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Convince me: PUP in dynamis?Follow

#1 Jul 06 2010 at 8:50 AM Rating: Decent
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Greetings. This is my first real venture into the PUP forums, and I checked a few pages back, so forgive me if this is something that has been covered recently and I missed it. I'll get right to the point: I am the leader of a large, successful dynamis shell on Unicorn. We have several members who are increasingly passionate about PUP and want to use it in dynamis. I do occasionally allow that, but I don't know enough about the job (I'm pretty clueless about it, actually) to really understand the best way to use a PUP, and I am hesitant to have autos running around the zones on a regular basis. I don't doubt that a PUP can be useful, but I have to question if it is optimal. Obviously it's good to allow people to play a variety of jobs to keep dynamis at least somewhat interesting, but I always have to consider the success of the run as a whole as well.

So I have come here, hoping that you guys can present some well-reasoned arguments one way or the other. I'm also hoping you can educate me about the best way to use a PUP in the various zones, what sort of things a PUP should have to be successful in dynamis, and what things I should be looking for to see if a given PUP is doing his/her job correctly.

For the sake of discussion, you can assume that all of our PUPs have other jobs that they can come and be useful on, and that we are always able to provide adequate mage support for our tanks and DDs. Also, I know that the style of dynamis varies significantly, so I'll mention that we currently fight multiple mobs simultaneously, generally with two or three self sufficient "kill" parties (tank, healers, DDs), one or two additional freelance DD parties, some BLMs, and a pull/TH party.

Thanks to all who respond.
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#2 Jul 06 2010 at 8:55 AM Rating: Good
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I get asked to go PUP in dyna because of near unlimited MP and how hard our nukes hit. We can nuke on the move (move while auto casts). Also a bonus is /sch and helping with cures and status removals. Also I find no problems in the time cast parts.
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#3 Jul 06 2010 at 10:59 AM Rating: Good
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If your members have a respectable TP/WS build, and their auto is geared well, then they can not only keep up with DDs, but at times beat them. The only time PUP doesn't win is when brds would perform a SV rotation for the mega bosses in CoP areas to zerg things down.
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#4 Jul 06 2010 at 11:09 AM Rating: Excellent
You should talk to Catwho on these forums. Her LS has a "Pup Challenge": Try to outparse the Pup in her Dynamis LS.

If you look into the Bismarck forums, you can see her recruitment ad.
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#5 Jul 06 2010 at 11:20 AM Rating: Decent
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I was a PUP-only character for quite a while. My experience in dynamis on PUP isn't very much, but it is enough to get an idea on how the job works. Pre-75, I used melee automaton because I didn't have vent/role reversal. After those 2 merits, PUP should be using BLM automaton. SJ of preference varies, I personally went /sch and stayed in the BLM parties to help keep them alive. My nukes oftentimes did more than the other BLMs, even without many merits into PUP. Once my PUP got all 54 attachments and fully merited, no BLM in my dyna shell was able to keep up with my damage. I did have a very dedicated PUP/SCH build, focusing around INT/MND for maneuvers, and Pet:MAB/MACC where applicable for nukes.

I'm a firm believer in the damage capabilities a puppetmaster has; however, I'm very hesitant to invite PUPs because a vast majority of them don't know how to play the job. Now, I'm not saying all PUPs should be playing one way or another, I'm just saying that there are a large number of PUP who really don't understand what maneuvers do, what attachments to attach, and how to gear even at 75/80...


TL;DR: PUP's great if the person knows how to play it; potentially better than a BLM.
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#6 Jul 06 2010 at 1:38 PM Rating: Default
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If you have alot off sam in your dynamis group pretty much a pup best friend gekko and armor piercing deadly in my book. With a sam on birds we can do 869+1642+2000dmg with there new ability which i love lots off timing but a good pup nows that. We can DD or mage in dynamis no ? about that i think it comes down to the player and how well they no there job and being fully merited too i have to say food too lol.
#7BelenosSwiftWater, Posted: Jul 06 2010 at 3:47 PM, Rating: Sub-Default, (Expand Post) Just do not allow people to come PUP, it will spare you having to deal with the bad ones since you do not know enough about it to know if the job they are doing is even semi adequate. Sure it pisses off the better PUPs that should be able to come as it, but better safe than sorry!
#8 Jul 06 2010 at 3:57 PM Rating: Good
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OK - so I don't know if this is kosher for me to reply to this considering I am in your Dynamis LS – LOL - but I will give you a brief synopsis of my personal experience so far of my experiences doing Dynamis on PUP. This is long so bear with me:

As a PUP I feel I have two options really for my role in Dynamis. This includes Support or DD. As a DD I need to have two SJ available (again this is my personal experience all PUPs play differently): WAR & NIN. I have three frames I can use for DD: Spiritreaver, SharpShot, and Valoredge.

--
-Valoredge is your typical DD with lots & lots of HP. It has Shield Bash which can stun and/or slow the mob. The effect depends on if you have Hammermill equipped on your auto. It also has a WS that can restore HP (Cannibal Blade).It is very reliable with high AoE mobs. I personally have been playing around with this frame to see it’s tanking ability for mobs that go down quickly (such as Abyssea) and it seems to be working out well. I don’t know how those mobs compare to Dynamis mobs though.

-Sharpshot is your Ranged attack automaton. It has a low defense but high damage output. Armor Piercer is the WS of choice as it ignores the mobs defense. The problem with this auto in my opinion is the large amount of hate it generates due to its damage output. So, you have to make sure to have its WS go off at the right time so it doesn’t die. This also means that the PUP should have the merited ability Ventriloquy to avoid an untimely Automaton death. Armor Piercer can also be combined with SAM’s WS for Darkness SC (I believe it’s Gekko). Depending on how quickly mobs die AoE’s may be of no concern.

-Spiritreaver is your BLM auto. A Lot of PUPs believe you have to have a mage sub when using this, but for Dynamis I have found that it didn’t really matter. I don’t have much experience with this frame, admittedly, but some of the attachments you want to be sure to have for this frame are Ice Maker and Tranquilizer. I personally don’t have tranquilizer because it is so expensive. Even without tranquilizer I can tell you that I usually match BLMs for nuke damage. It is also recommended to have merits in Automaton Magic Skill, as this will change the highest tier nuke they can cast. Currently our highest with max skill and merits at 80 is Stone 5 I believe. I have heard that this automaton can match a BLM AMII, but again I have limited exp with this automaton in endgame.
--

One thing a PUP should be able to do to handle a DD role is switch frames on the fly. I can tell you that at times our kill speed is too fast for my Sharpshot frame to get enough TP for a WS on every mob. In that case I have switched to Spiritreaver because I can pretty much guarantee a 700-1100 (I don’t have magic skill merits or tranquilizer) nuke per mob and not worry about the autogetting TP.

