I saw the augments on the new Rao armor set and was wondering if it would be worth making. Path c is Pet: 100 hp, 15 acc, and -3% DT on the NQ, so HQ would probably be something like 125 hp, 20 acc, and -4% DT.
Ehh... it's like an inferior version of a well augmented DT Taeon (which can get the same pet DT, Acc/Racc up to +25, and whatever you use from Leaf slot (DA+5%, Regen+3, etc.).
Besides Taeon being better (and much likely substantially easier/cheaper than getting a Neo-abjuration +1), a couple other major reasons pet-augmented Rao is less than stellar:
1) Taeon DT gear is also quite useful for BST if you ever plan to play that. PUP is the only pet job on Rao, so it's a more job specific piece.
2) PUP honestly doesn't need DT- gear that badly anyway. Especially with the new attachments (higher tier auto-repair kit and armor plate, etc.), reduced Repair timer (which I've now merited 5/5 to make even lower), and stronger Repair potency, it's becoming less and less likely you'll ever really NEED to maximize DT if you're tanking things with PUP. Survival is simply not the issue (keeping hate if you have any decent DDs is honestly a much bigger deal).
If you have to sacrifice capped equipment haste (for automatons) in favor of DT, that's a pretty significant sacrifice. To me, hard to justify dropping the haste given how damn hard it is to kill the puppet even without stacking DT anywhere we could. Though for more defensive-minded fights, there are nice pieces like Anwig DT-10%/Haste+5% where you don't have to choose, and slots like earrings/rings where you can fit more DT without giving up haste pieces that you'd need to hit cap.
Automaton Haste Discussion
What's more important to me for automatons - even when tanking - is capping pet haste, which has separate caps for gear ~25% (precisely, 256/1024) and magical haste ~44% (448/1024), same as players. See:
http://bit.ly/1TtIS43
Attachment/maneuver haste (Turbo Chargers) is MAGIC haste, and the effect stacks completely with capped gear haste. Even with capped magic AND gear haste, puppets can't reach the 80% delay reduction cap - no additional sources of haste like players who get Dual Wield or JA haste (Hasso, Haste Samba, etc.)
This was changed in the February 2014 update (see:
http://forum.square-enix.com/ffxi/threads/39771-dev1175-Puppetmaster-Job-Adjustments?p=490803#post490803), shortly after the Turbo Charger II was introduced in the January 2014 update. Prior to the change, Turbo Charger and automaton haste from gear were both categorized as equipment haste. Once Turbo Charger II came along, they made the change (not that in the old pre TCII world we even had enough pet haste gear for it to be practical to even cap gear haste).
Turbo Chargers give the following values of magical haste (with 0/1/2/3 wind maneuvers up), and TC1 and TC2 stack.
Turbo Charger: 5%/15%/20%/25%
Turbo Charger II: 7%/17%/28%/44% (values approximate)
Optic Fiber: increases the above values by 10%/20%/25%/30% depending on # of light maneuvers (bonus added after calculating final Turbo Charger+Wind maneuver base magical haste total).
So, if you have BOTH Turbo Chargers equipped, 2 Wind maneuvers caps your magical haste (with only TC2, need 3x Wind) and even 1 Wind is roughly equivalent to Haste II for players. If using Optic Fiber and tanking with a Light maneuver up (likely due to the massive regen on ARKs), 1 Wind and 1 Light is getting awfully close to cap at ~38.4%. So it's extremely potent.