattle
    Posts
    151
    Character
    Chalyss Hearthglenne
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Sapphic View Post
    DNC had my favorite outfits, hope they add similar styles if they add DNC, would look hella cute!
    DNC in a Thavnarian Bodice? Sounds good to me.
    (0)

  8. #8
    Player
    Causality's Avatar
    Join Date
    Aug 2014
    Location
    Limsa Lominsa
    Posts
    445
    Character
    Nutritious Delicious
    World
    Adamantoise
    Main Class
    White Mage Lv 54
    Quote Originally Posted by Sapphic View Post
    Well thought out post, kudos.

    One of the very few job ideas that doesn't seem on first glance extremely overpowered.

    But tbh I think we need another ranged caster class first, and maybe a pure physical ranged DPS job also which would give us 3 of each

    Even though I'm hoping for DNC <3
    Another Magic Damage class, perhaps a Melee one. We already have 4 Physical Damage classes to two Magic Damage classes if you lump ninja into primarily being Physical. Flip coin Melee before another Range. We have 3 Melee to 4 Ranged.
    (1)

  9. #9
    Player
    Gamer3427's Avatar
    Join Date
    Feb 2015
    Location
    Limsa Lominsa
    Posts
    882
    Character
    Rashi Shadowblade
    World
    Shiva
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Causality View Post
    Another Magic Damage class, perhaps a Melee one.
    Agreed. The closest thing we have to a melee mage is DRK, and even that uses STR instead of INT, as well as it being a tank and not DPS. We have two ranged physical DPS classes as well, meaning that in terms of ranged DPS it's split even between casters and physical, (healers don't count as they are healers, not DPS with healing abilities on the side), whereas for melee, (not counting tanks for the same reason I'm not counting healers), we have three physical and no casters.....

    Not to mention that while I'm more than fine with MCH being a physical class, the lore behind it should actually put it as a caster, because if I've understood it properly from the description of the aetherconverter, then all our attacks are actually compressed aetherial energy, (IE: Magic), rather than actual bullets. This is why our shots can have so many varied effects, and we don't have to consume ammo aside from our special reloads that are on a cooldown and only offer us a few shots. This is also evident in the fact that the same aetherconverter that powers our shots is what powers our turrets and is what allows us to put out the AoE buff using them, by consuming more aether, (and thus draining our MP). Again though, I'm fine with the actual gameplay reasons behind this, (that MP drain from buffing would be dangerous if we used MP constantly), and technically the lore behind it in that we're only using a minute amount of energy to fuel our shots. The only reason I bring this up is because due to all of this, it would make more sense to me if our attacks dealt unaspected magic damage, rather than physical. It would also do more to even out the physical DPS to caster DPS ratio, with casters having more numbers in ranged, while physical have more in melee......

    That MCH bit is just a thought though, based on the lore. In the end, the function of it isn't really affected no matter whether it's physical or magic based damage beyond which debuffs on enemies benefit it more, because otherwise one damage type would always be considered vastly superior to others in certain runs based on which did more damage, and we have enough of that already because of people hating on certain classes......
    (0)
    Last edited by Gamer3427; 07-15-2015 at 12:25 PM.

  10. #10
    Player
    JibeMalkieri's Avatar
    Join Date
    Dec 2013
    Posts
    22
    Character
    Jibe Malkieri
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    I loved pup, that being said don't ask them for it. If they ever did make PUP it would be a terrible bastardization of the job we once knew. The FFXIV dev team admittedly has no idea how to develop and balance pet jobs, hence why they strayed away from working on the pets at all in heavensward. Smart money says they wont touch pets in the next expansion either.
    (0)

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