Also, there is no reason for a serious PUP to not have our group 2 merits capped. I personally have Ventriloquy (swaps hate for auto & master), Role Reversal(swaps HP for auto & master), 4 in Optimization(Grants a bonus to your automaton's attack, defense and magic attack. Increase attack by 5% defense by 5% and magic attack by 5.), and 4 in Fine Tuning(Grants a bonus to your automaton's accuracy, ranged accuracy, evasion, and magic defense. It increases accuracy by 5, ranged accuracy by 5, evasion by 5, and magic defense by 5).

I have also found to be effective I need to have two gear setups: One for Accuracy and one for haste. For high evasion mobs I switch to my accuracy gear. For mobs I can hit without it I use haste. I can tell you a haste setup and RNG auto can pull massive hate.

There is also no reason a PUP should not at least have the add-on gear to enhance themselves and their auto prior to getting the relic from Dynamis. This is something that we can do on our free time and is pretty easy to get in my opinion.

------------
As for support personally I prefer to /DNC and use the Soulsoother (whitemage) automaton. The Soulsoother can cast Regen 3 and up to Cure 5 at this point. It does have some wonky Ai, and that is why I /DNC to make up for it. I can tell you I have main healed events and PTs using this method effectively.

------------------------------------

tl; dr - Short list: As a PUP don’t gimp yourself or your Auto, be able to/know how to use all your autos, and know how to handle hate. Also, have the correct gear and attachments for the situation & get your merits. You can always ask the PUPs in the shell what gear/merits/attachments they have too. Any good PUP, correctly geared and merited, should be able to keep up with the SAMs and WARs out there and/or BLMs.

-*edited to remove the V-word XD


Edited, Jul 6th 2010 5:44pm by Lefiont
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#9 Jul 06 2010 at 4:04 PM Rating: Default
Lefiont wrote:
tl; dr - Short list: As a PUP don’t gimp yourself or your Auto, be versatile, and know how to handle hate. Also, have the correct gear and attachments for the situation & get your merits. You can always ask the PUPs in the shell what gear/merits/attachments they have too. Any good PUP, correctly geared and merited, should be able to keep up with the SAMs and WARs out there and/or BLMs.


Oh god, not this again. The old versatile routine, egh!?
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#10 Jul 06 2010 at 4:09 PM Rating: Good
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Quote:
Lefiont wrote:
tl; dr - Short list: As a PUP don’t gimp yourself or your Auto, be versatile, and know how to handle hate. Also, have the correct gear and attachments for the situation & get your merits. You can always ask the PUPs in the shell what gear/merits/attachments they have too. Any good PUP, correctly geared and merited, should be able to keep up with the SAMs and WARs out there and/or BLMs.


Oh god, not this again. The old versatile routine, egh!?


You may think that it's common sense, but I have seen PUPs on unicorn that play one way and only that way with the one auto and can't switch it on the fly. Maybe you hate the word versitle or it's taboo around here idk, but however you want to say it... be able to play more than one role and know how to use all of your autos.
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#11 Jul 06 2010 at 4:14 PM Rating: Default
Lefiont wrote:
Quote:
Lefiont wrote:
tl; dr - Short list: As a PUP don’t gimp yourself or your Auto, be versatile, and know how to handle hate. Also, have the correct gear and attachments for the situation & get your merits. You can always ask the PUPs in the shell what gear/merits/attachments they have too. Any good PUP, correctly geared and merited, should be able to keep up with the SAMs and WARs out there and/or BLMs.


Oh god, not this again. The old versatile routine, egh!?


You may think that it's common sense, but I have seen PUPs on unicorn that play one way and only that way with the one auto and can't switch it on the fly. Maybe you hate the word versitle or it's taboo around here idk, but however you want to say it... be able to play more than one role and know how to use all of your autos.



This thread should tell you and the OP all you need to know about that word.
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Be sure to report your findings to the no child left behind committee.
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BelenosSwiftWater wrote:
I blame spicyryan
I blame his whore of a mother who didn't abort him.
#12 Jul 06 2010 at 4:20 PM Rating: Good
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Quote:
Lefiont wrote:
Quote:
Lefiont wrote:
tl; dr - Short list: As a PUP don’t gimp yourself or your Auto, be versatile, and know how to handle hate. Also, have the correct gear and attachments for the situation & get your merits. You can always ask the PUPs in the shell what gear/merits/attachments they have too. Any good PUP, correctly geared and merited, should be able to keep up with the SAMs and WARs out there and/or BLMs.


Oh god, not this again. The old versatile routine, egh!?


You may think that it's common sense, but I have seen PUPs on unicorn that play one way and only that way with the one auto and can't switch it on the fly. Maybe you hate the word versitle or it's taboo around here idk, but however you want to say it... be able to play more than one role and know how to use all of your autos.



This thread should tell you and the OP all you need to know about that word.


Yeah, I think I'll avoid that word here from now on... ;/ LOL
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#13 Jul 06 2010 at 4:24 PM Rating: Excellent
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I recall all of Natey's rants on versitility and such. Pretty much all of his points were valid. One thing at the end of the day though - in dynamis you can quite readily switch between melee damage and magic damage, and still do a fairly good job at both. Of course taking that route is hardly optimal, coming prepared for one particular role will always prevail over considering the "what if X/Y/Z happens?" scenarios (There are scenarios where being able to switch between roles would be handy though. E.G. it you was using a melee bot and somehow your ally wipes, you could change to SR and help nuke down enemies with the BLMs while an ally recovers).

As far as PUP usefulness goes in dynamis (Bearing in mind I haven't played in many a moon.), I would say in terms of damage, PUP will hold its own and possibly even surpass BLM and SCH. A PUP can floor statues pretty well and does stupid levels of damage in the town dynamis zones. I'd probably still consider BLM and SCH though for its other uses (SLeepga/stun amoung other things.)

PUP can melee respectably in dynamis too, but I can't comment too much on that as I mainly used SR in dynamis and a LOT has changed DD wise since I've played.
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#14 Jul 06 2010 at 4:46 PM Rating: Excellent
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For pup, being versatile SHOULD mean you come in with a plan on how to strike your enemies weaknesses, and come prepared with automaton oils and knowledge on what might need a quick change of frame or strategy to be most effective. It's like with scholar, you stick to one arts for a certain fight, but if needed, be ready to swap tactics on the fly to counter a different mob or situation. If your nuking as blm bot but suddenly your healer is out of mp and things aren't looking good, swap to whm bot real quick, toss some cure Vs for backup till they recover, then change back to blm bot when they got things under control again.

