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Mage Puppet Spell Guide

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  • #16
    Re: Mage Puppet Spell Guide

    level 31, Thunder, Skill 90 or 91. Im 100% sure on this.

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    • #17
      Re: Mage Puppet Spell Guide

      Finally got around to updating- Thanks for all the additions =D Keep 'em coming^^

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      • #18
        Re: Mage Puppet Spell Guide

        Some more spells that i've noticed...

        147 Cure IV

        153 Fire II

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        • #19
          Re: Mage Puppet Spell Guide

          Thanks so much! I am an aspiring PUP also, and I really wanted to try out the Stormwaker, and this guide has helped me understand it much better! One thing I would like to know is, is there a lot of down-time with the Stormwaker? You know, since it has a lot of MP, does it take a while to just sit and wait for it to heal? And what subjob would you reccomend for soloing (if possible?)/partying purposes? If you could answer those two questions for me, that would be great! Thanks!
          Last edited by Daryn2889; 06-07-2006, 08:50 PM.

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          • #20
            Re: Mage Puppet Spell Guide

            Originally posted by Daryn2889
            Thanks so much! I am an aspiring PUP also, and I really wanted to try out the Stormwaker, and this guide has helped me understand it much better! One thing I would like to know is, is there a lot of down-time with the Stormwaker? You know, since it has a lot of MP, does it take a while to just sit and wait for it to heal? And what subjob would you reccomend for soloing (if possible?)/partying purposes? If you could answer those two questions for me, that would be great! Thanks!
            I did not have much downtime- You can get attachments that give your Puppet Refresh, which helps a lot, and because of the casting on a timer, it won't run out of MP quickly. You will have to sit sometimes, but not as often as a blm.

            As for subjobs, I'd recommend Monk at the beginning for Martial Arts, then switch to War later on for Berserk. Just my take on it though =)

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            • #21
              Re: Mage Puppet Spell Guide

              Originally posted by Kizna
              I did not have much downtime- You can get attachments that give your Puppet Refresh, which helps a lot, and because of the casting on a timer, it won't run out of MP quickly. You will have to sit sometimes, but not as often as a blm.

              As for subjobs, I'd recommend Monk at the beginning for Martial Arts, then switch to War later on for Berserk. Just my take on it though =)
              Thanks! Ok that's good because I have been leveling my MNK for this. How long is the timer without the attachment to make it faster? Is it very long? Just wondering because the way you said it makes it sound like its fairly long, so could ya give an estimate? Thanks again!

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              • #22
                Re: Mage Puppet Spell Guide

                Originally posted by Daryn2889
                Thanks! Ok that's good because I have been leveling my MNK for this. How long is the timer without the attachment to make it faster? Is it very long? Just wondering because the way you said it makes it sound like its fairly long, so could ya give an estimate? Thanks again!
                Hmm. I'm not really sure. It's quite a while though. Just mess around with it, and you'll see. The Automation just seems to cast a spell after a certain amount of time has passed. I've never timed it though to see if it's an exact time =\ Has anyone else?

                And maybe I said something wrong The attachment doesn't make it cast longer- it just adds a Refresh effect to the Automation while a Dark maneuver is on. That means that if you put 1 Dark maneuver, your automation will get back 1 mp/tick even if it's standing, 2 dark maneuver = 2mp/tick, and 3 for 3mp/tick.

                EDIT: Oh yeah, and the attachment is Mana Tank
                Last edited by Kizna; 06-09-2006, 01:02 PM. Reason: Forgot to include item name

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                • #23
                  Re: Mage Puppet Spell Guide

                  Originally posted by Kizna
                  Hmm. I'm not really sure. It's quite a while though. Just mess around with it, and you'll see. The Automation just seems to cast a spell after a certain amount of time has passed. I've never timed it though to see if it's an exact time =\ Has anyone else?

                  And maybe I said something wrong The attachment doesn't make it cast longer- it just adds a Refresh effect to the Automation while a Dark maneuver is on. That means that if you put 1 Dark maneuver, your automation will get back 1 mp/tick even if it's standing, 2 dark maneuver = 2mp/tick, and 3 for 3mp/tick.

                  EDIT: Oh yeah, and the attachment is Mana Tank
                  I'm not saying this in a crude way, but how helpful can the Stormwaker be if it takes a while to cast spells? Isn't that the Stormwaker's forte? I would worry about dying a lot if it didn't cast spells for me because of a timer that lasted quite a while.

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                  • #24
                    Re: Mage Puppet Spell Guide

                    Originally posted by Daryn2889
                    I'm not saying this in a crude way, but how helpful can the Stormwaker be if it takes a while to cast spells? Isn't that the Stormwaker's forte? I would worry about dying a lot if it didn't cast spells for me because of a timer that lasted quite a while.
                    Yeah... That's kinda the problem I ran into. Also, it seems to have a tendency to spam it's highest level spell, regardless of type. For example....... Water vs. Crabs. Yayyyyyy =\

                    I think this might be something SE will look into though. For the moment pup is a bit weak it seems, but they definately have potential.

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                    • #25
                      Re: Mage Puppet Spell Guide

                      Ooo ok thanks for your help!

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                      • #26
                        Re: Mage Puppet Spell Guide

                        Originally posted by Kizna
                        Yeah... That's kinda the problem I ran into. Also, it seems to have a tendency to spam it's highest level spell, regardless of type. For example....... Water vs. Crabs. Yayyyyyy =\

                        I think this might be something SE will look into though. For the moment pup is a bit weak it seems, but they definately have potential.
                        Question: Will the puppet cast any other of it's evoking spells that it knows besides the strongest one? So far mine knows Stone, Aero, and Water and the only evoking spell it casts is Aero. Mine casts all it's enfeebling spells, but it seems to leave out Water and Stone under the Evokes. Is it just a bug?

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                        • #27
                          Re: Mage Puppet Spell Guide

                          Originally posted by Daryn2889
                          Question: Will the puppet cast any other of it's evoking spells that it knows besides the strongest one? So far mine knows Stone, Aero, and Water and the only evoking spell it casts is Aero. Mine casts all it's enfeebling spells, but it seems to leave out Water and Stone under the Evokes. Is it just a bug?
                          Like I said, it only seems to cast it's highest level spell. I don't know if it's a bug or not, but that's what it does =\

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                          • #28
                            Re: Mage Puppet Spell Guide

                            Originally posted by Kizna
                            Like I said, it only seems to cast it's highest level spell. I don't know if it's a bug or not, but that's what it does =\
                            Oh right ok thanks. I know that this will change

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                            • #29
                              Re: Mage Puppet Spell Guide

                              My automaton just learned Aero II and I believe she got it at magic level 138. I need confirmation on that but before level 47, she was using Water II.

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                              • #30
                                Re: Mage Puppet Spell Guide

                                great guide, i just went to the azouph staging point, in cadrea mines, not that heard to get too, just grab a level 1 job, and head there, its the same path as the PUP flag quest for a bit map at ffxi-atlas, i died maybe 2 times, and great thing is after a certain point theres alot of parties going on there so it makes it really easy at least on sylph, oh and i did not have sneak or invisible since you already been to cadrea mines to go to the reef head there in my opinion

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