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Puppet Master Solo guide

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Puppet Master The Solo Guide by Stigmar

After going through a lot of guides on wiki looking for advice on Puppetmaster, I decided to try and write my own guide, and to try and compact all of the information/tricks/tips that I have found about playing Puppetmaster, and remember if I can do it. You can too!

A Word from the Writer

It's been a fun journey learning Puppetmaster, and getting to 99. It took around 3 months to get to 75 and another month or so for lvl 99 as long as you don't count the wait time for the updates, however, with the recent arrival of Abyssea a lot of PUPs that I have spoken with say it is impossible to solo past 75. Now this is something I can't and won't believe; so I have decided to see whether or not this is true. So far, I can comfirm: it is possible to solo up to 99 without Abyssea, so stay tuned while I hunt for more camps. I invite anyone who is leveling puppet now or has done so to add their own camps and tips in the same format.

On a side note, from those of you who have seen me in game yes it is true. Lobo has been retired and given the much deserved rest from sticking with me to 75, and with that a new pup has taken his place. Sakura may you keep me alive as well as Lobo did!

This guide is solely based on my experiences with Puppetmaster and is in no way the only way to play it. I'd be interested in seeing the other styles of play being listed here on this guide and good luck!

Stay Tuned for more Updates!

Future Plan:

  • Slowly working through the changes to attachments and adding the new information.
  • Strongly debating (given I actually get some free time) moving this guide into its own website for easier navigation.
  • Traveling to various areas looking for even more camps to give more choices in the higher up areas.
  • Trying to decide the best way to explain the new AI system either will be description or video show case.

Thoughts and or suggestions welcome on the talk page.

Starting up costs is PUP Right for me?

Alot of people have asked me if pup expensive or if pup a good advance class to start playing with, now with that said I do not wish to discourage someone from trying to lvl pup, however, PUP can be an extremely expensive class to play depending on which server you're with; on Asura attachments' costs vary from 5k to 3mil so I don't recommend this class to anyone who doesn't already have a 75 job.

Now then if pup really that expensive to level, that's a differcult question to answer as if you're able to farm or wait and work for your attachments it can cost your as little as 120k. On the other hand if you don't want to wait till 60s for some of the attachments or don't have TOAU past mission 17, you're most likely looking at spending 20mil to do the job right including gear and tools. With this said it boils down to you, ask yourself are you willing to farm and put the effort in to make the gil to buy or work for your attachments or have friends that are able to help you get them, if the answer is yes go for it!

The Role between Master and Puppet

The first and probably the most important thing you will learn from this job is that unlike bst or smn, you're the tank and your puppet is your support. With this in mind, you want to gear up on as much Evasion+ gear as possible. At level 10, to become even remotely successful at soloing pup, you will need to quest the Stormwaker body and head. Although Harley Head can heal and enfeeble, it simply doesn't have the MP pool of Stormwaker, or the offensive spells to speed along kills in the lower levels. The attachment Flash also comes in extremely handy to enhance your Evasion skills, get this as soon as possible, you'll use it all the way to end game.

Know your Puppets!

First thing you need to know about is what frame is good for what situation. I will give a brief summary of each frame and talk about what their strengths and weaknesses are.

1269119580-200px-Automatonscat

Harlequin

The Harlequin frame's melee attacks deal blunt damage. The Harlequin has fairly moderate stats across the board.

This is the starter Head and Frame. It only has enfeebles and cures. The skills are average, as are the stats, defense, and attack. There is nothing wrong with this frame, but there is nothing special about it. It doesn't have much use once other combinations have been acquired.

Weapon Skills

Harlequin and Stormwaker frames share the same Weapon Skills.

Slapstick is a three-hit blunt damage Weapon Skill. There is nothing much special about it. Because the frames that use this Weapon Skills are relatively weak, the damage from this isn't too impressive. It's not bad, just nothing special.

Knockout is a one hit blunt attack that lowers the target's evasion. Because it is a one-hit attack, the damage is much more consistent and is much improved over Slapstick. It will hit much harder than a full three hits from Slapstick.

