Notice: Currently Down till I gather more info
Hello to all my fellow Puppeteer's. No lol this is not a dream this is really happening, A guide that I'm sure everyone has been waiting on This will not be an easy task. I ask that everyone please bare with me as this is my very first guide ever. I love Puppetmaster with all my heart and anyone who has played Puppetmaster knows thats it is one of those jobs that once you start it you can't stop. I'm not doing this just for me but for everyone who enjoys this truly one of a kind job.
In this guide we will cover all things Puppetmaster related. Please do not be afraid to give me some of your ideas as I won't remember to put everything. Any help making this guide the best it can be is much appreciated.
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.
Overdrive: Level 1
Is a One hour ability and it augments the fighting ability of your automaton to its maximum level. 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. Vastly increases the automaton's accuracy, attack, defense, evasion, attack speed, and possibly more. Grants a strong resistance (possible immunity) against enfeebling magic. Although you may not use this as often as you would on other jobs.
Activate: Level 1
This allows you to call forth your automaton. Has recast time of 20mins but is a instant cast to have your automaton long side you. Your automaton will disappear when you are affected by a level restriction, and must be re-summoned using the Activate ability. If Deactivate is used while the Automaton's HP is at 100%, Activate's recast timer will be reset to 0:00. (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. Activate sets your Automaton's elemental burden to its minimum Overload threshold.
Deus Ex Automata: Level 5
When using this ability it will call your automaton in an unsound state. 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. Restoring the automaton's HP to full then using Deactivate will reset Activate to ready like normal. 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
Repair will be one of your most used abilities. Has a recast time of 3mins or 2min30sec with full merits. It 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
Level 30 Automaton Oil +1: Base: 20% Max HP | Potency: 20 hp/tick | Duration:20 ticks (60 Sec) | Total Regen:400 HP
Level 50 Automaton Oil +2: Base: 30% Max HP | Potency: 30 hp/tick | Duration:30 ticks (90 Sec) | Total Regen:900 HP
Level 80 Automaton Oil: Base: 40% Max HP | Potency: 40 hp/tick | Duration:40 ticks (120 Sec) | Total Regen:1600 HP
We also have a few items that enhances potency,regen,duration such as.
puppetry babouches Which adds a remedy/erase effect to repair, causing it to remove most debuffs from the automaton when the repair ability is used.
guignol earring it increases the amount of HP that healed by the regen effect by 20%. Not the base amount. Also grants the additional amount of regen to your automaton.
desultor tassets can be obtained through "A Shantotto Ascension(Fin)". These legs increases the amount of HP that healed by the regen effect by 10%, if the augment is selected. Not the base amount. Can get an extra 10% potency.
Maintenance: Level 30
This ability requires the use of Automaton oil like Repair but this time it does not heal your automaton but 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
Tactical Switch: Level 79
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
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.