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| A True Performer ~ Puppetmaster Join Date: Aug 2006 Location: Rhode Island
Posts: 208 Style: Light Theme V7 Thanks: 15
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| The new Automaton Weapon skills!
From the look of the pictures released on the main site, it looks like it is a melee weapon skill. For the Puppetmasters around the world who went max magic merits and then saved their merits in other stats just for this situation, we now know we have at least 1 new melee weapon skill. This weapon skill could be exclusive to the magic using automatons, or to both the Valoredge and magic using Automatons. Hopefully every single automaton will have their own exclusive weapon skill that is powerful enough to change the minds of those nonbelievers of Puppetmaster not being an incredible job. Puppetmaster seems to be getting a nice boost in this next update. Just a heads up for all the Puppetmasters of Ffxionline! ~Takiri Edit: What what weapon skills would you all like to see the Automatons learn? Name, effect, and what element skill chain. (An Automaton light making WS would be nice. ^_^) Last edited by Guren; 03-06-2008 at 09:33 PM. |
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| | #2 |
| Defenestrator | Re: The new Automaton Weapon skills!
As I posted in the other thread, I'm iffy about adding more weaponskills. The elemental priority system for the already existing skills can be cumbersome at times, especially if you want to use a nonstandard maneuver setup for whatever reason. If I could, I'd straight up turn off Accura and Slapstick as there is often no reason to use them. Even when forming skillchains the damage you gain from the chain rarely makes up for the damage you lose off the ws itself. That issue will likely be even more glaring when using an Inhibitor. Maybe they'll do it right but the cynic in me is saying it'll just make things more messy and unreliable. Imo, they need to install some dip switches so we can disable skills we have no desire to use, the maneuver based system just won't cut it as numbers of skills increase. As it stands, being able to force a higher skill with a specific maneuver is fine but the system will become more complex (have to have multiples? combinations?) as more skills go in just by the nature of the limited possibilities involved. Here's to hoping that more info comes soon. |
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| Chocobreeder Bronze Ribbon of Service | Re: The new Automaton Weapon skills!
I'm interested in seeing what these new ones are, and regardless if we like them or not, SE isn't going to be taking them away. If it's something we don't like, we'd just have to adapt, as we always do. Also, a quick note about what you said with the Inhibitor -- I was duoing with a BST a little while ago, and I was set up to do One Inch Punch -> Daze for a very nice SC (Transfixion for 200+). But, since I didn't like Nut firing off a Daze without me, I put on the Inhibitor. After that, he never fired Daze again with the Inhibitor. Instead, he would go One Inch Punch -> Acuballista for a very small amount of damage, both on the WS and the SC. I'm kinda hoping that there may be a little bit of a fix to that in the coming update, but it's not likely. And, we'll see what the update all entails tomorrow.
__________________ Kindadarii (Bahamut) 75PUP / 75BRD / 66WHM / 35SMN / 35DNC 68.8 + 2 Woodworking 19.7 Alchemy ![]() Breeding Chocobos? Visit Chocobreeder.com to find chocobos in your area! |
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| | #4 |
| Defenestrator | Re: The new Automaton Weapon skills!
Weird, I always get Daze off of One Inch. Getting Acura off of it would make me a sad panda.
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| | #5 | |
| A True Performer ~ Puppetmaster Join Date: Aug 2006 Location: Rhode Island
Posts: 208 Style: Light Theme V7 Thanks: 15
Thanked 2x in 2 Posts
| Re: The new Automaton Weapon skills! Quote:
Spinning attack -> 3 Fire Manuevers (Already active) Daze = 700-1.1k damage Daze (On greater Colibri) + a 300-500 Damage Fusion. With fusion, theres a chance you can make light if you have a monk with Dragon Kick for huge damage all together. It is by far the best puppetmaster + automaton combo out for weapon skill wise. Just deactivate and activate for hateless automaton, or just ventriloquy. ~Takiri Hope you find this helpful :D | |
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| | #6 | |
| Crime Solving Rank 11 Paladin! Steelknight Emblem Join Date: May 2006 Location: None of your damn business
Posts: 5,852 Style: Light Theme V7 Thanks: 1,376
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My Mood: | Re: The new Automaton Weapon skills!
