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Best Attachment for partyFollow

#1 Apr 22 2010 at 9:51 AM Rating: Default
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Hello,

What are best attachment for Sharpshot during a party?

Actually i use :

Flame Holder
Attuner
Inhibitor
Tension Spring

Target Marker
Stabilizer
Volt Gun

Stealth Screen
Heatsink

Auto-Repair Kit II
Flashbulb

And i use 2*Fire Maneuver and 1*Light Maneuver as soon as possible without overload.

how do you play pup in party with rng puppet?



Jhanos
#2 Apr 22 2010 at 10:32 AM Rating: Good
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For Sharpshot, in a merit party, these are the attachments I use that either benefit the party or boost DD capabilities:

Attuner/Tension Spring II/Flame Holder
Scope/Turbo Charger
Optic Fiber/Flashbulb
Target Marker/Heat Seeker/Coiler

Defensive attachments are left more to personal preference, and I change them up from time to time, so they aren't really all that note-worthy.

I typically keep up Wind >> Thunder >> Fire. When it comes time to fire off an Armor Piercer, I try and work a Dark Meneuver into the rotation in lieu of the Thunder Maneuver. Of course, if timing won't permit, I'll put it in anywhere. Depending on mob HP at time of WS, I may activate Flashbulb or Ventriloquy off.

With my attachment set up, it's probably best to run Thunder >> Thunder >> Wind most often for the big boost to Double Attack(the gains for Coiler are better than the gains for Turbo Charger going from one to two Maneuvers), but you have to watch puppet TP more closely and be ready to Retrieve/Deploy as necessary to prevent being forced into a Daze.

Edited, Apr 22nd 2010 11:33am by order

Edited, Apr 22nd 2010 11:34am by order
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#3 Apr 22 2010 at 10:33 AM Rating: Good
Edited by bsphil
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Jhanos wrote:
Hello,

What are best attachment for Sharpshot during a party?

Actually i use :

Flame Holder
Attuner
Inhibitor
Tension Spring

Target Marker
Stabilizer
Volt Gun

Stealth Screen
Heatsink

Auto-Repair Kit II
Flashbulb

And i use 2*Fire Maneuver and 1*Light Maneuver as soon as possible without overload.

how do you play pup in party with rng puppet?



Jhanos
I'd hope that's for the subjob level range.



My typical sharpshot loadout would be:

Tension Spring II
Attuner
Flame Holder

Scope
Turbo Charger
Replicator

Armor Plate II (under the assumption that it does something now)

Target Marker
Coiler
Heat Seeker

Auto Repair Kit II
Flashbulb

Cycle in thunder/wind/thunder, then start on dark/fire at 80-90 TP. When Armor Piercer goes off, typically use a light maneuver and/or ventriloquy (depending on the situation/HP/recasts/etc) to deal with the hate spike, then work on getting thunder/wind/thunder back up again.

Thunder/thunder/wind also works but it's a bit more concentrated of a spike of burden on thunder. With the wind in between you get to spread it out more to help lessen the chances that you'll run into an overload from thunder maneuvers.

order wrote:
With my attachment set up, it's probably best to run Thunder >> Thunder >> Wind most often for the big boost to Double Attack(the gains for Coiler are better than the gains for Turbo Charger going from one to two Maneuvers), but you have to watch puppet TP more closely and be ready to Retrieve/Deploy as necessary to prevent being forced into a Daze.
Not really, the only time you'd have to worry about being forced into a daze would be wind/thunder/thunder. With thunder/thunder/wind, when you put up a dark maneuver it pushes the first thunder off making the dominating maneuver dark, forcing armor piercer.




Edited, Apr 22nd 2010 6:37pm by bsphil
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#4 Apr 22 2010 at 10:54 AM Rating: Good
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See also these other relevant recent threads:
http://ffxi.allakhazam.com/forum.html?fjob=18&mid=1265249936318335899&num=10&page=1
http://ffxi.allakhazam.com/forum.html?fjob=18&mid=1271042065145698428&num=4&page=1
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#5 Apr 22 2010 at 4:51 PM Rating: Good
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I generally run the following:

Tension Spring II
Attuner
Scope
Replicator
Turbo Charger
Heat Seeker
Stablizer II
Target Marker
Stealth Screen
Auto Repair Kit II
Optic Fiber

The final slot depends on whim. Flashbulb if I think we'd benefit (dropping the A-R Kit to I from II), Shock Absorber to knock a little edge off the first attack (if I ever remember to put an Earth up for it, which I usually don't), or depending on mob something like Equalizer or Steam Jacket.

I normally run Wind/Thunder/Light slipping a Dark in for Armor Piercer. I monitor Caroline's accuracy on a parser to see whether I need to change focus on one aspect or another. I'll often adjust attachments during a party to change the accuracy/attack/defense balance as needed.
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#6 Apr 22 2010 at 5:51 PM Rating: Decent
Edited by bsphil
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Since apparently nobody else uses thunder/wind/thunder for automaton TPing, here's why I do. 2x Thunder and 1x Wind plays off of the biggest tiers of increases for coiler and turbo charger which are going to be your two big TP gain attachments.