Magic Mortar is a one-hit special damage attack. The special damage is similar to Spirits Within damage. In fact, Magic Mortar is like a reverse Spirits Within. Its damage is proportional to the HP the Puppet is missing. The lower the HP, the more damage, but the greater the chance to be taken out by an AoE or a stray hit.

Stormwaker Y-700

Stormwaker

The Stormwaker frame's melee attacks deal blunt damage. The Stormwaker has low defense, low evasion, low HP, and high MP.

With the Stormwaker head, it is often referred to as the Red Mage Puppet. It has curing magic, enfeebles, and elemental nukes. It will only cure the Master and itself. It will prioritize the cures by hate; if the Puppet is the main target of the monster, it will cure itself. If the Master has hate or neither the Puppet or Master have hate, it will cure the Master.

The Stormwaker frame also has other heads. These heads change the spell casting pattern as well as give access to new spells and restrict others.

The Soulsoother head is often referred to as the White Mage puppet. It loses elemental nukes but gains the regen line, status cures (-na spells), and Cure V. It will also cure other players beyond the Master. It will only cast Regen on the player with hate, and only if that player is below 100% HP but above the percent needed to trigger a cure. It prioritizes the Master and itself over other players; so if the Master or the Puppet need a cure it will tend to that first. Then it will cure the player that needs a cure and has the monster's attention. If the player with the monster's attention does not need a cure, but other players do, the Puppet will choose one based on current HP of those players. The Puppet will also take care of any status effects before curing.

The Spiritreaver head is often referred to as the Black Mage puppet. It loses the cure spells but gains Drain, Aspir, and Absorb-INT. It also gains access to higher tier nukes in later levels. Due to the amount of MAB that can be accessed from attachments, this Head and Frame combination can produce some impressive numbers. However, the Stormwaker head and Spiritreaver head do not differ in nuke access until later levels.

Weapon Skills

Harlequin and Stormwaker frames share the same Weapon Skills. Refer to the Harlequin section.

How to Obtain

Reach level 10 (if its your first puppet, 20 for 2nd or 30 for third) and talk to the galka in the automaton shop in Aht Urghan Whitegate. He'll congratulate you on your good relationship with your automaton and ask you if you want to upgrade. After choosing yes, you'll have the option of the three automatons. The Stormwaker automaton requires you to bring the following items to the galka:

  • Wamoura Cloth AH or Cloth Craft.
  • Gold Thread AH or Cloth Craft.
  • Velvet Cloth AH or Cloth Craft.
  • Brass Ring AH or Goldsmithing Craft.

If this is your first automaton upgrade he'll ask for three silver, if its the second, he'll require three mythril, if its the third, he'll ask for three gold aht urghan currency.

Sharpshot

Sharpshot Z-500


The Sharpshot frame's melee attacks deal blunt damage. The ranged attacks deal piercing damage. The Sharpshot has high evasion, low defense, and moderate HP.

Often referred to as the Ranger puppet, the Sharpshot is the choice for dealing physical damage in a party situation. The only time the Sharpshot is not preferred is against high defense mobs (crabs and beetles) or when the mob uses many AoE attacks (goblins). With respectable TP gain if meleeing while firing, the Sharpshot's Weaponskills can produce excellent numbers.

Weapon Skills

Arcuballista is a one-hit piercing attack. It deals decent damage for a beginning Weapon Skill. No additional effects.

Daze is a one-hit piercing attack with a stun effect. The stun effect will typically last about one to two seconds. The damage on this is much improved over Arcuballista. This is one of the reasons this frame is preferred for physical damage situations.

Armor Piercer is a one-hit piercing attack that (possibly) ignores the target's defense. This further improves the damage from Daze, making this a deadly attack for both the monster and the Puppet.

Armor Shatterer Delivers a fourfold attack with a additional effect that Weakens defense, the additional effect duration varies with TP.

How to Obtain

Reach level 10 (if its your first puppet, 20 for 2nd or 30 for third) and talk to the galka in the automaton shop in Aht Urghan Whitegate. He'll congratulate you on your good relationship with your automaton and ask you if you want to upgrade. After choosing yes, you'll have the option of the three automatons. The Sharpshot automaton requires you to bring the following items to the galka:

If this is your first automaton upgrade he'll ask for three silver, if its the second, he'll require three mythril, if its the third, he'll ask for three gold aht urghan currency.

