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Puppetmaster Equipment, A Guide to Doing it Right (1-75)Follow

#1 Jul 09 2009 at 4:47 PM Rating: Excellent
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Please Note: I am currently working on restructuring/updating this guide, I had initially started working on it when I had time after the march update, but I decided to postpone it until I got some time to play around post 75, for experience with adjusted dynamics and such. I should have the new one finished within a week, but two weeks isn't unlikely.

PLEASE NOTE: I AM now currently working on updating this, and should have the 76-99 extension done within a week or two

A note to those reviewing this guide: Initially, I had planned on commenting on the statistical values of various pieces of gear, but I realized that, not only is this an immense task I don't have the time to complete, the ones I did comment on were becoming more Jaded and Negative than they should be for a guide. I've decided to drop my comments, and instead add a system that simply notes what gear's various relations to other pieces.

Table of Contents: 
I.   Introduction            (T1) 
II.  Weapons and Armor 1-75  (T2) 
     - Weapons (S1) 
     - Ranged  (S2) 
     - Head    (S3) 
     - Neck    (S4) 
     - Ears    (S5) 
     - Body    (S6) 
     - Hands   (S7) 
     - Rings   (S8) 
     - Back    (S9) 
     - Waist   (S10) 
     - Legs    (S11) 
     - Feet    (S12) 
III. Specialty Armor         (T3) 
     - RSE     (S13) 
     - Salvage (S14) 
     - Augment (S15) 
     - Synergy (S25) 
IV.  Frames and Attachments  (T4) 
     - Frames  (S16) 
     - Parts   (S17) 
V.   Basic Gear Sets         (T5) 
     - Melee   (S18) 
     - Mage    (S19) 
     - Solo    (S20) 
     - Maneuver(S21) 
VI.  Macros                  (T6) 
     - Commands(S22) 
     - Macros  (S23) 
     - Advice  (S24) 
VII. Closing                 (T7) 


Link Table:
Intro/Weapons&Armor
Special Gear
Automatons
Gearsets
Macros/Closing

Part I. Introduction (T1)

Welcome to puppetmaster! If you're reading this, I assume it means that you're interested in, or already playing, the job. This guide is here to help people starting out on pup. For a long time now, many people have been gearing this job poorly, due to a combination of not knowing about gear choices, not understanding the math behind why one piece is better than another, or just being lazy. We, the pup community, have grown tired of it, so I decided to put together a guideline for pups to follow, gearwise.

Currently, this guide includes Melee-DD pieces, Evasion Based solo pieces, and Macro pieces. I'm going to add mage gear at a later date, but it is coming, so keep your eyes peeled.

This guide is divided into 5 sections. The first is the intro, obviously, and then the meat and potatoes, weapons and gear levels 1-75. They're listed in ascending level order, and divided up into their respective gear slots. Next in line, we have special gear, which I excluded from the main gear section due to various factors surrounding the gear. Following that is the automaton section, and finally, a basic introduction to gear sets.

Before we get to the guide, there are some (very) basic math things every melee should know. I'll use the ones that apply to h2h for obvious reasons.

For all melees before merit level, stat order importance is generally accepted to be Accuracy > Attack > Strength > Dexterity, when in equal quantities. Depending on your level, the variance between any two stats that makes the lower one better may differ some. Accuracy is by far the most important stat for a pup, due to our low h2h skill, but that doesn't mean you should forgo attack all together. We have limited choices in terms of +attack gear, so where we can put it, generally, it will serve us well. This is why Wagh Baghnakhs are better than Hades Sainti for DD. While Acc > atk, 2 acc is not > 14 atk.

At merit level, Haste > Acc > Atk > Str > Dex. Haste is an incredibly potent stat, due to its increasing returns. What I mean by this is that, with your other stats, the more you add to it, the less effective each point you add becomes. Basically, this means that 5 attack when you have 100 base attack is going to help you a lot more than it would if you had 400 base attack (5% vs 1.25% increase). This stands true for just about every offensive and defensive stat in the game. However, with haste, the converse is true. For every haste% you add, the next %'s addition is greater.

Addtional information:
2 STR = 1 ATK
2 DEX = 1 ACC
2 VIT = 1 DEF
2 AGI = 1 EVA

These are pretty basic things.

4 STR ≈ 1 fSTR
2 ACC = 1% Hit Rate

In layman's terms, fSTR is part of the calculation for how much damage you deal. In it's simplest definition, 1 fSTR = +1 damage to your weapon. Hit rate is how often your punches connect. You can't have a hit rate higher than 95%, nor can you have one lower than 20%. Generally, melees shoot for 95%, but 80-85% is ideal, anything after that is really just fluff. They are both far more complex than this, but I don't want to bore you with calculations, as this is not a math thread.


Disclaimer: ANY ITEM NOT INCLUDED IS EXCLUDED FOR A REASON.
If you are unsure about an item, rather than posting a new thread, simply send me a PM, and I will be happy to answer any gear questions you have.

Part II. Weapons and Armor 1-75 (T2)

This is the bulk of the guide. I've included stats on the gear, the primary uses of that piece, and links to both alla's Database, and FFXIclopedia. You can use those links to find out how to go about obtaining the gear.

I've listed gear that is suitable for a pup to wear. I have excluded many, many pieces, as you'll see, for various reasons. Gear is listed by level, but it should be pretty easy to tell if a lower level piece is better than a higher level piece (example, Peacock Charm is much better than Chivalrous Chain, but is more than 20 levels lower).

I did include notes on some pieces, primarily pieces that I included only for completion's sake, and on macro pieces to clarify their use.

IF YOU HAVE ANY QUESTIONS ABOUT GEAR NOT INCLUDED IN THIS GUIDE, PLEASE PM ME FIRST. Do not make a thread to ask "Is x piece of gear better than y? It wasn't in the gear guide so I have to ask you guys." because those threads get very annoying. If I did not include a piece, that means that it is not acceptable to wear, or I forgot to add it. PM and ask me first, and I will clarify my reasoning for you.

Key:
Θ is used to show the various uses of any given piece. It's used in parts 2 and 3.
Color Code:
Offensive:
TP Gear (worn while building TP)
WS Gear (Worn only for weapon skills, swapped in/out for TP gear)
Damage Gear (pieces that can be used for both TP and WS)
Note: If a piece of armor does not have one of these colors, it is unacceptable to use in exp, unless there is literally nothing else you can use(see: back pieces).
Other:
Soloing Gear (gear that offers stats that are useful when soloing)
Macro Pieces (Gear that should only be macroed in for Job Abilities, Casting, or other special circumstances)

Weapons: (S1)
at low levels, this is pretty straight forward, and there isn't much need for explanation until 50ish, so there aren't many comments before that.

Just some stuff to know before you look at h2h weapons, in case you don't already know it:

h2h weapons have +dmg and +delay, rather than straight damage and delay like other weapons. This is because weaponless is a h2h type weapon, so it has to have damage and delay. To find your current weapon's damage:
((current h2h skill*.11)+3)+dmg on weapon

A table for pup's h2h base damage:
 
H2H base damage table: 
 
Damage: 
3 damage:  0 skill 
4 damage:  10 skill 
5 damage:  19 skill 
6 damage:  28 skill 
7 damage:  37 skill 
8 damage:  46 skill 
9 damage:  55 skill 
10 damage: 64 skill 
11 damage: 73 skill 
12 damage: 82 skill 
13 damage: 91 skill 
14 damage: 100 skill 
15 damage: 110 skill 
16 damage: 119 skill 
17 damage: 128 skill 
18 damage: 137 skill 
19 damage: 146 skill 
20 damage: 155 skill 
21 damage: 164 skill 
22 damage: 173 skill 
23 damage: 182 skill 
24 damage: 191 skill 
25 damage: 200 skill 
26 damage: 210 skill 
27 damage: 219 skill 
28 damage: 228 skill 
29 damage: 237 skill 
30 damage: 246 skill 
31 damage: 255 skill 
32 damage: 264 skill 
33 damage: 273 skill 
34 damage: 282 skill 
35 damage: 291 skill 
36 damage: 300 skill 
37 damage: 310 skill 
38 damage: 319 skill 
39 damage: 328 skill 
40 damage: 337 skill 
41 damage: 346 skill 
42 damage: 355 skill 
43 damage: 364 skill 
44 damage: 373 skill 
45 damage: 382 skill 
46 damage: 391 skill 
47 damage: 400 skill (Skill cap: 404) 
48 damage: 410 skill (Skill +6) 
49 damage: 419 skill (Skill +15 (capped merits)) 
50 damage: 428 skill (Skill +24) 
51 damage: 437 skill (Skill +33) 
52 damage: 446 skill: impossible (our absolute max with /mnk and cestus belt is +41 skill, this requires +42)


Note: Originally, I had the levels each damage tier was naturally attained, but those numbers were from before pup's skill cap was raised from C+ to B+, and were very out of date, and I don't have easy access to the current skill caps all the way to 99 (I can do up to 80, but that's pointless). I may update this later on, but's not a huge priority atm

Gear that gives skill:
Tokon Hachimaki: +5
Cirque Capello +2: +5
Faith Torque: +7
Bruiser's Earring: +3
Portus Ring: +5
Cestus Belt: +5 (If subbing mnk) (Note: this is absolutely never worth using, and is only included for completion's sake)

As for delay:
Base h2h: 480 delay (level 1)
Martial Arts 1: 400 Delay (level 25)
Martial Arts II: 380 Delay (level 50)
Martial Arts III: 360 Delay (level 75)
Martial Arts IV: 340 Delay (level 87)
Martial Arts V: 320 Delay (level 97)

this is why, generally, we sub monk before 25, since monk gets martial arts I at level 1.

On to the weapons then:

Cat Baghnakhs (+1) Θ wiki link
Level 1 Dmg: +2(3) Delay: +60(51)

Brass Baghnakhs (+1) Θ wiki link
level 11 Dmg: +4(5) Delay: +60(55)

Windurstian Baghnakhs Θ wiki link
level 15 Dmg: +4 Delay: +57
Accuracy +1

Federation Baghnakhs Θ wiki link
level 15 Dmg: +5 Delay: +48
Accuracy +2

Lynx Baghnakhs Θ wiki link
level 24 Dmg: +6 Delay: +30

Katars (+1) Θ wiki link
level 33 Dmg: +8(9) Delay: +84(75)

Vampiric Claws Θ wiki link
level 39 Dmg: +8 Delay: +60
Additional Effect: HP Drain
Hidden effect: Slashing Damage (does not apply to ws)

Mythril Claws (+1) Θ wiki link
level 41 Dmg: +9(10) Delay: +66(61)

Exocets Θ wiki link
level 46 Dmg: +10 Delay: +51
DEX+1 AGI+1 Water Resistance +9
Hidden Effect: Can eat raw fish regardless of race

Adargas (+1) Θ wiki link
level 47 Dmg: +10(11) Delay: +54(49)
Vit+1(2) Guarding Skill+2(3)

Patas (+1) Θ wiki link
level 48 Dmg: +14(15) Delay: +96(86)

Tactician Magician's Hooks Θ wiki link
level 50 Dmg: +15 Delay: +91
Atk+10 Def-10

Tactician Magician's Hooks+1 (2) Θ wiki link
level 52 Dmg: +15(16) Delay: +81(71)
Atk+10 Def-10
Outside of Nation Controlled Area: Charisma +3(4)

Black Adargas (+1) Θ wiki link
level 60 Dmg: +13(14) Delay: +54(49)
Vit +3(4) Guard Skill +4(5)

Hades Sainti (+1) Θ wiki link
level 70 Dmg: +18(19) Delay: +51(49)
Acc +7 Eva +7 Subtle Blow +7 Enmity +7

Wagh Baghnakhs Θ wiki link
level 72 Dmg: +13 Delay: +60
Latent Effect: Dmg +18
Hidden Effect: Atk +14 Acc+5

Note: Our best offensive weapon that is not attained through ungodly means. Yes, it is better than Hades Sainti for DD.

Shenlong's Baghnakhs Θ wiki link
level 71 Dmg: +21 Delay: +51
Str +3 Acc +10 Double Attack +1% Subtle Blow +3

Blows both Hades and Waghs out of the water, but dropped of Pandemonium Warden, so good luck on getting them Smiley: lol

Kenkonken Θ wiki link
level 75 Dmg: +17 Delay: +49
Enhances "Martial Arts" Effect, Suppresses Overload, Aftermath: Increases Acc./Atk.(icl. pets), Occasionally attacks twice

note: silver is a special marker, that implies these are the best item any pup can ever get. They're a mythic weapon, that will take millions of gil, and months of time, spent trying to obtain. They're amazing for everything we do.

Range:
There are only 3 important items in this slot. They apply to all gear fields, as you should always be wearing them if you have a puppet out. Special note has been made for one item that isn't an animator.

Animator (wiki link)
Level 1
This device transmits commands to an automaton via high frequency waves.

Turbo Animator (wiki link)
Level 40
An improved version of the animator. Transmits commands at a faster rate than the standard model.
Hidden effect: Dex +2

Sonia's Plectrum Θ wiki link
Level 60
Waltz Potency +1%
Campaign: Waltz Potency +15%

note: This item is included solely because of it's use as a campaign item. You cannot use it and an animator, and you cannot macro between them(it will reset TP) so if you're doing campaign and do not need to use maneuvers for whatever reason, this is handy to have if you're /dnc.

Animator +1 (wiki link)
Level 71
An improved version of the Animator. Allows orders to be more directly relayed to the automaton.
Hidden effect: Dex +4 Increases Automaton's Max HP and MP (See wiki link)

Head: (S3)

Until level 24, there's nothing we can wear on our heads to improve our damage output. Depending on how you level, there are various things to choose from, but they're not really that important. Make due with what you can for now.

Emperor/Empress Hairpin Θ Θ wiki link
Level 24
HP -15 DEX +3 AGI +3 Evasion +10

Fancy Spectacles Θ Θ wiki link
Level 30
Accuracy +3 Nighttime: Accuracy -30

Note: These are better than emp pin during the day(6:00-18:00 game time), but if you're going to use them, it's absolutely essential that they're off your face at night(18:00-06:00). You can macro them on and off for either emp pin or any of the other level 30ish head pieces I have listed. I didn't bother linking the nq version, since you should really try to get the HQ anyway. They're better than anything else for quite a while, so they're worth the investment. They look cool, too!

Mercenary Captain's Headgear Θ wiki link
Level 30 Defense: 10
STR +1 DEX +1

Sinister Mask Θ wiki link
Level 39 Defense: 12
STR +2 VIT -2 INT +2 MND -2

Voyager Sallet Θ wiki link
Level 41
STR +3 DEX +4

Storm Zucchetto Θ wiki link
Level 50 Defense: Def: 15
Accuracy +4 Magic Accuracy +2

Vampire Mask Θ Θ wiki link
Level 51 Defense: 17
Nighttime: Accuracy +3

Note: This is basically the reverse of Fancy specs, without the negatives. The accuracy bonus is only active during the night hours(18:00-6:00), but you don't need to worry about losing 30 accuracy during the day. If you're still using Fancy specs(meaning, if you don't have Storm Zucchetto), pair them up for peak performance. If you decided to skip them, alternate what ever you use now for these during the night time hours. I know it's a pain, but it's worth it.

