03-26-2008, 02:34 PM | #1 (permalink) | | Junior Member Join Date: Mar 2008 Posts: 64 Style: Light - Version 6 My Mood: Thanks: 6 Thanked 1 Time in 1 Post Gil: 6,931 Bank: 0 Total Gil: 6,931 Donate | Puppet questions Hello, I have a few questions:
1- can Automaton use cure without any attachment?
his magic skill is 9 at level 9 (me), he doesn't cast cure (harlequin) even with 3 light maneuver up and at 20% health..maybe I didn't test right but I want to be sure..
2- can I buy the items requirement for new pet type from AH? how much it cost (e.g ranged automaton requirement..)?
3- can you tell me the best macros for PUP?
New questions will be added!... soon™. | | ::Quote Selected:: | | 03-26-2008, 03:18 PM | #2 (permalink) | | Member Join Date: Jun 2007 Posts: 529 Style: Light - Version 6 My Mood: Thanks: 68 Thanked 50x in 40 Posts Gil: 11,996 Bank: 20,490 Total Gil: 32,487 Donate | Re: Puppet questions 1. Yes, the automaton can and will cure if HP is below the appropriate percentage. Automaton skill level to learn Cure is 12 (lvl 4 PUP).
2. You don't really have much of a choice with this one. Most of the items needed are crafting materials (which in themselves are crafted only) and cannot be purchased from a merchant. Prices will very from server to server.
3. Here are a few I use:
/ja "Light Maneuver" <me>
(Pretty basic one. Have one for each element.)
/pet "Deploy" <t>
/ja "Retrieve" <me>
/ja "Activate" <me>
/pet "Deactivate" <me>
/ja "Repair" <me>
/p {Automaton} TP: <pettp>
ADD Macro:
/ja "Activate" <me>
/wait 1
/pet "Deploy" <t>
/wait 5
/pet "Deactivate" <me>
(A little sketchy on the wait timers for this one) | | ::Quote Selected:: | | 03-26-2008, 03:34 PM | #3 (permalink) | | Chocobreeder Join Date: May 2006 Posts: 438 Style: Light - Version 6 My Mood: Thanks: 91 Thanked 64x in 39 Posts Gil: 2,294 Bank: 51,205 Total Gil: 53,498 Donate | Re: Puppet questions Just as a note on the last thing, I would just as soon seperate each element of the "ADD" trick into it's own macro. Primary reason because of a difference of spellcasting times, lag, and other... problems that may occur. Plus, you don't have to figure out any timings.
Personally, I have my CTRL macros set for each of the maneuvers (/recast "Maneuver"; /ja "Maneuver" <me> for each), Alt1-3 being Deploy, Retrieve and Repair, respectively, each which also have an /echo {command} <pettp> so I know the macro went off (I have issues with my bluetooth keyboard lagging sometimes) and so I know my puppet's TP in an instant, and the rest of my macros are just random things.
Also, if you're going to make a dedicated "ADD" Macro, I suggest a dedicated "DAD" macro -- Deactivate/Activate/Deploy. This one is better suited for situations where the puppet doesn't take hate at all (read: good party or fighting things that don't attack back like Fortifications during Campaign) and also works well as a "my timer is counted down and my puppet needs a refill NOW" macro you'll find applicable during parties when things go wrong. Just remember in that situation the Active timer has to be cooled down completely.
Also, if you're only level 9 (until possibly around 15 or so) you may want to let the puppet tank. With the right attachments, like Auto-repair kits, flashbulbs, strobes, and defense attachments, your puppet can tank better for you and for longer. If you don't mind working on your ranged skill late, the valoredge frame makes a WONDERFUL tank through the dunes, or at least it did when I was there, and I only had minimal attachments too. Either way, this will help lessen your need for curing and help you continue longer.
