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A Puppetmaster Guide v1.8 - 4/21/2006 2:17:36 PM 3 votes
Libri

 

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A Puppetmaster Guide v1.8

 

I. Introduction

 

Welcome fellow entertainers! So you like my automaton, eh? That’s what my buddy Serenade here is called. Say “Hello,” dummy.

 

Serenade: “Hello, dummy.”

 

Isn’t he lovely. Well you can’t have him. You’ll need to unlock Puppetmaster (henceforth known as PUP) to get your own. Listen closely.

 

II. Unlocking PUP

 

You’ll need the Treasures of Aht Urghan expansion ready and registered to unlock this job. But before you go running off to Mhaura, stop in Bastok Markets and talk to the Elvaan PUP there named Shamarhaan (he’s at the fountain, F-9). He’ll tell you to see his pupil Iruki-Waraki in Whitegate.

 

Travel to Whitegate from Mhaura and head to the upstairs portion of K-9 (it’s in the section of the map called Way of the Devout, if you bought it). In the corner sits a Tarutaru, Iruki-Waraki, who’s feeling rather pissy. He tells you he can’t talk about being a PUP without an automaton (he never really says why he doesn’t have one- probably something we’ll find out later when we get to AF quests). So, we deduce that we need to bring one to him. But how?

 

At I-7 is an Automaton Workshop (also upstairs). Talk to the Galka named Ghatsad, who will make you an offer you can’t refuse. (You do want to become a PUP, right?) He will ask you to go find an early model automaton, and he will give you one in return. He says many years past they tried using automatons in battle against the Lamiae, which means there may be some left in Arrapago Reef.

 

Now for the dangerous part. Head to Nashmau via the northern docks in Whitegate. (There is a Qiqirn selling automaton parts in Nashmau. If you wish, buy them all to save time, I’ll explain later. Oh, and don’t worry about the inventory space- you’ll get it back soon enough.) Take the northern exit to Caedarva Mire.

 



 

This is where it gets tricky. The mobs here aggro differently, so use both Sneak and Invisible. (Some mobs check EP to 75’s, so consider yourselves warned.) Two things to watch out for while sneaking about: Imps, which are True Sight, and Chigoe, which are tiny, tiny “fleas” (they’re about the size of my Tarutaru foot) that attack in packs and come out of nowhere. If you happen to have a PLD with you, let them Shield Bash the little bugs for an instant kill.

 

Travel N and W as much as you can (there’s a wall you need to run E to get past) and you’ll zone into Arrapago Reef (the zone is at I-6).

 

Alternate route contributed by Baer: “The fast, deadly way” I call it. Required: someone with the ability to cast Escape. Take the west exit from Nashmau, and travel through the cemetery and into Talacca Cove (D-9).

 

Pass through the Cove until you zone back into Arrapago Reef. Buff up if you want, then cast Escape. You’ll end up close to a tunnel in the Mire you can run through to zone into Arrapago Reef, but there may be Lamiae and Skeletons nearby so be careful.

 


 

Once inside Arrapago Reef Sneak up (I don’t think Invisible is needed here unless you see Lamiae closeby) and board the first dilapidated boat you see. There is a ??? sort of hidden in the broken stairs by the mast at H-10- examine it to get a cutscene, and you’ll get the key item Antique Automaton.

 

Head back to Whitegate by any means you wish and return to Ghatsad at the Automaton Workshop. After the cutscene, you need to wait one game day, then talk to him again. He’ll have researched the old model you brought him and upgraded it to the latest version, and gives it to you as your reward.

 

Only one thing left to do! Go back to Iruki-Waraki, who’s stupefied that you actually brought him an automaton. We see a kinder, gentler side of him, as he refuses to take the automaton. He says it will only listen to you. He takes something from it and shows you how to control it (behind the cover of a black screen- ha!) and when the scene ends you get both the ability to change jobs to PUP, and an item called an Animator. (Take care of this, you need it to fully utilize your automaton.) He also has you choose a name for your automaton at this time.

 

II. What- no Pinnochio?!

 

Iruki-Waraki gives you a list of names to start, but if you decide it’s not to your liking, go back to the Automaton Workshop and talk to the Tarutaru named Abda-Lurabda. For 9800 gil, he’ll give you even more names to choose from. The complete list of names follows.

