Animator's Workshop
In progress: those with knowledge of sets or who wish to collaborate, please drop me a PM.
mostly a compilation of available resources in a single location. if info is relevant it will be posted, not linked.
things to add: explain pet only gear
finish burden
expand armor sets
macros
where things come from?
add details
AF
merit JAs
linking some of the wiki stuff for now.
For now i'm just going to use the incomplete guide to start.
credit goes to the previous authors and contributors.
MASTER
I. Overloading/Burden
II. Abilities
III.traits
IV. Weapons skills
V. weapons
VI.Armor Sets
IX. Other Resources and Tools (findings)
PUPPET
node 2
I.traits
II.Frames/heads
-harlequin
-valoredge
-sharpshot
-stormwaker
--spiritreaver
--soulsoother
III.attachments
attachment granted:
-A. abilities
-B. traits
IV. sets
-offense
-defense
-hybrid
-mage
LORE
I. Puppetmaster's History
For years, puppeteers have been entertaining crowds with their skillful manipulation of artfully crafted marionettes. But with the recent development of the "automaton," a semi-automated puppet without the need for strings, the uses for a puppeteer's talents suddenly expanded to the fields of agriculture, fishing, industry, and even combat. In any era, there is always a need for specialists to master new types of technology. And the puppetmaster has stepped forward--a special breed of puppeteers that customize their automatons with ingenious attachments and use a controller known as an "animator" to transmit commands. Puppetmasters also sometimes find it necessary to protect themselves from advocates of simpler times, and are rarely seen without a pair of sainti--their hand-to-hand weapon of choice. Let us take a closer look at this fascinating profession...
The Birth of Mnejing
What a ridiculous question.
Whether it be this automaton,
or a marionette from years past,
I pour the same amount of heart into every piece.
All puppetmakers breathe a soul into their work.
- Ghatsad the Puppetmaker, in response to the query "Do automatons have a soul?"
Automatons were developed by a group of craftsmen led by Ghatsad, a Galkan puppetmaker. Ghatsad has never explained what he hoped to achieve with the creation of automatons, but rumors say that the gigantic automaton-like being that appears in Aht Urhgan's founding myth is the ultimate goal of his work. As if to underscore the truth of the rumors, it seems that Ghatsad was provided with a substantial research fund from the Imperial Treasury under the pretense of encouraging private enterprise. With a massive amount of capital at his disposal, Ghatsad set about putting together a research team from the finest alchemists the Empire had to offer, not to mention expert blacksmiths, goldsmiths, bonecrafters, and clockmakers from every corner of the world. After ten years of painstaking work, they finally completed the very first automaton--Mnejing. However, when a triumphant Ghatsad entered the palace with his newly created automaton, he did not receive the warm reception he expected. The Emperor and his court entertained visions of the giant creation of legend, and when they beheld the shaky gait of Mnejing and the command cord trailing behind her, they assaulted Ghatsad with gales of derisive laughter. Only one face among the hecklers lit up at the sight of the tottering automaton--Crown Prince Jalzahn. The prince not only convinced his father to allow him to keep Mnejing, but also to employ Ghatsad as his personal tutor. Even while Ghatsad's creations were quietly ridiculed as the "prince's toys," the puppetmaker continued his research within the palace up until the day the Emperor died, many years later.
The Appearance of Puppetmasters
My master has gifted me with the power of dreams.
I bestow these dreams on those around me.
Take those dreams, and share them with someone you love.
Maybe one day, I'll have a dream of my own.
- "Erwin" the automaton. Serial No. 218.
Fifty years have passed since the creation of Mnejing, the first automaton. Automaton technology has progressed considerably since that time. Based on the idea of the xhifhut, an Antican translation instrument, a cordless controller known as an "animator" was developed.
Now puppeteer and puppet could act freely without any strings to hamper their movement. Another advancement in the automaton field was the creation of custom parts called "attachments." These attachments freed puppeteers from the need to have alchemists or clockmakers present in order to improve the performance of their automatons, and opened up a profession that was previously restricted to court and military practitioners. And so people witnessed the emergence of a new type of specialist--the puppetmaster. The appearance of puppetmasters and the constant fine-tuning of their automaton companions has led to a boom in the evolution of puppetmaking.
