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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Puppetmaster

    *Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form."

    Puppetmaster (PUP)
    Melee, Pet-Using DPS
    Weapon: Puppets/Dolls/Mammets/Automatons and Controls (In one weapon slot).
    Attack Type: Blunt, Close Range. Puppetmasters have two auto-attacks, one from themselves and one from their Puppet. Both do 50% of the damage.
    Armor: Light Armor, Striking
    Limit Break: Prima Vista (Melee)
    Cross Class: Pugilist and Lancer
    Important Stats: Strength, TP for cost

    Wandering performers who entertain crowds and confound their enemies using puppets.



    Special Mechanics
    Pet Control
    As oppose to the Arcanists, Summoners, and Scholars, Puppetmasters synchronize their puppet's movements with their own.
    Puppets will automatically target their owner's target unless the ability Show Time is used. If the target they were attacking with Show Time is defeated, the Puppet will automatically switch to the User's target.
    Additionally, Puppets will mimic whatever emotes their user uses.

    Skills and Abilities
    Pet Abilities
    - Activation: Ability. Summon the user's Puppet. Despite having a cast time, this is oGCD. 6 second cast time. 2.5 second cooldown.
    - Armor Piercer: Ability. Increase Damage done onto the user's Puppet's selected target by 10% for 15 seconds. Only one Armor Piercer can be on a target at a time. Instant cast time. 40 second cooldown.
    - Cooldown: Ability. Removes one detrimental status effect from the user's Puppet that they received from one of the user's skills. Instant cast time. 200 second cooldown.
    - Deus Ex Automata: Ability. Summon the user's Puppet but with a 50% Attack Speed Decrease for 15 seconds. Instant cast time. 60 second cooldown.
    - Heady Artifice: Ability. Causes the user's Puppet's next 5 Damaging Weaponskills or Abilities be automatically a Critical Hit (Duration: 15 seconds). Afterwards, for 15 seconds, the Puppet cannot be effected by Earth, Fire, Water, and/or Wind Maneuvers. Instant cast time. 180 second cooldown.
    - Light Maneuver: Ability. For 20 seconds, create 2 After Images of the user's Puppet that will mimic the Puppet, doing 20% of the damage it would. These After Images only do damage on Auto-Attacks and Single Target Weaponskills and Abilities. Instant cast time. 90 second cooldown.
    - Maintenance: Ability. Removes one detrimental status effect from the user's Automaton. Instant cast time. 5 second cooldown.
    - Overdrive: Ability. Increase the user's Puppet's Attack Power by 50% for 15 seconds. Afterwards, The Puppet's Action Speed will Decrease by 25% for 20 seconds. Instant cast time. 120 second cooldown.
    - Repair: Ability. Heals the user's Automaton. Uses user's Attack Power. Potency of 500. Instant cast time. 5 second cooldown.
    - Show Time: Ability. Sends the user's Puppet to attack a target. Instant cast time. 1 second cooldown.
    - Shows Over: Ability. Orders the user's Puppet to leave the battlefield. Instant cast time. 1 second cooldown.
    - Ventriloquy: Ability. Transfer all Aggro the user generates for 15 seconds to their Puppet. Additionally, Decrease Damage the user's Puppet receives by 15%. Instant cast time. 90 second cooldown.

    Offensive Weaponskills and Abilities
    - String Clipper: Weaponskill. Damage a selected target. Potency of 100 for the user, 50 for the Puppet.. Instant cast time. 2.5 second cooldown.
    - Hammermill: Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: String Clipper> Hammermill: The Puppet will damage the enemy for a Potency of 100.
    - Stringing Pummel: Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Hammermill > Stringing Pummel: Potency of 150. The Puppet will damage the enemy for a potency of 150.
    - Victory Smite: Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Hammermill> Victory Smite: Potency of 200. Increase damage the target receives from Pets by 25% for 15 seconds.
    - Chimera Ripper: Weaponskill. Damage all enemies with a 8 yalm, cone in front of the user. Potency of 120. Instant cast time. 2.5 second cooldown.
    - Heatsinker: Weaponskill. Damages a selected target and deals unaspected damage to them over time for 25 seconds. Potency of 25. Instant cast time. 2.5 second cooldown.
    - Chakram: Ability. Damage a selected target. Range of 20 yalms. Potency of 120. Instant cast time. 15 second cooldown.
    - Daze: Ability. Damage a selected target. Additionally, Stun them for 3 seconds. Potency of 100. Instant cast time. 40 second cooldown.
    - String Shredder: Ability. Damage all enemies with in 5 yalms of the user or their Puppet (enemies can be damaged by both). Potency of 100 each. Instant cast time. 15 second cooldown.