Puppetry Taj Θ wiki link
Level 60 Defense: 15
HP +10 DEX +3 MND +3

Tabin Beret +1 Θ Θ wiki link
Level 65 Defense: 20
HP +12 Evasion +2 Accuracy +2

Cobra Unit Cap Θ wiki link
Level 68 Defense: 22
Accuracy +4 Store TP +2 Enmity -4
Set: Enhances "Counter" effect

Optical Hat Θ Θ wiki link
Level 70
Ranged Accuracy +10 Accuracy +10 Evasion +10

Pahluwan Qalansuwa Θ wiki link
Level 72 Defense: 15
HP +25 Attack +5 Ranged Accuracy +7 Accuracy +7
Set: Enhances "Subtle Blow" Effect

Enkidu's Cap Θ wiki link
Level 72 Defense: 23
DEX +3 AGI +3 Ranged Accuracy +8 Accuracy +8 Subtle Blow: +2

Walahra Turban Θ Θ wiki link
Level 75
HP +30 MP +30 Haste +5%

Pantin Taj Θ Θ wiki link
Level 75 Defense: 19
HP +12 STR +3 AGI +3 Adds "Regen" Effect
Automaton: Adds "Regen" effect

Usukane Somen Θ Θ wiki link
Level 75 Defense: 20
STR +3 AGI +3 Accuracy +7 Evasion +7 Haste +3%
Set: Enhances Haste Effect

Neck: (S4)

Buffoon's Collar (+1) Θ wiki link
Level 5 Defense: 0(0)
HP+3(5), Reduces "Overload" rate

Spike Necklace Θ wiki link
Level 21 Defense: 0
STR+3 DEX+3 MND-6

Peacock Charm/Amulet Θ wiki link
Level 33 Defense: 0
Accuracy+10 Ranged Accuracy+10 Resist Darkness -10

Chivalrous Chain Θ wiki link
Level 60 Defense: 4
STR +3 Accuracy +5 Store TP +1

Bull Necklace Θ wiki link
Level 60 Defense:
STR +4
Campaign: STR +25

Shield Collar Θ wiki link
Level 60
VIT +4
Campaign: VIT +25

Evasion Torque Θ wiki link
Level 65
HP +7 Evasion Skill +7

Wivre Gorget (+1) Θ wiki link
Level 70 Defense: 8(9)
Ranged Accuracy +5(6) Accuracy +5(6)

Faith Torque Θ wiki link
Level 73 Defense:
MND +5 Marksmanship Skill +7 Hand-To-Hand Skill +7

Ancient Torque Θ wiki link
Level 74
DEX +4 Accuracy +9

Neck Armor Sub Section: Weapon Skill Gorgets
(Element) Gorget Θ
Level 72 Latent effect: Increases weapon skill accuracy and damage

WS gorgets come from the CoP Quest, In the Name of Science, and each share the same stats. On all weapon skills that fall into their element, a bonus of +10 accuracy and +0.1 fTP will be added. 10 accuracy on it's own is pretty big, as it puts them even with PCC/PCA, but the added 0.1 fTP has a huge impact. fTP is a value used in the weapon skill's damage calculation. 0.1 is a rather large boost when you consider the highest fTP in the game is 5.0(slugshot/sidewinder, and Full Swing at 300% TP). There is nothing else better to ws in than these gorgets. Below is a list of our top 3 ws, and which gorgets will effect them.


Howling Fist:
Light Gorget (wiki)
Thunder Gorget (wiki)

Dragon Kick:
Breeze Gorget (wiki)
Thunder Gorget (wiki)

Stringing Pummel:
Flame Gorget (wiki)
Shadow Gorget (wiki)
Soil Gorget
(wiki)

All of the gorgets will give the same bonus to their weapon skills, (meaing that there's no difference between Flame, Shadow, or Soil gorgets for stringing pummel, so which one you get is entirely up to you)

Ears: (S5)

Bone Earring +1 Θ wiki link
Level 16
Attack +2 Evasion -1

Beetle Earring +1 Θ wiki link
Level 21
Attack +3 Evasion -2

Dodge Earring Θ wiki link
Level 29
Evasion +3

Wyvern Earring Θ wiki link
Level 30
Latent Effect: Haste +5%

Note: While this is a level 30 earring, I'm not going to even suggest you try to get it at 30. This is one of the level 30 latent earrings, this one being activated by subbing drg.

Evasion Earring Θ wiki link
Level 35
Evasion Skill +3

Tortoise Earring +1 Θ wiki link
Level 45
Attack +4 Evasion -2

Storm Loop Θ wiki link
Level 50
Attack +5
Assault: Attack +10

Velocity Earring Θ wiki link
Level 50
Evasion +4
Enhances "Resist Slow" Effect

Spike Earring Θ wiki link
Level 55
Attack 5 Evasion -5

Elusive Earring Θ wiki link
Level 60 Defense: 1
Evasion +5

Minuet Earring Θ Θ wiki link
Level 61
STR +1 DEX +1
Minuet: Accuracy +3

Note: This has the macro symbol for a simple reason. The accuracy bonus is only active when you have a bard casting minuet on you. If you don't have a bard in your party, or the bard is casting other songs, such as dual march, or march/madrigal(for whatever reason) this should not be on your ear. It's nice to have, but very situational.

Coral/Merman's earring Θ wiki link
Level 63
Attack +5(6) Evasion -5(4) Magic Damage Taken -1%(2%)

Diabolos's Earring Θ Θ wiki link
Level 65
Accuracy +3
Dark Weather: Accuracy -3 Magic Accuracy +2

Note: This is another on of those situational earrings, though that often doesn't matter. The only areas you'll ever encounter darkness weather on a regular basis are the dynamis zones, where Double Darkness weather is a permanent feature, and if you have a kind sch in your party, they can make it a non-issue. It's a solid earring to have, anyway, you just have to know when darkness weather is occurring so that you can take it off.

Guignol Earring Θ wiki link
Level 69
Enhances "Repair" potency

Note: This is a wonderful, wonderful item. It enhances repair by increasing the regen potency by 20%, raising oils to 12hp/tick, oils+1 to 24/tick, and oils+2 to 36/tick, increasing their maximum hp recovery as well.(Oils+2 move from 900 hp recovered to 1080 recovered) This is one of those items that every pup should have, even if they use repair sparingly, as it really gives you more bang for your buck. Only a macro piece, though, put it on for repair, and then take it right back off.

Fenrir's Earring Θ Θ wiki link
Level 70
Daytime: Attack +10
Nighttime: Ranged Attack +10

Note: Another situational piece. It works under the same time restraints as Fancy Spectacles(6:00-18:00) so if you're using it be sure to know the game time, and take it off once it turns to night.

Hollow Earring Θ wiki link
Level 72
DEX +2 Ranged Accuracy +3 Accuracy +3
Sword Enhancement Spell Damage +3

Ethereal Earring Θ Θ wiki link
Level 72
HP +15 Attack +5 Evasion +5
Converts 3% of Damage Taken to MP

Brutal Earring Θ wiki link
Level 75
Store TP +1
Enhances "Double Attack" Effect


Body: (S6)

Like most armor, there's not much in the way of choices before the 20s. Pick something that you enjoy the look of, and set to leveling.

Garrison Tunica Θ wiki link
Level 19 Defense: 15
DEX +1 CHR +1

Mercenary Captain's Doublet Θ wiki link
Level 30 Defense: 20
DEX +1 AGI +1

Linen Doublet +1 Θ wiki link
Level 33 Defense: 23
Evasion +5

Fomor Tunic Θ wiki link
Level 40 Defense: 32
HP -25 STR +3 DEX +3 VIT -6

Wool Doublet +1 Θ wiki link
Level 42 Defense: 28
Evasion +5

Cerise Doublet Θ wiki link
Level 50 Defense: 28
Attack +3 Accuracy +3

Puppetry Tobe Θ wiki link
Level 58 Defense: 36
HP +12 Accuracy +5
Automaton: Max HP Boost
Automaton: Max MP Boost

Aketon (+1) Θ wiki link
Level 60 Defense: 39(40)
HP +10(15) AGI +5(6) Evasion +5(7)
Fire Resistance +1(3) Ice Resistance +1(3) Water Resistance +1(3) Lightning Resistance +1(3) Earth Resistance +1(3) Wind Resistance +1(3)

Tabin Jupon (+1) Θ wiki link
Level 65 Defense: 36(37)
STR +1(2) DEX +1(2) Accuracy +5(7)

Cobra Unit Harness Θ wiki link
Level 68 Defense: 42
Accuracy +11 Store TP +6 Enmity -8
Set: enhances "Counter" effect

Antares Harness Θ Θ wiki link
Level 71 Defense: 50
HP +15 DEX +8 AGI +8 Evasion +8 Accuracy +8

Avalon Breastplate Θ wiki link
Level 71 Defense: 52
VIT +7 MND +7 CHR +7 Accuracy +13 Enmity +3 Magic Damage Taken -5%

Pahluwan Khazagand Θ wiki link
Level 72 Defense: 42
HP +20 Ranged Accuracy +10 Accuracy +10
HP recovered while healing +2
Increases Rate of Critical Hits
Set: Enhances "Subtle Blow" Effect

Enkidu's Harness Θ Θ wiki link
Level 72 Defense: 50
STR +5 AGI +5 Accuracy +10 Attack +10 Evasion +5 Subtle Blow +5

Pantin Tobe Θ wiki link
Level 74 Defense: 45
HP +15 Accuracy +10 Subtle Blow +5
Automaton: Accuracy +10

Mirke Wardecors Θ Θ Θ Θ Θ wiki link
Level 75 Defense: 42
HP +10 MP +10 STR +5 DEX +5 AGI +5

Goliard Saio Θ Θ wiki link
Level 75 Defense: 42
HP +42 MP +42 Conserve MP +5 Enmity -5 Haste +4%
Set: "Magic Defense Bonus"

Usukane Haramaki Θ Θ wiki link
Level 75 Defense: 40
STR +8 DEX +8 INT +8 Evasion +12 Accuracy +12 Store TP +6
Set: Enhances Haste Effect

Hands: (S7)

Battle Gloves Θ Θ wiki link
Level 14 Defense: 4
Accuracy +3 Evasion +3

Combat Caster's Mitts Θ wiki link
Level 40 Defense: 8
Attack +5

Tactician Magician's Cuffs Θ wiki link
Level 50 Defense: 10
Evasion +5

Tactician Magician's Cuffs +1 (2) Θ Θ Θ wiki link
Level 52 Defense: 11(12)
Evasion +5(5)
In areas under own nation's control: Accuracy +5(6)

Note: Accuracy bonus is only active when you have signet on in conquest areas controlled by your nation. It is always active in sea(Lumoria) and dynamis areas. The bonus is never active while in promyvion, aht urgan, or [S] areas.

Puppetry Dastanas Θ wiki link
Level 56 Defense: 12
HP +13 AGI +3
Enhances "Manuever" Effect
Reduces "Overload" Rate

Note: Do not, do NOT, melee in these. Make a macro that puts them on for maneuvers, and then takes them off after the maneuver activates(see: Macros).
They are an awesome piece, though. They double the stat increase given by maneuvers(+2 per instead of +1), and are invaluable in decreasing overload rates.

Light Gauntlets Θ wiki link
Level 57 Defense: 15
HP +5 STR +3 VIT +3

Fencing Bracers Θ Θ wiki link
Level 64 Defense: 16
HP +18 Evasion +4 Attack +6

Tabin Bracers +1 Θ Θ wiki link
Level 65 Defense: 14
Accuracy +3 Evasion +3 Attack +3

Cobra Mittens Θ wiki link
Level 68 Defense: 13
Accuracy +4 Store TP +3 Enmity -3
Set: Enhances Counter effect

Pahluwan Dastanas Θ wiki link
Level 72 Defense: 19
Accuracy +5 Ranged Accuracy +5 Ranged Attack +5
Set: Enhances "Subtle Blow" effect

Enkidu's Mittens Θ wiki link
Level 72 Defense: 24
STR +4 DEX +4 Accuracy +5 Ranged Accuracy +5 Subtle Blow +2

Pantin Dastanas Θ wiki link
Level 73 Defense: 18
HP +16 DEX +2 CHR +2 Haste +3%
Automaton: Haste +3%

Puppetry Dastanas +1 Θ Θ Θ wiki link
Level 74 Defense: 18
STR +5 AGI +5
Reduces "Overload" Rate
Enhances "Manuever" Effect

Goliard Cuffs Θ wiki link
Level 75 Defense: 18
Accuracy +4 Attack +4 Magic Accuracy +4 Magic Attack Bonus +4
Set: "Magic Defense Bonus"

Usukane Gote Θ Θ wiki link
Level 75 Defense: 20
Accuracy +10 Evasion +10 Counter +2 Subtle Blow +5
Set: Enhances Haste Effect

Rings: (S8)

Courage Ring Θ wiki link
Level 14
STR +2 Fire Resist +4

Mighty Ring Θ wiki link
Level 14
STR +1 Fire Resist +3
Enchantment: Attack +5 Ranged Attack +5

Rajas Ring Θ wiki link
Level 30
STR +2~5 DEX +2~5 Store TP +5 Subtle Blow +5

Note: This is one of the rewards for finishing the Chains of Promanthia expansion. The str and dex scale upwards as you level. At 75, it's one of the best melee rings in the game, but before that, whether it's better than sniper's/woodsman rings is debatable.

Venerer Ring Θ wiki link
Level 34
Accuracy +3

Jaeger Ring Θ wiki link
Level 35
Ranged Accuracy +4 Accuracy +4

Woodsman Ring Θ wiki link
Level 40
Ranged Accuracy +5 Accuracy +5 Evasion -5

Sniper's Ring (+1) Θ wiki link
Level 40
Ranged Accuracy +5(7) Accuracy +5(7) Defense -10(-12) Dark Resist -20(-25)

Ecphoria Ring Θ Θ wiki link
Level 49
Accuracy +4 Store TP +1
Enchantment: Cure Amnesia

Ulthalam's Ring Θ wiki link
Level 50
Attack +4 Accuracy +4
Assault: DEX +4 STR +4 Adds "Regen" Effect

Note: This is the melee reward for finishing Treasures of Aht Urgan. Unlike Rajas, though, this one will out do sniper's/woodsman ring. If you have it, use it.

Toreador's Ring Θ wiki link
Level 57 Defense: 1
HP +10 Accuracy +7

Blood Ring Θ Θ wiki link
Level 70
Accuracy +5
Enhances "Resist Paralyze" Effect
Enhances "Resist Blind" Effect
Enhances "Resist Curse" Effect

Iota Ring Θ Θ wiki link
Level 75
DEX +3 VIT +3 AGI +3 Accuracy +3

Back: (S9)

Wyvern Mantle Θ wiki link
Level 30 Defemse: 2
Latent Effect: Attack +6

note: Like the wyvern earring, this latent effect is only active when you have dragoon as your subjob.

