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Pup In salvageFollow

#1 May 01 2010 at 7:28 PM Rating: Excellent
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Most of my salvage experience has been done while playing Rdm. I have Pup at 75 but have never taken it into Salvage.

So I have a few questions to you who have taken Pup into Salvage:

1. (Strange question first) When do you activate you puppet? Since you have no access to job abilities when you enter do you activate prior to entering, and does your puppet remain activated?

2. Which puppet do you guys use in salvage? Is there certain zones of floors / bosses that certain frames really shine on?

3. Any other tips that you have when playing Pup in Salvage that you would like to share?


Thanks!

~Gold
#2 May 02 2010 at 2:27 PM Rating: Good
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681 posts
Goldenfoon wrote:
Most of my salvage experience has been done while playing Rdm. I have Pup at 75 but have never taken it into Salvage.

So I have a few questions to you who have taken Pup into Salvage:

1. (Strange question first) When do you activate you puppet? Since you have no access to job abilities when you enter do you activate prior to entering, and does your puppet remain activated?

2. Which puppet do you guys use in salvage? Is there certain zones of floors / bosses that certain frames really shine on?

3. Any other tips that you have when playing Pup in Salvage that you would like to share?


Thanks!

~Gold


When I'm not needed on WHM, (which is only when our SCH is MIA), I'm on PUP.

I'll start by answering your questions in order:
1. If you activate your automaton before the run, it is effectively deactivated when you enter, and your activate timer does not get reset.

2. Depending on the run, I usually start with Valoredge since my LS gives me Ranged (1st) and Ability (2nd) when we enter. I set up VE with Strobe and Inhibitor and I think TSII (I have to double check), Turbo Charger, Replicator, Coiler, Dynamo, and Heat Seeker, then both Auto-Repair Kits and whatever else fits. For Alzadaal Ruins, I either have Tsukushi tank a secondary mob while we fight the pulled mob, or just plow through mobs with SP -> Bone Crusher, which usually takes most of a mob's life per shot. For gears I use Sharpshot, and for bosses I usually DAD nuke with Spiritreaver OR use Soulsoother if we're low on healing and need some free Cure Vs, which works very well with Body Boosted monks.

3. Generally for the first two floors of Salvage VE can actually take hits (around 15-25dmg per hit), which is easily negated by auto repair kits and also deal decent damage. Cannibal Blade goes 800-900 damage to wamoura prince-type mobs. For Rampart mobs (bees, colibri) I use SS and it does great damage as well.

- For bosses I /DRG so I can run in and use Jumps between TP moves for TP for SC, and also haste/jumps for Ramparts.
- If you can, pick up Birdbanes for Wamoura and Rampart mobs that are weak to piercing, the damage is very noticeable with Coeurl Sub or Marinara Pizzas.

I'll have more details later, I'm at work so I can't look up the zone names and mobs just yet :/

Hope this helps so far, though
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-SuperTiM-, Lakshmi Server
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Summoner's Set: 5/5 FINALLY > March 25, 2009

Jobs: SMN75, PUP75, WHM75
#3 May 02 2010 at 3:09 PM Rating: Good
I'm curious. Do you need a magic cell before mage frames can cast spells or can you use them as soon as you can activate? I think I read somewhere that the puppet receives the same restrictions as the player, but I figured this would be a good time to ask.
#4 May 02 2010 at 3:36 PM Rating: Good
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886 posts
You need a magic cell for them to cast. If you want to nuke the boss, I recommend magic, int, and MP for your nukebot. (Along with the givens of ranged and job abilities, and maybe body/legs/feet and stuff for magic att bonus for your pet)
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Main Character: Psion
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#5 May 03 2010 at 8:30 AM Rating: Decent
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1,107 posts
Hermes sandals are amazing in salvage. Often times you can have your puppet and the thief stay engaged when you run to teleporters.

Depending on your setup pup/sch can also work out pretty well and having your puppet help heal and nuke. You can spam cure V once you get abilities and magic (hopefully ranged too). You can toss out some extra sleeps, help pull with a lamiabane (if never meleeing), and also contribute melee damage on the easier mobs (without the need of a weapon). Drain/aspir can definitely have uses. Definitely want to be careful with brainjack when nuking chariots.

Typically you'll whip out soulsoother at least once in most zones just to help cure so make sure you memorize/write-down what attachments you plan to use. If you can swap between frames fast you can usually help out mages by letting them heal for several fights or early on if you split into groups.

Pup/nin is also a decent back-up/co- tank on higher floors. While you lack counter and have less HP, you have B eva and evasion bonus (monk's are only B+). I have not taken pup to salvage since the update, so unsure how well VE survives with stronger defense and regen. While not ideal VE+repair+RR makes a good decoy if something goes awry.

In salvage, I typically view pup as a DD that also takes some of the responsibilities of the thief, the 2nd monk, and partially a mage. And worst case you're just a DD that needs abilities and range. It at least adds more versatility than a 3rd mnk/DD.
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80 Pup Brd, 75 War Rdm Drg Sam Mnk Pld Bst Thf Whm Nin Smn Blm Rng, 72 Drk, 63 Cor, 50 Blu, 40 Dnc Sch
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