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Puppetmaster
From BGWiki
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These wandering performers entertain crowds and confound their enemies with a customizable puppet known as an "Automaton." Puppetmasters can also fall back on hand-to-hand fighting skills that utilize the flexible movements of their art.
Puppetmaster is an unique job that combines the devastating hand-to-hand abilities of a Monk
with the ability to call forth a unique, customizable pet known as an Automaton. While the master's fighting ability does not equal that of a Monk, the automaton -- which begins as a multi-purpose Harlequin model -- can adopt one of three specialized frames, each with unique abilities and fully honed skills. It is only through a combination of the master and his/her Automaton that Puppetmasters can unleash their full power.
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Puppetmaster Strengths and Weaknesses
Strengths
- Able to summon an automaton that can deal damage, backup heal, nuke, enfeeble, or use ranged attacks. With the introduction of the new heads, automaton can now heal other party members and remove status debuffs from other party members, or cast tier-IV black magic.
- Able to control the attack, defense, magic attack, accuracy, and ranged accuracy of their automatons through the use of an Animator and special Maneuvers.
- Can solo fairly well at any level with minimal downtime.
- Solid damage dealer in any party setup.
- Master possesses high evasion coupled with Evasion Bonus traits.
- Master can Guard enemy attacks.
- Master is able to obtain Martial Arts job traits.
- Less enmity generation due to the master and automaton splitting their damage output.
- The automaton can use all three physical attack styles: Blunt, Slash, and Piercing.
- The automaton, like all pets, will never hit for 0 on a mob unless Invincible or Stoneskin is present.
- The automaton possess a universal magic skill category, allowing them to potentially have an A+ skill ratings in enfeebling, elemental, dark, and healing magic depending on Mage head.
Weaknesses
- For the most part can only equip Mage gear, though the job has no inherent benefit for it (Although it can be useful for certain subjobs).
- Lack of real melee gear outside of the Usukane Salvage set or Pahluwan set hold the masters potential back.
- Having only C in Hand-to-Hand is limiting, and makes accuracy a large concern when fighting higher level enemies.
- All magic spells are on a universal timer (I.E Enfeebling and Healing magic share the same timer), which hinders an Automaton's support ability.
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Job Traits
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Job Abilities
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Skills
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Combat Skills
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Ranged Combat Skills
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See Also: Level-by-level Skill Cap Chart
Automaton Skills
These are the basic frame combos for each automaton head. For a more detailed description of automaton combat skills, see the Automaton page.
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Harlequin Head/frame
Valoredge Head/Frame
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Sharpshot Head/Frame
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Soulsoother Head/Stormwaker Frame
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Artifact and Relic Armor
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Artifact Armor
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Artifact Armor +1
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Relic Armor |
Relic Armor +1
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Puppetmaster Endgame Tactics
Meritting
- Optimal Gear setup: Accuracy and Haste gear
- Subjobs:
- WAR (for Double Attack, Berserk, Attack Bonus, and War Cry)
- DRG (For Accuracy Bonus, Jumps, Haste gear (Wyvern Earring)
- Automaton setups:
- Valoredge: good for high evasion mobs like Mamool Jas
- Stormwaker: solid Damage dealer with the ability to nuke with powerful tier IVs
- Sharpshooter: ideal for piercing weak mobs (i.e. Colibris and Puks) thanks to increased raged attacks and enhanced Dazes
Related Pages
- The Puppetmaster.
- See also: List of Automaton Attachments List of Automaton



