PUP and DRG questions...

Hitaru

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Hitaru
Just a sort of disclaimer...Please don't post here with stuff such as lolpup, pup sucks, lol drg or start flamebaiting....i just want general advice and hope that's what you guys can give me that without it turning into another flamebait thread.


Yes, i am starting PUP tonight....and my brother will be joining me with DRG so i have a couple of questions on certain things regarding this combo.

for PUP:

1)I know i can buy two Attachments of each element, and AH the rest, how much of one should i have? just one of each? or a stack?

2) Sub job wise what is good for pup? as you can see i have a 26 mnk and taking my war to 30 so should i train up anything else? (nin will be trained up as well)

3)Is it wise for me to be the tanker? My brother simply doesn't like tanking and although pup doesn't get super armor, the automaton can still heal them right?

4) Gear wise what's good for me?

5)You get to pick your Automaton type every 10 lvls, i was going to go with the mage one at 10 since it can cure(from what i have read) and then the ranger one. Should i switch it around and let the automaton tank? or is that not a viable option?

6)The name i want for my automaton is on list 2, according to wiki I only get List 1 after unlocking pup, is this true? (I want the name Sparky)


For drg i don't have too many questions, just some XD

1) How does the wyverns breath attack work??

2)Sub job wise what's good? my brother has mnk at 20 and war is going to be 30 as well

3)Gear wise, what's good for them?


That's about it for now, thanks for the answers that ya guys give ^^ and I might just end up asking more questions lol...
 
for PUP:

1)I know i can buy two Attachments of each element, and AH the rest, how much of one should i have? just one of each? or a stack?
Just one. They stack because the crafters can make 12 at a time.

2) Sub job wise what is good for pup? as you can see i have a 26 mnk and taking my war to 30 so should i train up anything else? (nin will be trained up as well)
I've used mnk, war, and dnc for subs on pup. My pup is only 33 though. ^^; I have been leveling nin to use for it too. It really kind of depends on if you're soloing, partying and what jobs your party has.

3)Is it wise for me to be the tanker? My brother simply doesn't like tanking and although pup doesn't get super armor, the automaton can still heal them right?
I had bad luck trying to tank. The automaton can heal you but I kept getting killed. It might work better with the upgraded white mage head (soother or whatever it's called).

4) Gear wise what's good for me?
I'm using the windy merc gear and H2H weapons. Other people might be able to give you better advice.

5)You get to pick your Automaton type every 10 lvls, i was going to go with the mage one at 10 since it can cure(from what i have read) and then the ranger one. Should i switch it around and let the automaton tank? or is that not a viable option?
My autmaton did a great job acting as a pld but I also liked having it sit back and nuke or ranged attack while I took hate while soloing.

6)The name i want for my automaton is on list 2, according to wiki I only get List 1 after unlocking pup, is this true? (I want the name Sparky)
Yeah you got to pay some gil too. I don't remember the fee. I wanted Zero so I had to do this as well.


For drg i don't have too many questions, just some XD
My drg is lvl 1 so I won't answer these. XD

Other people will probably have better advice for later levels than I do. Good luck. :)
 
For drg i don't have too many questions, just some XD

1) How does the wyverns breath attack work??

2)Sub job wise what's good? my brother has mnk at 20 and war is going to be 30 as well

3)Gear wise, what's good for them?

1) For offensive subs (BST, MNK, PUP, RNG, SAM,THF, WAR, COR, DNC), their breath activates when you WS, and deals elemental damage (It's random, but if you have the AF1 helmet it exploits the mob's elemental weakness; if you use the AF2 helmet, it makes the breath more powerful)
For defensive subs (every -mage suffix job, SCH, and SMN), their breath triggers when you use a spell when you're below a certain HP% (and 33% without AF1 helm, 50% with it, and with AF2 helm, it heals approx. as much as cure IV, ), and when you WS it uses a spell that cures status ailments.
For hybrid subs (PLD, DRK, NIN, BRD) it's really gimp, it uses both offensive breaths & healing breath, and cannot cure other pt members or cure ailments. Plus, you need to have 1/4 HP for healing breath to go off instead of 1/3. Also, /SMN cannot heal. (obviously, since you can only use summons/elementals)