Valoredge

Valoredge X-900

The Valoredge frame's melee attacks deal slashing damage. The Valoredge has high defense, high melee attack, high HP, and a faster melee attack rate.

Often referred to the Paladin or Warrior puppet. However, the Valoredge cannot casts spells. It has the ability to Shield Bash and will attempt to Shield Bash a monster's TP moves. Many players think that Valoredge can tank in a party. This is not the case. While it can take damage and has decent HP, it is too hard to heal. If players could heal the Puppet it might stand a chance, but even then it takes considerably more damage than a Paladin.

Weapon Skills

String Clipper is a two-hit slashing attack. Again, this is a fairly standard Weapon Skill. Damage is good but not ground breaking.

Chimera Ripper is a one-hit slashing attack. Much like String Clipper, this is nice but not special.

Cannibal Blade is a one-hit slashing attack that converts the damage to HP. This attack works much like Spirit Taker. It ignores Evasion and Defense of the target. This attack increases the survivability of the Puppet, making the Valoredge an excellent choice for AoE heavy situations. This damage is improved from String Clipper and Chimera Ripper.

Bone Crusher is a three-hit blunt attack. The damage is again improved over Cannibal Blade. Notice that this is a blunt attack and not slashing.

String Shredder is a twofold attack the Critical hit rate varies with TP.

How to Obtain

Reach level 10 (if its your first puppet, 20 for 2nd or 30 for third) and talk to the galka in the automaton shop in Aht Urghan Whitegate. He'll congratulate you on your good relationship with your automaton and ask you if you want to upgrade. After choosing yes, you'll have the option of the three automatons. The Valor automaton requires you to bring the following items to the galka:

  • Wamoura Cacoon Weavers Guild or farmed off of Wamouracampas.
  • Brass Sheet AH or Goldsmithing Craft.
  • Imperial Cement AH or Alchemy Craft.
  • Pair of Patas AH or Boneworking Craft.

If this is your first automaton upgrade he'll ask for three silver, if its the second, he'll require three mythril, if its the third, he'll ask for one imperial gold piece.

Soulsoother

Soulsoother head

Say hello to your main partner through out your soloing this setup has access to na spell as well as Regen III and up to Cure VI. This little whm comes packed with some serious HP and MP pool however, its Def is lacking without any merits so keep hate off him/her and it look after you with no problems!

Weapon Skills

Harlequin and Stormwaker frames share the same Weapon Skills. Refer to the Harlequin section.

How to Obtain

Reach level 40 (if its your fourth puppet, 50 for 5th) and talk to the galka in the automaton shop in Aht Urghan Whitegate. He'll congratulate you on your good relationship with your automaton and ask you if you want to upgrade. After choosing yes, you'll have the option of the three automatons. The Soulsoother automaton requires you to bring the following items to the galka:

  • White Puppet Turban.

One of (you may choose):

  • Cure V Wait of two JP midnights.
  • Regen Wait of three to four JP midnights.
  • Cure II Wait of five JP midnights.
  • 1-3 Imperial Coffee Varies on which scroll you hand it e.g Cure V only will require 1 coffee.

If this is your fourth automaton upgrade he'll ask for 2 Imperial Mythril Pieces, if its the fifth, he'll require 4 mythril aht urghan currency.

Spiritreaver

Spiritreaver


Short on a blackmage? Spiritreaver is where you as a PUP can step in this little guy can pack some serious damage with the right attachment load out even out nuke BLMs this setup is idea in the later level once you aquire tier IV nuke and later tier V as you be able to one shot mob pets and chain some serious exp!

Weapon Skills

Harlequin and Stormwaker frames share the same Weapon Skills. Refer to the Harlequin section.

