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Blm pup set up gear!Follow

#1 Dec 20 2011 at 7:51 PM Rating: Default
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I like to see some list of gears from people out there on whats best set up for blm frame for nuking i have good set i like see if i can do better and help out other fellow pup mates. Plus if there any new gear from update that will help the blm frame please post love to see the gear.
#2 Dec 21 2011 at 10:50 AM Rating: Excellent
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For the puppet:
- Mandatory Attachments: Ice Maker, Loudspeaker II, Loudspeaker
- Almost-Mandatory Attachments: Mana Channeler, Optic Fiber ("Almost" mandatory due to the relative difficulty of obtaining ashu talif attachments these days)
- Other Useful Attachments: Economizer, Mana Tanks I&II, Eraser, Auto-Repair Kit II, Mana Conserver, various defensive attachments depending on what you're fighting

For the master:
Merits:
Automaton Magic Skill 5/5 (Skill+2 per merit)
Optimization 5/5 (M.Atk+5 per merit)

Gear:
No competition pieces:

Weapon: Oxyuranis/Taipan Fangs/+1/+2/+3: Ice-> Pet: MAB path (Honestly takes about a day to go from no trials done to taipan fangs +2, unless you get really unlucky with the 2nd trial (50x crawlers in water/ice/earth/dark weather), everything else can be done in Ulegeurand Range or Fei'Yin, where ice weather is nearly constant)

Head: Pantin Taj +2 (A): Augmented version of +2, gained from trading 30~50 Lost Thoughts for the first trial (depending on if you had the +1 or not), and then 20k EXP while wearing the +2 inside dynamis - xarcabard or dynamis - tavnazia; +2 augment is Enhances "Optimization" effect, though I've not gotten my hands on it or seen anyone who has, it's safe to assume the enhancement comes with a boost to M.Atk

Ears: Cirque Earring (Pet: atk+2 r.atk+2 m.atk+2)

Body: Mirke Wardecors with Pet: M.Atk+7 M.Acc+7 augment

Hands: Puppetry Dastanas/+1 for the extra +1 int on ice maneuvers (if there's a new pair of gloves with pet: mab on them, those would be better to wear while nuking, but I've yet to see any)

Gear with competitive options:

Legs:
- Higher End: Cirque Scarpe +2 vs Pantin Churidars +2 (Magic Skill +10 vs Magic Acc+9 and Fast Cast); Cirque pants will win if you need them to access a spell, but once your skill is high enough to get thunder V without them, pantin +2 will probably pull ahead for your damage, due to fast cast, and 10 skill vs 9 m.acc being a fairly even wash.
- Lower End: Cirque Scarpe +1 vs Pantin Churidars (Magic Skill+5 vs M.Acc+5; cirque wins if you need the skill boost to access a higher spell, pantin churidars +1 will beat cirque +1 if you don't get a new spell from them,

Feet:
- Higher End: Cirque Scarpe +2 vs Pantin Babouches +2 (Int+13 vs M.atk+7 Macc+5); cirque have a distinct advantage most of the time, but there will be some situations where pantin will pull ahead due to the int's effectiveness being reduced depending on target int. No, Int does not translate cleanly like Str:atk or Dex:acc, which is why it's variable.
- Lower End: Cirque Scarpe +1 vs Pantin Babouches/+1 (Int+8 vs M.atk+5); like the higher end, it depends on how valuable int is in a given situation, but it's a lot closer with these two.

Random Augment Gear:

ACP:
Diamond Earrings from ACP's Fei'Yin fight (Ivory key): can have Pet: M.Atk +1~2
Sapphire Earrings from ACP's Fei'Yin fight (Ivory key): can have Pet: M.Acc +1~2 (Weaker option than Diamond Earrings, but good if nothing else)
Brocade Obi from the Mandies in Qufim (Amber Key): can have Pet: M.Acc +1~3
Sarcenet Cape from seedspall gathering (Crimson Key): can have Pet: M.Acc+1~2

AMK:
Altius Mantle from ACP's final fight (Angel skin Key): Can have Pet: M.Atk +1~2 (Strongest pet nuking back currently)
Silk Hat from Cardian Orb collecting (Peach coral Key): Can have Pet: M.Acc +1~2 (Made obsolete by augmented Relic Hat +2)
Chesnut Sabots from first quest item collection (White coral key): Can have Pet: M.Acc +1~2 (made obsolete by Pantin/Cirque feet)

Fey:
Oberon's Sainti: Can have Pet: M.Atk+1~4 (made obsolete by Cat Claws (early version for taipan fangs/oxyuranis), which upon first getting it's pet: M.atk, has a base value of +5)

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#3 Dec 21 2011 at 3:09 PM Rating: Decent
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Thank you very much looks like i just need work on +2 the dynamis gear rest i got thank you for info and hope help out others too :)

#4 Feb 02 2012 at 5:39 AM Rating: Decent
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Thought I'd bring this up in the blm thread, although it's a np. :P

I recently acquired a tranquilizer and wondered if it's worth losing the loudspeaker I for the Inc. in M. Acc? Or did I waste my 2mil !? Lol
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#5 Feb 02 2012 at 9:53 PM Rating: Good
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Last I knew we were still quite good on MACC. I feel the simplest way to put it is. If SCH has enough MACC to not have to worry about stacking it on, we're fine as well. Better off using the extra damage from the Loudspeaker.
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#6 Feb 03 2012 at 7:54 AM Rating: Good
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Well, SCH has a ton of built-in macc gear in the same equipment that gives MAB/INT. I'm pretty sure we're above automatons in terms of macc. Still, I'm not having macc issues with my own Automaton in the events I nuke with PUP, but then again, right now the only issues would arise against the T6 VWNM, and... I don't see myself nuking as PUP on those.
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#7 Feb 08 2012 at 6:17 PM Rating: Excellent
Quote:
"Camate wrote:

There were a few questions in regards to the enfeeble adjustments that we wanted to answer.

For those asking if additional effects on WS will rely on enfeeble skill once the adjustment takes place the answer is no, as the proc rate for a weapon skill’s additional effect is determined by the respective weapon’s skill rank (A, B, C, etc.)

In regards to whether or not these enfeeble adjustments would be applied to other enfeebling type effects from bloodpacts, songs, ninjutsu, and blue magic spells, etc, yes, these changes will be applied to any type of enfeebling effect that relies on skill. Also, automaton magic skill level will play a part in the calculation of enfeebles. However, additional effects on equipment (like Additional Effect: Silence) will not be subject to these adjustments.

When it comes to magic that enemies use, it will remain as it always has. These can be resisted through effects from bar-type spells, so they will not be affected by the adjustments."


we might have to check again after the update dont we?
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#8 Feb 09 2012 at 7:11 PM Rating: Good
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KaynofTitan wrote:
we might have to check again after the update dont we?


One good reason to hold off on switching those Automaton Magic Skill merits a lot of us have hanging around since the 75cap days until we see how this update affects things.

Personally, I'm capped on magic skill and 5/5 merits at 99, but I'm still reluctant to switch to ranged skill merits just because if there IS any difficult content upcoming (Nyzul bosses, new Limbus stuff, etc). I'd rather be sure I don't run into resists. This comment that automaton magic skill will affect enfeebles makes me even more willing to wait and see before just ditching my magic skill merits like I've seen several people suggest.
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