Here's a lot of great info from BG forums. Order of the Blue Gartr • View topic - March 10th Puppetmaster WS testing~ original post by "Jkun" Quote:
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| | #7 |
| Junior Member | Re: The new Automaton Weapon skills!
If you read on other forum, Magic Mortar is the strongest ws out of all of them. I've seen screenshots of it doing almost 4k dmg as well as doing 2500ish to HNMs like Kirin and JoL. I havn't tested it out myself since it requires really low hp to do good dmg.
__________________ Drg 75, Pup 75, War 37, Sam 37, Mnk 37, Rdm 41, Smn 18, whm 37 Windurst Rank 10, CoP complete, Zilart Complete |
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| | #8 |
| Crime Solving Rank 11 Paladin! Steelknight Emblem Join Date: May 2006 Location: None of your damn business
Posts: 5,852 Style: Light Theme V7 Thanks: 1,376
Thanked 525x in 366 Posts
My Mood: | Re: The new Automaton Weapon skills!
An LS mate of mine is apparently able to do 3700 dmg to Byakko with it.
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| | #9 |
| A True Performer ~ Puppetmaster Join Date: Aug 2006 Location: Rhode Island
Posts: 208 Style: Light Theme V7 Thanks: 15
Thanked 2x in 2 Posts
| Re: The new Automaton Weapon skills! |
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| | #10 |
| Crime Solving Rank 11 Paladin! Steelknight Emblem Join Date: May 2006 Location: None of your damn business
Posts: 5,852 Style: Light Theme V7 Thanks: 1,376
Thanked 525x in 366 Posts
My Mood: | Re: The new Automaton Weapon skills! ![]() Eat that all you "lolPUP" people |
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| | #11 |
| Chocobreeder Bronze Ribbon of Service | Re: The new Automaton Weapon skills!
It's a shame I can't play with that yet... Most estimates have it at around 235 skill, my cap right now is only 220's.
__________________ Kindadarii (Bahamut) 75PUP / 75BRD / 66WHM / 35SMN / 35DNC 68.8 + 2 Woodworking 19.7 Alchemy ![]() Breeding Chocobos? Visit Chocobreeder.com to find chocobos in your area! |
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| | #12 |
| A True Performer ~ Puppetmaster Join Date: Aug 2006 Location: Rhode Island
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| Re: The new Automaton Weapon skills!
Can someone post a link of that on Allakhazam on there for me? I really don't feel like making an account on there. This was done when I wasn't at 100% power on my puppetmaster. This is just one of my minimum hits. I am really tired of lolpup people and crap. Puppetmaster is a job in FFXI and almost all jobs are balanced enough for them all to be played and invited. They have all their high points. Puppetmaster will not be forgotten again after this. ~Pup |
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| Raidou Kuzunoha Vs. Demi-Fiend Brass Wings of Service Join Date: May 2006 Location: Windurst
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My Mood: | Re: The new Automaton Weapon skills!
There will always be an LOL<job>. The SAM bandwagon has been rekindled by the update and lolSAMS now follow in its wake. If not for its lacking design it will be because the majority of players who pick a given job will opt to play it poorly. PUP suffers from the same issue DRG was facing for years - Poor design and even more players behind it. PUP is brilliant in the hands of a skilled player and horrible in the hands of a player who's just rushing it to 75. Much like a BST must be dedicated to crafting and melee gear and subjobs to stand out, a PUP must be dedicated to gearing, subjobs and also hunting down the attachments to make the automation really shine. |
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| | #14 |
| Nekoai Nanashi Allied Ribbon of Glory Join Date: Dec 2005 Location: Dumfries, Virgina
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My Mood: | Re: The new Automaton Weapon skills!
With that damage.... I'll take an order of PuppetMaster, hold the lolSam, extra Drg, double Bst and kingsize the Blm.
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| The following user says "Thank You" to Akashimo for above post: | Guren (03-20-2008) |
| | #15 | |
| A True Performer ~ Puppetmaster Join Date: Aug 2006 Location: Rhode Island
Posts: 208 Style: Light Theme V7 Thanks: 15
Thanked 2x in 2 Posts
| Re: The new Automaton Weapon skills! Quote:
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| automaton, skills, weapon |
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