 

Iruki-Waraki's List

Abda-Lurabda's Lists

 

 

Luron

 

Nadeshiko

 

Otto

 

Fukusuke

Drille

 

E100

 

Gustav

 

Mataemon

Tournefoux

 

Koume

 

Muffin

 

Kansuke

Chafouin

 

X-32

 

Xaver

 

Polichinelle

Plaisantin

 

Poppo

 

Toni

 

Tobisuke

Loustic

 

Asuka

 

Ina

 

Sasuke

Histrion

 

Sakura

 

Gerda

 

Shijimi

Bobeche

 

Tao

 

Petra

 

Chobi

Bougrion

 

Mao

 

Verena

 

Aurelie

Rouleteau

 

Gadget

 

Rosi

 

Magalie

Allouette

 

Marion

 

Schatzi

 

Aurore

Serenade

 

Widget

 

Warashi

 

Caroline

Ficelette

 

Quirk

 

Klingel

 

Andrea

Tocadie

 

Sprocket

 

Clochette

 

Machinette

Caprice

 

Cogette

 

Campanello

 

Clarine

Foucade

 

Lecter

 

Kaiserin

 

Armelle

Capillotte

 

Coppelia

 

Principessa

 

Reinette

Quenotte

 

Sparky

 

Butler

 

Dorlote

Pacotille

 

Clank

 

Graf

 

Turlupin

Comedie

 

Calcobrena

 

Caro

 

Klaxon

Kagekiyo

 

Crackle

 

Cara

 

Bambino

Toraoh

 

Ricochet

 

Mademoiselle

 

Potiron

Genta

 

Josette

 

Herzog

 

Fustige

Kintoki

 

Fritz

 

Tramp

 

Amidon

Koumei

 

Skippy

 

V-1000

 

Machin

Pamama

 

Pino

 

Hikozaemon

 

Bidulon

Lobo

 

Mandarin

 

Nine

 

Tandem

Tsukushi

 

Jackstraw

 

Acht

 

Prestidige

Oniwaka

 

Guignol

 

Quattro

 

Purute-Porute

Kenbishi

 

Moppet

 

Zero

 

Bito-Rabito

Hannya

 

Nutcracker

 

Dreizehn

 

Cocoa

Mashira

 

Erwin

 

Seize

 

Totomo

 

In order to get Abda-Lurabda to change your automaton’s name, you must talk to him as a PUP main.

 

III. So I’ve Got This Hose and a Brush Attachment, and This Crevice Thingy…

 

Now for the fun part- dress-up with our automatons!

 

Serenade: /blush

 

Automatons can be customized by equipping them with Attachments. Here’s the complete list:

 

Name

Element

Slots Used

Effects

Where Found

Accelerator

wind

2

Enhances evasion

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil

Analyzer

earth

1

Increases chance of mitigating the effects of special attacks used by the enemy

Crafted, Alchemy 55 with Crafting Tool Iatrochemistry (fire crystal, hecteyes eye, earth anima, glass sheet, homunculus nerves, plasma oil)

Armor Plate

earth

2

Enhances defense

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil

Auto-Repair Kit

light

2

Increases HP, adds Auto Regen to Light Maneuver

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil

Damage Gauge

light

1

Prioritizes curing

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil

Flashbulb

light

2

Uses "Flash"

Crafted, Alchemy 48, Goldsmithing ?? with Crafting Tool Iatrochemistry (fire crystal, glass fiber, sieglinde putty, glass sheet, lamp marimo, water tank)

Heat Seeker

thunder

1

Analyzes enemy evasion patters and gradually increases accuracy

Crafted, Alchemy 55 with Crafting Tool Iatrochemistry (fire crystal, hecteyes eye, lightning anima, glass sheet, homunculus nerves, plasma oil)

Heat Sink

water

1

Reduces rate of "Fire Maneuver" Overload

Crafted, Goldsmithing 49 with Crafting Tool Clockmaking (earth crystal, mythril sheet, sieglinde putty, mythril gear machines, water tank, hydro pump)