Sarcenet Cape Θ wiki link
Level 30 Defemse: 3
Evasion +3 Dark Resist +5

Bellicose Mantle Θ wiki link
Level 52 Defense: 3
HP -10 Attack +6

Dodge Cape Θ wiki link
Level 49 Defense: 4
Evasion +5

Pantin Cape Θ wiki link
Level 70 Defense: 6
DEX +5 Attack +15
Automaton: Attack +15

Boxer's Mantle Θ wiki link
Level 70 Defense: 8
Evasion Skill +10 Parrying Skill +10 Shield Skill +10 Guarding skill +10

Waist: (S10)

Mercenary Captain's Belt Θ wiki link
Level 30 Defense: 3
DEX +1 VIT +1 AGI +1 INT +1 MND +1 CHR +1

Tilt Belt Θ wiki link
Level 40 Defense: 3
Accuracy +5 Evasion -5

Life Belt Θ wiki link
Level 48
Accuracy +10

Swift Belt Θ Θ wiki link
Level 50
Attack -5 Accuracy +3 Haste +4%

Potent Belt Θ wiki link
Level 60 Defense: 5
STR +3 Accuracy +8

Legs: (S11)

Garrison Hose Θ wiki link
Level 21 Defense: 9
STR +1 DEX +1

Martial Slacks Θ wiki link
Level 24 Defense: 12
AGI +2 Evasion +3

Herder's Subligar Θ wiki link
Level 25 Defense: 8
Enhances pet accuracy

Combat Caster's SlacksΘ wiki link
Level 40 Defense: 17
Evasion +5

Puppetry Churidars Θ Θ wiki link
Level 52 Defense: 25
HP +11 CHR +3
Automaton: Enhances "Cure" Potency
Automaton: Spell Interruption Rate Down

Cobra Subligar Θ wiki link
Level 68 Defense: 26
Accuracy +5 Enmity -4 Store TP +3
Set: Enhances "Counter" effect

Volunteer's Brais Θ wiki link
Level 70
MP +20 Accuracy +6
Besieged: MP +100

Vendor's/Prince's Slops Θ wiki link
Level 71 Defense: 39 (40)
HP +25(30) MP +25(30) MND +2(3) Accuracy +3(4)

Pantin Churidars ΘΘ wiki link
Level 71 Defense: 32
HP +13 STR +2 VIT +2 Accuracy +5
Automaton: Magic Accuracy +5

Pahluwan Seraweels Θ Θ Θ Θ Θ Θ wiki link
Level 72 Defense: 36
STR +3 Ranged Accuracy +4 Accuracy +4
Set: Enhances "Subtle Blow" Effect

Barbarossa's Zerehs Θ Θ wiki link
Level 75 Defense: 36
STR +4 VIT +4 Haste +3%

Bahamut's Hose Θ wiki link
Level 75 Defense: 31
Breath Damage Taken -5% Kick Attacks +6

Usukane Hizayoroi Θ wiki link
Level 75 Defense: 30
STR +5 DEX +5 Attack +10 Haste +3%
Set: Enhances Haste Effect

Feet: (S12)

Windurstian/Federation GaitersΘ Θ wiki link
Level 34 Defense: 6(7)
AGI 1(1)
Inside Nation's Control: Attack +5(7) Ranged Atk +5(7)

Storm Gambieras Θ wiki link
Level 50 Defense: 9
STR +2 HP recovered while healing +2

Puppetry Babouches Θ Θ wiki link
Level 54 Defense: 11
HP +9 STR +3 Lightning Resist +10
Enhances "Repair" Effect

Tabin Boots +1 Θ Θ wiki link
Level 59 Defense: 12
Accuracy +3 Evasion +3

Cobra Unit Leggings Θ wiki link
Level 68 Defense: 10
Accuracy +4 Store TP +4 Enmity -3
Set: Enhances "Counter" effect

Hermes'_Sandals (+1) Θ Θ wiki link
Level 70 Defense: 17(18)
HP +12(14) Enmity +3(4) Evasion +5(6) Movement Speed +12%(+12%)

Pahluwan Crackows Θ wiki link
Level 72 Defense: 13
DEX +4 Accuracy +3 Ranged Accuracy +3
Set: Enhances "Subtle Blow" effect

Enkidu's Leggings Θ wiki link
Level 72 Defense: 23
DEX +3 AGI +3 Ranged Attack +4 Attack +4 Haste +2% Subtle Blow +2

Pantin Babouches Θ Θ wiki link
Level 72 Defense: 17
HP +14 INT +2 MND +2 Attack +5
Automaton: "Magic Attack Bonus" +5

Puppetry Babouches +1 Θ Θ Θ wiki link
Level 74 Defense: 12
HP +19 STR +5 Accuracy +5 Evasion +5
Enhances "Repair" Effect

Usukane Sune-ate Θ Θ wiki link
Level 75 Defense: 22
Attack +7 Accuracy +7 Haste +2% Store TP +7 Enmity +5
Set: Enhances Haste Effect

Edited, Jul 28th 2009 4:28pm by Jinte

Edited, Jul 28th 2009 4:32pm by Jinte

Edited, Jul 28th 2009 4:36pm by Jinte

Edited, Jul 28th 2009 4:40pm by Jinte

Edited, Jul 28th 2009 5:33pm by Jinte

Edited, Aug 24th 2009 3:53pm by Jinte

Edited, Nov 10th 2009 9:43am by Jinte

Edited, Feb 28th 2010 5:52pm by Jinte

Edited, Mar 5th 2010 6:24pm by Jinte

Edited, Jul 21st 2010 12:22am by Jinte

Edited, Aug 24th 2012 3:42pm by Jinte

Edited, Aug 24th 2012 4:52pm by Jinte
____________________________
Theytak, Siren Server
LOLGAXE IS MY ETERNAL RIVAL!

Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#2 Jul 09 2009 at 4:48 PM Rating: Good
*****
12,441 posts
Link Table:
Intro/Weapons&Armor
Special Gear
Automatons
Gearsets
Macros/Closing

Part III. Specialty Armor (T3)
These are three groups of armor that I've separated from the rest of the list.
Note: This section is somewhat out of date; I still need to add AMK, ASA coffer augments, as well as working out the finer points of the Synergy gear.

Race Specific Armor (S13)
These sets, I excluded because of their nature. They're all race specific. I've only included the pieces that are useful, as I did with the rest of the armor, but I separated them so that no one would accidentally think they could use them on the incorrect race.

Hume

Custom M/F Gloves Θ wiki link(Male) wiki link(Female)
Level 27 Defense: 6
HP +12 MP +4 STR +3 DEX +3 VIT -1 AGI -1

Custom M/F Boots Θ wiki link(Male) wiki link(Female)
Level 29 Defense: 5
HP +4 MP +12 DEX -1 AGI +3 INT +3 MND -1

Marine M/F Boots Θ wiki link(Male) wiki link(Female)
Level 62 Defense: 9
HP +60 STR +3 DEX +3 VIT +2 AGI +2 INT -3 MND -3 CHR -3

Elvaan

Magna Jerkin/Bodice Θ wiki link(Male) wiki link(Female)
Level 33 Defense: 18
HP +24 MP +4 DEX +1 INT +1

Magna M/F Chausses Θ Θ wiki link(Male) wiki link(Female)
Level 31 Defense: 12
HP +12 MP +12 DEX +2 AGI +2

Magna M/F Ledelsens Θ wiki link(Male) wiki link(Female)
Level 29 Defense: 5
MP +20 AGI +3 INT +2

Tarutaru

Wonder Kaftan Θ wiki link
Level 33 Defense: 18
HP +36 STR +1 VIT +2 MND +1

Wonder Braccae Θ wiki link
Level 31 Defense: 12
HP +21 STR +1 VIT +2 MND +2

Wonder Clomps Θ wiki link
Level 29 Defense: 5
HP +20 STR +2

Creek M/F Mitts Θ wiki link(Male) wiki link(Female)
Level 62 Defense: 11
HP +65 STR +6 VIT +2 AGI -3

Creek M/F Clomps Θ wiki link(Male) wiki link(Female)
Level 62 Defense: 9
HP +35 MP -35 STR +4 VIT +4 INT -3

Mithra

Savage Separates Θ wiki link
Level 33 Defense: 18
HP +32 STR +1 CHR +1

Savage Gaiters Θ wiki link
Level 29 Defense: 5
HP +16 STR +3 CHR +2

Galka

Elder's Sandles Θ wiki link
Level 29 Defense: 5
MP +12 AGI +3 INT +2

Salvage Material Armor (S14)

I separated these three sets from the rest of the guide due to the way they're obtained. It's impossible to get get them without another job at 75. The level 15 set is very nice for it's level, though, so if you have it, it works pretty well. The 25 and 35 pieces are also nice. Both the body and feet pieces being the best for their respective levels, though the other pieces all have something better. If you have the leg pieces, though, and not the herder's subligar, they'll get the job done, and are still solid to swap in for weapon skills.

Hoshikazu Set

Hoshikazu Hachimaki Θ wiki link
Level 15 Defense: 5
AGI +1

Hoshikazu Gi Θ wiki link
Level 15 Defense: 11
DEX +1

Hoshikazu Tekko Θ wiki link
Level 15 Defense: 4
Accuracy +1

Hoshikazu Hakama Θ wiki link
Level 15 Defense: 9
STR +1

Hoshikazu Kyahan Θ wiki link
Level 15 Defense: 4
Attack +1

Tsukikazu Set

Tsukikazu Jinpachi Θ Θ wiki link
Level 25 Defense: 10
AGI +1 Accuracy +1

Tsukikazu Togi Θ wiki link
Level 25 Defense: 20
DEX +1 Accuracy +1

Tsukikazu Gote Θ Θ wiki link
Level 25 Defense: 7
Accuracy +1 Evasion +1

Tsukikazu Haidate Θ wiki link
Level 25 Defense: 14
STR +1 DEX +1

Tsukikazu Sune-ate Θ wiki link
Level 25 Defense: 5
Attack +1 Enmity +1

Hikazu Set

Hikazu Kabuto Θ Θ wiki link
Level 35 Defense: 12
AGI +1 Accuracy +1 Evasion +1

Hikazu Hara-ate Θ wiki link
Level 35 Defense: 25
DEX +1 Accuracy +1 Store TP +1

Hikazu Gote Θ Θ wiki link
Level 35 Defense: 8
Accuracy +1 Evasion +1 Subtle Blow +1

Hikazu Hakama Θ wiki link
Level 35 Defense: 17
STR +1 DEX +1 Attack +1

Hikazu Sune-ate Θ wiki link
Level 35 Defense: 6
Attack +1 Store TP +1 Enmity +1

Augmented Armor (S15)
I separated the Augmented armor from the rest of the listings for several reasons. First and foremost, the stats on any given piece of augmented armor, with one noted exception, are variable. This means that even if you manage to obtain the item, you're not guaranteed the stats I'm going to list as important. The second reason stems from the way the armor is obtained. There are 3 methods.
The first is Fields of Valor's Elite Training Regimes. These have you trade an item to a field parchment, which spawns a Notorious Monster. When killed, a chest will appear, and the item you traded will be returned to you with a random assortment of positive and/or negative additions. There's really no telling what you'll get, and once you've done it, there's no going back. You will no longer be able to trade, auction, mail, or bazaar it. You will either have to live with it, toss it, or vend it to an npc.
The second Method is through high level ANNM battles, accessed via the Wings of the Goddess expansion. After meeting certain requirements, you may be rewarded with an item(visible armor or a weapon) that has stats from a given pool. Some of these are good, some are not.
The third and final method, currently, is through the add-on expansion, A Crystalline Prophecy. The items you can receive from this are similar to the ANNM rewards, given augments from a set pool, but these items are the accessories that you won't see on your outward appearance(rings, earrings, belts etc). This is also how you obtain the only augmented item with augment choices that are set in stone(read, the values aren't random, and you get to choose what buffs to put on it). More on that later.
I will only include ANNM/ACP items, since FoV augments would require me to list every piece of gear from levels 1 to 50 pup has access to that can be traded.

A Crystalline Prophecy:
These items are rewards from a subquest for the mini-expansion, A Crystalline Prophecy. They're the Accessory half of the useful augmented items. I've split them up into the keys that they come from. In addition, I've decided to drop alla's links for these, as their database doesn't show the possible augments, and wiki's does (that's why these don't have a pop up, and don't end with a wiki link)
note: A ~ is used to show that the augmented stat will vary between two numbers

Crimson Key:

Mythril Ring Θ Θ
Base Stats: Level 24
HP +4 MP -4
Augments:
HP +0~16 MP -0~-3 Attack +0~6 Evasion +0~2 Subtle Blow +0~2 Magic Accuracy +0~1
This ring, if you get a good augment, can prove handy at it's level. The evasion augment will make it as good as any of the evasion rings available. The attack augment can serve as a free mighty ring. Acc rings at later levels will put it out of work, but it's nice to have early on.

Sarcenet Cape Θ
Base Stats: Level 30 Defense: 3
Evasion +3 Dark Resist +5
Augments:
MP +0~6 INT +0~2 MND +0~2 CHR +0~2 Enmity +0~2
Pet: Magic Accuracy +0~2
The only augment on this that helps a pup is the pet bonus. If you get it, you'll love it. The magic acc will be a great help to your puppet nuking at later levels.

Gold Obi Θ
Base Stats: Level 34 Defense: 3
Augments:
MP +0~6 INT +0~2 MND +0~2 CHR +0~1 Evasion -0~2
Pet: Accuracy +0~2 Ranged Accuracy +0~2
Like the Sarcenet cape, only the pet buff matters here. This belt will out do Tilt, should you get the full 2acc/2racc, though life belt will be better once you can wear it.

Viridian Key

Corsette Θ Θ Θ
Base Stats: Level 40 Defense: 4
STR -2 AGI -2 CHR +5
Augments:
HP +0~10 MP +0~14 Accuracy +0~2 Attack 0~-2 Evasion +0~2 Haste +0~3
If you get acc+2 haste+3, this becomes a potent item. It can compete with Lifebelt, though lifebelt will probably pull ahead due to the lower acc we have from our skill, especially if it comes with the -atk augment.

Amber Key

Brocade Obi Θ
Base Stats: Level 46 Defense: 4
Augments:
HP +0~12 MP +0~12 "Slow" +0~1 Magic Accuracy +0~2 Enhancing magic skill +0~3
Pet: Magic Accuracy +0~3
Yet another augmented item with the focus solely falling upon the pet augment. Definitely a good tool to have once you can nuke reliably.

Beak Necklace Θ
Base Stats: Level 50 Defense: 4
MP +20 MP recovered while healing +1
Augments:
MP +0~13 INT +0~2 CHR +0~2 MND +0~2 Magic Accuracy +0~2 Enmity +0~2
Pet: Attack +0~5 Ranged Attack +0~5
With full pet augments, this will out do spike necklace, but anything less will probably end up as a wash.

Azure Key

Platinum Ring Θ Θ
Base Stats: Level 60
HP+8 MP-8
Augments:
HP +0~10 STR +0~2 DEX +0~2 VIT +0~2 Accuracy +0~3 Attack -0~-3
With full str, dex, and acc augments, one could make the case of this against a woodsman/sniper's ring, but in all reality, this sill probably become another Ecphoria ring, being useful only when you need to be without negative effects from the better acc rings. If you get -atk, it's not even worth considering in a pt.

Ivory Key

Diamond Earring Θ
Base Stats: Level 67
Ice Resist +10 Wind Resist +10
Augments:
MP +0~6 INT +0~1 AGI +0~1 Magic Attack Bonus +0~2
Pet: Magic Attack Bonus +0~2
Another pet nuking piece, though this one is a bit different than the others, since it's magic attack instead of magic acc, it can be used to up pup's already enormous Magic Attack.

Ruby Earring Θ
Base Stats: Level 67
Fire Resist +10 Ice Resist +10
Augments:
STR +0~2 INT +0~1 Attack +0~5 Ranged Attack +0~5 Accuracy -0~-3
Pet: Attack/Ranged Attack +0~5
Properly augmented, this is one hell of an earring. 5 atk puts it on par with spike/coral, if you get 2 str, it matches Merman's. The pet attack boost is what throws it over them. Provided you don't get the -acc augment, this is definately an amazing earring for pup.

Sapphire Earring Θ
Base Stats: Level 67
Fire Resist +10 Water Resist +10
Augments:
HP -0~-5 MP +0~6 STR +0~1 MND +0~2 Magic Accuracy +0~2
Pet: Magic Accuracy +0~2
This is another pet nuking earring. This one gives magic acc, rather than magic attack, so it can help you in that area, where pup has less control, and is especially nice for higher level, end game monsters.

Spinel Earring Θ
Base Stats: Level 67
Water Resist +10 Thunder Resist +10
Augments:
DEX +0~2 MND +0~1 Accuracy +0~3 Attack -0~-4 Store TP +0~1 Subtle Blow +0~2
Pet: Accuracy/Ranged Accuracy +0~3
This is the reverse of the ruby ring, and like other +acc earrings, will outdo +atk earrings, though this does require that you don't get the -atk augment. The puppet accuracy on this is another very handy buff. With the best augments, this earring will outshine hollow.

Ebon Key

Angel's Ring Θ
Base Stats: Level 72
CHR +4 Light Resist +9
Augments:
HP +0~17 CHR +0~1 Accuracy +4~6 Enmity -0~-2 Defense -13
Pet: Accuracy +2~4, Ranged Accuracy +2~4
Of all the Ebon Key rewards, this is by far the best. No matter which accuracy augment you get, the added pet accuracy will push it ahead of the level 40 rings, with full acc/pet acc augments putting into an unbeatable position. In addition to all that, it has -enmity, which is a wonderful thing for any DD.

Death Ring Θ
Base Stats: Level 72
MP +8 Dark Resist +9
Augments:
MP +0~19 CHR -0~3 Light Resist -0~-30 Evasion +0~5 Defense +0~7
This ring, should you get it, serves mostly as a tool for a full evasion build.

Spinel Ring Θ Θ
Base Stats: Level 72
DEX+4 Thunder Resist +9
Augments:
HP +0~8 DEX +0~1 AGI +0~2 MND +0~3 Accuracy +0~1 Subtle Blow +0~2 Earth Resist -0~-30
Pet: Accuracy +0~2 Ranged Accuracy +0~2
This ring isn't wonderful, needing to be added on to uneven dex for the acc to be worth while. The pet acc helps, but if the ring doesn't put you at an even number of dex, it probably won't out do snipers/woodsman rings, and it definately won't beat angel's ring.