2) Basically, WAR or SAM post 60 for pts, WHM or BLU for solo. (BLU tends to lead to better results)

3) ACC. Lots and lots of ACC. Some also macro in VIT+ gear for jump macros, as it has a VIT multiplier. Basically you pile on the normal stats you would for a melee (ATK and ACC for TP), but once you get penta, you pile on STR and ACC (ACC more importantly)-- similar to an asuran fists setup. You can neglect a real WS macro gear for that before penta, but adding in STR during double thrust never hurt anyone.
 
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(Double post) I edited a few mistakes, might wanna re-read.
 
For gear focus on accuracy and attack. For the order of puppet, i'd say the melee is the best DD then rng at early levels. Don't get impressed by the high range attack damage, because it's slow at building tps.

Keep in mind that you can get all attachements at level 1, and I really suggest buying all the good ones early on :

- melee pup : turbocharger (haste) stabilizer I,II (acc) all fire attachement are great

- mage pupet : damage gauge to force it cure you, all ice manoeuvers (magic accuracy and attack), all dark manoeuvers (mps, refresh)

- range puppet : scope (range accuracy)
 
1)I know i can buy two Attachments of each element, and AH the rest, how much of one should i have? just one of each? or a stack?

First, you can have as many attatchments of the same elemnt. :biggrin:Though, you only need one of each attatchment, so buying a stack is useless, unless you have some method in making a profit. Moreover, you can only equip one type of attatchment, so you can't equip, for instance, two Tension Springs. Instead, you would have to attatch a Tension Spring and then a Tensin Spring II.

You will notice the element caps at the bottom of your automaton equipment screen. Each symbol represents their respective element, and you will notice that as you equip attatchments, then number for each element increases until it reaches its cap. The actual attatchments are labeled with each element, so make sure you plan out which ones you want to buy for each model before you waste money (if you don't plan on ever leveling Stormwalker, for instance, then buying a Loudspeaker II would be somewhat useless as Harlequin isn't great at nuking).

Though I'd advise you level all 4 (6) of them, 4 being the harlequin, sharpshot, valoredge, stormwalker, and the (6) being the soulsoother and spiritreaver.

2) Sub job wise what is good for pup? as you can see i have a 26 mnk and taking my war to 30 so should i train up anything else? (nin will be trained up as well)

In a party, I'd advise WAR in most situations pre-60. /MNK is decent, but isn't necessary since PUP gets its own Martial Arts. Furthermore, MNK's Boost just doesn't compare to WAR's Berserk. But again, it's a case-to-case scenario. You could also feasibly do PUP/SAM so you can break out a few more weaponskills than with /non-SAM, especially post-60.

Soloing-wise, it depends on your methodology. There are several ways you can solo on PUP really. You could have your puppet take, which would involve equipping your puppet with a strobe. This requires one Fire Maneauver to activate, and the puppet provokes the mob. From there, you just fight until its dead. This method requires that you take up the Paladin-combination (Valor Edge head, Harlequin body), and have a lot of oils read for Repair. For this method, since you aren't tanking, subbing anything that would add to your DD abilities would be advised.

The other way is for you to tank the mob, and let your puppet heal you. This would involve either setting the puppet up with the Paladin-combination (since it's a heal only combination), Soulsoother head & stormwalker body, or strictly stormwalker body. In this case, I'd advise the Soulsoother head & SW body if you have it, but if you don't, then I'd advise the VE head and Harly body. For this, you'd sub either WAR to provoke the mob, or NIN if you make sure you take a lot of hate before deploying your puppet. Remember though, PUP already has fairly good evasion (B), so if you have a decent evasion gear set for soloing, you'll be good to go.

3)Is it wise for me to be the tanker? My brother simply doesn't like tanking and although pup doesn't get super armor, the automaton can still heal them right?

It's situational and depends on how you play. I wouldn't advise it, but some people have managed to do it against certain mobs. For overall efficiency of the party, don't bother, it isn't worth it, even with the puppet healing. The puppet healing is great and all, and helps if the healer is struggling, but other than that, you could easily replace that healing with more damage if you're not tanking.