Inhibitor

fire

1

Store TP, improves TP usage efficiency

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil

Loudspeaker

ice

2

Enhances magic attack

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil

Mana Booster

ice

2

Increases frequency of spell use

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil

Mana Conserver

darkness

1

Adds Conserve MP

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil

Mana Converter

darkness

2

Gradually drains HP to restore MP

Crafted, Alchemy 49, Goldsmithing ?? with Crafting Tool Iatrochemistry (fire crystal, mercury, coeurl whisker, brass tank x2, imperial cermet)

Mana Jammer

water

2

Enhances magic defense

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil

Mana Tank

darkness

2

Increases MP, adds Auto Refresh to Dark Maneuver

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil

Pattern Reader

wind

1

Analyzes enemy attack pattern and gradually increases evasion

Crafted, Alchemy 55 with Crafting Tool Iatrochemistry (fire crystal, hecteyes eye, wind anima, glass sheet, homunculus nerves, plasma oil)

Scanner

ice

1

Occasionally scans target's magic resistances

Crafted, Alchemy 55 with Crafting Tool Iatrochemistry (fire crystal, hecteyes eye, ice anima, glass sheet, homunculus nerves, plasma oil)

Scope

wind

2

Enhances ranged accuracy

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil

Shock Absorber

earth

1

Adds "Stoneskin" to Earth Maneuver

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil

Stabilizer

thunder

2

Enhances accuracy

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil

Stealth Screen

water

1

Reduces enmity

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil

Strobe

fire

1

Uses "Provoke"

Crafted, Alchemy 44, Goldsmithing 4 with Crafting Tool Iatrochemistry (fire crystal, silver sheet, glass sheet, orobon lure, polyflan, plasma oil)

Tension Spring

fire

2

Enhances attack

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil

Volt Gun

thunder

2

Adds lightning damage to attacks

Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil

 

 

 

 

If you’re trying to save money, try to take the Volt Gun, Shock Absorber, Auto-Repair Kit, and Mana Tank to start.

 

Now before you go off trying to customize your automaton, you first need to make these attachments equippable. Go back to Whitegate and talk to Tateeya, the Hume at the Automaton Workshop. (Now do you see why I told you to buy the attachments then and there?) Trade her each attachment in turn, and she will add Connectors to each one so you can attach them to your automaton. Doing this also removes the attachments from your inventory and places them in your automaton’s inventory (which as far as I know seems to have no limit- I have all attachments and the head and frame you start with, and so far no complaints).

 

When all that trading is done (it’s almost like learning a spell, really), go to your equipment from the menu (can’t use CTRL-E, sorry) and you’ll notice two new buttons, Master and Automaton. Master is you, so choose Automaton.

 

NOTE: You cannot tinker with your automaton while it is out (“summoned”). Make sure you Deactivate it before playing with its innards. Doing so while the automaton is out could result in a nasty (Shock) or (Burn). This friendly service announcement brought to you by the Automaton Workshop.

 

A new window will pop up much like the equipment screen for a mannequin, as well as your automaton’s inventory. Under the equipment box you’ll see circles (corresponding to the elements) followed by 0/3 or 0/2. What this means is you can equip attachments that are equal to or below that number for that element. So for example, Serenade at level 1 has 0/2 slots for Darkness. This means I can equip the Mana Conserver (1 Darkness) or the Mana Tank (2 Darkness), but not both at once. As you equip attachments, any others that become unequippable because of this limitation become grayed out.

 

The reason I said get the Volt Gun, Shock Absorber, Auto-Repair Kit, and Mana Tank, is because with these attachments your automaton will (at level 1!) have Enthunder (always on), and by using your abilities Stoneskin, Auto Regen, and Auto Refresh. That is tough for lowbie mobs to beat.

 

IV. Your Abilities

 

Time to take your automaton for a stroll.

 

Serenade: I like strolls.

 

He’s not kidding either. At level 1, your automaton can equip 3 slots of each element, and 2 each for Light and Darkness. It also casts Dia, and has a 3-hit weaponskill named Slapstick. You can skillchain it with Combo right after, giving you Impaction.

 

Your 2-hour ability is called Overdrive. Supposedly it enhances your automaton, but I’m not sure how. I haven’t tried it either. Others say it gives the automaton a sort of Manafont-like status, where it can cast spells with no regards to MP.