Turning frowns into laughter, and the ability to bestow life and affection on a creation of wood and metal--these are the qualities you will need to excel in the profession of puppetmaster.
MASTER
Introduction and Basics
OVERLOAD
Macro this set into every maneuver you use. I cannot stress this enough. Overloading is probably the worst thing you can do as a Pup.
ItemSet 311680
Overload Facts
When zoning or summoning a new automaton, your pets maneuvers have an overload cooldown applied. This sets every elemental maneuver near overload status, and requires around 40 (37) seconds to cool down to 0% overload, and be safe to use. Water attachments can lower your chance to overload and accelerate the rate that your automaton cools down.
When a maneuver is used it generates (x) heat and (y)% overload chance, up to a threshold. If the threshold is exceeded, you will have a high chance of overloading; The duration of which, is dependent on how high your burden was leading up to your overload.
(overloading test results)
(burden per maneuver results)
attachment assistance
Maneuvers
The heart of puppetmaster, maneuvers effect the AI of your automaton. maneuvers require careful management to maximize your performance as PUP. maneuvers have a 10 second cool-down and last one minute. you can have up to three maneuvers maximum, an animator is required to perform them.
Maneuvers will increase in duration the longer a puppet is alive. zoning or reactivating will reset this duration. caps at 5 min/maneuvers
Abilities
Overdrive: Level 1
Recast 1:00:00
Augments the fighting ability of your automaton to its maximum level.
Vastly increases the automaton's accuracy, attack, defense, evasion, attack speed, and possibly more. Grants a strong resistance (possible immunity) against enfeebling magic. In order to use this ability, the Puppetmaster must have an automaton activated. Grants immunity to overload, although you still accumulate burden. If you are already overloaded, it will not remove the effect.
Activate: Level 1
20:00
This allows you to call forth your automaton.
Instantly calls your automaton along side you.
If Deactivate is used while the Automaton's HP is at 100%, Activate's recast timer will be reset to 0:00
Activate sets your Automaton's elemental burden to a high Overload threshold, as does zoning.
Your automaton will disappear when you are affected by a level restriction, and must be re-summoned using the Activate ability. . (This is much like DRG's Dismiss and Call Wyvern abilities). Changing jobs will also reset Activate's recast timer to 0:00 but will deactivate automaton if originally out.
Deus Ex Automata: Level 5
1:00
When using this ability it will call your automaton in an unsound state. (1/3 hp/mp)
Restoring the automaton's HP to full then using Deactivate will reset Activate to ready like normal.
Your automaton is summoned with HP and MP (if applicable) equal to 1/3 of the Puppetmaster's level (rounded to the nearest whole %), rounding down the HP/MP. Essentially: HP/MP restored = floor(ceiling((Player's Level/3))/100). If Puppetmaster is subbed, the HP/MP of the automaton will reflect its subbed (reduced) level, not the level of your main job. Upon activating the automaton its recast timers will be at the maximum time. This ability does not share a recast timer with the job ability Activate. Really helps if you have very high burden or if your automaton died and is not able to be recast using Activate. This ability is really good one of my personal favorites true lifesaver.
Repair: Level 15
3:00 2min30sec with full merits.
Requires Automaton Oils which come in 4 levels. Which ever tier of Oil you use varies the duration and potency of the repair ability.
