Well my advice was to get used to the job as safely as possible. I'm a huge believer in /war and do so as often as possible. I believe it's one, if not the best of the endgame/late stage subs.
And my friend, your attachment question must be specific. There are so many routes to setup your automaton, attachment wise. So if you have specific set up questions, I as well as others would be happy to help so long as you specify what frame you will be using and in what situation.
And thanks Spirit ;).
pffffft, get used to it as safely as possible? pansy. I got used to pup by throwing it face first into EM-T mobs back when it was first released and sucked floppy donkey **** /exaggeratingoldfart
but yea, attachment set ups are highly situationally and individual experience based, however there are some basic set up... areas.
Ok, sorry silly me I thought there was a "general" set for good dd lol
Ok, situations I would like to use BLM frame for usually come up in Abyssea when we have enough DD and healing. For example we were doing Crien Croin the other day and I was using my blm frame but it was pretty useless...
Then for the pld frame... I would like to give a try to solo some of the ironclads but I havent really played with PLD frame at all. So what attachments should I get, any gear suggestions, atmas etc?
I love pup and me and my muffin are a great companion her as whm but I would like to take it a bit further.
Sugarpanda - Siren
Ohaifellowsirenite. There are a few general set ups, especially with Spiritreaver. Oh, and VE's not a pld, btw, no matter what shield bash wants you to think. VE's a warrior.
Mandatory: Ice Maker
Loudspeaker I & II
Emphasizing Ice Maker because it's **** mandatory, and with out it, Spiritreaver can't nuke any better than a Rdm in melee gear, Loudspeaker I and II are also very important for it because of what Ice Maker does
Optic Fiber: Further increases the MAB you get form LS1/2
Condenser: Until you get all the overload redux gear, this is immensely helpful, because you'll overload like crazy without that gear or this attachment
Tranquilizer: If your auto magic skill isn't capped, and your having trouble with resists, replace your LS1 with this. Once you're capped, you won't really need it any more for SR, though
Mana Tank I & II: Usually give you enough MP to get off 2 or 3 T5 nukes before your puppet gets Aspir-happy, if you're not using Activate-Deploy-Retrieve-Nuke-Deactivate-Repeat (ADD/DAD/DDA/whatever you want to call it)
Auto-repair Kits I &/or II: depending on what you can set, these are so **** useful for the inevitable "Oh **** me, repair and role reversal are down, I'm out of pet-meds, and my puppet just took **** 5 damage, so I can't deactivate" moments.
Mana Channeler: When ADDing, the +5 seconds to the elemental recast is negated, and it becomes nothing but moar MAB for harder nukes.
Economizer: If you're not ADDing, this is incredibly handy for keeping MP up, especially outside of abyssea
Appropriate defensive attachments (ie: if you're fighting something AoE spammy, find out what type of damage it's aoe spammy...ing. Equalizer/Armor Plates/Accelerators are handy for physical AoEs, but useless for -ga's/magical AoEs, where you'd want mana jammers instead. or a little of each if it does both.)
Soulsoother is fairly straight forward. Damage Gauge is mandatory, Vivi-valve is if you're in abyssea (Outside of abyssea, Cure V is strong enough to heal 50% of a galka pup's HP and still have some overflow, and your puppet will spam cure VI
, so vivi-valve isn't really mandatory). After that, balance your fast cast/casting time/m.acc/MP related attachments with your melee/defensive attachments based on what you're doing. If you're soloing an NM, you don't want SS meleeing, so having melee attachments on it is kind of pointless, but having extra defensive ones in case of AoEs is helpful. If you're solo/lowman grinding pages or trials, you may as well have melee attachments set and let SS melee with you for extra damage/TP to use.
Valoredge (War(/pld)) and Sharpshot (Rng):
Are both the easist and hardest to set up at the same time. Basically, you want to use the attachments in the same way you would gear as a player, but you also have to remember that puppet's have defense roughly equivalent to a naked pup of the same level (Valoredge is a bit higher because of it's natural damage redux, sharpshot takes hits like a wet paper bag), so you need to have appropriate defensive attachments set as well (see the above comment for SR).
My general go-to set ups:
[Ice Maker] [Loud Speaker II][Loud Speaker I][Optic Fiber]
[Condenser] [Mana Channeler] [Variable 1] [Variable 2]
[Mana Tank II][Mana Tank I] [Variable 3] [Variable 4]
Variables: Rotate different attachments depending on the situation
- Variable 1: Auto-repair Kit I or Eraser (Eraser if the thing I'm fighting can use silence, or a really nasty debuff)
- Variable 2: Heat Sink or Mana Jammer II
- Variable 3: Mana Converter, Mana Conserver, (or Economizer, whenever I stop being lazy and actually get it)
- Variable 4: Mana Jammer I, Accelerator II, or Armor Plate II
- In 2, 3, or 4, I may throw in Turbo Charger as well, to reduce individual spell recasts
[Damage Gauge][Vivi Valve] [Optic Fiber] [Variable 1]
[Tranquilizer][Mana Booster] [Power Cooler][Turbo Charger]
[Mana Tank I] [Mana Converter][Variable 2] [Variable 3]
- Variable 1: Auto-repair Kit I or Eraser (Eraser if the thing I'm fighting can use silence, or a really nasty debuff), Alternatively: Flashbulb
- Variable 2-3: Either Defensive, Offensive, or one of each, depending on what I'm doing. Alternatively, Scanner to prevent annoying spamming and derpy pet antics.