 

Your first ability is Activate. This “summons” your automaton, and is usable anywhere you can call forth a pet. Sorry, no performing for people in Bomingo Round.

 

Serenade: Darn.

 

Yeah I’m disappointed too. Your next (pet) abilities are the Maneuvers. You have one for each element and are named such (so Light Maneuver, Dark Maneuver, etc.). You can have up to 3 Maneuver effects going on at once, of any combination of elements. You can even double or triple up on one element if you wish. Performing a Maneuver makes the automaton give preference to any attachments it has of that element; for example, using Earth Maneuver while you have a Shock Absorber installed will make it more likely to cast Stoneskin. This is the only way you can hint at your automaton to do things; unfortunately our direct commands to them are more limited. Serenade for example refuses to dance on cue.

 

Serenade: I have two left feet.

 

We better go have Ghatsad take a look at that then. Anyhoo, your other abilities are Deactivate (unsummons your automaton) and Deploy (makes it attack your selected target).

 

The Maneuvers also tell your automaton to focus on certain things:

Fire Maneuver: STR/Attack/Increase enmity
Ice Maneuver: INT/Elemental magic/Magic attack
Wind Maneuver: AGI/Evasion/Ranged accuracy
Earth Maneuver: VIT/Defense
Thunder Maneuver: DEX/Accuracy
Water Maneuver: MND/Magic defense/Curing
Light Maneuver: CHR/HP recovery
Dark Maneuver: MP/MP recovery

 

At level 10, you learn Retrieve. This calls your automaton back to your side, and if it was engaged in combat it disengages.

 

Job Abilities/Traits:

 

Level

Job Traits

Job Abilities

1

 

Overdrive

 

 

Activate

 

 

Deploy

 

 

Deactivate

 

 

Fire Maneuver

 

 

Earth Maneuver

 

 

Water Maneuver

 

 

Wind Maneuver

 

 

Ice Maneuver

 

 

Lightning Maneuver

 

 

Light Maneuver

 

 

Dark Maneuver

5

Resist Slow

 

10

 

Retrieve

 

 

 

(Will update as I find more abilities.)

 

NOTE: When you level up, your automaton does not automatically level with you. You need to Deactivate, and Activate it to get the new stats/abilities. Just like a DRG’s Wyvern, if you Deactivate it with 100% HP you can Activate it right away. Otherwise, Activate is on a 20-minute recast timer.

 

V. Automaton Upgrades

 

Once you reach level 10, go back to Aht Urghan Whitegate and talk to Ghatsad at the Automaton Workshop. He will offer to upgrade your model into one of three types: the Valoredge X-900 (a melee type), the Sharpshot Z-500 (ranged attacker type), or the Stormwaker Y-700 (mage type). He will ask you for a list of things to trade him, and he will then take your automaton and upgrade it. Once you hand him the items, you need to wait til the next RL day (really after JP midnight) before you can get your upgraded automaton. (Not sure but you may need to zone before talking to Ghatsad again.)

 

Here is the list per model:

 

Valoredge X-900:

1 brass sheet

1 wamoura cocoon

1 chunk of Imperial cermet (level 71 Alchemy synth: fire crystal, silica, cermet chunk x2)

1 pair of tigerfangs (level 79 Bonecraft synth: fire crystal, carbon fiber, black tiger fang x2, scorpion shell)

 

Sharpshot Z-500:

1 rosewood lumber

1 square of karakul leather

1 square of karakul cloth

1 repeating crossbow (level 88 Woodworking synth, also requires 59 Smithing and 46 Bonecraft: wind crystal, carbon fiber, couerl whisker, darksteel ingot, mahogany lumber, rosewood lumber, scorpion claw)

 

Stormwaker Y-700:

1 spool of gold thread

1 square of velvet cloth

1 square of wamoura cloth

1 brass ring

 

At level 20, Ghatsad will offer you the other two models you didn’t choose for your next upgrade, and finally at level 30 you can get the last upgrade, so by level 30 you will have 4 different models (heads and frames) to play around with.