And seriously, Psion's pup could do up to 950 bliz IVs on statues in dyna, so with enough pet magic attack bonus gear/merits, and stone V, you could probably one shot them easily. Pup is a great job to bring to dynamis. But pup is also a terrible job to bring to dynamis. It's all up to the skill and dedication of the person using it, moreso than pretty much any other job. But unlike the idiot who suggested don't let any come pup to avoid the idiots, I suggest you let them all come pup and judge each case individually on how strong they are, how useful they are, and then give the OK for the good ones to come pup again. For the rest, they might either not understand the job, or understand it but havent gotten the best attachments, or merited yet. If it's the former, pair them up with a good pup to fill them in, if it's the latter, let them come pup once they've gotten stronger. (unless pup is their strongest job on gear/skill)

My old dyna leader was also unsure of letting me come pup, and wanted my blu instead, but after asking her to try it just once on the first run, they never asked for my blu ever again. She loved the nuking power I offered, which would save the blms a lot of MP, and also some deaths, as I could solo a statue with oniwaka's ability to cast while running.

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#15 Jul 06 2010 at 4:56 PM Rating: Excellent
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What Psion said. Also to add: My old dyna leader was also reluctant to let me come as PUP to dynamis, but after I came to a run as PUP, I never went as any other job unless it was for DL, when I came as MNK (PUP zerg as it currently stands is not great).

Side note: my dyna LS had the same leader as my regular LS who did lots of scheduled events, most of which I ended up going as PUP to after my dynamis shenanegans XD
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Quote:
Hey now, that "decision-making time" is very useful.
I couldn't decide which movie to see last-week, I put up an Ice Maneuver and BOOM, my automaton immediately figured it out for me.
#16BelenosSwiftWater, Posted: Jul 06 2010 at 5:31 PM, Rating: Sub-Default, (Expand Post) I had a shell that tell me to come BLM and I refuse and come PUP, which is part of the reason I was semi kicked from it.
#17 Jul 06 2010 at 5:46 PM Rating: Excellent
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You know, you probably got kicked from the shell because of the way you did things. I asked the leader if I could try pup out and see how effective it was. I did not outright refuse to come blu, but instead made a request to experiment, which gets a lot better reactions then being a sulky child and refusing to cooperate. >_>;
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#18BelenosSwiftWater, Posted: Jul 06 2010 at 6:16 PM, Rating: Sub-Default, (Expand Post) Very simple, we have 3 or 4 BLMs tonight already. So I say we do not need another BLM (the shell had rdm/blm, brds, then blm as crowd control) and come something else. The one time I was "ordered" I went PUP with the BLM frame and never got to even hit the statue a lot unless I deploy the puppet before the statue get in range of the BLMs which was asinine. Was never accepted that I did not even need to be on either though.
#19 Jul 06 2010 at 6:48 PM Rating: Excellent
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I am confused how nuking a statue before the blms reach it is asinine, especially since you just saved them a bunch of mp they could use for other things, such as sleepgas or nuking monsters instead, like plds, mnks, and thfs, any mob that needs blm assistance killing.

Also, generally 3-4 blms means you're a bit short on blm power, as you have to take into account weakened blms, as well as 5-6 thundaga's needed to safely kill some time extensions + mobs. generally you want at least 5 blms for dynamis for a safe run. >.>
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#20BelenosSwiftWater, Posted: Jul 06 2010 at 8:22 PM, Rating: Sub-Default, (Expand Post) I have won Sandy several times with 1 BLM and 12 people. Generally I only had 2-3, and Dynamis Windy is the only place that heavily needs BLMs, unless you count farming after the MB in Jeuno with some small rinky dink shell. In which case you need 4 to break out of the AH.
#21 Jul 07 2010 at 9:13 AM Rating: Decent
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The only time I go rdm to namis anymore is if we need chainstun (CoP or DL runs, sucks being the rdm everyone relies upon) Other then that, its all about pup in namis.

Usually I check the ls to see where we are on blm, if we are low on blm's i'll pull out spiritreaver and help the blms out. Its very useful, since keeping your blm's alive is usually key. Also if there is a PD i'll just blow up the mob while all the melee is missing. And the pretty much unlimited MP, allows you to continue nuking, while the BLMs are resting MP/

Pulling out Vale frame, is one of those frames that you can pull out to help with the random shield bash or if you need a temp tank until the real pld's can get control, is always good.

Sharpshot frame puts out really good damage and from a distance, unlimited arrows and it really helps with damage. And who doesnt love Armor Piercer?? I'll sure this if we need more DD, cause we are a lil low/

Soulsoother is good for helping with heals, sometimes you need that extra healing power.

All in all, like previously stated, you need your pups to be versitile based upon what is needed for the best of the shell, but you are gaining more by allowing pups in namis then what you are losing.
#22 Jul 07 2010 at 11:57 AM Rating: Decent
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Dynamis is so yesterday. If one PUP is gonna destroy a win or run then you have more problems than just a "PUP in dynamis".
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#23 Jul 07 2010 at 1:05 PM Rating: Decent
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you guys aren't paying attention to the subject... this guy is trying to learn about what a pup does in and how well a pup does in dynamis, not how to play it. I have 80 cor, so you can imagine everyone wanting me to always be it, and it took a long time to show them how good my pup is b/c none of them really know what it's doing. But now i'm always welcome to bring it because i've proven it works well most of the time.

a pup is either good or half-assed. Get every attachment, or g t f o. ask a pup if he has every attachment. If he says no, make him come on another job. Ask him if he has capped skill on all or most of the frames. The difference between a good pup and a L O L PUP is attachments and skill, gear on the master does affect the job and make it better but not as much. If a pup has full attachments, full merits, FULL SKILL on each frame, and good gear, then and only then will he or she be able to out nuke black mages or out damage melee or out cure whms.

Now, when i say "out do", it is very situational. PUP can out do jobs in certain ways, but in many ways it has LIMITATIONS.

Cureing:
a pup/sch, pup/whm, or pup/rdm can be a main healer in dynamis, but make sure there is some sort of backup. Pup gets cure V, but only while engaged with a mob. If someone has low hp after a fight, the master will have to use cure 3s. If you are fighting mobs with little to no aoe status effect moves, the pup can spam cure V unlimited and shine. However, if you are fighting something like urganites, the AI will not work right because of the constant debuffs, and you can't cure V. A good setup is to maybe have a rdm or blu in the same party as the pup. That way the pup can cure V while the rdm can focus on haste and refreshing etc, but if something goes down, the red or blue or white mage can fill in the cure gap and cover for the pup. This is also heavily dependant on how good the master is at controlling the cures. If the pup doesn't practice it much, then chances are he wont be able to main heal. An mp set for the master is also mandatory, because pup gets 0 base mp on the master itself. This is important for when the pet can't cure V for any reason, and for backup na spells, or hasteing.