- Turbo Charger gets thrown in for both recasts (ie: erase, cure V/VI, haste, etc) and as an offensive attachment
[Variable 1][Tension Spring II][Tension Spring I][Turbo Charger]
[Variable 2][Variable 3] [Variable 4] [Optic Fiber]
[Hammermill][Barrier Module] [Variable 5] [Variable 6]
- Variable 1: I only set attuner if I'm fighting T+, because Attuner doesn't work unless the mob is T+. I'll usually set Strobe, Reactive Shield, or Heat Capacitor here if not attuner, depending on what I'm doing (Strobe for VE soloing, RS for derpyderping, HC for farming/trials)
- Variable 2-3: Like attuner, Target Marker only works vs T+, so here it's either TM+Stab2, Stab2+Stab1, Stab2+Coiler, or TM+Coiler, depending on the general evasiveness of the mobs I'm fighting (low eva = coiler, high = stabs)
- Variable 4: ARK2 or Eraser
- Variable 5-6: Variable defenses again, Armor Plate II, Accelerators (puppets have decent evasion) or Jammers, all depending on what I'm doing.
[Variable 1][Tension Spring II][Turbo Charger][Scope]
[Variable 2][Variable 3] [Variable 4] [Optic Fiber]
[Variable 5][Heat Sink] [Variable 6] [Variable 7]
- Variable 1: Same deal with attuner here, but due to SS's fire slots, I basically just alternate attuner and tension spring I
- Variable 2-3: Same deal with the thunder attachments here as with VE.
- Variable 4: ARK2 or Eraser
- Variable 5: Barrage Turbine or Drum Magazine, either of which I occasionally swap with scope to have both, all depending on relative acc.
- Variable 6-7: Variable defenses again, Armor Plate II, Accelerators (puppets have decent evasion) or Jammers, all depending on what I'm doing.
Things to note: Turbo Charger is always good for DD pets, and is handy for mage pets. Optic Fiber is always good by the nature of what it does, but can be left out for the sake of survivability if necessary. Don't use scanner with Spiritreaver, it has scanner built in, so it's a waste of a slot.
spiritreaverdiablos, Averter of the Apoc wrote:
You have a solid plan there Lemyr and Cam's advice to you is very good as well imo. I would only add that you may want to consider /war too. After you are more familiar with the game in general and with PUP more specifically of course.
Agreed. The standard "trifecta" is /WAR /NIN /DNC.
/NIN: The heavily defense focused sub, and is needed for some fights where shadows are a necessity (for example, an NM with nasty AoE attacks that are absorbed by Utsusemi, some solo stuff).
/WAR: The full offense focused sub. Often useful in party situations where you have healing support, and even handy in a lot of solo situations where the puppet can keep you well healed and you really don't need shadows. Also the best choice in some events (for instance, Voidwatch where you need all the DD you can get and you survive based on use of temp items).
/DNC: Respectable in most situations and has a nice mix of survivability, support, and some offense (Acc bonus, Haste Samba), so it's a nice starting point and you already have it. You really can't get away with /DNC only though - sometimes /NIN will be really needed for shadows, and sometimes /WAR will be a clearly superior choice for offense.
/THF is one I get a lot of use out of lately in Dynamis, or any other situation where farming is the priority and the puppet (or a real healer) can keep you alive without your use of /NIN or /DNC. It's only for Treasure Hunter II, but that makes a pretty significant difference if you're farming for a couple hours.
/SCH is something that to me is not really essential and is sort of past its prime, but may still be somewhat effective. Main use is to sleep/nuke solo (you sleep mobs, puppet nukes em) much like a ToAU-era BLM. Can also provide some party support if really needed and you're hanging back using a mage puppet.
Pretty much agreed on the trifecta, but I'm always going to love /sch for the **** you can do with it that you can't do with /dnc or /nin, defensively, and offensively, just due to the nature of having sleep and dspel (without sacrificing an attachment slot/maneuver usage/puppet derpiness) available to you. /sch is also stronger than /dnc if you're trying to play low-man main healer, which pup can do really well, and /sch is really better than /whm for that, since all /whm has to it is haste and cure IV, while /sch gives you boosted cure II/IIIs due to skill, better MP efficiency, and access to sleep/dispel/drain. **** situational, though.