Level 15 Automaton Oil: Base: 10% Max HP | Potency: 10 hp/tick | Duration:10 ticks (60 Sec) | Total Regen:100 HP |
*Removes 1 status effect
Level 30 Automaton Oil +1: Base: 20% Max HP | Potency: 20 hp/tick | Duration:20 ticks (60 Sec) | Total Regen:400 HP
*Removes 2 status effect
Level 50 Automaton Oil +2: Base: 30% Max HP | Potency: 30 hp/tick | Duration:30 ticks (90 Sec) | Total Regen:900 HP
*Removes 3 status effect
Level 80 Automaton Oil+3: Base: 40% Max HP | Potency: 40 hp/tick | Duration:40 ticks (120 Sec) | Total Regen:1600 HP
*Removes 4 status effect
*requires Maintenance active
This ability provides healing in the form of a base amount of healing as well as a regen effect as listed under each respective oil. This regen effect is enhanced by Guignol Earring which adds a 20% increase in potency to only the regen effect. Desultor Tassets can be obtained through "A Shantotto Ascension(Fin)" to also increase the regen effect by 10% with the appropriate augment. Artifact feet remove negative status effects when equipped during Repair. This erase effect through Repair can be further enhanced by Reforging the feet and can even remove Petrification. When you gain access to these pieces you may forgo the option to use Maintenance as this can also wakes your automaton upon use.
Maintenance: Level 30
1:00
This ability requires the use of Automaton oil like Repair, however this ability does not heal your automaton's HP. Instead it removes status effect from your Automaton.
Removable Effects are: Poison, Paralyze, Blind, Silence, Curse, Disease, Plague, Petrified, Dia, Bio, Bind, Slow, Weight, Elemental Debuffs,Helixs, Stat Down
(-atk,-def,etc), Attribute Down, Flash, Stun, various special versions of Curse (zombie, bane, etc), possibly Doom
Effects it cannot remove:
Sleep, Amnesia, Terror, Mute, Salvage Pathos effects, Overload
*if your pet is near full hp, you may just want to summon a new one if possible, rather than use a on it.
Ventriloquy
1:00
Immediately swaps the enmity of the master and puppet. unlike snarl, it can send the hate either way. excellent for saving yourself or a friend, de-aggroing monsters, or placing aggro on your puppet.
pantin churidars +2 Augment: Gives +5% Enmity for the higher Enmity player and -5% Enmity for the lower enmity player per merit level.
Role Reversal
2:00
This ability instantaneously swaps current HP between Automaton and Master. saves time money lives, and scares healers. Use to get new puppets, or extend the life between repairs/activates.
Tactical Switch: Level 79
3:00
This Ability Swaps TP between Master & Automaton with whatever your Current TP.
The swap is 1 to 1, so this can be used both to get TP to yourself as well as to the automaton. This can potentially allow you or the automaton to solo skill chain. Recommendation is to use a macro like <pettp> to see the Automaton's TP, so you can plan a skill chain. If you want to use two Weapon Skills on your own, use Retrieve so the automaton doesn't use its TP. If you want the automaton to do it, simply wait for it to use its TP and switch. There are currently only 2 items that enhances this ability. Cirque Scarpe +1(Master and pet: TP x1.1*) and Cirque Scarpe +2 (Master and pet: TP x1.2*).
Cooldown: Level 95
5:00
Cooldown will Removes 50% of the total elemental burden currently on the Puppetmaster. If the Puppetmaster is currently overloaded, it will remove the overload effect in addition to removing the burden. Very helpful ability when needed.
Heady Artifice
1:00:00
Allows your automaton to perform various special abilities based on equipped head.
-mighty strikes
Use with valor edge frame and overdrive for most effect
-invincible
Use with valor edge frame when tanking to avoid death.
-eagle eye shot
Can only be used with sharpshot
-chain spell
Will cover more in auto section
-benediction
Very useful party situations, though keep in mind your automaton should more than likely be deactivated upon use to shed hate.
-manafont
This ability lacks utility for the Stormwaker head as you should be using Ice maker while stacking Ice maneuvers (10% bonus to spell damage per maneuver) and deactivating upon your second nuke (resetting high burden), while reactivating and repeating with burden lowered to the inital amount. Deactivation or death of the automaton removes this ability as it's merely a status effect. Putting ranks in it with Job Points can make it more useful, though still far from the others in terms of utility.