 

Ghatsad will also ask for Imperial currency as payment after you trade him the items. These are:

 

Level 10 upgrade: 3 Imperial Silver Pieces

Level 20 upgrade: 3 Imperial Mythril Pieces

Level 30 upgrade: (speculation) 3 Imperial Gold Pieces

 

 

 

 

Thank Yous:

Armine at Allakhazam for the attachment info

Elyn at Allakhazam for the explanation on Maneuvers

Hinoke at Allakhazam for how to get the additional names

Travies09 at GameFAQs for guidelines on the flag quest

Baer for the alternate route to Arrapago Reef

Everyone helping us Puppetmasters get these dang wamoura cocoons

 

 

 

 


_____________________________


...or how it feels inside to share an endless dance.

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Hiro: "Why do you want to be the same?"
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RE: A Puppetmaster Guide v1.0 - 4/21/2006 2:27:21 PM 3 votes
Aralays

 

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Hehe, good guide, Libri

Makes me try Puppetmaster myself some day ^^


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Re: A Puppetmaster Guide v1.0 - 4/21/2006 2:39:35 PM 2 votes
Brodie

 

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Wow very cool. I need to go shopping for parts now ^^

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Re: A Puppetmaster Guide v1.0 - 4/21/2006 2:41:38 PM 2 votes
Libri

 

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You can buy all the attachments for around ~111k.

EDIT: Forgot a digit


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...or how it feels inside to share an endless dance.

Ando: "Why do you want to be different?"
Hiro: "Why do you want to be the same?"
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Re: A Puppetmaster Guide v1.0 - 4/21/2006 2:43:54 PM 2 votes
Brodie

 

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I saw that they were stackable. Why is that?

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Re: A Puppetmaster Guide v1.0 - 4/21/2006 2:49:12 PM 2 votes
Libri

 

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That is something we're not sure about yet. I forgot to mention (I'll add this later)- if you spam your Maneuvers you'll eventually Overburden your automaton, and it won't respond to commands as well. I haven't seen any indication of this. The theory was that if you Overburden it, you might lose attachments. However, others who've managed to Overburden say this isn't the case. My theory is it's so you can put multiple copies of the same attachment, maybe get double the effect for two of the same item for example.

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...or how it feels inside to share an endless dance.

Ando: "Why do you want to be different?"
Hiro: "Why do you want to be the same?"
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RE: A Puppetmaster Guide v1.0 - 4/21/2006 3:26:50 PM 2 votes
Brodie

 

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hmmm....I'll have to keep my eyes open for this.

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Re: A Puppetmaster Guide v1.0 - 4/21/2006 4:35:54 PM 2 votes
Dixon

 

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Ha Ha, you and Brodie have the same puppet name. lol ^^

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Re: A Puppetmaster Guide v1.0 - 4/21/2006 5:19:29 PM 2 votes
Libri

 

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O.O Too bad there's no Pinnochio, really, although that would have been so obvious. Some Player-Automaton pairings do arise though: Ratchet and Clank Chrono (or anyone else from that game) and X-32 Sevenof and Nine Onthe and Fritz Hannibal and Lecter Steffi and Graf Lady(andthe) and Tramp Hot and Cocoa Tragedie and Comedie Chiro and Otto

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...or how it feels inside to share an endless dance.

Ando: "Why do you want to be different?"
Hiro: "Why do you want to be the same?"
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Re: A Puppetmaster Guide v1.0 - 4/22/2006 2:02:08 PM 2 votes
Libri

 

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I got an Overload last night, and it was funny since I had just Activated Serenade. I was about to attack a mob and commanded Earth Maneuver to get him to use Shock Absorber, and I got Overloaded. The status icon appears on your screen, and when I looked at it the help text said "Your automaton is weakened, and you are unable to issue Maneuver commands." Funny thing is, it lasted all of 10 seconds. Never got another one after that. I checked Serenade's info screen while he was Overloaded, and while the help text said he was "weakened" I noticed no reduction in his stats or hp/mp. Perhaps it means his damage potential is reduced, and/or defense is lowered.

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...or how it feels inside to share an endless dance.

Ando: "Why do you want to be different?"
Hiro: "Why do you want to be the same?"
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Re: A Puppetmaster Guide v1.5 - 4/24/2006 11:33:16 AM 2 votes
Libri

 

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Updated with more info, plus the level 10 upgrade requirements. Help wanted! If you have upgraded your automaton, please send me a PM with the stats of the new Head and Frame parts (by that I mean the elemental slots), as well as anything new you notice about its behavior/performance. Feel free to send me a screenie of you and your new model.