How to Obtain

Reach level 40 (if its your fourth puppet, 50 for 5th) and talk to the galka in the automaton shop in Aht Urghan Whitegate. He'll congratulate you on your good relationship with your automaton and ask you if you want to upgrade. After choosing yes, you'll have the option of the three automatons. The Sharpshot automaton requires you to bring the following items to the galka:

  • Black Puppet Turban

One of (you may choose):

  • Stone IV Wait of two JP midnights.
  • Absorb-INT Wait of three to four JP midnights.
  • Fire Wait of five JP midnights.
  • 1-3 Imperial Coffee Varies on which scroll you hand it e.g Stone IV only will require 1 coffee.

If this is your fourth automaton upgrade he'll ask for 2 Imperial Mythril Pieces, if its the fifth, he'll require 4 mythril aht urghan currency.

Cure Bot

Curebot

With the combination of Valoredge head and Stormwaker body creates what I call a cure bot setup as this frame will not cast enfeebles but will pretty much just stand around missing your mob and Curing when told to. this setup though slacks the mp pool and enfeeble is handy in various situations due to its increased DEF and HP this setup can be used in a fight in which you do not want any DoT's or blind spells cast; for example guard skill ups.

Weapon Skills

Harlequin and Stormwaker frames share the same Weapon Skills. Refer to the Harlequin section.

TP Builder

Mixing the Valoredge head with the Sharpshot Body can have some rather interesting effects with a good load out of attachments, due to the Valoredge head telling your automaton to get into close combat along with its range attack on top of that this setup can build tp very quickly and ws a couple of times during one fight idea for MMM or Abyssea for example.

Weapon Skills

See Sharpshot frame for details.

Puppet Master as a Damage Dealer

What kind of damage can a PUP deal? All kinds. The Master will primarily deal blunt damage with Hand-to-Hand weapons. The Puppet can be made to deal Slashing, Blunt and Piercing mix, or Blunt and Magical mix. So if a monster has a weakness to a damage type a PUP can at least partially capitalize on it.

What advantages does a PUP DD have? PUP DDs are naturally low hate. The total damage is split between two sources, so either one has a hard time taking and/or keeping hate. In drawn out NM or HNM fights a Puppet's damage will add up quickly. The Puppet cannot normally deal zero damage and can obtain impressive levels of accuracy. Therefore, the Puppet will consistently gain TP despite a high defense and/or high evasion monster.

Does a PUP DD really do as much as other DDs? In short, yes. A PUP allowed to unleash the full power of both the Master and Puppet will be in the same level as other DDs. The PUP does lack an extreme damage setup (like a Kraken Club DRK), so PUPs aren't really made for NM burning. PUPs are very consistent though.

What about PUP as a magical DD? They perform well. PUP is not a replacement to a solid BLM or SCH in terms of potential magical damage, but a Puppet can match a BLM in spell for spell damage. That is to say a Puppet's Fire IV can be as strong as a BLM's Fire IV. A Puppet can receive extraordinary amounts of MAB. This does leave one problem, magic accuracy. PUPs cannot reach the level of magic accuracy that BLM can. There is one attachment to enhance a Puppet's magic accuracy, but it's effectiveness has not yet been quantified. You can also get endgame gear that can enhance your automatons magic accuracy. The Mirke Wardcor's with the proper augments give you +7 Magic Accuracy and Magic Attack. Also the Pantin Churiders give an additional 5 Magic Accuracy. A Puppet can easily refill it's MP but is unable to cast spells back to back for quick damage.

Subjobs and Advantages

Scholar

Dark Arts is the main reason for this, because with a good enfeebling magic gear set it can give Puppetmaster 261 Enfeebling Skill (important for landing sleep on those IT mobs). Max MP Boost, Sublimation, and pretty much everything else Scholar gives are all good news. This will alow you to mana burn with your Blackmage frame no problem in the higher levels can't see much use until the 70s atleast.

Ninja

In conjunction with Stormwaker or Soulsoother, this can be useful for kiting mobs that are hard to sleep/can't be slept not to mention this is the best sub for soloing with puppetmaster in my opinion.

Dancer

Good starter Sub for when you're in the early levels and can't use shadows yet. Also a nice alternative ninja in parties if you are lucky enough to get an invite, that is, and also this is probably better choice instead of using warrior for solo skill up.