    Other Abilities
    - Assimilate: Ability. Spreads the user's Earth, Fire, Water, and/or Wind Maneuver buffs to all partymembers with in 15 yalms of the user but with only half the power/potency. This does not effect the user or their Puppet's buffs. Instant cast time. 100 second cooldown.
    - Cannibal Blade: Ability. The user recovers TP based on the damage their Puppet does (Damage*0.01=TP) for 15 seconds. Instant cast time. 90 second cooldown.
    - Dark Maneuver: Ability. Remove the user's Puppet from the battlefield. Additionally, Double the damage the user causes, decrease Damage they receive by 25%, and make them immune to Poison, Paralysis, Disease, Sleep, Blindness, Heaviness, and Main Stat decreases for 15 seconds. Activation and other Maneuvers cannot be used while under this effect. Instant cast time. 180 second cooldown. When used, Light Maneuver also goes into cooldown.
    - Earth Maneuver: Ability. Place a shield on the user and their Puppet that will absorb damage equal to 10% of the user's Max HP. If the target has Fire Maneuver on them, remove it. Instant cast time. 90 second cooldown.
    - Fire Maneuver: Ability. Places a shield on the user and their Puppet that will damage any enemy that damages them for 30 seconds. If the target has Earth Maneuver on them, remove it. Potency of 50. Instant cast time. 60 second cooldown.
    - Mana Converter: Ability. Take half of the user's Puppet's HP and recover the user's TP equal to that. Additionally, all healing effects used on the Puppet will be decreased by 50% for 20 seconds. Instant cast time. 90 second cooldown.
    - Water Maneuver: Ability. Decrease Damage the user and their Puppet receive by 10% for 10 seconds. If the target has Wind Maneuver on them, remove it. Instant cast time. 60 second cooldown.
    - Wind Maneuver: Ability. Increase the user and their Puppet's Attack Speed by 10% for 10 seconds. If the target has Water Maneuver on them, remove it. Instant cast time. 60 second cooldown.


    Skill Levels and Traits
    Skill Level
    1. String Clipper
    2. Wind Maneuver
    4. Activation, Show Time, and Shows Over
    6. Hammermill
    8. Repair
    10. Daze
    12. Chakram
    15. Heatsinker
    18. Cannibal Blade
    22. Maintenance
    26. Stringing Pummel
    30. Water Maneuver
    *Quest* 30. Assimilate
    34. Earth Maneuver
    *Quest* 35. Ventriloquy
    38. Armor Piercer
    *Quest* 40. String Shredder
    42. Fire Maneuver
    *Quest* 45. Overdrive
    46. Chimera Ripper
    50. Victory Smite
    *Quest* 50. Light Maneuver
    *Quest* 52. Deus Ex Automata
    *Quest* 54. Mana Converter
    *Quest* 56. Dark Maneuver
    *Quest* 58. Cooldown
    *Quest* 60. Heady Artifice

    Traits
    8. Enhanced Strength: Increases Strength by 2.
    14. Enhanced Wind Maneuver: Extend Wind Maneuver's 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. Enhanced Daze: Shorten Daze's cooldown time to 25 seconds.
    32. Optimization: 25% chance of increasing Pet's Attack Damage by 20% for 8 seconds when the user lands a critical hit.
    36. Stout Servant II: Decrease Damage pet receives by 5%.
    40. Fine-Tuning: 25% chance of decreasing TP by 25% for the user for 8 seconds when their pet lands a critical hit.
    44. Enhanced Earth Maneuver: Shorten Earth Maneuver's cooldown time to 60 seconds.
    48. Stout Servant III: Whenever both the user and their pet take damage at the same time, there is a 25% chance the pet will not receive more damage then the user.
    (9)
    Last edited by Mimilu; 12-28-2016 at 01:36 AM.

  2. #2
    Player
    Sainya's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah!! and Gridania
    Posts
    229
    Character
    Mjara Kigaomoi
    World
    Excalibur
    Main Class
    Machinist Lv 90
    I think this is already in the game - so I support this. Great write-up.
    (0)
    <- The real reason Yoshi-P stressed watching all the cutscenes.

    Matoya: And that should give you a notion of how sick and tired I was of those spineless wretches of the Forum. All talk and no trousers, that lot.