Prismatic Key

Mirke Wardecors Θ Θ Θ Θ Θ
Level 75 Defense: 42
HP +10 MP +10 STR +5 DEX +5 AGI +5
Here we go, the best augmented item we get. Unlike the other augmented items, this one lets you pick from a list of many augments. In addition, these aren't random numbers, but a set number. That list can be found here, look it over before you scroll down.

There are several combinations that are beneficial to pup. This thread has very solid numbers and conclusions for which of the top augments benefit PUP the most. If you have other jobs, different augments could easily be more beneficial than what pup would benefit from.

Anyway, Our top five combinations (For melee) are:
1) Accuracy +10 Pet: Accuracy/Ranged Accuracy +15
2) Pet: Accuracy/Ranged Accuracy +15 Attack/Ranged Attack +15
3) Attack +10 Pet: Accuracy/Ranged Accuracy +15
4) Accuracy +10 Pet: Attack/Ranged Attack +15
5) Accuracy +10 Attack +10

In addition to those, you can combine Accuracy +10 Pet: Magic Attack/Magic Accuracy +7. The acc still makes it a solid piece for both TP and WS, and the magic buffs provide the biggest buff to pet magic on any one piece.

Which one you pick really depends on your play style.

A Moogle Kupo d'Etat:

These items, like the above, are a reward from a subquest of the mini-expansion, A Moogle Kupo d'Etat, and are gained by using the expansions key-item keys at the coffer in the tenshodo. Like ACP items, the augments are totally random, save the final reward, so your results may vary.

Note: I will edit and update this section asap

White Coral Key

Blue Coral Key

Peach Coral Key

Black Coral Key

Red Coral Key

Angelskin Key

Oxblood Key

Anwig Salade Θ Θ Θ Θ Θ
Base Stats: Level 75 Defense: 21
HP +10 MP +10 Subtle Blow +3

Just like the Mirke Wardecors, this item lets you choose from a list of augments(see wiki link) to fit it to your own play style. Unlike mirke, though, this item has a lot more variance in uses, with the augments available, so a set list of "best choices" is a lot more difficult to make. Instead, I'll just give you a few examples.

for the multi-jobber:

The good augments: These augments are all amazing on their own, before they get couple with something else:

-Accuracy +10 Attack +5
No matter what this is on, the piece will be better than ohat.

-Str+4 Weapon Skill Accuracy +15
No matter what this is on, the piece will be better than ohat(for ws only)

-Accuracy +3 Pet: Haste+5%
Amazing for pet DD, regardless of what you pick as the other augment

Note: With the addition of Spurrer Beret (see T2, S3), this augment is slightly less omg; as you can now get the same stats, plus haste for yourself on a single piece, meaning if you wanted, you could use different augments and still get these stats.

-Attack +3 Pet: Damage Taken -10%
Definitely worthy of note, given that it's one of three pieces we can wear that can reduce damage taken by our puppet(the others being Oberon's Sainti(see below) and Goliard Trousers(Pet: Defense +10)

Ultimate WS piece:
Augments: Accuracy +10 Attack +5 and Str +4 Weapon Skill Accuracy +15
This is, without question, the best ws piece in the game for any job that uses multi-hit ws(read, stringing pummel) with combined stats of str +4 ws acc +25 atk+7. Nothing can top that, and it even lets you lose some acc in your other slots to throw in ws mods(str/vit). In addition, it soundly beats ohat and any ohat clone for TP(meaning it can be full timed in low haste and/or low acc situations, saving you macro space, should you need macro space).

Note for people who have rng/cor: If you get ranged acc +10 ranged atk+5 instead of acc+10/atk+5, but still have the ws acc/str augment, this piece will still make an amazing ws head for melee jobs(still beating anything else soundly for multi-hits) and the same is true if you get the listed augment(acc/atk) still being better than ohat for ws.

Super TP piece:
Augments: Accuracy +10 Attack +5 and Haste +3% Snapshot +3%
Snapshot doesn't effect us, but it's on the augment. Just ignore that bit. This piece throws all other TP heads on the bench. It out paces Ohat and Walahra for TP, and still retains awesome WS gear status. You can get 5% haste on anwig, and that will have 2 str or 2 dex on it, making it better than walahra/ohat, but the increase is so small compared to this one that it's not worth it.


For the Pup Purist:

Amazing Pup TP piece:
Augments: Accuracy +10 Attack +5 and Accuracy+3 pet: haste +5%
This will, again, trounce ohat for TP. The added haste for the pet is amazing, putting you at 13% with pantin and turbo, before wind maneuvers, and up to 33% with max wind maneuvers. It still retains the "better than ohat for every job that can wear it" status, though it probably won't be better than walahra outside of low acc situations for other jobs. Easily one of the pieces we can get on pup.

Puppet Shield:
Augments(1): Accuracy +10 Attack +5 and Attack +3 Pet: Damage taken -10%
Augments(2): Str +4 Weapon skill Accuracy +15 and Attack +3 Pet: Damage taken -10%
(1) will still be an amazing TP piece, and gives you access to the defensive pet buff, while (2) still gives you one of the best ws heads we have, and the defensive buffs. The use of the pet: DT- is debatable, but it definitely has worth in every situation your pet will take damage.

I've left out some augments; Pet: critical hit rate +3% and pet: regen are both worthless, crits due to being a bad stat to increase, and we have dynamo if you really want to, and regen because we have relic head. The others I left out because they really do very little for us, and aren't worth augmenting over the better options(for pup, if you have another job that you like more and would benefit more from a different buff, by all means, go for it).

note: also soon to be updated

Moogle Key

Bird Key

Cactuar Key

Bomb Key

Chocobo Key

Toberry Key

Behemoth Key

Desultor Tassets Θ Θ Θ Θ Θ
Base Stats: Level 75 Defense: 34
DEX +2 AGI +2

Another in the line of Pick your augments gear, this time for your legs. Desultor Tassets have an odd list of stats, and while they have puppet stats, our strongest combo is actually very lacking in pet+ anything.

Top pup augments:

Top Combo:
Accuracy +7 Haste +3%

without question, the best TP pants we have access too. They're two haste shy of Byakko's haidate, too (if you don't count the small +crit rate). Further, this same applies to pretty much every other non-byakko's job that can wear these pants, so it's a pretty solid universal piece.

Other pup related choices:

Movement Speed +8%

If you don't have/don't want to buy hermes sandals, this augment gives you a solid alternative, but don't get it if you do have them; +movement speed gear doesn't stack.

Repair Potency +10%

mentioning for completion's sake mostly, basically half the boost of guignol earring, adding another 1/2/3 hp/tick for oil/+1/+2 respectively.

Pet: Magic Accuracy +7

Honestly, it's not really worth it unless there's no way you'll ever see Pantin Churidars. 2 less macc on those, but they come with 5 acc, 2 str, and 2 vit, making them a solid all around piece, and making this augment a minor upgrade to one area.

Pet: Acc +7 R.Acc +7

2 words: Herder's Subligar

Pet: Atk +7 R.Atk +7

meh, it's unique, but herder's is better and it's not worth it over the TP augment set up.

That's not to say that the others shouldn't be chosen, there are a few others that are situationally useful, depending on your playstyle, but they're not for me to discuss here.


ANNM:

These are the augmented armor and weapons. Most of them aren't that wonderful, but there are a few gems. Admittedly, I'm sure I'll miss some pieces, as there's still a lot of blanks as to what you can get from ANNM, so feel free to let me know if there's a piece I missed. If it's a new one that isn't listed on the wiki, I'll need a screen shot of it for confirmation, though.

Manapoles Θ
Base Stats: Level 74 DMG: +20 Delay: +122
VIT +2
Augments:
Accuracy +1~3 Counter +2~5 Delay -19~-25% Dark Resist +2
Pet: Attack +3~5 Ranged Attack +3~5 Accuracy +2 Ranged Accuracy +2
The -Delay only applies to the +delay of the weapon, sadly, meaning that this weapon isn't going to out pace waghs or hades. It does have some pet buffs though, so for those rare situations where your puppet is meleeing and you aren't it will come in handy.

Dance Shoes Θ Θ Θ
Base Stats: Level 72 Defense: 13
VIT -2 CHR +3 Evasion +6
Augments:
MP +19 Accuracy +3 Evasion +1 Enmity +1 Haste +2
Pet: Accuracy +5 Ranged Accuracy +5
These are a rather lovely item. The haste and accuracy, combined with the pet accuracy, put this ahead of any other footwear we can use, short of usukane, and it can probably compete with them. It even has a solid amount of evasion that complements any evasion build.

Succor of the Sidhe:

Note: This is a newly added feature so the information available changes daily, and is subject to frequent changes for the near future.

This is a quest available from the Wings of the Goddess expansion. It allows one to trade a weapon to the npc in Grauberg, and after fighting a group of NMs(outside style BCNM, like ANNMs). You get 5 chances to augment any given item, losing one chance every time you: A) lose the battle, B) refuse the augment(ask to try again) or C) glitch out and it denies you your augment(this should be fixed soon, and will be removed when so). On the 5th attempt, you must either take the weapon or the fairies will throw it away. Each job has one unique weapon that they can trade to have augmented. These weapons are either crafted or attained from Unions.

Our Weapon:
Oberon's Sainti Θ Θ Θ Θ Θ
Base Stats: Level 75 DMG: +15 Delay: +51

On it's own, it's nothing special. It won't out do waghs or hades for anything. However, the available augments make it one of our best weapons. In addition, it's note rare, so we can have more than one.

After winning a fight for this quest, the item will be returned to you with up to 3 of the following augments, values varying:
Hand-to-Hand skill +3~10
DMG: +1~3
Attack +4~6
Accuracy -2~5
Pet: Damage taken -2~5%
Pet: Attack/Ranged Attack +1~5
Pet: Magic Attack Bonus +1~4
Additional Effect: Element +# (the number value for this implies the maximum damage the additional effect can do, the activation rate seems to be very high. Which element you receive varies)
Additional Effect: Status +# (the number value for this implies the activation rate. Which status effect you receive varies)

As you can see, there are some very powerful augments here. I'll break down the important ones:

Base of Awesome: Θ
Base Stats: Level 75 DMG: +15 Delay: +51
DMG: +2 Hand-to-Hand skill +10

By translating the augments, this becomes:
DMG: +18 Delay: +51
Accuracy +9 Attack +10

As you can probably tell, this puts both hades and waghs to shame. 2 acc and 10 atk more than hades, with the same delay/damage, and 4 acc more than waghs, losing 4 atk, and 9 delay. In equal values, acc > atk, so that puts it ahead of waghs.
For those who are confused: +skill for any weapon translates into an increase in attack equal to the skill increase, and an increase in accuracy; equal to skill increase before 200 skill, and equal to the skill increase *0.9 after 200(thus, +10 skill = +9 acc). The catch here is that h2h skill increases your base h2h damage every so many levels(generally, 9 skill = 1 damage, with exceptions at 0 skill, 100 skill, and 200 skill(meaning, for those levels, you need +10 skill to increase base h2h damage)). Thus, this weapon's h2h skill provides it with a natural +1 damage to the stated value, before the +dmg augment.
The real variable here, though, is the +dmg augment. +1 damage, puts it at +17 damage, which is really a side-grade to waghs/hades. +2 damage puts them ahead a bit, and side-grades with hades+1, and +3 soundly beats waghs/hades, and pulls ahead of hades+1. Without that +dmg augment, though, it will probably struggle to be a side-grade to waghs/hades for damage.
There is a 3rd augment slot to the weapon, however, so here are the ideal combinations:

Full Master:
1) Base of Awesome + Additional Effect: Element

This Additional Effect is an enspell of the element listed, maxing out at the number on the weapon. The proc-rate on this augment appears to be fairly high, some people reporting 50-80%, others reporting just under 100%. If the number is high enough(over 10, preferably), it will have a good impact on the weapon's overall DoT and help it surpass waghs/hades.

2) Base of Awesome + Additional Effect: Status

This additional effect is an eneffect of the status listed, that procs at a rate equal to the value on the weapon. This is more of a fluff augment. The status effects you can get seem to vary greatly, but if you get something like add'l: flash or add'l: stun, they could make for a very nice solo piece(in addition to already being an amazing DD piece)

Pet Buffed:

1) Base of Awesome + Pet: Attack/Ranged Attack +

This gives you both a solid weapon, and buffs your pet's melee damage. Whether or not it's as potent as a good added effect number is debatable, but this will be much more consistent. the attack/ranged attack are a shared augment, and they share the same value(as far as I've seen, correct me if I'm wrong, please)

2) Pet: Magic Attack Bonus +

This one doesn't even need the base of awesome to be awesome. It could have -acc and it would still be a great piece. This is because it's the only weapon currently that gives us +MAB for the puppet. Ie, it has no competition. It's the best, the worst, and the only. IF, however, you get this with the base of awesome, it basically becomes a priceless weapon, being great for anything that involves spirit reaver, and still being able to hold it's own/surpass waghs/hades/+1.

3) Pet: Damage Taken -%

This is another thing worth mentioning. If for whatever reason, you're not meleeing, and your puppet is, and the mob/s have AoE attacks, this is worth having. You can get this and the other pet: augments at the same time(all 3 pet and nothing else, 2 pet and one other, etc) so you could have an all purpose weapon for times when you aren't meleeing.

Synergy Armor (S25)

Coming Soon

Edited, Mar 5th 2010 6:19pm by Jinte
____________________________
Theytak, Siren Server
LOLGAXE IS MY ETERNAL RIVAL!

Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#3 Jul 09 2009 at 4:48 PM Rating: Good
*****
12,441 posts
Link Table:
Intro/Weapons&Armor
Special Gear
Automatons
Gearsets
Macros/Closing

Part IV. Frames and Attachments (T4)

Automatons are, obviously, the core of our job, so it would be a crime for me to not include them. There are 4 Automaton Frames, and 6 heads. Generally, puppets aren't mix-matched, as it tends to hurt the puppet's performance more than it can benefit them.

Notes for the leveling pup:

The most preferred order of frames is:

Level 10: Sharpshot > Level 20: Stormwaker > Level 30: Valoredge > Level 40: Soulsoother > Level 50: Spiritreaver

For the first three, this is due to skill ups. Sharpshot is the only frame that has a ranged attack. It's also your primary damage source in exp parties, so capping it's skill is of the utmost importance. Level 10-20 is easy for almost any job, and even more so for pup, so soloing with this frame isn't a big deal. Stormwaker is a mage, but you can use harlequin to atleast keep your magic skill up. Valoredge is last because every frame has melee skill, and you won't be using it in parties much, if at all, in your leveling career.

For the last two, the order comes more from utility. Spiritreaver is basically a watered down Stormwaker(being that it lacks cures) until later levels(60+), when it gets higher skill and tier IV nukes. Soulsoother, on the other hand, is useful for any level, for a long list of reasons(see below) and is incredibly nice to have in the 40s.

Of course, there are many pups who choose to go about this differently, and have no issues making it work, so it's not like this is your only choice, but this method is above and beyond the easiest, and most efficient.

Automaton Frames (S16)

Note: Frame skill levels Vary by which head you put on it. Skills listed assume head/frame combination linked

Harlequin Head/Harlequin Frame
Wiki Link(Head)/Wiki Link(Frame)
Capacity:
Fire: 5 Thunder: 5 Wind: 5 Earth: 5 Ice: 5 Water: 5 Light: 5 Dark: 5

Skill Levels:
Melee: B- (240 at 75)
Magic: B- (240 at 75)
Range: B- (240 at 75)

Weapon Skills:
Name: Slapstick
Level: 0 (level 1)
Trigger: Thunder Maneuver
Description: 3 hit WS. First ws your puppet will get, and the only one any mage frame can use for a while.

