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Curious about PUPFollow

#1 May 17 2011 at 5:52 PM Rating: Decent
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I am itching to level this class once i get access to Whitegate. I have only really leveled SCH and BRD so I was wondering if a PUP/SCH would be a decent combo? I know in the higher levels it is for Sleep soloing. Can I essentially be a melee mage with a puppet? I don't expect to do heavy damage either melee or magic but it cant be that bad?


also on a side note about the puppet's spell casting abilities. Does it automatically cast the spell that the target is weak to? I've seen some videos of it casting consistently the same spell over and over again on one mob, then consistently casting a different spell on another.
#2 May 17 2011 at 6:28 PM Rating: Good
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blindsyde84 wrote:
I am itching to level this class once i get access to Whitegate. I have only really leveled SCH and BRD so I was wondering if a PUP/SCH would be a decent combo?
PUP/SCH was used in the past, and it's still very viable what with all the magic atma stacking with attachments such as Ice Maker.

blindsyde84 wrote:
I know in the higher levels it is for Sleep soloing. Can I essentially be a melee mage with a puppet?
You don't melee as /SCH, you sleep-nuke things as if you were a BLM.

blindsyde84 wrote:
I don't expect to do heavy damage either melee or magic but it cant be that bad?
PUP/WAR is the choice for doing damage, especially with the new WSes capable of opening a Lv 3 SC with either Stringing Pummel or Victory Smite. I've taken a good chunk of a NM's hp out each solo SC.

blindsyde84 wrote:

also on a side note about the puppet's spell casting abilities. Does it automatically cast the spell that the target is weak to? I've seen some videos of it casting consistently the same spell over and over again on one mob, then consistently casting a different spell on another.
It casts the highest spell it can that it knows won't get resisted. Unfortunately, it doesn't take into consideration any elements that a monster can absorb. There are two timers that the automaton looks at when casting: spell recast and global recast. If global recast is down and spell recast isn't, it'll pick the next spell that fulfills the first requirement that I stated above.
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#3 May 19 2011 at 12:56 PM Rating: Decent
32 posts
I got my PUP unlocked last night and got it to 10 and the upgrade done to the Storm shell. So now I am working on skilling up his magic so he can at least cure me lmao. Over all I am liking the class as it seems like a monk with a pet right now lol. I am still a little confused on the attachments and maneuvers.

First Question:
Do I need to use a corresponding element maneuver to trigger the effect of an attachment? Does this also apply to passive bonuses from attachments?

ex. I have seen that I can use the shock absorber only when I have Earth maneuver up. Do I need to have fire maneuver up to get the passive ATK bonus?

Second Question:
Does the elemental requirement (Such as two light slots for Flashbulb) equal the number of maneuver's needed for the effect to happen?

Thanks in advance!
#4 May 19 2011 at 1:09 PM Rating: Good
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1,111 posts
First question:

Depends on the attachment really. For example:

The Coiler will give your maton Double Attack. Base value is 5% just for having it equiped, and gets stronger with more thunder maneuvers up.

The Auto-repair kit gives your maton regen. It will only give regen while a light maneuver is active though. If you dont have any light maneuvers up, it does nothing.


Second question:

No, the elemental requirement is used for determining if you can activate that attachment. Say you have a Stormwalker Head and Frame. You can have a total of 3x Light capacity on your frame. If you install the Flashbulb you have 1 spare light capacity left. You could spend that last 1 light on a Damage Gauge, but you cant attach an Auto-repair kit as that also requires 2, and you do not have capacity left for it.


Hope this helps!
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#5 May 19 2011 at 1:14 PM Rating: Good
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1) Attachments usually give a bonus just by equipping them however they get a boost from using the correct maneuver.
Eg You'll get an ATK boost by equiping the attachment and can boost it more by using a fire maneuver. Some attachments, such as flash and stoneskin, do require you to have the corrosponding up however. For the full list check out the wiki.

2) The slot cost determines how many attachments you can set.
Eg if you have 5 thunder slots, equipping a 3 slot thunder attachment will leave you with 2 thunder slots. You wont be able to equip another 3 slot thunder attachment but can equip three 1 slot or a 1 slot and 2 slot etc.
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#6 May 21 2011 at 1:40 PM Rating: Decent
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Quote:
The Auto-repair kit gives your maton regen. It will only give regen while a light maneuver is active though. If you dont have any light maneuvers up, it does nothing.


Not -entirely- true, as it still raises the puppet's base HP. But yeah, the regen isn't present unless the puppetmaster has an active light maneuver
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