Warrior

Nice little sub in parties as you can increase your dmg output while being a back up voke for sata, solo play especially if your trying to skill up those melee frames as you find they will take hate way to quick.

Let's Level Guard Skill

I am including this video as I blame Elmerthepointy entirely for getting into puppetmaster, I oringally found this video while i was leveling MNK and used it for that using DNC sub not as effective but still worked.

Video: Let's_Level_Guard_Skill!

Key Notes

Here are the main facts on using this video in actual pratice.

  • Wearing Guard skill Equipment.
  • AGI does, in my experince, help with skill ups.
  • Load up on as much def+ gear that you can get. Tav tacos help!
  • Take your current skill level and divide it by 3 for monster level target.
  • Set your automaton with Valoredge head and stormwaker body. this stops it casting enfeeb magic.
  • Whatever you do don't equip Flashblub.

Burden and Overload

Overload is a negative status effect which removes all maneuvers and prevents their use for a period of time. In addition, the automaton will be afflicted by the effects of weight and 50% slow while overloaded.

Removal of the Effect

The only way to remove overload is by using the job ability Cool Down which a Puppetmaster will learn at 95 also worth mentioning that this ability also reduces burden by 50%.

Burden and Threshold

Each time you use a maneuver, it adds to the "burden" for that element. If the element's total burden surpasses a "threshold", you will have a chance to overload. The blue rectangles below display the amount of burden added per maneuver, and the yellow bars represent the total accumulated burden.


Overload1

Overload2

Facts about overload:

Overloading is random. You may not overload, even if your burden is beyond the threshold. It is currently unknown if the chance to overload increases as you get further beyond the threshold. Burden for each element is independent. For example, using water maneuvers will have no effect on fire burden. Deactivation or losing the puppet will clear all burden. If you are overloaded, you will still have to wait for the effect to wear, even though the burden is gone. Activation or zoning will generate a large amount of burden. It takes about two minutes for activate burden to fully dissipate (105~117 seconds).

Overload Duration

The overloaded duration lasts one second for each point of burden beyond the threshold.

Burden Decay

One point of burden is removed every three seconds. This is similar to "ticks" for refresh or regen, which occur in three second intervals.

Lowering Burden with Equipment

Each element is related to a stat, as can be seen when checking the automaton's equipment screen. For example, the puppet's STR will increase after using a fire maneuver. The relationships are as follows:

STR - Fire Maneuver

INT - Ice Maneuver

AGI - Wind Maneuver

VIT - Earth Maneuver

DEX - Thunder Maneuver

MND - Water Maneuver

CHR - Light Maneuver

MP - Dark Maneuver

The master and puppet's stats are compared the moment a maneuver is used, to determine how much burden it will generate. This comparison includes stat bonuses to the puppet from previous maneuvers, but not the current. If the master's stat is equal or greater than the puppet's, the maneuver will generate 25% less burden. This is considered "good" burden.

Good Burden: 15 points per maneuver (Takes 45 seconds to decay.)

Bad Burden: 20 points per maneuver (Takes 60 seconds to decay.)

Dark maneuvers are an exception. They generate slightly less burden than others: 10 and 15 points, for good and bad respectively.

The threshold is passed after about 32~33 burden. This means you can apply two "good" maneuvers without overloading (15+15=30 burden).

The Puppetry Dastanas and Buffoon's Collar each increase the threshold's capacity by 5 burden. The items stack additively.

Overdrive's Effect on Overloading The Puppetmaster's 2-hour prevents overloads from occurring, however you will still generate burden while it's in effect.

Attachments

Attachments are what make your puppet work and respond to you commands below I listed the attachments and what they do and remember each time you get a attachment you have to have it fitted before you can equip it.

Fire

Tension Spring: Increases the Attack of your Automation by 5% with a additional 5% per Fire Maneuvers, will stack with Tension spring II.

Tension Spring II: Increases the Attack of your Automation by 10% with a additional 5% per Fire Maneuvers, will stack with Tension spring.