Nuking:
Last night actually i can confirm doing a higher dmg stone V than the blms, and they were mad. I was 78 pup, and i almost doubled dmg on stone V of a blm 80. (full power 1831 stone V from my auto on the last ninja boss of dynamis beucidine). I have full attach, capped merit and some pet mab and macc gear. A pup is great for these SINGLE target nukes. PUP gets no aoe nukes, thats how its limited. The master must be careful to time his nukes precisely when the time nuking starts, and it should cast about the same speed as ancient magic 2, depending on what attachments. Even with max casting time for full power, it should be fine. For sleep time nukes, make sure your pup knows how to make it "NUKE ONLY" using ice and water manuvers; a bad pup will mess up and can bio or dia the mob. For sleep timed nukes using sc and MB, the pup wont be able to control what specific nuke spell is cast(like you would want thunder for a light sc, but the auto might cast stone, it's AI), but it will still do normal dmg. As for being pup w/ nuking in dynamis in general, it works, but watch to see if the master gets his pet killed, the blm frame is fragile. If he does, its useless. He must be CAREFUL.

Melee:
The pup can choose from 2 frames for melee, a fragile ranger, or a sturdy warrior. If a pup is pup/war for example and is using the melee frame, he is pretty much like any other melee DD. He just has to be careful to not get his pet killed. The ranger frame is fragile, but hits really hard if capped on certain mobs. The warrior frame can off tank sometimes if needed, however unlikely, but is usually just equipped to damage deal and run in after the mob swinging. A pup must be a true master to know how to and be able to tank with his warrior pet. This is rare. Most just use it for consistent and sturdy melee. It does less damage, (unless the pup went the melee skill route in his merits) but is less likely to die from really nasty aoe. The ranger has a ranged attack, but it has to get in pretty close to use it, aoe will still hit it, so the master must be aware and not let it die. Even the fragile frames can survive aoe now with the new stout servant trait and good magic defense and melee defense attachments, but some aoe spam is brutal. A good pup will know when to deactivate during these times in case he dies if his timer has lots of time left before he can summon another pet. A pup that says, i didnt know! srry it died, 17 mins left! is lol. Be aware though that if the pup hasnt had to change frames from healer, to melee, to nuker etc and has had time to charge up another pet, when the pet dies, he can pop another instantly.

self healer/ moderate nuker:
rarely you might see a pup using a frame that looks like a rdm. It's more of a sch actually that can debuff. This frame can cure, but only the master. It can nuke, but caps at thunder3, and it can enfeeble. A decent choice, but its probably more useful usually to get the pup to use his blm or whm frame.

Harlaquin frame:
lol. IF you see a pup using a frame in dynamis that looks like a little artard in a purple jacket and a fishbowl helmet, kick him from your LS as soon as possible.

Applications in Dynamis:
I feel the most useful in dynamis when im filling in a gap somewhere thats needed. People can leave early, or not show up. This is where pup is useful. A pup can switch around the parties if needed, and change frames to suit that party. A good pup will notice when his party's hp is consistently yellow and more healing is needed during farming or something, and will switch to his healer. Later, when the hp of the party is pretty much always nominal because less healing is needed, he might switch to blm, or melee. Timed nuke situations and killing statues is great for pup, and they can melee on the other mobs like the everyone else and/or nuke them too if there are too many blms. Now if you have a switch happy pup however, it can get annoying for the other members, b/c they dont know what role he is fulfilling. He has to say what he's doing. Also a switching pup must keep his frame alive because the timer gets reset, if it dies, he is screwed, and so is his party. A pup usually knows how to keep it alive by lvl 75, but many barely use it outside of soloing or xp parties and are not used to it dealing with harder mobs.

also, if something goes wrong, pup is the easiest job to blame. You can keep one around just for that reason. If there's a mijin gakure and everyone dies, just blame the pup, he's used to it.

Differences between puppetmasters:
the pet is heavily dependent on which of the traits and skills the person chose to merited on his or her pup. Depending on merits, one frame can be boosted far beyond its normal caps, or a pup might choose to balance the merits between all the frames. The other frames will still be good, but if taken far, a merited frame will outshine the others.

Mage:
Before the level 80 cap, a pup had to merit magic skill 5/5 to get blizzard 4. Tempted by this spell, many pups chose to merit their blm pet and capped their magic attack bonus group 2 trait(optimization) to 5/5.. Now with the update containing stone V and thunder IV, these pups are loving every minute of their choices. This is the route I took myself. Even though all pups get stone V now at 80 with merits or not, the merits make it nuke much harder and more accurately. The whm pet shares the same "automation magic skill" as the blm, so it cures for more hp the higher the skill gets.

Ranger:
The new 80 cap gave pups one new ability: tactical switch. This swaps tp of pet and master. For a merited ranger frame with 5/5 skill, and 5/5 or so fine-tuning group 2(ranged accuracy), these pups absolutely love being able to swap the tp from the master to the pet after it has used its heavy hitting weapon skill (armor piercer) for second bonus armor peircer. These pups can deal nasty damage, and they are around, but you don't run into a pure sharpshot puppetmaster as often as a merited nuker.


Warrior:
Many pups merit 5/5 melee skill regardless of their favorite frame, because all the frames can use melee skill. 5/5 melee can really shine on the warrior pet. Basically you send it in, and it hits and hits, accurately, consistently and hard. This adds up fast. Its also easy to use. Using the tactical switch, this pet stays alive the best as well, as you use back to back drain weapon skills to keep it alive (and possibly tank. Optimization helps melee as well as magic attack, so many pups choose to go 5/5 melee, and 5/5 magic, and capping the group 2 optimization for both so that their melee and magic frame are both good. Not a bad choice at all.

Myself, I chose 5/5 magic skill merits, and splayed the others. 2 into activate to shave off time when it does die (which can happen, dont always blame the pup.. it just matters how often and easily it dies, and how much time is left on the timer), 2 into melee, and 1 into ranged. I like to switch around, so it works. On the group two merits, 5/5 optimization, 1 ventriloquy (hate swap), 1 role reversal (hp swap), and three fine-tuning. I like it.

conclusion:
long story short, capped pups that love the job enough to know its details should be welcome... watch them kick some butt. Anything short of a nearly capped pup is like a sam not wearing pants or earrings or rings and then wondering why his ws dmg is terrible.




