
I really just want to see and play Puppetmaster again. The job was so unique in FFXI. Loved the concept and style that came with it. It may of been expensive as all hell but once you got a hold of all the parts and attachments for the automaton, you could fill any and all rolls while putting a lot of the real classes to shame. It was probably the most unique pet job I had ever played in an MMO.
Puppetmaster's strength was in its ability to mimic other jobs with its pet while the master itself was like a pseudo Pug/Mnk. So in a sense, it was like what FFXIV's Summoner is now, only the master was melee focused instead of being a caster. Another difference was that the Puppetmaster had to set his automaton up ahead of time before tackling content. Unlike XIV's Summoner, the Puppetmaster could not switch between different pets on the fly. To make up for this however, the automaton was far stronger then any other pet in the game but it could only focus on the role you equipped the automaton to perform beforehand. In a sense, you were literally playing as two characters. You would enter your equipment screen and your automaton would have its own menu much like the player character where you would equip it with different frames and attachments. It was kind of like playing dress-up... to kill.
The frames governed what role the puppet would fill, example: Valoredge Frame had more defence and HP but less MP while having more slots for defense based attachments then say the Stormwaker Frame, which had less HP but more MP while having more slots for magic based attachments etc. The attachments themselves would govern what skills, traits and abilities your automaton would use when issuing commands, example: The Shock Absorber would allow your automaton to use stoneskin on itself while also giving it additional defense if you had the Armor Plate I and II equipped.
Whenever a Puppetmaster would use an elemental maneuver it would entice (not outright order) their automaton to activate the attachments that were aligned with that particular element. Example: Earth Maneuver would encourage your automaton to use its Shock Absorber to cast stoneskin on itself but in the meanwhile, it would gain the defense boost from its Armor Plating. The Master itself could stack these elemental maneuvers to further increase its automatons affinity to that attachment up to 3 times. Example: Earth Maneuver makes the armor plating give +25 defense on 1 use... Stack it to 2 and now the puppet has +50 and so on. while doing this it also increases the chances of the automaton wanting to use stoneskin ... However, if you're too abusive with the maneuvers, it would cause your automaton to overload itself, making it lose all the buffs from its maneuvers and temporarily gimp itself with 50% slow/gravity while also making it unresponsive to -any- maneuver until it could cool off. So playing the job required a lot of know how, manipulation and timing to encourage your automaton to use the skills and abilities you wanted without overloading itself while at the same time, having to manage your own set of skills as the master. Once you found a balance and became fully attuned at how to manipulate your automaton while managing yourself, you and your dolly would be a force to be reckoned with.
I know FFXIV already has mammets and the basic foundation to easily fit Pup into the lore. So I can only sit back and keep my fingers crossed that they'll give me back my beloved job from XI.
Brief history of puppetmaster: http://www.playonline.com/pcd/topics/ff1...etail.html
Pics:
I'd also be delighted as all hell if they made Necromancer the secondary job for Thaumaturge.
Fun fact: Puppetmaster was originally supposed to be Necromancer in FFXI during its concept phase!
Puppetmaster's strength was in its ability to mimic other jobs with its pet while the master itself was like a pseudo Pug/Mnk. So in a sense, it was like what FFXIV's Summoner is now, only the master was melee focused instead of being a caster. Another difference was that the Puppetmaster had to set his automaton up ahead of time before tackling content. Unlike XIV's Summoner, the Puppetmaster could not switch between different pets on the fly. To make up for this however, the automaton was far stronger then any other pet in the game but it could only focus on the role you equipped the automaton to perform beforehand. In a sense, you were literally playing as two characters. You would enter your equipment screen and your automaton would have its own menu much like the player character where you would equip it with different frames and attachments. It was kind of like playing dress-up... to kill.
The frames governed what role the puppet would fill, example: Valoredge Frame had more defence and HP but less MP while having more slots for defense based attachments then say the Stormwaker Frame, which had less HP but more MP while having more slots for magic based attachments etc. The attachments themselves would govern what skills, traits and abilities your automaton would use when issuing commands, example: The Shock Absorber would allow your automaton to use stoneskin on itself while also giving it additional defense if you had the Armor Plate I and II equipped.
Whenever a Puppetmaster would use an elemental maneuver it would entice (not outright order) their automaton to activate the attachments that were aligned with that particular element. Example: Earth Maneuver would encourage your automaton to use its Shock Absorber to cast stoneskin on itself but in the meanwhile, it would gain the defense boost from its Armor Plating. The Master itself could stack these elemental maneuvers to further increase its automatons affinity to that attachment up to 3 times. Example: Earth Maneuver makes the armor plating give +25 defense on 1 use... Stack it to 2 and now the puppet has +50 and so on. while doing this it also increases the chances of the automaton wanting to use stoneskin ... However, if you're too abusive with the maneuvers, it would cause your automaton to overload itself, making it lose all the buffs from its maneuvers and temporarily gimp itself with 50% slow/gravity while also making it unresponsive to -any- maneuver until it could cool off. So playing the job required a lot of know how, manipulation and timing to encourage your automaton to use the skills and abilities you wanted without overloading itself while at the same time, having to manage your own set of skills as the master. Once you found a balance and became fully attuned at how to manipulate your automaton while managing yourself, you and your dolly would be a force to be reckoned with.
I know FFXIV already has mammets and the basic foundation to easily fit Pup into the lore. So I can only sit back and keep my fingers crossed that they'll give me back my beloved job from XI.
Brief history of puppetmaster: http://www.playonline.com/pcd/topics/ff1...etail.html
Pics:
I'd also be delighted as all hell if they made Necromancer the secondary job for Thaumaturge.
Fun fact: Puppetmaster was originally supposed to be Necromancer in FFXI during its concept phase!