Name: Knockout
Level: 145 (level 49)
Trigger: Wind Maneuver
Description: 1 hit WS. Deals a good chunk of damage, even before offensive attachments, and gives a very potent evasion down. If your puppet pulls this out, and you follow with Raging Fists or Stringing Pummel(obviously depending on your level) you'll probably land all the hits, so make sure you know what your puppet's TP is at if either of those are your primary ws.

Name: Magic Mortar
Level: 225 (level 71)
Trigger: Light Maneuver
Description: Deals damage based on the amount of HP your puppet has lost. At 100% TP, it's ~1/2 of the missing HP, up to the all of the missing HP at 300% TP. Can be used to solo Light with dragon kick (amazing for getting WSpoints to unlock Stringing Pummel). Stacks with Fire Maneuvers to be fairly potent if your puppet is on its last legs and has full TP, and you can open with dragon kick before hand, thus making light. In other words, it's decently powerful in some select situations. Its main problem is that if your puppet has MP, it'll cure itself, thus reducing the damage it does with the WS.

Harlequin is the basic frame every pup starts out with. It's nice for the first 10 levels, until you can upgrade to the 3 advanced puppets. After level 10, Harlequin falls back to being used to keep your magic skilled up, and once you get stormwaker, it basically gets shelved. Sometimes people will combine the harle frame with the valor head, since this is the best way to get the puppet to pump out high numbers on Magic Mortar, but it's not done often.

Sharpshot Head/Sharpshot Frame
Wiki Link(Head)/Wiki Link(Frame)
Capacity:
Fire: 6 Thunder: 6 Wind: 7 Earth: 3 Ice: 2 Water: 5 Light: 5 Dark: 2

Skill Levels:
Melee: C+ (230 at 75)
Range: A- (269 at 75)

Weapon Skills:
Name: Arcuballista
Level: 0 (level 1)
Trigger: Fire Maneuver
Description: Deals damage. Simple, straight forward. This WS is amazing at lower levels, because you can stack it with the Flame Holder, without the need for Inhibitor, and pump out very nice WS damage. However, once you get daze, it becomes a terrible nuisance, due to being triggered by fire maneuvers, and only doing ~1/2 the damage daze does. If you have a fire maneuver up, and no thunder, or 2 fires and 1 thunder, the puppet will use this WS over daze unless you use a weapon skill daze will skill chain with AND have the inhibitor equipped.

Name: Daze
Level: 150 (level 49)
Trigger: Thunder Maneuver
Description: Deals damage and Stuns the target. Daze does very solid damage for its level, and gets even better once you start fighting colibris (which are weak to the piercing damage of sharpshot's ranged attacks). The stun is always a plus.

Name: Armor Piercer
Level: 245 (level 71)
Trigger: Dark Maneuver
Description: Deals damage and Ignores the monster's defense. This hits like a truck. It's easily our best WS in terms of spike damage. It is a bit annoying, due to its trigger maneuver being dark, instead of something useful for sharpshot like wind, so you'll have to watch your puppet's TP so that you throw the dark maneuver up before it WSs (Provided you have fire or thunder maneuvers up. If you don't have either up for some reason, this is the automatic ws)

This is your party frame. Of all the puppets, this one has the best damage output. Don't deploy it at a range though, the true strength of Sharpshot is that its optimum ranged attack distance is inside melee range, which lets it melee between shots, just like the rangers of old. At any given level, it has the most powerful ws of all the frames. That's why this is the puppet you need to get at 10. Ghatsad gives you a choice, and you need to choose this one. The sooner you get it's ranged skill up to par, the sooner you'll put every other melee to shame. A well geared sharpshot is a force to be reckoned with at any level, but at early levels, it will dominate the other melees in output, and when combined with a well geared pup, don't be surprised if you do nearly half of your party's total damage, well into the 40s.

Valoredge Head/Valoredge Frame
Wiki Link(Head)/Wiki Link(Frame)
Capacity:
Fire: 7 Thunder: 5 Wind: 5 Earth: 7 Ice: 2 Water: 3 Light: 5 Dark: 2

Skill Levels:
Melee: A- (269 at 75)

Weapon Skills:
Name: String Clipper
Level: 0 (level 1)
Trigger: Thunder Maneuver
Description: Generic Damage WS. This one is prioritized over Chimera Ripper, if you don't have a fire maneuver up.

Name: Chimera Ripper
Level: 0 (level 1)
Trigger: Fire Maneuver
Description: Generic Damage WS. Neither this, nor String Clipper, can compete with Arcuballista.

Name: Cannibal Blade
Level: 150 (level 49)
Trigger: Dark Maneuver
Description: Deals Magical damage that ignores shadows/defenses/evasion. Restores Valoredge's HP by the amount of damage dealt. Generates no enmity. This is one of our bread and butter WS. It deals a consistent number of damage, starting around 270, and working it's way upward as you level. By 75 it will break 300 damage easily. It can't miss, or resist like normal nukes (magic defense buffs like shell will reduce the damage dealt). It's amazing in kited fights, as the steady 300 damage adds up very fast.

Name: Bone Crusher
Level: 245 (level 71)
Trigger: Light Maneuver
Description: 3 hit WS that stuns the target. In addition, it deals blunt damage, rather than slashing like the other WS on this frame. It's a very odd WS, but under the right circumstances, it can be very potent. It closes Fragmentation off of Stringing pummel, so it can be combined with Inhibitor and Flame holder to put out solid numbers. Armor piercer will do better in merits, but on mobs that are weak to blunt damage, skeletons especially (weak to blunt, strong to piercing), Valoredge will shine. When in kited fights, Cannibal Blade may provide more consistent damage due to its innate properties.

Ah valoredge. My favorite frame. Sadly, it can't compete with Sharpshot in most situations. It has more uses than Harlequin though. It's not that VE is a bad frame. It has a very good damage output, but it just can't put up the numbers that sharpshot can in most situations. VE has several good points though. For one thing, it is a lot more durable than Sharpshot. It has a good deal more HP, and higher VIT(and by proxy, defense, though this doesn't matter much, since puppet defense is abysmal regardless). VE also has access to one of our best weapon skills, Cannibal Blade, which not only heals the puppet, but cannot miss, so it can put out a consistant 2-300 damage, even against high level NMs that usually put a damper on other melees' ws, all while being entirely enmity free. In addition, no melee can compete with VE in a kited fight, as puppets, unlike players, are able to hit and weaponskill while running, so VE can pump damage at a very steady rate. It's also very at home in AoE heavy events such as dynamis, often managing to last much longer than Sharpshot or Spiritreaver for most pups.

Stormwaker Head/Stormwaker Frame
Wiki Link(Head)/Wiki Link(Frame)
Capacity:
Fire: 2 Thunder: 3 Wind: 4 Earth: 5 Ice: 7 Water: 6 Light: 3 Dark: 6

Skill Levels:
Melee: C+ (230 at 75)
Magic: A- (269 at 75)

Weapon Skills:
Name: Slapstick
Level: 0 (level 1)
Trigger: Thunder Maneuver
Description: 3 hit WS. First ws your puppet will get, and the only one any mage frame can use for a while.

Name: Knockout
Level: 145 (level 51)
Trigger: Wind Maneuver
Description: 1 hit WS. Deals a good chunk of damage, even before offensive attachments, and gives a very potent evasion down. If your puppet pulls this out, and you follow with Raging Fists or Stringing Pummel(obviously depending on your level) you'll probably land all the hits, so make sure you know what your puppet's TP is at if either of those are your primary ws.

Name: Magic Mortar
Level: 225 (level 74)
Trigger: Light Maneuver
Description: Deals damage based on the amount of HP your puppet has lost. At 100% TP, it's ~1/2 of the missing HP, up to the all of the missing HP at 300% TP. Can be used to solo Light with dragon kick (amazing for getting WSpoints to unlock Stringing Pummel). Stacks with Fire Maneuvers to be fairly potent if your puppet is on its last legs and has full TP, and you can open with dragon kick before hand, thus making light. In other words, it's decently powerful in some select situations. Its main problem is that if your puppet has MP, it'll cure itself, thus reducing the damage it does with the WS.

Stormwaker is our mage frame. More specifically, it acts as a pseudo redmage frame, being able to both cure us, and nuke/enfeeble mobs. In parties, it's not very helpful, since any mage worth their salt will have the monsters properly enfeebled, and the nukes it has access too aren't strong enough to out perform Sharpshot. It does, however, make for an excellent solo frame, enfeebling the monsters you fight, and curing you should sh*t hit the fan. The Stormwaker head basically dropped once you get the other mage heads, though. It should be noted that all of the puppet's spells have two recast timers. They have the natural recast for that spell(ie: 60 seconds for drain) as well as a shared, universal casting timer. This means that the puppet can only cast one spell every so many seconds, depending on the frame/head combination. Before Attachments, the maximum time on the universal recast is 55 seconds, with Valoredge or Sharpshot heads and Harlequin frame, and the minimum is 26 seconds with Spiritreaver or Soulsoother heads and Stormwaker frame.

Soulsoother Head/Stormwaker Frame
Wiki Link(Head)/Wiki Link(Frame)
Capacity:
Fire: 2 Thunder: 3 Wind: 4 Earth: 5 Ice: 7 Water: 6 Light: 6 Dark: 4

Skill Levels:
Melee: C (225 at 75)
Magic: A+ (276 at 75)

Weapon Skills:
Name: Slapstick
Level: 0 (level 1)
Trigger: Thunder Maneuver
Description: 3 hit WS. First ws your puppet will get, and the only one any mage frame can use for a while.

Name: Knockout
Level: 145 (level 51)
Trigger: Wind Maneuver
Description: 1 hit WS. Deals a good chunk of damage, even before offensive attachments, and gives a very potent evasion down. If your puppet pulls this out, and you follow with Raging Fists or Stringing Pummel(obviously depending on your level) you'll probably land all the hits, so make sure you know what your puppet's TP is at if either of those are your primary ws.

Name: Magic Mortar
Level: 225 (level 75)
Trigger: Light Maneuver
Description: Deals damage based on the amount of HP your puppet has lost. At 100% TP, it's ~1/2 of the missing HP, up to the all of the missing HP at 300% TP. Can be used to solo Light with dragon kick (amazing for getting WSpoints to unlock Stringing Pummel). Stacks with Fire Maneuvers to be fairly potent if your puppet is on its last legs and has full TP, and you can open with dragon kick before hand, thus making light. In other words, it's decently powerful in some select situations. Its main problem is that if your puppet has MP, it'll cure itself, thus reducing the damage it does with the WS.

Soulsoother is our little whitemage. It loses the ability to nuke monsters, though it keeps the enfeebles, and in return, it gains access to regen spells, -na spells, cure V, and the ability to cast on party members, given the proper maneuvers. While not something recommended, in a pinch, you can do a decent job support healing a party with this puppet and /dnc or /sch. Soulsoother also makes for an excellent solo buddy.

Spiritreaver Head/Stormwaker Frame
Wiki Link(Head)/Wiki Link(Frame)
Capacity:
Fire: 2 Thunder: 3 Wind: 4 Earth: 5 Ice: 7 Water: 6 Light: 3 Dark: 6

Skill Levels:
Melee: C (225 at 75)
Magic: A+ (276 at 75)

Weapon Skills:
Name: Slapstick
Level: 0 (level 1)
Trigger: Thunder Maneuver
Description: 3 hit WS. First ws your puppet will get, and the only one any mage frame can use for a while.

Name: Knockout
Level: 145 (level 51)
Trigger: Wind Maneuver
Description: 1 hit WS. Deals a good chunk of damage, even before offensive attachments, and gives a very potent evasion down. If your puppet pulls this out, and you follow with Raging Fists or Stringing Pummel(obviously depending on your level) you'll probably land all the hits, so make sure you know what your puppet's TP is at if either of those are your primary ws.

Name: Magic Mortar
Level: 225 (level 75)
Trigger: Light Maneuver
Description: Deals damage based on the amount of HP your puppet has lost. At 100% TP, it's ~1/2 of the missing HP, up to the all of the missing HP at 300% TP. Can be used to solo Light with dragon kick (amazing for getting WSpoints to unlock Stringing Pummel). Stacks with Fire Maneuvers to be fairly potent if your puppet is on its last legs and has full TP, and you can open with dragon kick before hand, thus making light. In other words, it's decently powerful in some select situations. Its main problem is that if your puppet has MP, it'll cure itself, thus reducing the damage it does with the WS.

Spiritreaver is our endgame buddy. Once you have the attachments, merits, and to an extent, gear, spiritreaver will change your pup experience forever. Up until now, you've been a melee, maybe you've solo'd a little, perhaps you've had a party or two where you helped with healing, but spiritreaver is something new. It's our blm frame. It only has access to 5 of the 6 Tier IV spells(we don't get Thunder IV) but due to the huge amount of MAB we can get, our Blizzard IVs are more than capable of competing with a blm's AM2. We generally use SR for endgame events, and manaburning, though there are some situations where we can let it out in a merit party.

Automaton Attachments (S17)

Automatons, as I tried to make clear above, are each unique in their own ways. Due to that, each automaton benefits differently from various attachments. Attachments are your puppet's equipment. They each have special stats that increase the puppet's performance in some way. Attachment choices are mostly subjective to what you possess, and your personal preference. Different pups like different configurations, and since we don't have solid numbers for pet calculations, a lot of it is still up for debate. Each attachment's effect is enhanced depending on the number of maneuvers of it's element you currently have active. ex: Tension spring gives 5% atk with no fire maneuver, and 10% with one.

Most of the attachments are pretty straight forward, they do exactly what their description says. I'll elaborate on some of the more vague ones.

Orangered Attachments are melee inclined.
Chartreuse Attachments are magically inclined.
Gold Attachments are defensively inclined.
Skyblue Attachments are support attachments that are not defensive.


Fire

Tension Spring:
Enhances Automaton Attack

5% > 10% > 15% > 20% attack at 0/1/2/3 fire maneuvers, respectively. Effect stacks with Tension Spring II for a cumulative attack increase.

Tension Spring II:
Enhances Automaton Attack

10% > 15% > 20% > 25% attack at 0/1/2/3 fire maneuvers, respectively. Effect stacks with Tension Spring for a cumulative attack increase.

Inhibitor:
Adds Store TP
Improves TP usage efficiency


5 > 10 > 15 > 20 store TP at 0/1/2/3 fire maneuvers, respectively. The second portion means that the puppet will hold it's TP after 100 if you are at, or above, 90% TP, and will wait until the next weapon skill is used by you or your party that it will be able to skill chain with. It prioritizes it's highest ws, but will use the highest level one that can skill chain, should it's highest be unable too.

Strobe:
Enhances Enmity
Ocassionally uses Provoke

5 > 10 > 15 > 20 enmity at 0/1/2/3 fire maneuvers, respectively. It will use provoke on a 45 second recast timer. Odd fact, it uses the Ballista Provoke animation, rather than the player provoke.

Attuner:
Enhances Attack against strong enemies

No one is sure what this attachment does in an exact form. The general knowledge is that it serves to reduce or remove the normal level correction that occurs when attacking a monster of a level higher than the puppet. Basically, vs T-IT mobs, and NMs over your level, it gains a damage boost. This attachment doesn't work vs TW-EM mobs.

Reactive Shield:
Uses "Blaze Spikes"

This does exactly what it says. If you have a fire maneuver up, the puppet will use a JA-version of Blaze spikes, that has a 65 second recast.

Flame Holder:
Converts the energy of a fire maneuver into attack power during weapon skills.

This is a fun attachment. For every fire maneuver you have, it adds 0.25 fTP to the next ws used, capping at .75 fTP with 3 fire maneuvers. It consumes all fire maneuvers(read: they wear off) to do this. I know 0.25, 0.5, and 0.75 look like small numbers, but like I said with the ws gorgets, in the world of fTP, they're huge. Remember the gorgets? They only add 0.1 to a ws, and they're amazing. This attachment can do some crazy stuff, especially at lower levels, when your best ws(arcuballista) is triggered by fire maneuvers. At later levels you can combine this with inhibitor to force your puppet to ignore the normal maneuver-ws relations, and get the full benefit of 3 fire maneuvers on most any ws.

