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Maximizing Healing PotentialFollow

#1 Apr 11 2010 at 6:13 PM Rating: Decent
Hi guys,

I am wondering what I can do to maximize my pup's healing potential, that is, the potential for my automaton to actually fire off a heal.

I know a couple of things:
1) The more light maneuvers active, the greater the possibility
2) There's an automaton attachment (which I have, but can't remember the name of) that increases the chance for a heal to fire

I play pup almost exclusively as a solo class at this point (level 27). I'd like to solo as long and often as I can while playing pup. I am wondering what strategies people use for maximizing the chance of getting your automaton to fire of a cure instead of something stupid like a slow or something.

I've had a number of nasty deaths, which really don't mean much in the grand scheme while soloing, but are still annoying, that occured because I was getting very low on hp and my automaton decided to fire off a slow instead of a cure III.

Any advice would be welcome. Though I've had an account for a long time, I am far from a veteran player, so assume the worst :)

Thanks guys
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#2 Apr 11 2010 at 6:22 PM Rating: Decent
charityneverfaileth wrote:
Hi guys,

I am wondering what I can do to maximize my pup's healing potential, that is, the potential for my automaton to actually fire off a heal.

I know a couple of things:
1) The more light maneuvers active, the greater the possibility
2) There's an automaton attachment (which I have, but can't remember the name of) that increases the chance for a heal to fire

I play pup almost exclusively as a solo class at this point (level 27). I'd like to solo as long and often as I can while playing pup. I am wondering what strategies people use for maximizing the chance of getting your automaton to fire of a cure instead of something stupid like a slow or something.

I've had a number of nasty deaths, which really don't mean much in the grand scheme while soloing, but are still annoying, that occured because I was getting very low on hp and my automaton decided to fire off a slow instead of a cure III.

Any advice would be welcome. Though I've had an account for a long time, I am far from a veteran player, so assume the worst :)

Thanks guys


Damage gauge is the attachment, it just makes heals a higher priority and increases the threshold at which you will be healed.
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#3 Apr 11 2010 at 6:23 PM Rating: Decent
I think I got my answer here:

I'm using stormwaker head and body. The maneuvers I have active are light dark and earth. So by the looks of things, it's happening when I start a fight too low on health to begin with against an enemy that does too much damage. Since the enemy is still above 75% HP it defaults to do slow before cure. So maybe what I can do is, in those situations is one of the following:

1) Wait and heal
2) wait for earth maneuver to wear off & heal in the meantime
3) Use ice maneuvers instead. Paralyze could keep me alive until the cure finally comes.

Any thoughts on that?
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#4 Apr 13 2010 at 7:33 AM Rating: Decent
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610 posts
Equip flashbulb first off if you don't already have that going for you.

Next, engage the mob and fight and until your hp is below 75%.

Then deploy the automaton to ensure it cast's a cure.

From there you should either be in a cycle of getting to 75% health before the spell timer is up, or if you're above 75% health it will cast an enfeeble/nuke.
#5 Apr 13 2010 at 8:48 AM Rating: Good
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376 posts
Quote:
Equip flashbulb first off if you don't already have that going for you.


if youre going to put on flashbulb, make sure you dont try deploying on a mob just for a cure. it'll flashbulb it and youre gonna be in trouble ..i still accidentally do this from time to time forgetting i have it equipped
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#6 Apr 13 2010 at 1:03 PM Rating: Decent
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2,961 posts
The Damage Gauge prioritizes a Cure as long as the following are true:

Your HP% is below the HP% needed to make Curing a priority over other spells. This % depends on the number of Light Maneuvers up.

Damage Gauge

As you see, with DG equipped and only 1 Light Maneuver active, your HP has to be below 70% in order for your Automaton to cast a Cure when deployed.

These are a few of the macros I had, and, disclaimer: this was a LONG time ago.
There's a text function that makes text pop up in your chat window that only you can see, and it's not a whisper...don't remember what that is right now.

Use the "self text" to tell you what your <hpp> is.
If it's below 70%, and you want a Cure, use a Light maneuver, deploy, Puppet will cast Cure (you don't have to deploy against a target you're fighting...if you're just standing around or running around with HP < 70% you can deploy against any target, anywhere, and as long as the dmg gauge conditions are met your Auto will cast Cure) and then Retrieve immediately after Deploy.

This never failed for me. And, as long as you keep your Auto from taking any dmg, you can Deactivate/Reactivate to get Full Mana again.

So, for me it's:
Check <hpp>
Light Maneuver
Deploy
Retrieve
Wait till Cure is cast...
Deactivate
Activate

repeat when needed.
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