Edited, Jul 7th 2010 3:07pm by highlander414

Edited, Jul 7th 2010 3:19pm by highlander414

Edited, Jul 7th 2010 3:20pm by highlander414

Edited, Jul 7th 2010 3:28pm by highlander414

Edited, Jul 7th 2010 3:35pm by highlander414

Edited, Jul 7th 2010 4:35pm by highlander414

Edited, Jul 7th 2010 4:38pm by highlander414
#24 Jul 07 2010 at 1:54 PM Rating: Excellent
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I have personally main healed a DD dynamis party on pup/sch with the whm puppet. I did have a bard giving me refresh (which was very nice), but I could have done it without the bard.

If I melee with the valoredge (it's the warrior or paladin puppet) and use role reversal I am almost always the last melee standing if something goes wrong. This is my preferred puppet for melee dynamis as it requires no arranging before deploying and can get by on fewer maneuvers.

which brings me to the ranger puppet. It's the heavy artillery in terms of physical damage. I mean, this thing doesn't really fire arrows, it throws bricks. Unfortunately, the sharpshot gets it's tp from it's melee hits, and unlike the valoredge it does not automatically close to melee range when deployed. To use the sharpshot you have to run up to the mob, wait for it to catch up, and deploy it. You also need to full time three maneuvers (wind, dark, fire) for the "normal" use. There is one other setback to the sharpshot: it is the only puppet that does not have a self-heal mechanic. That leaves just oils (used as part of a job ability), or using Role Reversal to swap master and puppet tp.

I'm still working on how to use the blm puppet, since our linkshell has a sizable team of blms that have been working together a long time. I believe I can puppet nuke the mobs the melee DD's go after and kick out huge damage.

I do believe a dynamis linkshell leader should require the proper subjobs be leveled. In dynamis that would be /sch and either /war or /nin (preferably both).

Lastly, one end-game shell I was a part of let me join as a pup conditionally. The leader himself was a pup and told me outright that most pups don't do anything but overload their puppet and suck. I agreed, but also reminded him that if you ride the edge long enough sooner or later you will have the rare overload. He watched me during our first fight and then I was invited to join as a full time pup. I suggest that if you're not a pup, then find one in your ls that parses good that you trust and have them evaluate people who want to run pup.
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#25 Jul 07 2010 at 2:15 PM Rating: Decent
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Wut? So if you have gilz you can buy all the attachments and be considered as a zomg PUP. While being frugal with your attachments and having good master/maton skills be a I'm a moron.

To the OP, the difficulty in PUP is that there are so many variations of their role. You're never going to figure out what that random PUP will bring to the table. I'll try to break it down in my perspective.

There are 3 types of PUPs: Full DD, Half DD/Support, Full Support.

Full DD: Pretty self explainitory. Both the master and the maton are dealing damage. The maton can deal magical/melee/ranged damage. The master is also a very respectable DD in their own right once the cap was raised to a B+ rating. To maximize a maton magic frame, they must be on the ball with spell timers and DAD timers to maximize casting. With the ranger frame, the master must be aware of any aoe moves and be ready to vent or RR to avoid going poof.

Half DD/Support: This can be a combination of master being the DD and maton being WHM healing or the maton DDing and master /SCH, /WHM. You cannot expect for the maton to main heal because of timer issues. Think of them as the helping hand when things go haywire the maton can toss a Cure 5 at the lowest health of a party member or alliance. If there are many people with status cures you can cause the maton to -na. But the problem is that if you need to heal, the -na will go first. The maneuver to control that lasts for 1:00. During that time if people have status stuff on and people need critical healing, you'll be in trouble.

Full Support: Both the maton and master are in the backlines. The master can spot heal and spot -na while you deploy the maton for people who needs C5 or major healing. One advantage is that matons have unlimited MP as long as they dont get hit. Even if they do, the master can RR and use DAD.

In short, PUP can do a lot of things. They can even change up on the fly depending on the situation. You need to ask the PUP if they can help with nuking or healing or DD. If they can't, well I'd suggest you go find a different player.
#26 Jul 07 2010 at 2:42 PM Rating: Decent
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VxSote, the simplest way is just to let the PUP go to a run and parse their performance.

After the run if they have competitive numbers to your other DDs, awesome sauce. If they came /SCH or /DNC you can also check to see how much sleeps, healing, or support they did. Coupling that non-DD contribution with the amount of damage they did, they should likely prove to be more useful than a generic melee. If they don't, well, they don't get to go PUP again.

Likely the best route would be to use the nuking frame, SR, and help support as /SCH or /DNC. The puppet can continually toss out Thunder IVs and Stone Vs without needing to wait for MP, which nuke for nuke can also out damage a BLMs standard tier IV/V. Add in the fact that the master can sub scholar and toss out manifestationed sleeps, additional cures, and has movement speed you can pretty easily outdo a BLM.

Note that the easiest way to tell if a BLM puppet is gimp is what spells it nukes with. If the puppet can't cast Blizzard IV, Thunder IV, or Stone V it means they aren't skilled/merited. If the parse results show a lot of resists on their nukes it also likely means that they lack the magic accuracy attachment, Tranquilizer.

It's a simple test and if you're already a successful Dynamis shell it's not like a single member can make a difference in your performance.
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#27highlander414, Posted: Jul 07 2010 at 2:42 PM, Rating: Sub-Default, (Expand Post) Trias said it pretty much:
#28 Jul 07 2010 at 2:51 PM Rating: Excellent
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I go to Dynamis on PUP. I am there twice a week, every week.

I have been #1 DD, never lower than #3 DD.

75 PUP/WAR with Sharpshot.

Talk to Catwho. I am the PUP she speaks of, the weekly parses on the website don't lie.

You outparse me on PUP, and I'll buy you a cookie.