Ice

Loudspeaker:
Enhances Automaton Magic Attack

5 > 10 > 15 > 20 Magic Attack at 0/1/2/3 Ice maneuvers, respectively. Stacks with Loudspeaker II for a cumulative magic attack increase

Loudspeaker II:
Enhances Automaton Magic Attack

10 > 15 > 20 > 25 Magic Attack at 0/1/2/3 Ice maneuvers, respectively. Stacks with Loudspeaker for a cumulative magic attack increase

Mana Booster:
Increases Automaton spellcast frequency

This reduces the universal spell cast timer(see Stormwaker Frame) depending on the number of ice maneuvers up when the puppet casts. Recast is reduced by 2/4/6/8 seconds with 0/1/2/3 maneuvers respectively. This attachment stacks with Mana Channeler to counteract it's increased recast time.

Scanner:
Occasionally scans target's magic resistances

In essence, this attachment tells the puppet whether it's spell will be resisted or not. It doesn't check elemental resistances, the puppets do that on their own. It basically stops the puppet from casting enfeebles that will never land. There is a small bug, though, where this attachment prevents all offensive spells when used against a monster with very high magical resistance. It can be useful, but apply it liberally.

Tactical Processor:
Decreases decision-making time, but increases the tendency to Overload

I'm sure you may have noticed that this attachment has no color. That's because no one has even the slightest idea what the hell it does, other than making us overload more. Before you run to the forums to suggest that it does x, y, or z, stop. We've already tried x, y, and z, as well as a-w, and half a dozen other half baked ideas people have had. If you think it may do something, test it yourself and bring the results to us. Don't ask us to do it for you.

Tranquilizer:
Enhances magic accuracy

This is probably our most expensive, and most useful, attachment. It gives a rather large boost to magic acc that our puppet's need to keep their nuke damage consistent. How much it gives isn't known, but we know that it increases with the number of ice maneuvers. It's worth every cent, because it makes spiritreaver that much more awesome.

Ice Maker:
Converts the energy of an ice maneuver into magic attack when casting elemental magic spells.

And this, dear friends, is our secret weapon. It acts in identical fashion to Flame Holder, consuming Ice Maneuvers to get the effect. That effect is a huge boost in Magic Attack. 20% per ice maneuver(thus, 60% with 3), to be precise. When combined with both Loud Speakers and Mana Channeler, it provides an increase to magic attack that blackmages can only dream of. Normally, it is combined with condenser to allow for a constant flow of ice maneuvers.

Wind

Accelerator:
Enhances Automaton Evasion

5 > 10 > 15 > 20 Evasion at 0/1/2/3 Wind maneuvers, respectively. Stacks with Accelerator II for a cumulative evasion increase

Accelerator II:
Enhances Automaton Evasion

10 > 15 > 20 > 25 Evasion at 0/1/2/3 Wind maneuvers, respectively. Stacks with Accelerator for a cumulative evasion increase

Scope:
Enhances automaton Ranged Accuracy

5% > 10% > 15% > 20% Ranged Accuracy at 0/1/2/3 Wind maneuvers, respectively.

Pattern Reader:
Analyzes enemy attack pattern and gradually increases evasion

With 1 wind maneuver, evasion increases by 1 point/sec until it caps at 30. It doesn't wear off right away after the maneuver wears off, instead decaying over time.

Drum Magazine:
Sacrifices accuracy for speed in ranged attacks

This reduces the delay for sharpshot's ranged attacks. The base delay is 20 and it is reduced to 17/14/12 with 1/2/3 wind maneuvers. Unfortunately, the hit to ranged accuracy is pretty harsh, so it's not advised in normal exp parties.

Turbo Charger:
Adds "Haste" effect

Another delicious attachment. It gives the puppet haste based on the number of wind maneuvers. +5%/15%/20%/25% with 0/1/2/3 wind maneuvers. It doesn't reduce the spell recast, but it definitely effects puppet melee speed. It's above and beyond one of our best attachments, and worth the cost it carries.

Replicator:
When HP is low, converts all wind maneuvers into shadow images

When the puppet's HP hits 50%(75% with damage gauge) it will consume all wind maneuvers currently on to generate a blink(not utsusemi) effect. 2/3/4 shadows for 1/2/3 maneuvers. It has a 1 minute recast, but it cannot recast until all shadows have been consumed, or worn off(5 minute duration)

Earth

Armor Plate:
Enhances Automaton Defense

5% > 10% > 15% > 20% defense at 0/1/2/3 earth maneuvers, respectively. Stacks with Armor Plate II for a cumulative defense increase

Armor Plate II:
Enhances Automaton Defense

10% > 15% > 20% > 25% defense at 0/1/2/3 earth maneuvers, respectively. Stacks with Armor Plate for a cumulative defense increase

Shock Absorber:
Occasionally uses Stoneskin

This is one of our signature attachments. It makes low level pup utterly broken. If you have an earth maneuver active, it will use a JA version of Stoneskin once every 3 minutes. That stoneskin can absorb 100 damage. At low levels, 100 damage basically doubles the puppet's HP and greatly increases its survivability. Sadly, at higher levels, that 100 hp stoneskin is basically enough to negate half of an attack.

Analyzer:
Increases chance of mitigating the effects of special attacks previously used by the enemy.

This reduces the damage from a TP move used by a monster, when that one move is used repeatedly. It is cleared whenever a new move is used.

Equalizer:
Reduces damage received according to damage taken

Equalizer acts as a form of Physical Damage Taken reduction. How much it's reduced by is based off of the puppet's max HP and the number of earth maneuvers active.

Schurzen:
May erase an Earth Maneuver effect to reduce severe physical damage

Schurzen basically stops the puppet from dying. If an attack were to deal enough damage to kill the puppet, it will consume an earth maneuver and leave the puppet with 1 HP. You can use earth maneuvers to keep your puppet from dying until either the mob gives up or you run out of maneuvers and the puppet dies. It will only negate physical damage though, Magic will break through.

Hammermill:
Increase the damage of Shield Bash. May also induce Slow effect

Hammermill is a really potent attachment, and that's why I labeled it for offense rather than defense. The puppet isn't that great at timing shield bash, often stunning the monster after the ws goes off. The damage increase to the puppet's already damaging shield bash is solid. ~12.5%/25%/50%/100% with 0/1/2/3 earth maneuvers. In addition, with 1/2/3 maneuvers, it adds a slow effect of 12%/19%/25% with increasing durations.

Thunder

Stabilizer:
Enhances Automaton Accuracy

5 > 10 > 15 > 20 accuracy at 0/1/2/3 thunder maneuvers, respectively. Stacks with Stabilizer II for a cumulative accuracy increase

Stabilizer II:
Enhances Automaton Accuracy

10 > 15 > 20 > 25 accuracy at 0/1/2/3 thunder maneuvers, respectively. Stacks with Stabilizer for a cumulative accuracy increase

Volt Gun:
Adds lightning damage to attacks

This gives the puppet an enthunder effect, passively (meaning that you don't need a thunder maneuver, and it's always on, rather than being used like a JA). The proc rate of the enthunder goes up varying by the number of thunder maneuvers.

Heat Seeker:
Analyzes enemy evasion patterns and gradually enhances accuracy.

With 1 thunder maneuver, accuracy increases by 1 point/sec until it caps at 30. It doesn't wear off right away after the maneuver wears off, instead decaying over time.

Target Marker:
Enhances accuracy against strong enemies

Like the Attuner, it is believed to reduce or negate the level correction in the accuracy calculation. We don't know the exact numbers, but just like the attuner, it does nothing vs TW-EM mobs.

Dynamo:
Increases critical hit rate

This one increases the puppet's critical hit rate. By how much isn't known, as critical hit rate is generally not as useful as other thunder attachments.

Coiler:
Occasionally grants the automaton bonus melee attacks

This is another great attachment. It gives your puppet a natural Double Attack trait. 5% naturally, like brutal earring, and then 10%/25%/40% with 1/2/3 maneuvers.

Water

Mana Jammer:
Enhances Automaton Magic Defense

10 > 20 > 30 > 40 Magic Defense at 0/1/2/3 water maneuvers, respectively. Stacks with Mana Jammer II for a cumulative Magic Defense increase

Mana Jammer II:
Enhances Automaton Magic Defense

20 > 30 > 40 > 50 Magic Defense at 0/1/2/3 water maneuvers, respectively. Stacks with Mana Jammer for a cumulative Magic Defense increase

Stealth Screen:
Reduces Automaton enmity

-10 > -20 > -30 > -40 enmity with 0/1/2/3 water maneuvers

Heatsink:
Reduces the rate of Fire Maneuver Overload

This basically acts as a third overload reducing item(see AF hands/Buffoon's Collar) that is limited to fire maneuvers.

Mana Channeler:
Increases magic recast time in exchange for increased Magic Attack

It has a double effect. Magic Attack and the universal recast are increased by 10/20/30/40 MAB and 5/10/15/20 seconds respectively. The manabooster will add cumulatively with this (Recast -2 +5, or -3, with no ice or water maneuvers)

Condenser:
May erase a Water Maneuver effect to prevent an overload

If you have a water maneuver active, and the next maneuver you use causes an overload, the water maneuver is consumed and the overload canceled, letting you keep the newly added maneuvers. It doesn't work with water maneuvers.

Steam Jacket:
Reduces damage taken from successive attacks of the same type.

This works in a similar manner to analyzer, though just what it works with isn't known.

Dark

Mana Tank:
Enhances Automaton Max MP
Dark Maneuver Effect: Adds Refresh

Increases max MP by 4%, refresh is 1/2/3 mp/tick with 1/2/3 dark maneuvers. Max MP increase and Refresh stack cumulatively with Mana Tank II

Mana Tank II:
Enhances Automaton Max MP
Dark Maneuver Effect: Adds Refresh

Increases max MP by 8%, refresh is 2/3/4 mp/tick with 1/2/3 dark maneuvers. Max MP increase and Refresh stack cumulatively with Mana Tank

Mana Conserver:
Adds Conserve MP to Automaton

Adds 20/30/40/50 Conserve MP with 0/1/2/3 dark maneuvers

Mana Converter:
Consumes a fraction of current HP to gradually restore MP for the same amount

with 1/2/3 dark maneuvers, The puppet will convert 50% of it's current HP at 40%/60%/65% mp. The MP will recover over 10 ticks. If 50% of the puppet's current hp is more than it would require to hit max MP, the attachment will not convert. It has a 3 minute recast.

Smoke Screen:
Decreases accuracy, increases evasion

Another attachment that we don't know the exact numbers for. The evasion gained appears to be more potent than accelerator and accelerator II. It is active with no maneuvers.

Economizer:
When MP is low, may erase a Dark Maneuver effect to restore MP

When the puppet's MP is below 50%, it will consume all dark maneuvers to restore MP. 15%/30%/45% of max MP are recovered with 1/2/3 dark maneuvers. It has a 3 minute recast.

Light

Auto-Repair Kit:
Enhances Automaton Max HP

Increases max HP by 4%, regen is 1/2/3 hp/tick with 1/2/3 light maneuvers.
Max HP increase and Regen stack cumulatively with Auto-Repair Kit II

Auto-Repair Kit II:
Enhances Automaton Max HP

Increases max HP by 8%, regen is 2/3/4 hp/tick with 1/2/3 light maneuvers.
Max HP increase and Regen stack cumulatively with Auto-Repair Kit

Damage Gauge:
Prioritizes Curing

This increases the HP% where the puppet will cure. It becomes 50%/70%/80%/90% of target hp with 0/1/2/3 light maneuvers. In addition, it increases the HP% at which replicator will activate.

Flashbulb:
Occasionally uses Flash

With a light maneuver Active, the puppet will use a JA version of flash, ala strobe. This has a 45 second recast as well. It counts as the same debuff as flash, so it won't stack with the spell(if flash is up, flashbulb will "Have no effect" and vice versa, so don't use it if you have a pld tank, they'll cry). In addition, because it's a JA, it cannot miss, and still works if the puppet is silenced. It doesn't generate anywhere near the level of enmity that the spell does.

Eraser:
Erase enfeebling and maneuver effects

This gives the puppet a 30 second JA that consumes all active maneuvers, and erases 1 negative status effect for each light maneuver. The puppet can only target itself and the master with this, and it won't erase the master until it itself has no more effects to erase.

Optic Fiber:
Increases the performance of other attachments

Increases performance of other attachments by 10%/20%/30%/40% with 0/1/2/3 light maneuvers. That is a % of the effect, not a % to the effect, ex: it will increase Tension Spring's attack bonus by 10% of 5%, giving it 5.5%, not 15%. It works with most attachments, though it does nothing to attachments like Analyzer and Ice Maker.

Edited, Jul 9th 2009 7:49pm by Jinte

Edited, Jul 9th 2009 7:54pm by Jinte

Edited, Aug 24th 2009 3:51pm by Jinte
____________________________
Theytak, Siren Server
LOLGAXE IS MY ETERNAL RIVAL!

Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#4 Jul 09 2009 at 4:48 PM Rating: Good
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12,441 posts
Link Table:
Intro/Weapons&Armor
Special Gear
Automatons
Gearsets
Macros/Closing

Part V. Basic Gear Sets (T5)

There are several different styles of gear that people use. At early levels, different gear sets aren't as important, because the gear available has very little lateral use, but once you hit endgame, there are a lot of pieces that are only useful for one or two things.

Generally, Every melee has at least a TP Set, designed to maximize the time you spend getting TP, and a WS set, designed to maximize your weapon skill damage. The more endgame gear you get, the more diverse these sets become, branching off in to different WS sets for various ws(as each ws is different and has, on a basic scale, different needs), more than one TP set to allow for changes in situations(for example, a set for high haste situations, and a set for low accuracy situations). Pup takes this a set further, not only having use for Multiple TP and WS sets, but also from /Mage sets, Evasion/Solo sets, and even Maneuver Sets. In addition to all this, we also have to deal with gearing our puppets, so there are several gear sets for them as well.

I'm going to cover the basics of gear sets, and I will touch on some more advanced options as well.

Melee Sets (S18)

TP Sets

Up until now, this has been your primary focus, whether you realized it or not. Gear before the 70s is often multipurpose, being suitable for both TP and WS. You might have had a "WS set" that involved you swaping out your herder's subligar for pants with actual melee stats, but mostly, you've been in a TP set.

TP sets have two basic varieties. Acc and Haste. Acc is what is highly recommended for any melee who is still fresh into 75, as you won't have the gear or the merits to handle a haste set and still keep a Respectable Hit Rate.

Here's a good example of an acceptable freshly 75 pup TP set. It's not amazing, you won't wow anyone with it, but it gets the job done. You can still do a lot better, though.

Once you start meriting, doing endgame style events for gear, and getting enough money to pay for other upgrades, you can begin to flesh out your armor.

After a while, you should get to a set that looks more like this. OHat and Khazagand are wonderful pieces of gear that any pup should get. I added cobra hands to this one since they out do battle gloves. Pantin Churidars come from dynamis, and are well worth the investment. You should have some hand-to-hand skill merits at this point as well. Your acc will be more respectable now, and you can start to think about haste.

The two easiest Haste pieces to get are Walahra Turban and Patin Dastanas, as seen here. You could also get swift belt and replace the life belt, but I wouldn't recommend dropping both life belt and ohat just yet. The Turban gives more haste, so I chose it to show.

Once you get to the haste level, for pup at least, things get a bit sketchier. There are many pups who will adamantly refuse to give up accuracy for haste, stating that the loss is to much given our skill rating in h2h. There are other pups who swear by haste set ups, backing them with math that explains how the haste counteracts the loss of acc when it comes to over all damage and TP gain.

This is murky water, really, so I won't go into any more detail just yet. I may come back at a later date after I do some testing of my own experiences and give advice one way or another.

Pet Buff Sets

Along with regular acc/haste TP sets, pup has the benefit of Automaton boosting gear. Often, these types of armor will outperform anything you could use in their place(during TP. You take them off when you ws, usually) as they serve to enhance your puppet(read, Sharpshot)'s TPing, and in turn allow for your puppet to pump out more weapon skills.

Here is that same Basic 75 acc set from before. You can see that I've switched the pants to herder's subligar, though. Herder's gives +10 acc to your puppet, which does more for your overall damage than +3 acc from vendor's slops.