Ultimately, PUP is best played your own way, and this includes macros. Figure out what works best for you, and don't let people convince you different unless it's something you're willing to defend yourself.  Kindadarii (Bahamut) 75BRD / 70PUP / 66WHM / 34SMN
68.2 + 2 Woodworking
19.7 Alchemy 
Breeding Chocobos? Visit Chocobreeder.com to find chocobos in your area! | | ::Quote Selected:: | | 03-26-2008, 06:34 PM | #4 (permalink) | | Junior Member Join Date: Mar 2008 Posts: 64 Style: Light - Version 6 My Mood: Thanks: 6 Thanked 1 Time in 1 Post Gil: 6,931 Bank: 0 Total Gil: 6,931 Donate | Re: Puppet questions thank you guys for your inputs  .. | Quote: | | Automaton skill level to learn Cure is 12 (lvl 4 PUP). | -can you tell me whats your guide  I think the one i'm using is outdated or something..
-I hope the prices for the materials are cheap becuz I'm broke right now and have plenty of attachments to acquire 
- my macros are close to yours I was hoping to see more macro tricks like this one altho I need to learn all the possible macros and how to make a good one.. | Quote: | Just as a note on the last thing, I would just as soon seperate each element of the "ADD" trick into it's own macro. Primary reason because of a difference of spellcasting times, lag, and other... problems that may occur. Plus, you don't have to figure out any timings.
Personally, I have my CTRL macros set for each of the maneuvers (/recast "Maneuver"; /ja "Maneuver" <me> for each), Alt1-3 being Deploy, Retrieve and Repair, respectively, each which also have an /echo {command} <pettp> so I know the macro went off (I have issues with my bluetooth keyboard lagging sometimes) and so I know my puppet's TP in an instant, and the rest of my macros are just random things.
Also, if you're going to make a dedicated "ADD" Macro, I suggest a dedicated "DAD" macro -- Deactivate/Activate/Deploy. This one is better suited for situations where the puppet doesn't take hate at all (read: good party or fighting things that don't attack back like Fortifications during Campaign) and also works well as a "my timer is counted down and my puppet needs a refill NOW" macro you'll find applicable during parties when things go wrong. Just remember in that situation the Active timer has to be cooled down completely. |  ummm  sorry but I'm very clueless when it comes to macros, I created my first set of macros yesterday  , they are simply shortcuts ..
so I didn't understand what trick you are talking about 
-about the /recast one isn't to show time left? well, mine show the the time without the macro /recast..
______________________________
Questions:
- if possible, can I make a macro that target the nearest mop (better if only party mob) and makes me start "attack" plus Pet "deploy" ?
- I read that once you equip your attachments you can't replace them or remove them? (I see Remove all option in game  ) but is that true? and if I can replace them do I lose the removed attachment?
I purchased 5 attachment when I got the class yesterday, I was so exited to level the class that I forget to equip them in at the automaton shop 
- does the different frames and heads have separate status or they all share one? (e.g Harlequin magic is 15 if I switched to another frame lets say melee frame, it becomes 0 magic? )
- is there anyway to tell when I'm going to overload?
- Attachment abilities which only activate when using the proper maneuver ( like Regen), do they have their own lasting time or they simply wear off (or decreased) when the maneuvers wears off?
- is there any way to increase the maneuver time? its TOO short  ( I don't have any attachment equipped to make a better use for maneuvers and I already complain about it...  ).
peace.. | | ::Quote Selected:: | | 03-26-2008, 08:07 PM | #5 (permalink) | | Member Join Date: Jun 2007 Posts: 529 Style: Light - Version 6 My Mood: Thanks: 68 Thanked 50x in 40 Posts Gil: 11,996 Bank: 20,490 Total Gil: 32,487 Donate | Re: Puppet questions Automaton Magic Skill - FFXIclopedia - a Wikia Gaming wiki Originally Posted by Flanteus | Questions:
- if possible, can I make a macro that target the nearest mop (better if only party mob) and makes me start "attack" plus Pet "deploy" ? | You would to target the mob manually, and I honestly haven't heard anything about using a macro for the "Attack" command. Originally Posted by Flanteus | - I read that once you equip your attachments you can't replace them or remove them? (I see Remove all option in game ) but is that true? and if I can replace them do I lose the removed attachment?