Convinced yet?
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#29 Jul 07 2010 at 3:54 PM Rating: Good
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pup parsing #1? i believe it. Pups believe it. no one else does... until they see it. Then they say something like: i bet SE scales it down, pup shouldnt steal the limelight from the blms (or any other job). what

__|__ 0.0 __|__
#30 Jul 07 2010 at 5:29 PM Rating: Excellent
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Stepping on SE's SAMs is a lot like dividing by zero.
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#31 Jul 07 2010 at 5:34 PM Rating: Good
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I wouldn't say EVERY attachment is needed, as there's 5 of them that cost over 500k each, 4 of which are over 1 mil each. However, if they are nuking, make sure they got tranquilizer and condenser. for melee, turbo charger is nice but it won't totally kill a pups damage if they don't have it, just lessen it somewhat. Some attachments like drum magazine are worthless for almost everything, but only cost 10k, and economizer is wonderful, but costs 1.4M on my server plus you can do without it just fine. (it's more of a solo attachment than anything)

Generally, for dynamis, your pup will usually either be /sch or another mage sub if they don't have it yet, and use drain for nuking along with support when needed while the blm bot nukes. If they do DD on the other hand (for xarca especially, since ahrimans and demons resist nuke damage), they will tend to be /war or /drg (with haste build), and use sharpshot to dish out the damage. If they need to main heal a party, which they can do so provided it's not a tank party or full of DD's that pull hate non stop, they will usually be /sch or /whm, stay out of the frontlines, and use whm bot to heal. The priority for the auto with an optic fiber, damage gauge, and one light maneuver up is, from highest to lowest priority :

cure master/itself of status effect if it can with a -na spell (no erase)
> cure master/itself if either are below 80% hp
> regen person in party with most hate if 95%-80%ish hp and monster is High decent challange level or higher
> cure person in party who is tanking if below 80%
> cure anyone in party who is below 80% hp, starting with the lowest hp person
> enfeeble monster

If you happen to have a water maneuver up, then it will also toss in status cures in there somewhere, but it will still prioritize healing over -na unless the master or itself is enfeebled. The main thing to watch out for with pup healing is making sure the master and auto stay enfeeble free, at least of -na type enfeebles like poison, and remain above 80% hp at all times. with /sch and repair this isn't too hard, fortunately, provided you stay out of the frontline and watch out for dynamis mobs huge range enfeeblegas. Mainly the slimes in jeuno are the worst, as paralyga really... really sucks. For that however, a simple paralyna master > deactivate > activate fixes it, but getting paralyna off can take a few tries sometimes.


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#32 Jul 08 2010 at 3:39 PM Rating: Default
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economiser is definately more than a solo attachment. It's useful when your pet gets hit and is out of mp and you cant rest or deactivate. At this point the economiser will give hundreds of mp back and make it to where you can cure your pet to full to deactivate for full mana or cure your party when you otherwise could not. This is sort of why people don't like to invite pups, because many pups make the case that it doesnt have to be maxed out.
it does

save some gil and buy it, or farm PCCs or something. It's worth every gil.

Edited, Jul 8th 2010 5:41pm by highlander414

Edited, Jul 8th 2010 5:42pm by highlander414
#33 Jul 08 2010 at 5:50 PM Rating: Good
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Quote:
economiszer is definately more than a solo attachment. It's useful when your pet gets hit and is out of mp and you cant rest or deactivate. At this point the economiszer will give hundreds of mp back and make it to where you can cure your pet to full to deactivate for full mana or cure your party when you otherwise could not. This is sort of why people don't like to invite pups, because many pups make the case that it doesnt have to be maxed out.
it does

save some gil and buy it, or farm PCCs or something. It's worth every gil.


If you're arguing about an attachment's worth, it helps your case to spell it correctly, firstly.

Also, this is pretty terrible logic, as if your pet gets hit, you got several ways to deal with this. Repair is on a 3 minute timer, and this will work. Role reversal is a 4 minute timer, and also works. Mana converter is nearly the same thing as economizer, other than the fact that it takes half your autos hp and turns it into mp. Mana tanks also restore a lot more mp these days, and any of these options will allow your auto to get to full hp and deactivate to restore, either by directly healing it, or giving it the mp it needs to full heal itself.

Economizer only really helps two automatons: stormwaker and soulsoother. Spiritreaver's AI is going to get @#%^ed up if it gets damaged too much, and because aspir is triggered at 75% auto mp or less, economizer isn't going to do much for it. It also cant heal itself other than drain, which practically never restores it's hp by more than 30, because for some reason it's drain fails. For the last two automatons, you will either be using them for solo, or main healing a party. for the first, yes, economizer is a godsend, but you can still make do without it by deactivating, keeping auto out of AoEs, role reversal, etc. If you can't do this you're fighting the wrong mob or being an idiot in your tactics.

If it's a party setting, it's a great attachment as well, but considering you will often wind up deactivating and activating for emergency back to back cure V's once in a while anyways, it's usefulness goes down a bit. There's also the fact that you won't be in AoE range for almost any event, and if you get hit by one, you got several other options to restore your automaton's HP.

Also, people don't invite pups because most of them are idiots and go to party as /dnc with full evasion gear and use sharpshot at a distance, while using almost no attachments. You can do PERFECTLY GOOD DAMAGE without the big 5 of attachments. You won't be winning the parse probably, but you can come close, just like any melee with a good gear setup, but nothing HQ/extremely costly. Will the big 5 enhance your performance? Absolutely, by a good amount, and they let you change your tactics. Are they necessary to be a good pup? Not unless your nuking with spiritreaver on endgame mobs, in which case condenser and tranquilizer are a must. And you have plenty of time leveling from 1-75 to save up for those two at least.

And seriously, save your goddamned peacock charm for yourself, you'd get more performance from having that than an economizer in party play. Although if you mainly solo, then economizer is a worthwhile investment.
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#34highlander414, Posted: Jul 09 2010 at 4:14 PM, Rating: Sub-Default, (Expand Post) lol... have fun with your smoke screen, its so much better than saving up for economizer.
#35 Jul 09 2010 at 9:06 PM Rating: Good
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I don't feel the effort is worth it to argue with you, not because I can't think of 100 different ways to crush your puny logic into stygian ash, but because I don't enjoy squished troll underfoot.

All I'm going to say is halfassing and going for cost-effectiveness are two entirely different things. One is bad, the other is good. Economizer is a luxury part. It's the last attachment you should buy, even over drum magazine, because at least drum magazine is 5k.

If you got 1.5M for economizer, please make sure you check your gear and other attachments FIRST and make sure you can't buy something else that would benefit you more than it. If all you do is solo, then economizer will probably win out as it really helps with solo play. If you do any partying or endgame at all though, chances are you will find a new piece of equipment, such as hermes's sandals, a peacock charm, or a brutal earring far more worth it to you in performance.

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#36 Jul 12 2010 at 12:59 AM Rating: Excellent
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VxSote wrote:
Greetings. This is my first real venture into the PUP forums, and I checked a few pages back, so forgive me if this is something that has been covered recently and I missed it. I'll get right to the point: I am the leader of a large, successful dynamis shell on Unicorn. We have several members who are increasingly passionate about PUP and want to use it in dynamis. I do occasionally allow that, but I don't know enough about the job (I'm pretty clueless about it, actually) to really understand the best way to use a PUP, and I am hesitant to have autos running around the zones on a regular basis. I don't doubt that a PUP can be useful, but I have to question if it is optimal. Obviously it's good to allow people to play a variety of jobs to keep dynamis at least somewhat interesting, but I always have to consider the success of the run as a whole as well.