Traits
Martial arts
level |
delay |
25 |
-80 Delay |
50 |
-100 Delay |
75 |
-120 Delay |
87 |
-140 Delay |
97 |
-160 Delay |
10 Resist Slow I
15 Resist Amnesia
20 Evasion Bonus I
25 Martial Arts I
50 Resist Slow II
50 Evasion Bonus II
50 Martial Arts II
75 Resist Slow III
75 Evasion Bonus III
75 Martial Arts III
75 Fine-Tuning
75 Optimization
78 Stout Servant I
80 Tactical Guard I
85 Crit. Def. Bonus I
87 Martial Arts IV
88 Stout Servant II
90 Tactical Guard II
97 Martial Arts V
98 Stout Servant III
MERITS
This is the recommended merit set-up. Currently there is no use for magic merits, that may be subject to change later. As of JAN 2014, this is the optimal set.
5/5 automaton skill
This allows your automaton to be a more effective DD and hold its own in higher content more easily.
1/5 Ventriloquy
This ability will save your life. many times. have it on hand.
1 Role Reversal
This will also save our life. or your puppets. mostly it will save you time and money. have it on hand
3/5 Fine-Tuning
This is an acceptable choice as multiple merits in this bring a good boost to your automaton, especially in higher level content. It is not, however, to be prioritized over Optimization. See below.
5/5 Optimization
This ability, fully merited, provides +25% attack, +25% defense, and +25 magic attack bonus to your pet. Consider the use of Berserk's offensive capabilities as well as the survivability it allows you to gain. There is no situation you will find yourself in where 5 or 10 accuracy would be beneficial in choosing Fine-Tuning 5/5 over this. The only drawback is that if this is anything like the attachments, the % bonuses are applied before the stat gains for ilvl animators. Feedback posted from testing would be appreciated as my own merits are for AAs/etc (-Kyo).
Job Points
GIfts
100
550
1200
same as 100
(Taken from the mnk guide all credit to jinjo for the following)
Hand-to-Hand
Pup's Hand-to-Hand skill is A+ and caps at 424 at level 99.
Quote:
Unlike normal weapons, which list their own independent damage and delay, Hand-to-Hand damage and delay is determined differently. Base hand-to-hand damage is determined by combat skill using the formula, floor(Skill*.11)+3. The damage listed on your weapon is added (hence the +) to this number to determine your weapon's damage. Note that this is affected by gear and merits, making Hand-to-Hand skill merits exceptionally appealing with respect to other combat merits.
*Note that when examining Weapon Rank to determine fSTR caps, Hand-to-Hand Skill is not included!
Hand-to-Hand delay is set to an initial value of 480. This means that without any weapon equipped, 480 is to be considered your base delay. Weapons add to your base delay. This is important because your maximum delay reduction is determined from this value! The minimum delay for Hand-to-Hand combat is therefore 96. The delay for Hand-to-Hand weapons is significantly reduced by Martial Arts traits, but this is included in your maximum delay reduction. Gear haste, Magic haste, and Job ability haste are all applied after the martial arts reduction. Because Martial Arts is not applied as a percentage reduction, this can tend to make delay reduction calculations slightly more tedious than usual.
Guard
Pup's Guard skill is B and caps at 398 at level 99.
Quote:
You are unable to parry when you have a Hand-to-Hand weapon equipped. Instead, you have a small chance to Guard that increases with your guard skill. Evaded attacks and attacks blocked by shadows do not have a chance to be guarded.
When guarding, the attackers pDIF is lowered by 1.0, significantly reducing the damage you take. Guard can also activate on physical TP moves.
Puppetmaster has a high evasion rate (B: capping at 398 at 99) as well as the evasion bonus job trait, giving it an extra 35 evasion. combined with guard the master has decent defensive capabilities. The lack of counter traits interfering allows pups to cap guard skill faster than monks, though keep in mind they are far less durable.
WEAPONSKILLS
STRINGING PUMMEL
6 Hits, 32% STR and VIT Modifier, Chance of critical hit varies with TP. +15% 1000 TP, (25%?) 2000 TP, +45% 3000 TP
1.0 Ftp (6.0 total)
This is your bread and butter of weaponskills. Get it. Use it. Love it.