I purchased 5 attachment when I got the class yesterday, I was so exited to level the class that I forget to equip them in at the automaton shop | Yes and no. First of all, you do not need to go to the automaton shop every time you want to equip new attachments to your automaton. Attachments are like scrolls, which need to be handed to someone in order to "learn" how to use it. I don't know if you have played Blue Mage, but Puppetmaster works very much the same. After you have "learned" how to use an attachment you can equip it to your automaton. This can be done anywhere, anytime, but only when your automaton is deactivated. While activated you will be unable to switch attachments. Originally Posted by Flanteus | | - does the different frames and heads have separate status or they all share one? (e.g Harlequin magic is 15 if I switched to another frame lets say melee frame, it becomes 0 magic? ) | Different frames share the same skills. You can level up melee and magic skill on Harlequin when starting out. If you switch to Stormwaker you will not have to skill up melee and magic again for that frame. Originally Posted by Flanteus | | - is there anyway to tell when I'm going to overload? | There is no visible way for us as players to see the "overload gauge" however through practice you will learn how to have a visual image in your mind of this invisible gauge. For example after you activate or zone the gauge is already up at 100% and will gradually go down over a couple minutes. Originally Posted by Flanteus | | - Attachment abilities which only activate when using the proper maneuver ( like Regen), do they have their own lasting time or they simply wear off (or decreased) when the maneuvers wears off? | Attachments will have a lasting effect until the proper maneuver wears off. The only exception to this are activating attachments such as Shock Absorber (Stoneskin) or Flashbulb (Flash). There is a visual and sound effect for these types of attachments. Originally Posted by Flanteus | - is there any way to increase the maneuver time? its TOO short ( I don't have any attachment equipped to make a better use for maneuvers and I already complain about it... ). | There is no attachment, equipment, or ability that will increase the duration of maneuver effects. Last edited by Silent Howler : 03-26-2008 at 08:34 PM. Reason: Forgot one question | | ::Quote Selected:: | | 03-26-2008, 08:41 PM | #6 (permalink) | | Junior Member Join Date: Mar 2008 Posts: 64 Style: Light - Version 6 My Mood: Thanks: 6 Thanked 1 Time in 1 Post Gil: 6,931 Bank: 0 Total Gil: 6,931 Donate | Re: Puppet questions thank you Silent  thats clear a lot. | Quote: | | Attachments will have a lasting effect until the proper maneuver wears off. The only acception to this are activating attachments such as Shock Absorber (Stoneskin) or Flashbulb (Flash). There is a visual and sound effect for these types of attachments. | maybe I wasn't clear I meant that these spell has their own timer meaning they can last even after all the maneuver are gone, but thats not the case it seems  so all the abilities which have a timer will last until the maneuver is over..  but does the effect decrease if say went from 3 to 2 maneuvers? or the last effect from 3 maneuvers will remain even if I kept "at Least" 1 maneuver up? I'll eventually will reach overload anyway..
thats why I asked if possible to to increase maneuvers time...
ty again , peace.. | | ::Quote Selected:: | | 03-26-2008, 08:53 PM | #7 (permalink) | | Member Join Date: Jun 2007 Posts: 529 Style: Light - Version 6 My Mood: Thanks: 68 Thanked 50x in 40 Posts Gil: 11,996 Bank: 20,490 Total Gil: 32,487 Donate | Re: Puppet questions Here I'll give you a link. http://www.killingifrit.com/forums.php?m=posts&q=139813
That right there is no doubt the best thing I have found for learning attachment information (or even Puppetmaster information in general). Scroll down and you will see a chart under Attachment Specifics. The first one shown is Tension Spring. As you can see it gives a +% to your automaton's attack which increases with the number of Fire Maneuver active. If you have two Fire Maneuvers active your automaton will receive a +15% attack. After one Fire Maneuver wears off the effect will reduce to +10%. | | ::Quote Selected:: | | 03-26-2008, 08:57 PM | #8 (permalink) | | Junior Member Join Date: Mar 2008 Posts: 64 Style: Light - Version 6 My Mood: Thanks: 6 Thanked 1 Time in 1 Post Gil: 6,931 Bank: 0 Total Gil: 6,931 Donate | Re: Puppet questions I have temporarily problem, most sites aren't working, I'll check the links later when it get fixed , ty
______________________________
I've been searching lately , I think I know what the macro you both were talking about "ADD" or "DAD" , it does help cast faster?
