Toy Theater: An Automaton Attachments Guide |
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Toy Theater: An Automaton Attachments Guide
Quality guide/info. Nice to see it in one place.
I still havent played pup in my 15 years playing the game, but now I know where to come when im ready for it, thanks.
Nice that your making a good guide. There are some definite holes with the existing guides.
One item for correction: Quote: Ohtas+Visucius's Mantle with Pet: Haste+10% and Turbo Charger II (with one Wind, one Light Maneuver) will cap your haste on any frame you desire. Gear haste and magic haste are different categories w/ different caps. Ohtas + Mantle are gear haste. throw in klouskap sash or hurch'lann sash or a heyoka piece (or other optionss) to cap gear haste at 25% (26). Turbo chargers are Magic haste, which caps at 43.75% even if you cap them both, haste won't quite be fully capped until you add abot 12% ja haste. but with 1 wind maneuver, both turbo chargers and both optic fibers you should cap magic haste. Great guide i like it. Noticed the exclusion of Soulsoother head Harlequin body is quite nice as well esp more for just sit there and tank a single bad baddy and dont need/care to contribute to damage. Pro5 shell5 on auto is amazing occ nas and erases self or allies and cures others and under 50% somehow itself (like that ever happens thou) and interruptions happen occ. Pretty much used your runefencer setup but swapped out equalizer and analyzer for galvanizer (Gimme some galvanizer 2)and ... idk was my play slot mabey disrupter/regulator combo for when it tanked teles way back when to help dispel or the Tranquilizer magic acc attach to land addles or w/e enfeebs it tried casting. Think i only ever rocked double fire light.
This is useful! Having said that, 0JP/100JP sets would be nice as well.
0/1200jp as well as 100/1200 jp sets for those of us inbetween
Thank you, it's really useful.
Quetzalcoatl.Xilkk said: » One item for correction: Quote: Ohtas+Visucius's Mantle with Pet: Haste+10% and Turbo Charger II (with one Wind, one Light Maneuver) will cap your haste on any frame you desire. Gear haste and magic haste are different categories w/ different caps. Ohtas + Mantle are gear haste. throw in klouskap sash or hurch'lann sash or a heyoka piece (or other optionss) to cap gear haste at 25% (26). Turbo chargers are Magic haste, which caps at 43.75% even if you cap them both, haste won't quite be fully capped until you add abot 12% ja haste. but with 1 wind maneuver, both turbo chargers and both optic fibers you should cap magic haste. This is the most important needed change that I see on a quick read. Otherwise, nicely formatted guide and I'm sure this will be a great resource. Thanks for taking the time to put it together! I'll read through more thoroughly later, but a few other minor suggestions: * Might be worth noting some situations where you want to double/triple up on maneuvers. For example, (1) opening a fight with Fire x3 if you're tanking for the strongest possible initial Strobe provoke (then putting up a Light for flashbulb), (2) 3x Ice when using ice maker or for nukes in general, (3) mixing in extra light maneuvers if needed to really turtle up for tanking Regen. * RDM head's main use to me is for Haste II on the master any time you can't use trusts have to solo/lowman. Obviously was MUCH more useful prior to trusts existing. Ok, thanks for the tips, guys! Updated!
I was actually thinking of doing a 'maneuver tactics' section for each model with suggested maneuvers for changing situations in battle. I was also thinking of putting up suggested gear sets for master, though this sort of information is available in other threads. I will look into 0 JP setups, too. I'll work on it, any other suggestions welcome!
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I noticed you lack a Zerg setup with Harlquin head and SS body. Combine that with OD and heady Artifice (Mighty Strikes) can do some impressive dmg and SCs.
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Mighty strikes doesn't do much if you are pdif and acc capped
clearlyamule said: » Mighty strikes doesn't do much if you are pdif and acc capped aka; never? unless you multi your own geo and cor It’s there to use, why not use it. That’s all I’m saying. I love it myself. I noticed big difference on VD ambu2.
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So, I wanted to see attuner vs spring 4
They do exactly the same damage to a level 124 mob. Not a geared pup, at all, just 5/5 tali'ah AS w/ attuner 5940 AS w/ Spring4 5940 AS w/ neither 5050 > 2nd AS (with defense down from 1st) 5940 I guess their defense is so low thats all it takes to cap attack. Should use a better target. I didn't expect that. Are apex considered "notorious" on an apex toad TS4 > Attuner
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Thanks for sharing really appreciated it
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Is the Warrior attachment set listed above appropriate for Overdrive spam? Trying to do Odyssey 5% cheez.
umm the best answer I can give regarding that is adjust it accordingly for the nm. Any of the t3's you'll want steam jacket... its ridiculously useful for them. Also depends on damage type that you want to do. Attuner is definitely better than spring, so I would disregard that. Also want flame holder, drop strobe for that as you don't need provoke, or shouldn't at least. Inhibitors will force it to sc with itself which may not be ideal, so that is content depending.
Its a good place to start but that attachment guide is not well suited for what you want to do. Its a good place to start I suppose but depending on which nm and what you want your automaton to perform you will want to adjust accordingly. |
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