Stat increases 
		Coiler		Turbo Charger 
Neutral		+5% DA		+5% Haste 
1 maneuver	+5% DA		+10% Haste 
2 maneuvers	+15% DA		+5% Haste 
3 maneuvers	+15% DA		+5% Haste


Relative increases (DoT) 
		Coiler		Turbo Charger 
Neutral		+5% 		+5.26% 
1 maneuver	+4.76%		+11.76% 
2 maneuvers	+13.64		+6.25% 
3 maneuvers	+12%		+6.67%


Note that for the Turbo Charger I'm assuming a 0% haste baseline for the DoT increases. Pet haste+ in gear will increase those values but not change the overall point of the chart. It would be impossible to get so much haste that subsequent maneuvers will provide more DoT than the first due to increasing returns from haste, due to the unbreakable 80% haste cap. (40/30 = +33.33%, 25/20 = +25%)

Having double thunders also incidentally helps the next two important TP gaining attachments, target marker and heat seeker. And you will need that acc+ because sharpshot has a pretty poor melee hitrate.

Fire maneuvers aren't helping your TP gain. Armor Piercer is going to account for 50% of your total automaton damage, so your maneuvers will be best spent trying to increase the frequency of those. Light maneuvers for optic fiber don't do much either, since the boost to all attachments is relatively tiny compared to the boost you'd get from the one maneuver you need for TPing.



Edited, Apr 22nd 2010 7:01pm by bsphil
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#7 Apr 23 2010 at 12:53 AM Rating: Decent
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At what level do you get new pet WSes again? I keep forgetting to look it up and just assume I have the basic maneuvers still. (Level 39)
#8 Apr 23 2010 at 4:51 AM Rating: Good
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Turbo charger, dear god get a turbo charger. Scope too, no reason not to have that one at least.

And i second thunder/wind/thunder rotation

Also i think new weapon skills are lvl 49.....or 45 its been awhile since i checked

Edited, Apr 23rd 2010 6:53am by xxAnikalxx
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#9 Apr 23 2010 at 6:44 AM Rating: Good
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Yeah I think its 49 for Daze/Knockout/Cannibal Blade (150 skill?), and 71 for Magic Mortar/Armor Piercer/Bone Crusher (245 skill?)
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#10 May 03 2010 at 8:22 PM Rating: Decent
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Its Lv.49 for Daze/Cannibal Blade which are 150 skill and Knockout is Lv.50 for HQ and Lv.51 for SW. For AP/Bone Crusher its 71 or 245 skill, but Magic Morter is gained at 225 Melee skill on the mage frames, Its Lv.71 for Harlequin Frame/head, Lv.74 for SW Frame + Head, and Lv.75 for the Soulsoother and Spiritreaver.

So....pertaining to Sharpshot, Do I actually need Turbo Charger? or is it more of a "luxury" to have, luxury defining as its a great addition but not something I need to 100% halt everything I"m doing in order to get it lol. Also, I got a Drum Magazine soooo long ago and I was just wondering is the Racc- worth the amount increase of Ranged attacks? It seemed not really worth it with Scope being the only attachment with a form of Racc+ but did Coiler just create DM as somewhat useless to have due to the increase of TP gain through DA? Any Advice/Suggestions appreciated thx :)
#11 May 03 2010 at 8:32 PM Rating: Good
Edited by bsphil
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TheVentriloquist wrote:
So....pertaining to Sharpshot, Do I actually need Turbo Charger?
Definitely. If you don't have one yet I'd make it your next purchase for PUP.

I'm glad I bought it back when it was 300k.

TheVentriloquist wrote:
Also, I got a Drum Magazine soooo long ago and I was just wondering is the Racc- worth the amount increase of Ranged attacks? It seemed not really worth it with Scope being the only attachment with a form of Racc+ but did Coiler just create DM as somewhat useless to have due to the increase of TP gain through DA? Any Advice/Suggestions appreciated thx :)
No. Drum Magazine has always sucked and coiler didn't really do much to change that perception. I don't recall anyone ever quantifying the r.acc penalty but from a short parse I did on it I was not impressed and took it off. I only ever use it for killing weak stuff on PUP now.



Edited, May 3rd 2010 9:37pm by bsphil
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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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#12 May 04 2010 at 5:50 PM Rating: Decent
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105 posts
Oh ok Thx :D Yeah It'll be my next purchase for pup when I actually feel like making about 3M, its 1.1M for it on my server and I'm only missing that and Tranquilizer(I know its important D:) which hit 2M lmao...before the new pups came (lol..) I temperally quit for like 3months and they were both like 600kish lol >< so my life sucks :)

Was just wondering about Drum Magazine because I never found it useful and I didn't know if anyone had actually used it but you answered my question so thx for the info ^^; well I better start cooking again for my gil again lol...
#13 May 04 2010 at 9:59 PM Rating: Decent
Edited by bsphil
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If someone was willing to nail down some explicit numbers for the r.acc penalty I'd be happy to take a closer look at the attachment, but unfortunately I just don't see it working out. Sharpshot damage typically breaks down as 20% melee 30% ranged 50% WS, so if it is viable that's a good way to boost the majority of your TPing damage.

If I could get another merit pt on PUP I could compare to some of the other parses I have in the vault. Anyone on Bismarck free tonight?
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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:
I'm not getting my news from anywhere Joph.
#14 May 05 2010 at 9:26 AM Rating: Good
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#15 May 05 2010 at 1:03 PM Rating: Decent
Edited by bsphil
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Ahh, completely forgot about that. If the accuracy loss isn't too terrible on 2x winds I wonder if that'll overtake thunder/wind/thunder for TPing. Somehow I doubt it.
____________________________
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:
I'm not getting my news from anywhere Joph.
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