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Questions About puppetFollow

#1 Dec 28 2011 at 5:45 PM Rating: Decent
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Ok, just a few question.


Does the stabilizer series affect ranged accuracy as well.

Also are there any guides that will give you suggestion on what pieces should go on which Frame.


Any help would be greatly appreciated
#2 Dec 28 2011 at 8:09 PM Rating: Decent
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Stabilizer doesn't affect ranged acc.

As far as guides for which attachments to use, there are lots of variables.

Solo, group, raid?
AE mobs or non-ae mobs?
Pet tanking/master tanking?

SS head/body: generic setup
auto repair kit II (a must now, its equivalent of repair +2)
optic fiber
armor plate 2
barrage turbine
drum magazine
turbo charger
tension spring 2 (and 1 if fighting EvM or weaker)
attuner (if fighting IT)
inhibitor
coiler
dynamo


VE head/body - DD setup
auto repair kit 2
optic fiber
dynamo (swap this out for +ACC if you need it)
coiler
armor plate II
armor plate I
turbo charger
tension spring 2
inhibitor
tension spring 1 ( if EM or weaker)

blm head
auto repair kit 2 (if there is any risk your pet will get hit, otherwise replace it with ARK1)
optic fiber - only if you are using ARK1
mana tank 1
mana tank 2
heat sink (can give or take it depending on if you are using 3x ice DAD and -overload gear)
mana channeler
armor plate 2
armor plate 1
ice maker
loud speaker 2
loud speaker 1
scanner (if fighting mobs with odd resists/crabs with no spells but still has mp)
(dont really need mana booster if you you are DAD with 3x ice)

whm head
vivi valve
optic fiber
damage guage
auto repair kit 1
mana kit 2
condenser
armor plate 2
armor plate 1
turbo charger




These are just general sets. There are surely times when you would use some over others. Any time a mob has magic ae you will really want mana jammers. Also for SS you will probably want to use VE head and SS body for increased melee and thus more often WS.



Edited, Dec 28th 2011 10:26pm by dustinfoley

Edited, Dec 30th 2011 6:58am by dustinfoley
#3 Dec 29 2011 at 6:16 PM Rating: Good
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Neruokun wrote:
Ok, just a few question.


Does the stabilizer series affect ranged accuracy as well.


Nope, that's what scope is for. Target Marker does affect r.acc, though, vs anything higher than EM.

Neruokun wrote:
Also are there any guides that will give you suggestion on what pieces should go on which Frame.


Any help would be greatly appreciated


In general; Sharpshot gets ranged attachments and DD attachments (typically including at least 1 stabilizer, because sharpshot should be meleeing for TP), VE, you can fit out with full DD and full defense and still have a slot or two left over. Soulsoother gets all the curey sh*t, spiritreaver gets Loudspeaker I/II and ice maker without exception, and typically mana channeler, condenser, and optic fiber as well, condenser being the most important of those three because nuking without it is a lot harder than nuking with it. Beyond that, it depends greatly on what you're fighting and where you are.

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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#4 Dec 30 2011 at 4:04 AM Rating: Good
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Condenser isn't necessary anymore, really. Assuming neck, hands and body for maneuvers, 3xIce isn't a problem even doing it just after activate, and another 3xIce without deactivate for a second nuke isn't too risky.

Heatsink is now in my opinion a much better option. You won't need to put an initial water, and it's a static reduction to burden even with 0 maneuvers (I think... I know you did the test not too long ago).
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#5 Dec 30 2011 at 5:34 AM Rating: Excellent
TaimMeich wrote:
Condenser isn't necessary anymore, really. Assuming neck, hands and body for maneuvers, 3xIce isn't a problem even doing it just after activate, and another 3xIce without deactivate for a second nuke isn't too risky.

Heatsink is now in my opinion a much better option. You won't need to put an initial water, and it's a static reduction to burden even with 0 maneuvers (I think... I know you did the test not too long ago).


i was doing x3 ice twice on WoE 13 with out issues, didnt tried further because of enmity, but yeah at 99 with heat sink you pretty much have to uber spam maneuvers to actually overload. (i have +1 body, hands and neck)
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#6 Dec 30 2011 at 5:57 AM Rating: Decent
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You are right i ment heat sink, not condenser and ill go correct that, but the argument still stands.