A more advanced version may look like this, replacing the khazagand with Pantin Tobe. Whether or not you combine Pantin Tobe and Herder's, or mix and match one of them with a piece that gives the master benefits is up to you, as solid cases can be made for both.

WS Sets

Unlike TP sets, which focus on Damage Over Time, and TP gain, WS sets focus on the damage of the weaponskill on its own. Normally, you've used your TP set as your ws set, which is fine. H2H has a unique trait where all of it's weapon skills are multi hit, despite their animations, so having the accuracy to land both hits on a ws like howling fist is important. Once you get more advanced in your gear selection though, you can begin to hone in your ws sets.

Lets look at howling fist. It has two stat modifiers. 20% str, and 50% vit. That means that after you've achieved a comfortable rate of landing both hits on howling fist, you can begin to shuffle gear around and put in more str and vit to increase it's damage potential. I wouldn't recommend this until you're atleast at the mid level ACC TP set(see 2nd link in TP sets). Firstly, you would want to focus more on str. It has a lower mod, but str is a double stat for any ws that has a str mod. It has the added effect of increasing the damage on your weapon, along side the ws's str mod itself, so it's more potent than other stats. I'd suggest something like swapping out your life belt for a potent belt, and maybe one of your acc rings for a str ring. It's a small boost, but it's a start. Once you finish your h2h merits, you'll have a lot more room to move around with, gearwise. Your food, and buffs you may be receiving also have an impact on what you can and can't afford to swap out. You can apply this to dragon kick as well, since it is also only 2 hit, and has 50% str and 50% vit mods. I should, however, mention that howling fist has the benefit of a 66% atk boost, as well as a solid accuracy boost, naturally. Dragon Kick isn't as potent, so outside of using it for light skill chains, you should probably pretend you don't have it.

Stringing Pummel, our mythic ws, is a different story. It is a 6 hit weapon skill, and if it has a natural acc boost, it's not nearly as potent as howling fist's. Due to the higher number of hits, Stringing Pummel has a proportionately lower chance of landing all 6. If you are not absolutely certain that you can land all 6 hits consistently, don't risk switching out acc gear for mod gear.


Mage Sets (S19)

Master Sets

Mage sets are meant to help us when we sub /sch or, in some cases, /whm. I have very little experience with them at this time, so I have not added mage gear to the guide yet. I will fill out this section more once I have more experience with it.

Puppet Buff Sets

Puppet buff sets, in terms of mage gear, are basically set full of items that enhance either pet: Magic attack(relic feet) or pet: Magic Accuracy(relic pants). These are used to get the most out of our Spiritreaver puppet's elemental nukes. I've already covered most of the available pieces in the gear section. Outside of Pantin Churidars and Pantin Babouches, they're all augmented armor from the ACP mini expansion. Basically, you need to wear them when your puppet casts it's spell. Whether or not you full time them, or swap them out for other gear between nukes is up to you, though the latter is probably more efficient.

Solo Sets (S20)

Evasion Sets

Evasion sets are actually more useful for early soloing. At that time, you'll have access to much more evasion gear than you will offensive gear, so pieces are not that hard to find. Once you're in the 70s, soloing enters a new field. You don't need to whore out evasion to keep yourself alive between puppet cures, because soulsoother will have access to Cure V(which at 70, heals ~50% of my HP as a galka pup/war) so, as long as you're comfortable hitting orange HP, and are capable of DADing, you shouldn't die, even subbing something with no defense like warrior or dragoon. There's also the matter that soloing in this manner(pup melees, auto cures) is incredibly inefficient, slow moving, and rather pointless. You are now able to join high level merit parties for fast paced exp, you can campaign, which will give you better exp/hour without the risk to your exp should you screw up, and you also have the ability to join in on manaburns, or even solo manaburn for better exp.

Of course, given our unreal evasion, there's nothing wrong with having a set to complement it, and to use in campaign.

Haste Sets

I put this here for anyone that likes to solo /nin. Haste sets in this context are a bit different than haste sets for TP. Here, you want to throw on as much haste as you can, ignoring all other stats(except fast cast if you have it available). The goal is simple, to reduce the recast timer on your spells. Primarily, spells means Utsusemi: Ichi and Ni, but it can be used to shorten recast on spells like drain and aspir if you're subbing sch.

Maneuver Sets (S21)

In this thread, Nateypoo shows that when your stat is higher than your puppet's, it has a proxy effect of reducing overload rate. This means, basically, if Your INT is higher than your puppet's INT, you can use more ice maneuvers before you overload. The same is true for other stats(Str-Fire, Dex-Thunder, and so on), with dark maneuvers being the odd man out. Usually though, you don't spam the same maneuver over and over again. In most situations, you often cycle through several maneuvers, and that is enough to make the benefits of a stat set moot.

Disclaimer: The gear sets I listed in this topic, for the most part, consist of gear that is relatively easy to get. There are lots of pieces that are more difficult to acquire that get the job done easier*, but outside of the first sub-topic, none of the others are really that necessary, and were only included because of my perfectionist nature.

Ice Maneuver

The only time it really comes in handy is with Spiritreaver and Ice maker/Condenser. That strategy (Water x1 -> Ice x3 -> Nuke -> rinse -> Repeat) can cause your ice burden to get ahead of you, and eventually keep you from putting up 3 Ice maneuvers. Luckily for us, out INT-ing the puppet is not difficult. At 75, the stormwaker frame has 70 INT. A 75 Elvaan Pup/sch(lowest int race and normal nuking job combo) has 57 INT. That means that elvaans have to get 18 INT.

I know what you're thinking. 70 - 57 is 13, stupid! However, you should be using your AF hands for maneuvers, and with those, each Ice Maneuver adds +2 INT. So in order to assure that all your maneuvers get the benefit, you have to add 4 INT to the puppet's base, and then add 1. The end result of that means you need to hit 75 INT. Elvaans will have the roughest time of it. Humes/Mithra/Galka all have 63 base INT (75PUP/sch) so they need +12 INT to overcome the maneuver barrier. Tarus are lucky, having a base of 70 already, so they only need +5 to get the job done.

None of this, sadly, accounts for your puppet casting Absorb-INT. If that happens, from what I understand, you have an additional 18 INT to overcome, depending on how soon after the spell you begin your next maneuver cycle, which will be more difficult.

Here though, is a set guaranteed to get anyone over the AF-set threshold. If you have pantin feet, this set up only requires two additional pieces, both of which are good to have for /mage anyway. They also have a bonus of pushing all races over the threshold for light maneuvers, and everyone but tarus over the water maneuver threshold(tarus will be 7 mnd short, but honestly, how often do you really use 3 water maneuvers in a row?)


Fire Maneuver

The only other maneuver that I can see being used in a spam 3 style is fire maneuver. Flame holder's fire maneuver for ws damage trade off is generally very nice, but all of our best ws are triggered by a maneuver other than fire(Dark for AP/CB, thunder for Daze, Light for bone crusher(it has its uses)) and using three fire maneuvers will instead trigger much weaker, lower level weapon skills(Arcuballista and Chimera Ripper).

We can get around that with the use of Inhibitor, which causes the puppet to hold TP and try to make skill chains off of our or our party's ws. In this way, we can use 3 fire maneuvers and still get off one of our better ws, though I often question the efficiency of doing this over using wind/thunder maneuvers for acc/haste(due to the universal timer, it's near impossible to use separate maneuvers for TP and WS).

Anyway, I'll give you a set up to help you break the fire maneuver threshold in case you are ever in a situation where you are using this strategy (likely a copy of nuking, Water x1 -> Fire x3 -> WS).

At 75, Valoredge has 70 base str, while Sharpshot has 68. A Tarutaru Pup/war(the lowest str race and normal melee combo) has 58 base str, while an elvaan (highest str) will have 69. Accounting for the extra 4 str of the first two fire maneuvers, the maximum fire threshold will need 17 str to pass. Mithra will need +14, humes +12, galka +8, and elvaan +6.

This should cover everyone. Of course, you can use other pieces of gear you may have that I can't think of at this time, this is just an example.

Other Maneuvers

For the sake of completion, I'll add sets for wind, earth, and thunder, as It is conceivable, if not uncommon, that you may need to spam one or the other. Wind could be used to keep your puppet's haste at maximum, or to keep up blink, though it's not to reliable. Earth can be used to keep schurzen active, so trying to get the most you can before overloading is understandable. Thunder, while not really practical, could be spammed for the full effect of coiler, I guess.

Wind will need to over come sharpshot's 83(79 base, +4 from maneuvers). Elvaan Pup/wars have 65 base AGI, and mithras have 76. Maximum needed is 19, Galka need 16, Humes need 13, tarus need 10, and mithra need 8.
This gets the job done.

Earth is a bit tougher, due to our stark lack of good +vit pieces. Valoredge has 77 vit at 75. Taru and mithra Pup/wars have 60, while galka's have 70. Maximum needed is +22 for tarus/mithras, +19 for humes, +16 for elvaan, and +12 for galka.
This should cover galkas, elvaan, and humes. This gets tarus, and This gets mithra.

As you can see, earth maneuvers are a real stretch to cover, so it's not something you really need to worry about.

Thunder, for completion's sake, will need you to get over Sharpshot's 72 Dex. Elvaan pup/wars will have 67 dex, hume/taru/galka all have 70, and mithras have 77. As you can see, this is very easy to over take. Elvaan need +10, humes/tarus/galka need +6, and mithra's are already covered naturally.
Here's all you need.

Edited, Jul 9th 2009 7:50pm by Jinte

Edited, Jul 9th 2009 7:55pm by Jinte
____________________________
Theytak, Siren Server
LOLGAXE IS MY ETERNAL RIVAL!

Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#5 Jul 09 2009 at 4:48 PM Rating: Good
*****
12,441 posts
Link Table:
Intro/Weapons&Armor
Special Gear
Automatons
Gearsets
Macros/Closing

Part VI. Macros (T6)

This is a pretty basic section. It's here to cover basic commands that usable in macros. Out of respect for alla's policy, I have not included a section on windower macros, so you'll have to go elsewhere for those.

Anyway, how you organize and set up your macros is up to you. Every person is different, so where they want to reach for various things depends entirely on their play setup. I'm just going to cover basic text commands that you put in the macros, and some complex macro set ups.

Commands: (S22)

Text commands have two basic forms. That is, full, and shorthand. Either will work, but most people prefer short hand due to both the the fact that it's much shorter, and is much easier to remember.

The basic Macro line, without text, looks like this: /x "Y" <z>, with x being replaced by one of the various long or shorthand commands, Y being replaced by the name of the command being used, and z being replaced for the targeting style used. I've divided this section into explaining x, Y, and z.

There are two basic types of commands; Y-necessary, and Y-exclusionary.

The first are for commands that use an ability or an item of some sort. They use the quotes to know which ability or item to use. It is important when writing macros to make sure job abilities, spells, and items are spelled and punctuated properly, or the macro will not work. It should be noted that there are some Y-necessary macros that allow you to drop the z portion, as they do not use a target.

The second are commands that do not require a quoted name, as the /command itself is the function.

Please note beforehand, I am excluding things that would not normally be in combat macros, such as /chat commands and /emote commands.

/command

There are several basic /commands. They've been listed in both full and short versions(full : short). Notes as to which type of /command they are are present as well.

Y-Necessary:
/weaponskill : /ws - opening portion of a weapon skill macro.
/jobability : /ja - opening portion of a job ability macro
/magic : /ma - opening portion of a spell macro
- /ninjutsu : /nin - alternative to /ma, usable with ninjutsu spells only
- /song : /so - alternative to /ma, usable with songs only.
/item - opening portion of item use macros.

z-exclusionary:
/recast - will tell you the cool-down left on the JA or spell you name in quotes
/assist - dual function: if a player is named in the macro, it will change your target to the one they are currently engaged with(weapon drawn) and lock on. If, however, you simply use /assist, and you're target a monster, it will change your target to whoever currently has the most hate.

Y-Exclusionary:
/attack : /a - Causes you to engage the selected target
/attack off : /attackoff - Causes you to disengage from whatever you're fighting
/heal - will cause you to rest if you are not engaged with a target
/range : /shoot : /throw : /ra - will cause you to use a ranged attack, should you have a compatible weapon equipped(animators cannot be used for ranged attacks).

Special Cases:
/equip slot - used for equipment changing macros. slot is replaced with the armor slot you wish to change armor in (Y-necessary, z-exclusionary)
/wait # - will cause a pause in a macro's execution for a time in seconds equal to the number put in the macro. The number cannot exceed 60, and cannot have a decimal. if you use another macro during a /wait phase of an active macro, it will cancel the active macro. (Y-exclusionary, z-exclusionary)

"Name"

This is simple. For Y-necessary commands, you have to put the name of the job ability, spell, or item in quotes. It is important that you use the spelling showed on the menu listings, or it will not work.

I'll use Utsusemi: Ichi and Pahluwan Khazagand as examples.

To get the macro to read and use Utsusemi: Ichi, you have to put "Utsusemi: Ichi" in quotes. If you don't capitalize both the U and the I, and include the colon(:) it will give you an error and not activate. The is true for all spells, If they have multiple words in the name, all words must be capitalized, and if they include roman numerals, you must use the right roman numeral in the macro, or it won't work. "Stone 3" will not work, but "Stone III" will.

For items, you have to use the name that appears in the item menu, not the one that appears on the item itself. Pahluwan Khazagand is the full name, but in the item menus, it appears Pln. Khazagand. To use it properly, you have to make sure to use the second one. The capitalization rule applies as well.

<target selection>

There are various methods of selection targets for macro commands.

<me> - targets you.
<t> - targets whatever you currently have selected.
<bt> - targets the last monster claimed by your party
<ft> - targets your fellowship NPC, should you have one.
<st> - opens a sub-arrow and allows you to toggle between various targets to choose from. There are several things you can add to this to limit the targets:
- <stnpc> - removes players from the selectable targets
- <stpc> - removes npcs from the selectable targets
- <stpt> - limits targets to only party members. The order of targets will start with you, or the party member you have targeted, and then move downward on the party list.
- <stal> - works the same as <stpt> but includes alliance members(does not work with party-only commands)
- <lastst> - this targets the last target you selected with a <st> style command
<pet> - targets your pet
<r> - targets the last person who sent you a tell, if they're within range
<p0> - targets you
<p1>-<p5> - targets your party members individually, in descending order (<p1> is directly beneath you on your party list, <p5> is the last person on the list)
<a10>-<a15> - targets the party in your alliance at the top of your screen
<a20>-<a25> - targets the party in your alliance in the middle of your screen

Basic Macros: (S23)

All right, now it's time to put those macros together! I'll include several macros in each section, to show basic and more advanced macros that some players will use.

Job Abilities

ex 1:
/ja "Berserk" <me>
- This uses the job ability Berserk on you

ex 2:
/equip feet "Pup. Babouches"
/ja "Repair" <me>
/wait 1
/equip feet "Tabin Boots +1"
-this equips your AF feet for the enhancement to repair, then uses the repair ability, and then puts your TP feet back on, all in the blink of an eye.

Pet Commands

ex 1:
/pet "Deploy" <t>
- this, quite simply, deploys your automaton to attack your target.

Ex 2:
/equip hands "Puppetry Dastanas"
/equip neck "Bfn. Collar"
/ja "Fire Maneuver" <me>
/wait 1
/equip hands "Battle Gloves"
/equip neck "Chivalrous Chain"
- This equips both AF hands, and Buffoon's collar, and then uses a fire maneuver. After the command is used, it pauses and then returns your normal gear.

Ex 3:
/echo <pet> HP <pethpp>, Deactivate?
/wait 1
/pet "Deactivate" <stpt>
- This is one of my personal macros. It tells you what your pet's HP% is, and then you have to hit enter to use deactivate. This is useful because it makes it near impossible to accidentally deactivate your puppet when it has <100% HP and activate's timer is not ready for reuse, thus leaving you without a puppet. It's not idiot proof mind you, since you can still hit enter if you're not paying attention, but that's on you.