Inhibtor: Adds TP store of 5% with additional 5% per Fire Maneuver

When master is below 90% TP:

The automaton will spam weaponskills freely. The weaponskill used will be based upon which maneuvers are active, as normal.

When master is above 90% TP:

This attachment will force your automaton to save TP until a party member uses a weaponskill it can skillchain with. The automaton will ignore all maneuvers when attempting to skillchain. It will prioritize the highest weaponskill it has, that will still cause a skillchain.

Reactive Shield: Gives the Effect of Fire Spikes, Require 2 Fire Maneuvers,Has a 65 seconds recast.

Strobe: Increases Enmity, Ocasionally uses Provoke on target recast time 30 Seconds

Attuner: The current accepted effect of this attachment is 15% of an Enemy's defense is ignored for each Fire Maneuver in effect

Flame Holder: Attachment alters the TP modifier based on the number of Fire Maneuvers.

Heat Capacitor: Erases all Fire Maneuver effects to restore TP.

  • 1 Maneuver = 20 TP
  • 2 Maneuvers = 50 TP
  • 3 Maneuvers = 80 TP

Ice

Loudspeaker: Increases Magic Attack by 5% with additional 5% per Ice maneuver, will stack with Loud Speaker II.

Loudspeaker II: Increases Magic Attack by 10% with additional 5% per Ice maneuver, will stack with Loud Speaker.

Mana Booster: Decrases the recast timer on Cure spells

An ice maneuver must be active as the spell is cast. The next spell will be cast after the appropriate delay, regardless of whether maneuvers expire. Time between spell casts is measured at the beginning of the casting animation.

Scanner: Causes the puppet to evaluate the mob's elemental resistances before choosing a spell. The puppet will not cast any spell it thinks will get resisted. The scanner does not target a mob's weaknesses, but rather avoids obvious resists. This attachment works on all offensive spells.

The puppets appear to already have a "built-in" scanner for elemental spells. This attachment is not required for choosing appropriate nukes, however, it will prevent the wrong enfeebles from being cast.

Mobs with extremely high magic resistances may cause a "bug" where the puppet stops casting offensive spells entirely. The puppet will decide that all spells will get resisted, and thus will not cast anything at all. Equipping the scanner will often cause this to happen.

The scanner may also stop silence from being cast on monsters that do not cast spells.

Tactical Processor: It helps the Automaton decide faster to cast a spell that will be beneficial to you over doing damage spell; i.e. Casting Stona on you instead of Blizzard on the monster when you are petrified.

Tranqulizer: Exact values are unknown, but accuracy boost is very large and varies with the number of ice maneuvers. My guess would be 15% increase with additional 5% per ice manevuers but will require testing.

Ice Maker: The ice maker automatically removes all ice maneuvers upon casting an elemental spell. For other ice attachments, all ice maneuvers bonuses are still counted for the cast, even though the ice maneuvers are removed. In the event of a complete resist, active ice maneuvers will not be removed upon casting the resisted elemental spell. Magic attack bonuses from other attachments will stack, as the bonus is calculated after all other MAB boosts are factored in. The damage increase is similar to that of the Elemental Staves. (Note the difference between +20% Magic damage and +20 MAB.) Example: With one ice maneuver up and a loudspeaker equipped, you have +10 MAB from the loudspeaker, bringing your MAB multiplier to 1.1. When a nuke is used, the ice maker adds +20% more Magic damage per Ice Manevuer, giving you 1.1 * 120% = 1.32 from the loudspeaker and ice maker.

Power Cooler: Reduces MP cost in proportion to the number of Ice Maneuvers in effect.

Wind

Accelerator: Increases Automations Evasion by 5% with a additional 5% per Wind Maneuver. Will stack with Accelerator II.

Accelerator II: Increases Automations Evasion by 10% with a additional 5% per Wind Maneuver. Will stack with Accelerator.

Scope: Increases Range Accuracy by 5% with a additional 5% per Wind Manevuer.

Pattern Reader: Patter Reader does not increase Evasion based upon previously being hit, instead it increases Evasion at a linear rate and caps at approximately +30 Evasion. The Evasion bonus does not initially wear off upon the expiration of all Wind Maneuvers. It is possible that the Evasion bonus decays over time, however, but this is unknown at this time.