can you elaborate please? Last edited by Flanteus : 03-26-2008 at 10:53 PM. Reason: Automerged Doublepost | | ::Quote Selected:: | | 03-27-2008, 05:56 AM | #9 (permalink) | | Member Join Date: May 2006 Posts: 944 Style: Light - Version 6 My Mood: Thanks: 236 Thanked 69x in 61 Posts Gil: 1,874 Bank: 83,014 Total Gil: 84,888 Donate | Re: Puppet questions Originally Posted by Flanteus | Questions:
- if possible, can I make a macro that target the nearest mop (better if only party mob) and makes me start "attack" plus Pet "deploy" ? | The following command/macro will target the mob which your party is fighting (the primary target, in which the name on top of the mob is in red color):
/target <bt>
That command won't attack the mob automatically, it just target/focus on the selected mob.
The following command will attack the selected mob:
/a <t>
To deploy the Automation at the mob that your PUP is currently targeting:
/ja Deploy <t>
The parameter <t> means "target" ... <bt> means the party's primary target, <me> means yourself, <p0> is the 1st party member in your party list (which is yourself by default), <p1> is the 2nd party member, start from top to bottom in the party list, etc. For example:
/ja "Fire Maneuver" <me>
Note: /ja means "using Job Ability" ...
This will use Fire Maneuver on yourself.
If there are multiple mobs near you, and you want to pick one using command/macro, you can use <stnpc> instead of <t>. For example:
/ja Deploy <stnpc>
The parameter <stnpc> with prompt your to select a NPC. You can use the Tab key in the keyboard to select/target different NPC near you, and press Enter key to confirm, or Esc key to cancel.
<st> means "select" in general (any selectable target)... <stnpc> means select NPC (non-playable character, such as mobs), <stpc> means select PC (playable character, such as your party members), <lastst> means the last target your previously selected.  Server: Quetzalcoatl
Race: Hume Rank 7
75 PLD, 75 SAM, 75 WAR, 75 NIN, 66 MNK, 50 BLU, 39 RDM, 37 DRK, 37 THF, 37 DNC, 33 WHM, 30 PUP, 27 BLM, 26 DRG, 14 RNG Last edited by Celeal : 03-28-2008 at 07:01 AM. | | ::Quote Selected:: | | 03-27-2008, 07:29 PM | #10 (permalink) | | Junior Member Join Date: Mar 2008 Posts: 64 Style: Light - Version 6 My Mood: Thanks: 6 Thanked 1 Time in 1 Post Gil: 6,931 Bank: 0 Total Gil: 6,931 Donate | Re: Puppet questions great thats exactly what I wanted 
with these info I made a start attack for me and my puppet :
after targeting ..
-ja "deploy" <t> ( first strike goes to pet > than me )
-wait 2-3 ( 3 or even more is better if you want your pet to build some hate)
- a <t>
- pet info (the most important info isnt in game yet ..Pet MP ../cry )
I tried to use <stnpc> but I have to confirm the action which is the thing I'm trying to avoid ( too much hassle just to start a fight..)
anyway <t> worked great, with "E" as "confirm/target nearest" hotkeyd , in the other hand, I tried to use <bt> without party..it was a bit buggy lol I could start an attack but it give command error for pet Deploy, but If i'm in engaged already it works for my pet... I think I'll just have to make PUP party macros then
___________
Questions!
- whats the difference between /ja "Deploy" and /pet "Deploy" ? both worked for me..
- is there an easier or clever way to macro maneuvers?
I'm trying to figure out one..
- I remember there was a key to target party npc..what is it? (still solo leveling so i cant confirm..) - this might be strange..but my pet wasnt cureing even tho his magic skill is higher than 12..until I equiped damage gouge attachment, he started to cure..is this a bug or "working as intend" ?
