I was the first NA on our server to unlock PUP and while I originally had no intention of leveling it. It is a very fun job with lots of potential. With a little time I hope this thread becomes a good collection of notes regarding the better understanding of it.
Unlocking the Job:
http://www.ffxionline.com/forums/pup...lkthrough.html
http://www.ffxionline.com/forums/pup...est.guide.html
Installing Attachments:
Head down to Nashiraa and talk to Yoyoroon @ G-6. Purchase 1 of each attachments and take them back to Aht Ahrugan Whitegate and back in the Automaton Shop where you spoke with the galka you'll find a hume goldsmithing girl who when trading an attachment one at a time will take it out of your inventory and install it into your Automaton.
Attachments:
Fire:
- Tension Spring - Enhances Attack
- Inhibitor - Store TP + Improves TP Usage Efficiency
- Strobe - Provoke
Ice:
- Manabooster - Increases frequency of spell use
- Loudspeaker - Enhances Magic Attack
Wind:
- Accelerator - Enhances Evasion
- Scope - Enhances Ranged Accuracy
Earth:
- Shock Absorber - Use Stoneskin
- Armor Plate - Enhances Defense
Lightning:
- Volt Gun - Adds Lightning Damage to Attacks
- Stabilizer - Enhances Accuracy
Water:
- Mana Jammer - Enhances Magic Defense
- Stealth Screen - Reduces Enmity
Light:
- Auto-Repair Kit - Increases HP + Adds Regen to Light Manuever
- Damage Guage - Prioritizes Curing
Dark:
- Mana Conserver - Conserve MP
- Mana Tank - Refresh + Increased MP
- Mana Converter - Converts Mana to HP
Level 1-10
After picking up all the attachments, exping seems best solo. My strategy was to sub /mnk and allow for my Automaton to solo something while I fought something else together exp was very fast. Before engaging a new mob I would let use Earth Manuever to give him stoneskin and than switch to Fire Manuever (only use it once as to avoid Overloading). Between pulls use Light Manuever and try to stack 1 or 2 on him to get him hp all the way up. Before you know it 20 min pass and if he dies you can resummon.
My automaton uses dia to pull and resting a few fights in between isn't a bad idea to keep your automaton's magic capped. I capped out melee and magic is close, range I'm not sure how to skill up.
Level 11-20 (Incomplete)
Dune parties were a big dissappointment as they actually are slower than soloing atleast at level 10. At lvl 12 your automaton should learn Cure spell now. And if you equipt him with Damage Guage he should use it a bit more often, but you do loose out on Regen at this point. Furthermore you should go back to visit the Galka who fixed your Automaton for another quest.
Unlocking the Job:
http://www.ffxionline.com/forums/pup...lkthrough.html
http://www.ffxionline.com/forums/pup...est.guide.html
Installing Attachments:
Head down to Nashiraa and talk to Yoyoroon @ G-6. Purchase 1 of each attachments and take them back to Aht Ahrugan Whitegate and back in the Automaton Shop where you spoke with the galka you'll find a hume goldsmithing girl who when trading an attachment one at a time will take it out of your inventory and install it into your Automaton.
Attachments:
Fire:
- Tension Spring - Enhances Attack
- Inhibitor - Store TP + Improves TP Usage Efficiency
- Strobe - Provoke
Ice:
- Manabooster - Increases frequency of spell use
- Loudspeaker - Enhances Magic Attack
Wind:
- Accelerator - Enhances Evasion
- Scope - Enhances Ranged Accuracy
Earth:
- Shock Absorber - Use Stoneskin
- Armor Plate - Enhances Defense
Lightning:
- Volt Gun - Adds Lightning Damage to Attacks
- Stabilizer - Enhances Accuracy
Water:
- Mana Jammer - Enhances Magic Defense
- Stealth Screen - Reduces Enmity
Light:
- Auto-Repair Kit - Increases HP + Adds Regen to Light Manuever
- Damage Guage - Prioritizes Curing
Dark:
- Mana Conserver - Conserve MP
- Mana Tank - Refresh + Increased MP
- Mana Converter - Converts Mana to HP
Level 1-10
After picking up all the attachments, exping seems best solo. My strategy was to sub /mnk and allow for my Automaton to solo something while I fought something else together exp was very fast. Before engaging a new mob I would let use Earth Manuever to give him stoneskin and than switch to Fire Manuever (only use it once as to avoid Overloading). Between pulls use Light Manuever and try to stack 1 or 2 on him to get him hp all the way up. Before you know it 20 min pass and if he dies you can resummon.
My automaton uses dia to pull and resting a few fights in between isn't a bad idea to keep your automaton's magic capped. I capped out melee and magic is close, range I'm not sure how to skill up.
Level 11-20 (Incomplete)
Dune parties were a big dissappointment as they actually are slower than soloing atleast at level 10. At lvl 12 your automaton should learn Cure spell now. And if you equipt him with Damage Guage he should use it a bit more often, but you do loose out on Regen at this point. Furthermore you should go back to visit the Galka who fixed your Automaton for another quest.
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