If you currently have Shijin Spiral this is likely the biggest single boost you can get to your DDing. Its fTP got boosted again from the recent WS update so it's stronger than ever but it means the belts/gorgets do less. No complaints here, though maybe from folks who feel killing some tonberries is harder than farming gorgets or reusing one made on a different job.
VICTORY SMITE
4 Hits, 60% Str Modifier, Critical hit rate varies with TP (+10% 1000 TP, +25% 2000 TP, +45% 3000 TP)
2.25 Ftp (5.25 total)
If you have Verethragna 119 you may be using this over Stringing Pummel as you gain access to aftermath (and it's better than everything below 119). Unfortunately the aftermath applies to only the first swing and does not apply to multi-hit procs. This is especially useful for making Light with Armor Shatterer and Magic Mortar. You can also self-skillchain by using Victory Smite > Tactical Switch > Victory Smite for big numbers on the right enemies. Watch the enemies' HP drop and feel good that the Monk in your SKC20 party can't do the same. If you have the opportunity to Skillchain off another member as well you may want to. Unfortunately if this is your Salvage II job, gears/ramparts/Khimairas don't take to SC damage well. In situations like this, unless your VS puts out close-ish numbers to your SP set it could be useful but otherwise there may be better options.
SHIJIN SPIRAL
5 Hits, 100% Dex Modifier (5/5 merits), Inflicts plague.
1.06 ftp (5.06 total?)
This weaponskill falls below the two previous by far. While it has an attack bonus of 1.05, it is simply unimpressive. A good DEX set isn't terribly difficult to make, likely easier than sets for the previous two but still skip it.
Asuran Fists
8 Hits, 10% STR and VIT Modifier, Accuracy modifier that varies with TP.
1.0 ftp (8.0 total)
After the update that accompanied the decline of Voidwatch on most servers, Puppetmaster gained access to this weaponskill to raise one question. Why, after so many years, would we even be taunted with such limited utility?
Can now cover all hand-to-hand procs in Voidwatch and hand-to-hand blue procs in Abyssea with this WS.
RAGING FISTS
5 hits, 30% Str, 30% Dex Modifiers, Damage varies with TP.
ftp: 1000 - 1.0, 2000 - 4.6, 3000 - 9.0
Only use at 2500-3000 tp. otherwise loses to all other options
This is one weaponskill which benefits greatly from a TP bonus Moonshade.
As you can see this weaponskill got a serious boost from the WS update. If you're holding TP for whatever reason, like soloing Supernal Chapuli and waiting for his spells, this is the perfect weaponskill so long as your automaton doesn't keep it silenced the whole time... Unfortunately unless you make a build for this there are times in the lower 2k TP where your SP numbers will match (assuming your set is decent enough).
WEAPONS
Hand to Hand
Credit to the Monk thread for this formula:
DPS = [(H2H skill * 0.11 + 3 + DMG of weapon) * 60] / (Martial arts delay + Delay of weapon) * 2 fists
High End
Kenkonken
Kenkonken's status is undeniable as the king of pup weapons. Its "suppresses overload" trait severely negates the need to look at equipment to assist with burden, allowing the master to full-time practically whatever they choose while making Cooldown's use every 5 minutes seem as though this was the exact reason it was made. "Enhances "Martial Arts" V" gives a total of -50 delay to your base hand-to-hand delay, while the weapon itself only has +49 itself. This combination in turn leaves the weapon with no actual delay, aside from the Puppetmaster's base of 320. This means your delay is more than likely lower than a Monk's. Finally, the aftermath requires the use of your best weaponskill and extends the bonus to the puppet, granting triple attacks to your pet as well as yourself when used with 300 TP.
Upgraded versions give Stringing Pummel a 30% boost in damage, widening the gap between it and the rest of your arsenal.