So I have come here, hoping that you guys can present some well-reasoned arguments one way or the other. I'm also hoping you can educate me about the best way to use a PUP in the various zones, what sort of things a PUP should have to be successful in dynamis, and what things I should be looking for to see if a given PUP is doing his/her job correctly.

For the sake of discussion, you can assume that all of our PUPs have other jobs that they can come and be useful on, and that we are always able to provide adequate mage support for our tanks and DDs. Also, I know that the style of dynamis varies significantly, so I'll mention that we currently fight multiple mobs simultaneously, generally with two or three self sufficient "kill" parties (tank, healers, DDs), one or two additional freelance DD parties, some BLMs, and a pull/TH party.

Thanks to all who respond.


If I may, as both a pup main, and a dynamis shell leader, and someone who's participated in dyn for nigh on 4 years now, let me give you some solid info.

For Cities:

In cities, like others have said, pup can easily play either blm or DD, depending on what you need, and the pup themself. Don't let them do both, unless they have to mid run for some reason. If you need magic DD, tell them to sub sch, or if you're desperate, nin, and nuke with Spiritreaver, they SHOULD, know how to do this, but if they don't, it's better they not try. Dynamis isn't the place to get introduced to pupnuking. If you need melee, /war or /nin (depending on your healers and how fast sh*t dies), and to use their best DD puppet. If they're fresh into 75, they'll probably be better using Valoredge (pld puppet), since it's a lot easier to keep alive. If you're good on both, just let them come as whichever they feel is stronger for them. Some pups focus more on mage stuff, while others focus more on melee.

For Glacier:

Basically the same as cities, although it depends a lot on your strat. I normally come on war for glacier though, and when I pup here, I'm normally /sch.

For Xarc:

Pup is awesome for xarc. Valoredge is absolutely ridiculous vs kindred. The puppets get ignore defense, and ignore evasion, and CannibalBlade is a no miss, no resist, no hate, constant 300-400 damage ws. A well geared valoredge destroys Xarc.

I can't speak for dreamworlds, as I haven't actually done those yet... for reasons that are not important.

As for pup as a job itself, it depends heavily on the individual. If your pup shows up wearing full, or mostly pup AF, they need to change their job, because they're not going to be useful. If your pup actually knows how to gear themself, and knows how to play, then they'll be a huge asset. Pup is a melee job that takes the concentration of a mage job, so there's really no such thing as an "average" pup, either the pup is good, or they suck. A great pup adds a lot to a run, but a sucky pup is at the bottom of the sucky jobs in terms of performance.

If you have something more specific you'd like to know, go ahead and ask
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#37 Jul 12 2010 at 3:38 AM Rating: Good
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^^ This.
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I couldn't decide which movie to see last-week, I put up an Ice Maneuver and BOOM, my automaton immediately figured it out for me.
#38highlander414, Posted: Jul 12 2010 at 12:02 PM, Rating: Sub-Default, (Expand Post) it might be a luxury item to you. kraken is a luxury item to me. lul
#39highlander414, Posted: Jul 21 2010 at 12:35 PM, Rating: Sub-Default, (Expand Post) accusing my logic of being bad and not proving why is lul
#40 Jul 23 2010 at 6:44 AM Rating: Excellent
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highlander414 wrote:

and what's funny to me is you called me a troll when you are the one with 722 posts. spend time here much?


i don't think you know what troll means
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#41 Jul 25 2010 at 4:15 AM Rating: Excellent
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I don't think people say this often enough, but just because you're PUP80 doesn't necessarily mean you're a good PUP80.
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#42 Jul 25 2010 at 9:51 AM Rating: Good
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Quote:
I don't think people say this often enough, but just because you're PUP80 doesn't necessarily mean you're a good PUP80.


Actually, I think people say this and its variations (99% of PUPs suck, PUP is hard to play right, etc.) way too often, and it ends up just being another way to say "never invite any PUP to anything because they're likely to suck." The same could be said of any other job but, for the most part, it isn't. It becomes a PUP specific thing relating to PUP's "difficulty". PUP isn't rocket science and it doesn't take stellar cognition to to make it work. While it might be harder than, say, playing a SAM, it's like DNC in that once you get used to the rhythm and learn to time maneuvers/steps, you'll do at least as well as whoever you're in a party with.

That said, at any given time you're likely to see, what, 30 PUPs on a server, with maybe half of those in the 75-80 range? Chances are, none of them are in a party or at an event, and only a few will be; those who will be are likely with members of their linkshell, and that's probably where they were when they were leveling, too. Most people, in the course of leveling, will probably have encountered one or two PUPs in their parties at most, and any judgments they made were likely not even from those encounters, but rather formed long before having ever seen a PUP in a party. Unfortunately, those judgments are virtually always negative and they taint views as such, too; those people who see the PUP doing lower than average damage (without seeing the Automaton's) will use it to validate their already negative ideas about PUP (ideas like, "most PUPs suck"), and even if they are amazed by that PUP, they'll still avoid the next one because the awesome PUP they got was obviously a fluke.

It was sad the other day when I went to help a friend with "One to be Feared" and one of the group members who wasn't from our LS patted my Valoredge consolingly and said, "Your puppet is going to die on Omega. You should come as a real job." I mean, really? The level 60 airship fight? My VE tanked three mammets at the beginning and stole hate multiple times from the two weapons and never went below 85% health the whole fight, taking less than half the AOE damage of anyone else, etc. Of course, that's not an example of PUP at endgame or what not; it's a level 60 fight for crap sake, yet people still think a PUP can't handle it.

As for Dynamis, it shouldn't require convincing at this time in FFXI to let a PUP (or any job, really) in, and not just because they're obviously at least on par with other DD and some support jobs. With some exceptions that have nothing to do with the job (ie people who suck in general), adding another player to your Dynamis run won't hurt it as long as the player isn't a complete moron; if they want to help on PUP, let them help on PUP.

Edited, Jul 25th 2010 12:26pm by JDCyran
#43 Jul 25 2010 at 12:23 PM Rating: Default
JDCyran wrote:
Quote:
I don't think people say this often enough, but just because you're PUP80 doesn't necessarily mean you're a good PUP80.


Actually, I think people say this and its variations (99% of PUPs suck, PUP is hard to play right, etc.) way too often, and it ends up just being another way to say "never invite any PUP to anything because they're likely to suck." The same could be said of any other job but, for the most part, it isn't. It becomes a PUP specific thing relating to PUP's "difficulty". PUP isn't rocket science and it doesn't take stellar cognition to to make it work.