If a pup is asking which attachments to use, I generally assume that they:
1) dont have +2 body
2) dont have macros for af hands/buffons collar
3) still have some issues with overload

#7 Dec 30 2011 at 7:30 AM Rating: Decent
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Overload? Isn't that what cooldown is for?
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#8 Dec 30 2011 at 7:31 AM Rating: Good
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dustinfoley wrote:
You are right i ment heat sink, not condenser and ill go correct that, but the argument still stands.

If a pup is asking which attachments to use, I generally assume that they:
1) dont have +2 body
2) dont have macros for af hands/buffons collar
3) still have some issues with overload



Fair assumptions, you're right. Still, mentioning what's going to change as they level is important, too.

Edited, Dec 30th 2011 2:32pm by TaimMeich
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#9 Dec 30 2011 at 8:35 AM Rating: Good
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Just popping in to insert my obligatory comment that if you are exping in abyssea, you will do very well with the Valoredge Head and Sharpshot Body combination. Never heal it, just use Deux Ex Automata to pull out another when it dies. If you pull hate, Ventriloquy it onto the puppet, let it die, and yank it back to life.

Target Marker, Attuner, and Heat Sink should be essentially glued to your melee puppets if fighting tough or harder.

With rare exception, there is no reason to remove the Heat Sink, Optic Fiber, or Turbo Charger on any puppet or in any situation.

In general, on DD puppets, you want to boost your damage. Get as much kill power out of your attachments as you can, and fill in the remaining spots with any defensive attachments. By the time you hit fights where you will need particular defensive attachments you will likely have a feel for what to use.

On the whm puppet, go all out on healing attachments, recast attachments, etc... Think support. Do not think damage on this puppet, because there isn't going to be any. Protect your cast timers by maximizing output (vivi valve) and minimizing wasted casts (scanner).

Hit us up with any questions, this is actually a very friendly forum.
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#10 Dec 30 2011 at 8:58 AM Rating: Decent
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Camwin wrote:
Overload? Isn't that what cooldown is for?



Except for career pups, we dont even need cooldown lol. I know, that the only time i even used it was to test it out before it went live. Now with KKK 95 on the test server, there is really no reason a career pup would really need it.

Even with 3x ice, you can DAD after each nuke and never over load. Now that its gonna be 45s minimum between nukes, you might as well DAD.
#11 Dec 30 2011 at 3:43 PM Rating: Decent
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I know... I am a career pup, I was making a joke. That's all.
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#12 Dec 31 2011 at 3:22 AM Rating: Decent
45 posts
Hey guys, thought I'd ask quickly about macroing in buffoons and hands when using manuevers. I have the heat sink on my auto but I find even with this, Buffon and hands I still overload after activating. Usually I allow sometime for initial burden but when I get over eager at boosting those nukes my auto craps out on me. (I don't have kkk or body) I was wondering if I'm not allowing enough time in /wait lines and unequiping those overloar reducing items too quick.

I'm not logged in but here's a rough idea of the macro I have:

Equip neck "Buffon collar +1"
Equip hands "pantin dastanas"
Pet xxxxx maneuver
Wait 1
Equip neck "cirque collar"
Equip hands "cirque hands +1"

Something like that :/
does that seem ok? Am I just being unlucky with timing? do I need the body before I can jump on the macros? Did that freekin Galka build me a dud robot?
Ty :)
#13 Dec 31 2011 at 6:10 AM Rating: Good
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Your macros are good, but you have to remember that you should wait a few seconds after activating before starting issuing maneuvers, for safety. Also, in the case you spam the same type of maneuver (Ice, I suppose), is important to generate "good" burden, by having higher numbers in the relevant stat of the maneuver than your auto. In the case of Ice, you need to have more int than your auto on each maneuver use. I have a set specifically for this, that puts me at +1 int over my auto when it has 2 ice maneuvers, so that issuing the third will still generate good burden.