4) Gear wise what's good for me?

Emperor's Hairpin all the way up to Lv. 60 for the Puppetry Taj. Bellicose's Mantle at 52, and you can pretty much sub most of the gear out for artifact once you get it. If you have a Voyager's Sallet, then you can sub that in for the Emperor's Hairpin as well. You'd also want to get a Potent Belt and Chiv. Chain as well. Pre-Chiv. Chain, Life Belt has worked well for me.

Before AF and everything, I use the Windy CP +1 gear, and it has worked out fine for me. The body and hands are especially useful. However, make sure to focus on DEX gear over STR gear on PUP.

5)You get to pick your Automaton type every 10 lvls, i was going to go with the mage one at 10 since it can cure(from what i have read) and then the ranger one. Should i switch it around and let the automaton tank? or is that not a viable option?

VE should be first. Then you can either get SS or SW at your discretion, but VE should always be the first option.

6)The name i want for my automaton is on list 2, according to wiki I only get List 1 after unlocking pup, is this true? (I want the name Sparky)

As said above, you have to pay extra to unlock the other list. I just picked Histrion and was done with it.
 
For gear focus on accuracy and attack. For the order of puppet, i'd say the melee is the best DD then rng at early levels. Don't get impressed by the high range attack damage, because it's slow at building tps.

Keep in mind that you can get all attachements at level 1, and I really suggest buying all the good ones early on :

- melee pup : turbocharger (haste) stabilizer I,II (acc) all fire attachement are great

- mage pupet : damage gauge to force it cure you, all ice manoeuvers (magic accuracy and attack), all dark manoeuvers (mps, refresh)

- range puppet : scope (range accuracy)

Melee PUP: Turbo Charger, Target Marker, Atuner, Tension Spring I, Tension Spring II, Fire Holder or Inhibitor depending on PT setup, Stabilizer I or II (can't remember how many slots VE has off the top of my head D:), Flashbulb, and Hammermill.

Mage PUP: Damage Guage, Flashbulb, Mana Tana, Mana Tank II, Mana Conserver (or go w/ Mana Convertor and Economizer), Ice Maker, Louder Speaker, Louder Seaker II, and Mana Booster (DO NOT BUY SCANNER!!!!!!!!!)

Range PUP: Scope, Drumlin, Tension Springs (both), Inhibitor, etc.
 
lolPUP >.>


Really though, I don't know much about PUP, but I believe you get mainly the same gear options as MNK, which are...crap. It would probably depend on your setup with your Automation, but I'd imagine the general Accuracy, Attack, and STR gear generally fits any DD job. The shitty gear selection will also lead you to not want to tank, because you will die. A lot. Especially assuming you're a Taru.
 
Mnk still get the Eastern gear though, Pups are left out of it....I can't even equip leaping boots so wasted a week tryna get them XD....i'll figure out something for gear wise but thanks for all the help
 
another idea for a sj for PUP is drg :) My pup is only 69 and I just started using this sub in the late 60's but I wish I had used it sooner. With drg sub I get an additional acc bonus and between my swift belt and wyvern earring which is active with drg sub I have a base 9% haste on PUP. I found I did more dmg /drg than with /war since I could land more hits consistently and quickly.

In all and all it depends on how you want to play the job :) For parties I have mostly been invited as a DD so use my ranger frame most of the time. Find what works for you :) that is what is great about pup. It is quite flexible.

Plus.... NINs <3 rng pups :D Daze + flashbulb for stuns and flashes :)
 
Well, the only thing about the Sharpshot frame vs. Valoredge frame is that Valor Edge will almost always outparse the Sharpshot in the earlier levels. Sharpshot really doesn't come into a huge amount of play really until you begin to level in Aht Urgan against colibris and such. This would, though, require that you have the right attatchments

I was also considering /DRG, but I just don't have the patience to level it. lol. And not all of us have swift belts. ;)

Also, I remember duoing with your PUP a while back in CN.
 