Answer: | Quote: | | - Automatons do not necessarily prioritize Cure magic if it can cast other types of magic even if trigger HP condition is fulfilled. | from FFXI Forums - PUP 201 : Automaton Equipment & Attachments - Killing Ifrit
- can Valor edge cure? if not then why Valor edge "head" has Spell category: Cures ?
does that mean i can use frame with mp and valor head to make him only cast cure?
answer: yes - I know some attachment stack like mana tank I & II its a temporally effect, but does "bonuses" attachment stack like Tension spring I & II ? that will give up to 15% base attack bonus...
- how can I cancel a Macro before its done?
"reading the guides posted here right now"
thanks 
peace..
Edit:
Puppet Master is freaking amazing...I love it  Last edited by Flanteus : 03-28-2008 at 03:29 AM. | | ::Quote Selected:: | | 03-28-2008, 07:23 AM | #11 (permalink) | | Member Join Date: May 2006 Posts: 944 Style: Light - Version 6 My Mood: Thanks: 236 Thanked 69x in 61 Posts Gil: 1,874 Bank: 83,014 Total Gil: 84,888 Donate | Re: Puppet questions Well, the automation head controls how it acts, and the body/frame limit what it can do.
The Valor edge frame does not have the ability to perform magic (no MP), so it cannot cure. The interesting point is Valor edge head will use Cure only, only if the body can use magic. For example, Valor edge combine with a mage frame, will gives you a personal Cure slave that stay up front and melee the mob. | Quote: | | - whats the difference between /ja "Deploy" and /pet "Deploy" ? both worked for me.. | There can be more that one command to execute the same thing. For example,:
/ra <t>
or
/range <t>
will do the same thing (range attack), like
/a <t>
or
/attack <t>
.... I suggest try the command: /?
It will list a user menu of FFXI command in the chat/log window.  Server: Quetzalcoatl
Race: Hume Rank 7
75 PLD, 75 SAM, 75 WAR, 75 NIN, 66 MNK, 50 BLU, 39 RDM, 37 DRK, 37 THF, 37 DNC, 33 WHM, 30 PUP, 27 BLM, 26 DRG, 14 RNG | | ::Quote Selected:: | | 09-02-2008, 09:54 PM | #12 (permalink) | | Yay im a taru again! Join Date: Dec 2007 Location: California Posts: 56 Style: Light - Version 6 My Mood: Thanks: 2 Thanked 2 Times in 1 Post Gil: 2,005 Bank: 3,503 Total Gil: 5,509 Donate | Re: Puppet questions Uh quick question while were in the pup questions forum, umm are elvaans good pups? | | ::Quote Selected:: | | 09-02-2008, 10:20 PM | #13 (permalink) | | The Closer Super Moderator Join Date: Nov 2004 Posts: 4,754 Style: Light - Version 6 My Mood: Thanks: 137 Thanked 515x in 326 Posts Gil: 1,540 Bank: 22,382 Total Gil: 23,922 Donate | Re: Puppet questions While I'm no pup expert, I would say that Elvaan would make great pups. Elvaan are awesome damage dealers and since thats what a puppetmaster is......perfect fit! Though I'd have to say that any race would make a good pup. Remember skill is the most important thing and if you strive to be as skilled as possible, then you will play the job well. Some people are like Slinkys , totally useless but they still put a smile on your face when you push them down a flight of stairs. | Originally Posted by WishMaster3K | | The vagina is a magical object. | | Originally Posted by Balfree | | AND running the game at 2024x2024 resolution, with forced AA and AF o boy, you can even see that galka's pubes. | Originally Posted by Aksannyi | | FFXIOnline.com - "Where women are not constantly begged to show tits or GTFO!" | | | ::Quote Selected:: | | | Thread Tools | | | | Display Modes | Linear Mode | Posting Rules | You may not post new threads You may not post replies You may not post attachments You may not edit your posts HTML code is Off | | | All times are GMT -8. The time now is 11:43 AM. | | |