  3. #3
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Sainya View Post
    I think this is already in the game
    How so? >o>
    (0)

  4. #4
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Seems a bit overboard on TP regeneration, but looks pretty good. I definitely agree that puppetmaster probably wouldn't be that generic pet job like summoner and scholar, working more similarly to a "Real Steel" type of circumstance like how you have it. The only real hurdle would be in the proper design of the puppet mechanics.

    I would like to see more lore components to this and more aesthetic elements such as the size and other visual features of the puppet, like if it would be a mammet or would it be some other model and what reasons would bring that up.
    (1)

  5. #5
    Player
    Rinuko's Avatar
    Join Date
    Jan 2015
    Posts
    1,212
    Character
    Lele Inoch
    World
    Zodiark
    Main Class
    Black Mage Lv 80
    Is this FFXI?
    (0)

  6. #6
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Kazrah View Post
    Seems a bit overboard on TP regeneration, but looks pretty good.
    For some reason, while I was designing the concept, I was really paranoid about TP but I can see that there might be too much. I'll probably remove Mana Converter and change Dark Maneuver.

    Quote Originally Posted by Kazrah View Post
    I definitely agree that puppetmaster probably wouldn't be that generic pet job like summoner and scholar, working more similarly to a "Real Steel" type of circumstance like how you have it.
    For me, I wanted to show another way a pet-job could be achieved within the game's current design.

    Quote Originally Posted by Kazrah View Post
    I would like to see more lore components to this and more aesthetic elements such as the size and other visual features of the puppet, like if it would be a mammet or would it be some other model and what reasons would bring that up.
    For me, I feel Puppetmaster would take influence for Ul'dah and Sharlayan. Ul'dah has a history of mammet use, goldsmithing, and street preforming, while Sharlayan also uses mammets and has a flair of the whimsical. In my eyes, XIV's Puppetmaster could focus more on being a street performer and less on being a mechanic, being more whimsical and showy.
    As for weapons, I wanted a range of various puppets that people could glamour with like the traditional XI Automaton designs, Lulu from X's dolls, and XIV's own Mammets. Maybe even include some of the minion designs.

    Quote Originally Posted by Rinuko View Post
    Is this FFXI?
    I feel that Puppetmaster has become iconic enough to at least on the list of possible jobs.
    (1)
    Last edited by Mimilu; 12-28-2016 at 01:16 AM.

  7. #7
    Player GMERC's Avatar
    Join Date
    Apr 2016
    Posts
    377
    Character
    Saltire Dalamiq
    World
    Balmung
    Main Class
    Astrologian Lv 73
    Quote Originally Posted by Mimilu View Post
    I feel that Puppetmaster has become iconic enough to at least on the list of possible jobs.


    I think the last time someone asked YoshiP about whether PUP was in consideration they got a flat "no" answer.
    (1)
    Last edited by GMERC; 12-28-2016 at 02:48 AM.

  8. #8
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by GMERC View Post
    I think the last time someone asked YoshiP about whether PUP was in consideration they got a flat "no" answer.
    He said the team hadn't thought about adding it, at that time.
    Do I think that it's going to be the second job in 4.0? Probably not.
    That doesn't mean it can't be on the table for other expansions.
    And even if it isn't, that doesn't mean people can't brainstorm about how it could fit in the game.
    (1)

  9. #9
    Player GMERC's Avatar
    Join Date
    Apr 2016
    Posts
    377
    Character
    Saltire Dalamiq
    World
    Balmung
    Main Class
    Astrologian Lv 73
    Quote Originally Posted by Mimilu View Post
    He said the team hadn't thought about adding it, at that time.
    Do I think that it's going to be the second job in 4.0? Probably not.
    That doesn't mean it can't be on the table for other expansions.
    And even if it isn't, that doesn't mean people can't brainstorm about how it could fit in the game.
    All right then, I suppose I can contribute that much. I'd much rather they moved away from the hideous Mammet Automaton designs from XI (and already found lingering about in this game) to something that can be taken more seriously, like some freaky mannequins or dolls. Additionally, I'd say they would be best served by dramatically reducing if not eliminating the damage output of the player, and shift instead to being primarily about remotely controlling the puppet.

    This game comes to mind whenever anyone suggests PUP make a return, because the last thing I'd want would be another job with an extremely passive pet.
    (0)

  10. #10
    Player
    Forte's Avatar
    Join Date
    Dec 2011
    Posts
    139
    Character
    Solumbum Hircine
    World
    Sargatanas
    Main Class
    Summoner Lv 70
    only thing I would add to this is something like smn having 3 types of pets I would like there to be three types of puppet as well other then that I would play this in a heart beat I miss my pup from FF11
    (0)

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