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