((420 + 242) * 0.11 + 3 + 93) * 60 / (320 -1) * 2 = 168.82 * 60 / 319 * 2 =
63.5
Verethragna
If you either had one at 95 or 99 before and returned to the job(s) this is a viable option. More effort. less reward than mythic
Vere: ((420 + 242) * 0.11 + 3 + 96) * 60 / (320 + 51) * 2 = 171.82 * 60 / 371 * 2 =
55.57
Godhands
no pet stats. similar to vereth
Midnights
path D is cheaper all round alternative to Ohrmazd. easier to make pet dt option
Denounments
Nibiru Sainti
path D, all skills +20
Ohrmazd
can get pet DT -4 or tp bonus, and pet acc/attack
Ohtas
Jse weapon. replaces burats and marottes for mp. no refresh for idle, but generally more desirable. optional
Mid/Low End
rigor baghnakhs- Automaton: Accuracy+20 Ranged Accuracy+20 Magic Accuracy+20
tinhaspa
if no escha/skirmish access and have delve wins these are alternatives for pet sets
eminent baghnakhs
These are acceptable until you get your hands on something 119. There is quite a bit of accuracy from the latent (under 1000 TP) so don't be afraid to use them until you can get an upgrade.
bayld h2h etc. (forefront homefront homefront+1)
used if you are brand new, and need something to punch with to get sparks.
Animators
divinator
This is the best available animator thus far with an item level of 119. Your automaton gains +89 to all base stats.
divinator II/ eminent II
Makes pet stand at range. all other bonuses are identical
magneto
This item was released in the March 2014 Version Update and serves as a step between Eminent and Divinator. I saw the stats somewhere but until I find them again keep in mind the item level 117 sets it in between.
eminent animatorpet lvl 115 +77 to all puppet stats +110 hp/mp
You'll find this to be the easiest upgrade to your automaton. Good enough for anything until you even approach endgame.
First required animator. anything below this is useless. effortless to obtain.
alternatorpet level 113 +70 to all puppet stats
Formerly a viable option, now it's too easy to get your hands on the next step up. Don't settle for this.
forefront animatorpet level 106 +47 to all puppet stats + ??? hp/mp
If you're even considering this over Eminent you should be saving your bayld for Wildskeeper Reives.
deluxe animator +6 dex to master Accuracy/Magic Accuracy +4
Occasionally reduces the Degrees of burden per Maneuver by 1. (~50% rate)
And my old Puppetmaster shell used to deny it could come close to Animator +1. Looking at you Jim...
animator +1 +50 hp/mp based on frame
turbo animator dex+2
animator
Only all jobs animator. useful if /pup
Armor
All sets subject to review. Alter your accuracy/etc based on the situation, there are more than just three different cases out there.
Master Sets
Master TP
Non Mythic/pre 119 TP
Augments: Otronif can get +1~2 from crit or DA, it's almost negligible but DA comes out barely above.
Augments can be challenging to get the max so you may want to settle for the first DA/crit you get on this piece.
Downgrades:
windbuffet belt +1 >
windbuffet belt
Nomkahpa mittens +1 >
otronif gloves +1 >
otronif gloves
Returning/New players
WS
Defense
Dark ring augments 5~6 mdt 5~6 pdt 4~6 bdt
Otronif mostly pdt augments
Downgrades: second Dark ring
Puppet Sets
Regimens come from (DM II)
Anwing has 5% haste -10% damage taken
Mirke has 15 pet attack/r.attack 7 pet M.acc/M.ab
Pet M.atk claws are an option, though not necessary, as Rigors (and regimens) help the most. Puppets can gain massive amounts of magic attack, magic accuracy and resists are a larger issue, which is easily solved through gear.
cirque scarpe +2 are another option for feet.
Non Combat
You can swap to
burattinaios/ohtas if your tp is not an issue between fights, loading up your pets tp for a tactical switch at any time.
At 1 tp/tic it takes about 5 minutes for your pet to gain 300 tp idle.
Hermes sandals and desultor tassets are options for movement speed.
support jobs
..................best companion
war default whm. rdm, vE
nin tanking whm, rng, VE
dnc soloing VE, rng,
sch nuking blm, rdm,