Drum Magazine: Sacrifices accuracy for speed in ranged attacks.

Ranged Attack Speed

  • Wind x 0 20 seconds
  • Wind x 1 17 seconds
  • Wind x 2 14 seconds
  • Wind x 3 12 seconds

Note: The Ranged Accuracy penality imposed by the Drum Magazine is very substantial.

Turbo Charger: Adds "Haste" effect.

  • Wind x 0 5%
  • Wind x 1 15%
  • Wind x 2 20%
  • Wind x 3 25%

Replicator: The attachment gives blink shadows (not utsusemi)A Wind Maneuver must be active to use this attachment. Triggers at 75% HP with Damage Gauge equipped. Triggers at 50% HP without Damage Gauge. One minute recast time. Shadows have a five minute duration. Cannot be recast until all shadows are worn or their timer has expired.

Maneuvers

  • Wind x 0 No action.
  • Wind x 1 2 Shadows
  • Wind x 2 3 Shadows
  • Wind x 3 4 Shadows


Barrage Turbine: Erases all Wind Maneuver effects to occasionally grant a Barrage effect.

Earth

Armor Plate: Increases Defense by 5% with a additional 5% per Earth Maneuver, will stack with Armor Plate II.

Armor Plate II: Increases Defense by 10% with a additional 5% per Earth Maneuver, will stack with Armor Plate.

Shock Absorber: This attachment blocks 100 dmg with stoneskin regardless of level, an Earth Maneuver must be active to use this attachment. This attachment has a 3 minute recast time. Cannot be used until three minutes after zoning or using the job ability Activate.

Analyzer: The analyzer directly reduces the damage of a move, according to the percentages above. It works on all special attacks, regardless of damage type (physical, magical, breath, etc). It will not "count" a move unless the puppet is harmed.

The analyzer can only keep track of one move at a time. If the puppet is hit by a different move, all memory of the previous will be lost. Thus, this is only effective when the puppet is hit repeatedly by one, and only one move. The count is independent of which mob used the move, and the puppet does not have to be deployed. Memory persists across multiple mobs, but will reset upon zoning or reactivation.

The analyzer also counts moves that do not do damage. It is unknown whether it reduces the duration of status effects

Hit By the Same Special

  • Earth x 0 2 or more times 10%
  • Earth x 1 3 or more times 20%
  • Earth x 2 4 or more times 30%
  • Earth x 3 5 or more times 40%

Both the maneuver and count condition must be met.

Equilizer: Reduces physical damage only. It is applied directly as damage reduction, unlike Armor Plates, which increase defense instead. The amount of physical damage reduction is linearly proportional to the damage taken:

The damage reduction is calculated by using a formula, which takes into consideration both the automaton's max HP and how much damage the puppet has taken in one shot.

Damage Reduced By

  • Earth x 0 (Damage Taken / Automaton Max HP) * 0.10
  • Earth x 1 (Damage Taken / Automaton Max HP) * 0.25
  • Earth x 2 (Damage Taken / Automaton Max HP) * 0.50
  • Earth x 3 (Damage Taken / Automaton Max HP) * 0.75


Schurzen: The schurzen prevents the death of the automaton. If an attack is strong enough to kill, it will instead leave the automaton with 1 HP, and remove an earth maneuver. The schurzen only works on physical attacks.

Hammermill: Increase the damage of Shield Bash. May also induce Slow effect.

Maneuvers Slow% Slow Duration

  • Earth x 0 No effect. No effect.
  • Earth x 1 ~12% 20 to 35s
  • Earth x 2 ~19% 51 to 57s
  • Earth x 3 ~25% 70 to 75s

Damage varies per mob, but the increase is substantial. The table below lists damage values reported for a 75 automaton vs a TW mob.

Maneuvers Average Damage

  • Unequipped. 190
  • Earth x 0 224
  • Earth x 1 241
  • Earth x 2 299
  • Earth x 3 400

Source entry: Puppet Master Solo guide. Cached on this server on 5 November 2026.

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