Yet last night when I tried to give a PUP a break and actually invite one to replace me (something I never do) they came PUP/DNC to abyssea. I did not stay to check their gear, that was enough for me to just walk out with my head down.

Bet they used Soul Soother too...
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#44 Jul 25 2010 at 2:07 PM Rating: Excellent
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Quote:
Yet last night when I tried to give a PUP a break and actually invite one to replace me (something I never do) they came PUP/DNC to abyssea. I did not stay to check their gear, that was enough for me to just walk out with my head down.

Bet they used Soul Soother too...


Nice anecdote, but one PUP is just one PUP. That's like saying, "Yeah, I invited a BLM to replace me in Abyssea and it came /SMN. BLM suck."

Of course, depending on the number of people already applying steps to the monsters, anyone with /DNC might have been better than someone trying to e-peen up their personal damage a little.

Edited, Jul 25th 2010 4:30pm by JDCyran
#45 Jul 25 2010 at 3:46 PM Rating: Decent
Make sure the player is solid. Much like SCH or /SCH, PUP requires a player to not be an idiot. This is asking a bit much of some people. An idiot will gladly contribute to PUP's rep (this is how it came to be). A pro will do things right and you won't even know the difference, which is unfortunately not nearly as noteworthy as a I'm a moron (lol-PUP autofix ftw).

Edited, Jul 25th 2010 2:47pm by tertoonetwothreefour
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#46 Jul 25 2010 at 6:00 PM Rating: Good
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To be fair, if no one is dancer or /dnc in an abyssea alliance, a pup going /dnc that's actually applying steps is losing out maybe a decent portion of his own damage, but increasing the damage of around 10 other DDs, making it by far one of the better options. (but only if no one else is dnc or /dnc)
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#47 Jul 25 2010 at 7:28 PM Rating: Decent
Would make more sense to have a DNC for the haste samba as well as steps.
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#48 Jul 25 2010 at 9:14 PM Rating: Good
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To be fair, if no one is dancer or /dnc in an abyssea alliance, a pup going /dnc that's actually applying steps is losing out maybe a decent portion of his own damage, but increasing the damage of around 10 other DDs, making it by far one of the better options. (but only if no one else is dnc or /dnc)


Yeah, the PUP is losing a mediocre portion of its own damage and giving a tiny boost to her automaton while giving a large benefit to all the other melee in that case.

However, even if someone else were DNC or /DNC, it would still be useful. There are three useful steps DNC can apply to a monster, though the benefits of Stutter Step are less than the others after capping Azure light unless your alliance is mage heavy. A DNC by itself won't be capping both Quick and Box steps, so it's helpful to have at least three total people to do steps in a melee heavy alliance - one to put up at least one of either step (Quick seems to be the one most DNC go after here), and the other two to cap the other (which is usually Box, though should be reversed if you see a lot of whiffs or your bard isn't paying attention).

Given that the vast, vast majority of people invited are going to be trying to either up their own parse numbers or (if they don't have a parse) bring the cookie cutter best, it's probably actually safer to assume there isn't a DNC or no one else bothered to sub it, at least in the case of Abyssea, and having a PUP or BST come /DNC hurts overall output less than someone who isn't part of a half-unbuffable duo.

Quote:
Would make more sense to have a DNC for the haste samba as well as steps.


That would involve the leader actually inviting a DNC to the group AND putting him in with other melee people instead of randomly sticking him in the mage/support party and, as mentioned above, wouldn't cover the steps.
#49 Jul 27 2010 at 9:37 PM Rating: Good
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BelenosSwiftWater wrote:
JDCyran wrote:
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I don't think people say this often enough, but just because you're PUP80 doesn't necessarily mean you're a good PUP80.


Actually, I think people say this and its variations (99% of PUPs suck, PUP is hard to play right, etc.) way too often, and it ends up just being another way to say "never invite any PUP to anything because they're likely to suck." The same could be said of any other job but, for the most part, it isn't. It becomes a PUP specific thing relating to PUP's "difficulty". PUP isn't rocket science and it doesn't take stellar cognition to to make it work.


Yet last night when I tried to give a PUP a break and actually invite one to replace me (something I never do) they came PUP/DNC to abyssea. I did not stay to check their gear, that was enough for me to just walk out with my head down.

Bet they used Soul Soother too...


Did you tell him that he should be geared as a DD with a DD sub? Most people that don't know any better fall under two categories:

1) Those that do not know how to play PUP because they've never learned how to do so.
2) Those being stupid on purpose.

If it was category 1, then rather than being silent, you should've told him what you're expecting of him. If he refuses to learn or accept his mistakes, lump him into category 2 and never invite him again. Hate the player, don't hate the job.

A good PUP is a capable PUP.


Edited, Jul 27th 2010 8:47pm by Kametame
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#50 Aug 28 2010 at 6:52 AM Rating: Default
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Hey there,

Saw this post figured I would throw in a few words on the subject.

1. Like everyone has said you want a person that knows the inner workings of the job...If the person in your LS went from 1-80 in 2 months I would question their full knowledge of the job. Understanding the AI of each frame and advantages of those frames are paramount. Not only do you need to worry about their special abilities and weapon skills and how to connect them with collegues, you need to know the type of damage (example piercing, blunt..etc).
2. Equipment is also key. Pup is very reliant on their gear, more so in some ways than other job classes. With 1 tier less of H2H and B+ rating gear is drastically needed to increase damage to be on par with other job classes. Attachments are also mandatory for an optimal setup on pup. Attachments like schurzen can make the difference of Pup waiting 20 mins for new pet or not.
3. Where pup can really shine is survivability. If things start going south a PUP can shift gears. They are not pigeon holed into a specific role. If whm dies for example can switch to whm pet to offset. If need BLM's because they are all weakened or out of mp throw blm pet out there. If you need to hold a mob while people recover PUP with WHM can effectively solo.
4. Advantages by automaton frames:
A. blm head
- strong nukes mine averaged 1600 + stone V's with 3 ice manuevers up
- Can shed hate with activate deactivate.
- pet can be sent after a mob nuke them while moving.
- near limitless mp capability (no down time to recover mp)
B. Whm head
- Unlimited cure V with minimum hate
- Regen III
- can remove status effects
#51 Aug 30 2010 at 2:41 PM Rating: Good
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Silrye

Not to nitpick or anything because that post had some good advice in there, but in what situations have you included schurzen in your auto build.

How do you manage to keep the Earth Maneuvers up at the expense of other Manuevers? I love this attachment, but since I hit 75 I never bothered to use this one because of the other parts that I felt provided more utility overall.

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