Weapon Skills

Ex 1:
/ws "Raging Fists" <t>
- You'll use the weaponskill, raging fists, on what ever monster you're fighting. If the monster is to far away, of course, you'll lose your TP, but there's not much you can do about that if it moves as you hit your macro Smiley: motz

Ex 2:
/equip legs "Vendor's Slops"
/ws "Howling Fist" <t>
/wait 6
/equip legs "Herder's Subligar"
- this swaps in a pair of pants that has offensive stats on it for your ws. I use a /wait 6 for ws, due to the fact that ws are not instant. There's the "Name readies Weaponskill" pop up first, and there's a small lag after that before you actually weapon skill, and a small lag after you ws. ~6 seconds is usually enough to account before the pre and post lag, and still get your TP gear back on before your next attack round.

Ex 3:
3-part macro:
Macro 1:
/echo WS gear on
/equip head "Optical Hat"
/equip body "Enkidu's Harness"
/equip hands "Enkidu's Mittens"
/equip legs "Pantin Churidars"
/equip waist "Life Belt"
Macro 2:
/ws "Stringing Pummel" <t>
Macro 3:
/echo TP gear on
/equip head "Walahra Turban"
/equip body "Pantin Tobe"
/equip hands "Pantin Dastanas"
/equip legs "Herder's Subligar"
/equip waist "Swift Belt"
-This allows you to by pass the 6 line limit in macros, though it requires more attention to use. Upon hitting the first macro, you'll put on your WS gear, with an /echo to tell you that you've done so. The second macro will activate the ws. Once the ws has occured, you hit the 3rd macro to return you to your TP gear.

Spells

ex 1:
/ma "Utsusemi: Ni" <me>
- You'll cast utsusemi: ni

ex 2:
/equip head "Walahra Turban"
/ma "Utsusemi: Ni" <me>
/wait 2
/equip head "Optical Hat"
- this equips your turban for the haste, which reduces recast time on spells. 2 seconds is just longer than the casting time of Ni. It will return you to your normal TP gear after you've finished casting.

Advice: (S24)

Macros are a highly variable thing among players, as I've stated before. What you make macros for and what you don't, where you put what macros you use, what you put in those macros, that's all up to you.

Here are some things to avoid though:

#1: Annoying /Party Macros

you don't need to announce to the party every time you use a macro, and you really don't need to annoy them with your clever little comments about the different macros. If you need text in your maneuver macros, use /echo. /ehco is only visible on your screen.

#2: <call>

<call>s are annoying as all hell. This is amplified if the person using calls is doing it constantly, especially if they use obnoxious calls. You should only use <calls> in pulling macros, and even then, do it sparingly, and with nice calls.
Calls to avoid: <call>, <call1>, <call2>, <call3>, <call5>

#3: Macro spam

If your macro isn't working, don't just button spam it, because that won't help any. If it doesn't work at first, just wait a second, and then try again. If it still doesn't work it means you're either lagging very badly, or you have an error in one of the commands in the macro. spamming a bad macro does no good and can lag you up pretty badly.

Part VII. Closing (T7)

Well, that's the guide. I realize that I've diverged some from the traditional Gear guide, sorry about that.

I've included everything I can think to, though I'm sure that I've missed something here or there. As I've stated before, if I am missing something, please feel free to PM me or post in this thread to ask why, and I'll gladly
clarify. Please remember, though, that FFXI is a dynamis game. Things get added all the time, so don't spam me with PMs just because I haven't added all the newly .dat mined gear that was just released an hour ago. I'll add new gear as I see it, but only if it's actually obtainable(which is why I won't do it right away), since we all know SE likes to add stuff months in advance, thinking we won't see it.

Please feel free to critique, I'm open to suggestions on how to improve the guide.


Edited, Jul 9th 2009 7:50pm by Jinte

Edited, Jul 9th 2009 7:55pm by Jinte

Edited, Aug 24th 2009 3:55pm by Jinte
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#6 Jul 13 2009 at 12:43 PM Rating: Decent
9 posts
The Pantin Tobe scroll over link is showing Enkidu Harness for me. Otherwise as far as I've seen all the links etc seem to be working fine.
#7 Jul 13 2009 at 2:02 PM Rating: Good
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Really good guide Jinte, can't argue too much with that Smiley: smile

Needs to be added as a sticker, or added to the compilation sticker!
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#8 Jul 14 2009 at 1:16 AM Rating: Decent
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I see a couple piece missing from you solo gear set ups. namely Wool Doublet +1. which i use, cause there's nothing that really stands out around 40. (evasion +5 on the doublet)

the Drone Earrings(i think that's what they're called. the +3 Agi) earrings are also a worthy mention.

other than that, i have no quarrels with the guide, infact i like it, there's pieces on there that i haven't thought of using.
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#9 Jul 14 2009 at 9:15 AM Rating: Decent
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Naeo wrote:
I see a couple piece missing from you solo gear set ups. namely Wool Doublet +1. which i use, cause there's nothing that really stands out around 40. (evasion +5 on the doublet)

the Drone Earrings(i think that's what they're called. the +3 Agi) earrings are also a worthy mention.

other than that, i have no quarrels with the guide, infact i like it, there's pieces on there that i haven't thought of using.
I forgot about the doublets(there's a level 33 one too), but I left drone out since really, 6 eva from dodge x2 will always be better than 6 agi(3 eva) from drone x2, unless you're doing something pointless like skilling up guard.

there are still some pieces I need to add, I'm sorta putting them in as I remember/discover them.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#10 Jul 14 2009 at 11:13 AM Rating: Good
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2,865 posts
Excellent work!

Couple minor edits...

1. I'd explain in your introduction that with stuff like 2 DEX = 1 Acc, there are no fractional gains. As in, 3 DEX doesn't equal "1.5 Acc", it rounds down to 1. Along with that, you need to consider your total DEX from base stat + all gear. Perhaps 3 DEX for you will push your total DEX to an even number, meaning that for you with that set of gear, 3 DEX *IS* effectively adding 2 Acc. Like for me - Iota Ring effectively adds 5 Acc to my DD build (+3 Acc, +3 DEX, making my total DEX an even number), pushing it clearly ahead of other 5Acc rings due to the added stat boosts.

2. Pantin Dastanas aren't WS gear. I'm sure your color coding was just an oversight.

3. Stuff that's worth adding:

- Shikaree Ring (Acc ring, can use slightly earlier than others even though it's eclipsed fairly soon)

- Combat Caster's Mitts (not bad for mid level stuff when you don't need the Acc, though they don't replace Battle Gloves on exp party mobs)

- Light Gauntlets (excellent mid-level WS piece, with +3 to TWO common H2H WS modifiers in STR and VIT)

- Pahluwan Dastanas (solid TP gear, slight upgrade or at least a side-grade from Cobra - Pahluwan have 1 more Acc but lose 3 Store TP)

- Mist Silk Cape (slightly better DEF than other options from 10-30, people may already have it)

- Cheviot/Umbra Cape (5%/6% daytime 10%/12% nighttime physical damage reduction is pretty potent stuff, particularly in one of PUP's weakest slots assuming you don't have relic cape)

- Pahluwan Crackows (like the hands, a nice Acc alternative that isn't mentioned. Somewhat of a sidegrade to Cobras. Effectively 5 Acc, 1 more than Cobra. Loses the nice Store TP+4 on Cobra, but gains a nice amount of +4 DEX potentially pushing you to a higher Crit rate)

- Links to the Pantin +1 pieces

Edited, Jul 17th 2009 12:56pm by Anza
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#11 Jul 14 2009 at 6:33 PM Rating: Decent
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I would go ahead and add in Enkidu Subligar, not because I think they're amazing fantastic, but rather because they do beat out many other options.

In the very least, they're a good WS macro, particularly pre-Stringing Pummel.
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#12 Jul 16 2009 at 10:36 AM Rating: Good
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543 posts
Great guide, answered many of my questions, but left me with one also: why no tiger stole? Attack +5 seems to help me out a lot, and I macro in the spike neck for ws. Am I missing something here or should it perhaps get added in to the guide?

Thanks.
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#13 Jul 17 2009 at 7:12 AM Rating: Decent
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Thydonon wrote:
Great guide, answered many of my questions, but left me with one also: why no tiger stole? Attack +5 seems to help me out a lot, and I macro in the spike neck for ws. Am I missing something here or should it perhaps get added in to the guide?

Thanks.
3 str = 1-2 atk, and can push you over to the next fTP, and 3 dex = 1-2 acc. The combined effect out paces the stole.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#14 Jul 17 2009 at 10:06 AM Rating: Good
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543 posts
Thanks. Makes sense, I'll switch back to spike neck then.
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#15 Jul 28 2009 at 10:08 AM Rating: Good
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Bumping this because:

(1) It's a great guide and needs to be stickied anyway.

(2) I found another item that really should be included in gear - Toreador's Ring. Luxury, yes. But it's a damn fine Acc ring.

(3) Items of interest to PUPs from the July update:
- Cobra Harness
- Anwig Salade
- Oberon's Sainti

Capes from the Angel Skin Key (MKD final fight):
- Resilient Mantle (DD Cape with Atk, Acc, STR possibilities - Bellicose Mantle killer)
- Altius Mantle (Pet MAB +1-2)
- Rugged Mantle (Pet Atk/R.Atk, small amount so it's really only useful for kited fights)

Neck from Red Coral Key (MKD Chamber of Oracles fight):
- Nitid Choker (Acc, Atk, Pet Acc/R.Acc possibilities)

New Medals rank Allied Notes items have some nice effects in Campaign:
- Cougar Pendant (HP+200 in Campaign)
- Patronus Ring (Physical Damage taken -10% in Campaign)
- Shield Collar (VIT+25 in Campaign - huge WS modifier for PUP H2H WS)
- Sonia's Plectrum (Waltz potency +10% in Campaign, great for PUP/DNC)
- Bull Necklace (STR+25 in Campaign)
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#16 Jul 28 2009 at 10:44 AM Rating: Good
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Anza wrote:
Bumping this because:

(1) It's a great guide and needs to be stickied anyway.

(2) I found another item that really should be included in gear - Toreador's Ring. Luxury, yes. But it's a damn fine Acc ring.

(3) Items of interest to PUPs from the July update:
- Cobra Harness
- Anwig Salade
- Oberon's Sainti

Capes from the Angel Skin Key (MKD final fight):
- Resilient Mantle (DD Cape with Atk, Acc, STR possibilities - Bellicose Mantle killer)
- Altius Mantle (Pet MAB +1-2)
- Rugged Mantle (Pet Atk/R.Atk, small amount so it's really only useful for kited fights)

Neck from Red Coral Key (MKD Chamber of Oracles fight):
- Nitid Choker (Acc, Atk, Pet Acc/R.Acc possibilities)

New Medals rank Allied Notes items have some nice effects in Campaign:
- Cougar Pendant (HP+200 in Campaign)
- Patronus Ring (Physical Damage taken -10% in Campaign)
- Shield Collar (VIT+25 in Campaign - huge WS modifier for PUP H2H WS)
- Sonia's Plectrum (Waltz potency +10% in Campaign, great for PUP/DNC)
- Bull Necklace (STR+25 in Campaign)


yea, I was planning on doing some work on it today, just waiting til I wake up a little more to avoid silly mistakes. I'll probably hold off on adding the AMK random augments until some more data comes in, so I can add them all in one go. There are some other items too that I've noticed I forgot that I need to throw in as well.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#17 Jul 28 2009 at 1:54 PM Rating: Good
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Edited/Updated the guide:

T2:
Added a subsection to S1: h2h base damage table, which lists the base damage and h2h skill levels at which it goes up(for pup).

edited items:
Hands: Pantin Dastanas (thanks for the catch, anza)
Back: Wyvern Mantle

added The following items:
Ammo: Sonia's Plectrum
Neck: Shield Collar
Necl: Bull Necklace
Body: Linen Doublet +1
Body: Wool Doublet +1
Body: Cobra Harness
Hands: Combat Caster's Mitts
Hands: Tactician Magician's Cuffs
Hands: Tactician Magician's Cuffs +1(2)
Hands: Light Gauntlets
Hands: Pahluwan Dastanas
Rings: Toreador's Ring
Feet: Pahluwan Crackows

T3:
renamed S14 sub-section: ACP -> A Crystalline Prophecy
Added the following sub-sections to S14:
A Moogle Kupo d'Etat (This section is based on new content, so information is subject to be added/removed as time goes on)
Succor of the Sidhe (This section is based on new content, so information is subject to be added/removed as time goes on)

Added the following items:
(A Moogle Kupo d'Etat) Anwig Salade
(Succor of the Sidhe) Oberon's Sainti

Currently on the list of things to do:
-Skim through T2 to make sure formatting is correct for everything (there are some that I need to correct, but I don't have the time(read: Patience) to do it today)
-Do some formatting for T3 to configure it to the rest of the guide(currently, coloring for subsections is incorrect. Not a huge issue, it'll be fixed soon)
-Add pantin+1 armor (not high on the list, I'll get to it next time I do a big edit)
-hunt for more gear I've forgotten.

Added notes:
I've looked at each piece suggested thus far, and added the ones I felt were appropriate for the guide. Remember, if you have questions about why something is missing or omitted, or suggestions of something to include, please post them in the thread or PM me.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#18 Jul 28 2009 at 2:15 PM Rating: Good
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2,865 posts
Sticky get. Well deserved.

Rawr. =^,^=

Edited, Jul 29th 2009 3:16am by Anza
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#19 Jul 28 2009 at 3:21 PM Rating: Decent
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Professor Jinte wrote:

Job Abilities

ex 1:
/ja "Berserk" <me>
- This uses the job ability Berserk on you

ex 2:
/equip hands "Puppetry Babouches"


A minor typo, but it made me think of walking on my hands~ :3
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#20 Jul 28 2009 at 4:27 PM Rating: Good
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NerakuOfOdin wrote:
Professor Jinte wrote:

Job Abilities

ex 1:
/ja "Berserk" <me>
- This uses the job ability Berserk on you

ex 2:
/equip hands "Puppetry Babouches"


A minor typo, but it made me think of walking on my hands~ :3
I'll add that to my list of things to fix. I'll probably do another update in a week or two once the AMK drops are more flushed out.

edit: also, DF Smiley: inlove

Edited, Jul 28th 2009 7:28pm by Jinte
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#21 Jul 28 2009 at 4:45 PM Rating: Decent
Edited by bsphil
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21,733 posts
Grats on the sticky, time for this thread to never be read again.
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#22 Jul 28 2009 at 8:17 PM Rating: Good
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bsphil wrote:
Grats on the sticky, time for this thread to never be read again.
thank you, Buzz Killington Smiley: glare
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#23 Jul 28 2009 at 11:33 PM Rating: Decent
Edited by bsphil
******
21,733 posts
Professor Jinte wrote:
bsphil wrote:
Grats on the sticky, time for this thread to never be read again.
thank you, Buzz Killington Smiley: glare
Do you know the tale of how cornmeal came to be?
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His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
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#24 Jul 29 2009 at 8:16 AM Rating: Good
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bsphil wrote:
Professor Jinte wrote:
bsphil wrote:
Grats on the sticky, time for this thread to never be read again.
thank you, Buzz Killington Smiley: glare
Do you know the tale of how cornmeal came to be?
I do not, but if you'd like to tell me, I'd be glad to return the favor my furnishing a nice pair of dentures for your puppet, using your teeth....
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#25 Aug 04 2009 at 7:08 AM Rating: Good
Just an FYI, you have Chivalrous chain listed twice.
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#26 Aug 08 2009 at 5:24 PM Rating: Decent
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Ralrra the Flatulent wrote:
Just an FYI, you have Chivalrous chain listed twice.
yea, there are a few other things I need to fix too, I just haven't had the time to delve into it recently(lots of drama with various things rl and in game have been eating up my time, and what little time I have left, I use to relax and not thing about letters, numbers, and formatting Smiley: lol). I'll probably fix a few points and add some stuff in a few days.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#27 Aug 24 2009 at 12:56 PM Rating: Decent
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12,441 posts
sorry about the big gap between updates and such, life's been a bitch.

Fixed the chiv chain thing, and the typo in the repair macro, and added some stuff to the automaton section.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#28 Dec 01 2009 at 4:01 PM Rating: Good
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491 posts
Post removed, properly belongs in this thread.

Edited, Dec 1st 2009 9:22pm by Almantia
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