If, because of gil or macro space constraints you can't put many pieces on, try at least to have more int than your auto for the first maneuver. That, plus waiting around 10 seconds after activation, should save you from a lot of overloads.
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#14 Dec 31 2011 at 7:44 AM Rating: Decent
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Actually i think jinte posted a while ago that for the first 1 minute after activate, burden doesn't decrease. So if you are going to wait you have to wait at least 1 minute for burden to start decreasing.

Quote:
Also, I'm fairly confident that the effect of the Activation Burden increases adds ~20 to β Burden values, and prevents decay of β Burden for 1 minute. I base this on the fact that Overloading at any point between Activate and 1 minute after Activate adds a mostly consistent amount of extra duration to Overload, but Overloading between the 1 minute mark and the 2 minute mark gives a wider variation, and by the 2 minute mark, there is no extra Duration (20 β burden decays over 60 seconds).


Also, go old school and use the condenser and go water - ice - ice - ice.

Also you can try to use the new wait mechanic and add in an extra wait:
equip 1 neck
equip 2 hands; wait 1
pet maneuver ; wait 1
equip 1-tp neck
equip 2-tp hands

this might slow you down a bit more, but if you have a high lag situation (slow pc, dsl, dial up) then it will make sure you have everything equipped before it tries to use the JA.
#15 Dec 31 2011 at 9:05 AM Rating: Decent
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I'll check my int stats next time I'm on and see what I'd need. I'm elvaan so that will be a fair bit lower I'd imagine.

Also, I never knew you could write wait lines like that. I'll try it out.

Ty
#16 Dec 31 2011 at 12:03 PM Rating: Good
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Basic overload stuff:

Naked, with no prebuilt burden; 3rd maneuver will allow for overload
with af gloves, buffoon's collar, or heat sink alone; 4th maneuver will allow overload
with gloves/collar and int (however much you give with af gloves, x2 +1, so at 90-99, 17) > puppet values, you can safely do 2 maneuvers, and the chances of overload on the third are pretty slim, even with activate burden. If you're planning on nuking twice or more before you deactivate, though, you're still safer to start with a water maneuver.

My usual ADRD nuking (ADRD since we need to include retrieve now in order to avoid hate generation)
Activate ->
wait 15-20 seconds
between 0:35 and 0:45 on deactivate's recast; Water maneuver
wait 10 -> ice
wait 10 -> ice
wait 10 -> ice
deploy anywhere after ice #2 that allows you to get off ice #3 before the nuke finishes, but also allows the nuke to finish at least 1 second after deactivate's timer is up

If I'm single nuking it, I can usually pretty safely drop the water maneuvers, but there is still some potential to overload on the third maneuver if you don't have AF3+1 body+heatsink, or af3+2 body alone. My testing suggests that both cirque farsetto +1 and heatsink with no active maneuvers are the same effect as buffoon's collar or af gloves alone, and cirque farsetto +2 is the same as gloves/collar together. I haven't done much testing with heatsink and multiple maneuvers, since it's rather impractical to use more than 1 water maneuver to reduce overload rate, but I would be fairly confident in a guess that 1 water maneuver increases the rate to the same as farsetto +2.

Worst case scenario, you forgo the water maneuver, overload on your third ice, hit cooldown, then reapply them with a water maneuver.

Best case scenario, kenkonken, and you just keep belting them out because ice maker clearing the maneuvers will help with burden decay. Hit cooldown around your 4th set of triple ice and you should be able to get off 3-4 more sets safely. Smiley: laugh
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#17 Dec 31 2011 at 3:50 PM Rating: Good
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Jinte, I followed pretty much everything you said there except for that bit about Ice Maker helping burden delay. How exactly does that work?
#18 Dec 31 2011 at 6:06 PM Rating: Good
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MeeepFenrir wrote:
Jinte, I followed pretty much everything you said there except for that bit about Ice Maker helping burden delay. How exactly does that work?

my testing suggests that, while x maneuver is active, x maneuver's burden will not decay (decaying burden decays each tick (every 3 seconds)), so in the time between ice maker consuming three maneuvers and putting up your next ice maneuver, your burden can decay, thus somewhat helping overload rate.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
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