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Hiro: "Why do you want to be the same?"
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Re: A Puppetmaster Guide v1.5 - 4/25/2006 3:17:44 PM 2 votes
Merro

 

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Okay... I have an alternate way of getting to the Arrapago Reef.. It's a lot faster, but it's more dangerous... What you do is leave Nashmau through the west gate, pass through the cemetary and go into Talacca Cove. Pass through the cover into Arrapago Reef.. This part of the Reef is a dead end, you can't go anywhere, and as far as I have seen, there's absolutely nothing there.. But this is the point where the danger really comes in, so I would suggest buffing up.. Once you're buffed up, and feel comfortable, cast escape.. This will put you right by the proper entrance to Arrapago Reef.. But there are Skeletons and Lamia nearby, so it's possible to get aggro.. Once you enter the Reef, you're a mere stones throw from the finishing the Puppet Master flag quest... So, now, I'll put abridged step by step instructions.. 1: Leave Nashmau from the West Gate. 2: Enter Talacca Cover. (No mobs here) 3: Pass through Talacca Cover, and enter Arragapo Reef. 4: Buff up. (Optional) 5: Cast Escape. 6: Run into the tunnel, and in turn, Arragapo Reef.

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Re: A Puppetmaster Guide v1.6 - 4/25/2006 6:53:49 PM 2 votes
Fletchergreen

 

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Do you know if there is a way to quit the current quest for upgrading the puppet if you change your mind? Also, how do you get Imp. Silver Pieces w/o exchanging them in Whitegate? thank you <(_ _)>

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Re: A Puppetmaster Guide v1.6 - 4/26/2006 1:16:56 AM 2 votes
Libri

 

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Sorry, I don't know if there is a way to quit/change your mind after choosing what upgrade to take. That being said, the only NPC I can think of that would do that (if it were possible) would be Ghatsad. Try talking to him again. As for the silver pieces, you can either buy them, kill mobs under the Sanction effect and trade your Sanction points for currency, or (and this is a guess) do Assault/Beseiged for them.

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Re: A Puppetmaster Guide v1.6 - 4/26/2006 1:25:46 AM 2 votes
Fletchergreen

 

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So Sanction is the signet for Aht Uhrgan? now i just need to form a party that won't die...

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Re: A Puppetmaster Guide v1.6 - 4/26/2006 12:10:29 PM 2 votes
Libri

 

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Confirmed: At level 20 the upgrade will cost 3 Imperial Mythril Pieces.

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Re: A Puppetmaster Guide v1.6 - 4/27/2006 3:08:39 PM 2 votes
Miseri

 

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I would like to offer some insight on Puppetmaster, which is my favorite of the new jobs. If you like smn or drg, or even better...both like me, you should definitly give pup a try. I was so obsessed..i went and leveled it to 20 already but now im {Taking a break.}. Btw my puppets name is Aurore ^_^



First i will mention what I have noticed about Overload. It seems you have greater chances of overload on the day thats strong against the particular maneuver you are using(ex. using Earth Manuever on Windsday) and also the type of weather(ex. using Water Maneuver during a thunderstorm). Also, the more times you use one specific maneuver, the greater the burden(risk of overload) is on your puppet. Ive also found that using a manuever of the opposite element reduces the burden from the other element. This means using Light then Dark the Light again will result in a lesser chance of Overload because the Dark cancels a portion of the Light burden.



I also have been very fortunate to recieve my Stormwalker puppet frame and head. This route was very expensive, and im thankful to have a few good friends that lent me the gil i needed to buy it. First off, you will notice the drastic increase of mp and decrease of hp. The head determines postioning so Aurore stands very far back when casting. All dark and ice attatchments are vital for this frame.