Just another question guys, How do manuevers work?
 
Well, the only thing about the Sharpshot frame vs. Valoredge frame is that Valor Edge will almost always outparse the Sharpshot in the earlier levels.

Not really. People tend to get their sharpshot frame too late and don't get their ranged skill capped before they join parties.

A fully leveled Sharpshot will out-perform a fully leveled Valoredge at any level I'd wager.
 
Just another question guys, How do manuevers work?

They boost the stat corresponding to the element color.

Simply
Fire= STR
Water= MND
Wind= AGL

Etc..


Also, depending on the type of attachment (Eraser would be Light for instance) It can trigger the puppet to use an ability, increase a a stat by a certain % (Fire Manuv with Attuner increases the amount of DEF ignored, for example, where as a light Maneuver with Flashbulb on would trigger the puppet to use flash), or a weapon skill (Daze is a Sharpshot puppet WS that you obtain at 150 ranged skill, triggered by having a thunder manuv active).

Some Automations are different about maneuvers.

The mage class will cast magic corresponding to the element of the spell. (Earth manuv up ---> Casts slow)

But the BLM and RDM will nuke while Ice maneuver is active, where as the WHM puppet would have casted paralyze.

I can cover more if you want to P.M. me about it. But this is the main function of Maneuvers, sorry if it's not clear.


Edit:


Get VE first, knowing that you will solo better at the start, but will have to slowly skill the others up due to lack of skill for 10-20 levels.

Personally, I'd get Ranger first, SW second, VE last.

But I have all of them capped and merited, so it's too late for me


MNK is a bleh sub after you get double attack, but it works at 30-49, I'm not sure if Berserk would overpower the extra 5 h2h, boost, and +Martial Arts mantle. I just went /WAR at 30 myself, because Berserk is fun.

DRG sub is nice for pup, but you have WAR30 so don't bother.

/NIN is good for soloing, perhaps merits, though, you should not really be pulling hate on the master anyway, but sometimes it happens, for some reason..

As for your brother, DRG/WAR, DRG/SAM, and DRG/mage(soloing, perhaps /WHM or /SCH)

Most melees now need /nin anyway because of the amount of DMG they block in Merits or certain events, so you might as well list it too.
 
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Not really. People tend to get their sharpshot frame too late and don't get their ranged skill capped before they join parties.

A fully leveled Sharpshot will out-perform a fully leveled Valoredge at any level I'd wager.

No, the Sharpshot is the weakest of the 3 DD frames, slow range attack for high damage. You have to build you TP with melee hits or it takes too long, plus its range accuracy blow ass. It's nice to see a big WS but in the end it does crap damage. Damage wise, it's Stormwaker = Valoredge > Sharpshot.
 
2) Sub job wise what is good for pup? as you can see i have a 26 mnk and taking my war to 30 so should i train up anything else? (nin will be trained up as well)

I dunno much about pup, but I do think going /mnk using Cestus Belt would be good until Life belt.
 
No, the Sharpshot is the weakest of the 3 DD frames, slow range attack for high damage. You have to build you TP with melee hits or it takes too long, plus its range accuracy blow ass. It's nice to see a big WS but in the end it does crap damage. Damage wise, it's Stormwaker = Valoredge > Sharpshot.

Not true. Damage wise, the Sharpshot is the strongest of the three. Post-70, especially, the Sharpshot Frame outdoes the VE frame by far in base damage. With the correct SS attatchments, it will easily outdo VE or SW, though not sure about the SR head/SW body.
 
Not true. Damage wise, the Sharpshot is the strongest of the three. Post-70, especially, the Sharpshot Frame outdoes the VE frame by far in base damage. With the correct SS attatchments, it will easily outdo VE or SW, though not sure about the SR head/SW body.

No it's not, it's been proven many times that BLM head surpasses all others. Read serious pup thread like on BG. Try farming with the ranger, he sucks. Sure 1.4k ws is hot but it takes forever to get TPs. It's even more true that you have max merits, cos, you know BLM head can cast Blizzard4 every 20 sec for the same dmg as armor piercer.
 
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