She casts enfeebling magic, elemental, and sometimes healing magic if she or I are low on health. The mage puppet's AI seems to be pretty stable, as she always knows when a debuff has worn off, or if she casted before and it didnt stick. I cant seem to get her to nuke unless i spam Ice M. and even then she likes to wait until the mob is low on HP or she feels she is done enfeebling. Spells I have witnessed Aurore cast: Paralyze, Silence(only on mobs with mp...how smart ^^), Slow, Bio(her favorite to debuff with), Dia, Poison, and Blind. I have also seen her use Water and Aero to nuke, and it seems she casts the spell that the enemy is weak to more often.



Fighting worms in qufim i have noticed: She ALWAYS casts Silence at the start of the battle, then follows up with another debuff. She continues to debuff until the worm has about half HP then she begins to nuke. She always casts Aero, never Stone or Water which makes me quite proud. If the worm is able to cast magic again she always makes it FIRST priority to silence again...which has saved me on many occasions.



Trying to think of more to list, but I'm drawing a blank...Anyway...Puppetmaster will be a job i hope to bring to 75 one day so if anyone has any questions..../tell me in game or message me here or anything..I will do my best to answer ^_^

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Re: A Puppetmaster Guide v1.6 - 4/27/2006 3:54:04 PM 2 votes
Libri

 

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Miseri: Thank you very much for the informative post! ^_^ I'm glad you got your Stormwaker. I am still trying to collect cocoons atm ;; Did you buy cocoons and have someone synth the cloth for you? If so, would you mind letting me know? There is an attachment (not sure if you have it or not, you didn't say) that lets the automaton see what a mob's elemental weakness(es) is/are, and I believe that will help them nuke with the appropriate element. Did you solo all your levels? I'm curious to find out if automatons will cast Cure on party members. So far all I've heard is that they cast it on themselves and you only.

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Re: A Puppetmaster Guide v1.6 - 4/27/2006 4:40:30 PM 2 votes
Miseri

 

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Oh your welcome. ^^ I was one of the first people on the server to get Stormwalker..and i think people were a little confused about prices...And of course some people are greedy enough they will do whatever it takes to get what they want. I had saved about 500k and a few friends gave me a fair amount so i had about 2 million..which ive never seen before in my life lol. First cloth sold for 4 mil..and i wasnt about to do that, since it was exploiting the new expansion. I almost bought a few cocoons( i think you need 6) but i decided that i would still need to find a clothcrafter who would charge x amount. I took a chance after waiting a few days..and two others had sold for 2 mil...and got my cloth for 1.5. The other parts werent very expensive.. i think the gold thread was 45k. Yes that attachment is "Scanner." And i used some of the money left over to buy it from AH for about 150k. The only problem i see using Scanner is the puppet tends to enfeeble ALOT more then nuke. Which is nice....but i want her to do some damage! ^^ I could be wrong..but thats just what i see. She had no problem casting the right spells before i bought it, so maybe it will be handier later. I think another special part is called Analyzer and what ive noticed is that, a mobs TP move will have a MUCH less chance of hitting my puppet. Friend of mine was PLing me while i was duoing...and sheep song slept him(70rdm) and not my Aurore. Also aoe things like Orcs Battle Dance, and sandspin, and dust cloud...Aurore seems to evade a good emount. I think duoing is the best xp so far for me. I soloed /whm level 7..then duoed with a friend and her pup. I partied 11-12 which was ok, though i only provided small backup healing and my puppets enfeebling magic. 13-18 lucky enough to find a blue mage, and we duoed for a long time. Did great with toughs and my friend showed up to PL and we went on to VT-IT(which imo wasnt necessary) for capped xp. Im trying to get into parties now to test out my mage puppet some more, but im not sure what to provide for the party seeing as we "masters" are so physically weak. To answer about the pup's curing ability. My mage puppet has learned Cure II and she refuses to cast it on anyone except herself, or me when in danger. If i use Water M. she will make curing me her next priority though i have to be at a certain hp in order for her to cast it(like drg and healing breath). I hope later on they implement something that allows the puppets to cure other party members because having a puppet for whm(even if only back up healing) would be pretty awesome. Hope that helped..Any other questions, feel free to ask.

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Re: A Puppetmaster Guide v1.6 - 4/27/2006 6:20:37 PM 2 votes
Libri

 

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Ahh I see. For me the cocoons are cheaper than buying the cloth, and I hope to find a crafter willing to synth it for me. Thanks again for the info!

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