Puppet Master Solo guide



=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 80 took around 3 months to get to 75 and another month for lvl 80, however, with the recent arrival of abyssea alot of pops that I have spoken with say it is impossible to solo passed 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 83 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 there 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 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:
 * Automation Weaponskill Trigger Guide
 * PUP Nuke method solo guide
 * Additional Self skillchains to be add Tornado kick data coming!
 * PUP 4 step Skillchain lists to be added.
 * New Video to demonstrate PUP Battle tactics

=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.



=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=

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.



=Sharpshot=

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.

=Valoredge=

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.

=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 your in your early levels and can't use shadows yet. Also a nice alternative ninja in parties if you lucky enough to get an invite that is and also this is probably better chioce 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 affective but still worked.

Video: MP5rA_xZKWU&hl

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 divie it by 3 for monster level target.
 * Set your automation with Valoredge head and stormwaker body this stops it casting emfeb 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
There is no way to remove the effect. It takes anywhere from a few seconds to a minute and a half for the automaton to cool off and no longer be overloaded.

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.





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 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.

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: Base recast times are determined by both the head and frame. The recast penalty is added to the base, and stacks additively with the mana channeler. -2 seconds to recast timer with addition -2 seconds per Ice manevuer

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.

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

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

Thunder
Stabilizer: This attachment adds a 5% to accuracy with a additional 5% per Thunder Maneuver, this will stack with Stabilizer II.

Stabilizer II: This attachment adds a 10% to accuracy with a additional 5% per Thunder Maneuver, this will stack with Stabilizer.

Volt Gun: Adds a chance of additional lightning damage upon a successful strike, similar to Enthunder. The effect can take place regardless of whether maneuvers are active, however, chance of activation appears to be affected by the number of active Thunder Maneuvers. Damage dealt greatly depends on the level and elemental resistances of the enemy. Unlike normal Enthunder, the damage cap appears to be extremely high vs Too Weak To Be Worthwhile enemies.

Heat Seeker: The Heat Seeker does not increase accuracy based upon previously missing a hit. Instead it increases accuracy at a linear rate and caps at approximately +30 accuracy. The accuracy bonus does not initially wear off upon the expiration of all Thunder Maneuvers. It is possible that the accuracy bonus decays over time, however, but this is unknown at this time.

Target Marker: The current accepted effect of this attachment is 15% of an Enemy's evasion is ignored for each Thunder Maneuver in effect

Dynamo: Increases critical hit rate. Exact figures are unknown.

Coiler: Occasionally grants the automaton bonus melee attacks.

Maneuvers Double Attack
 * Thunder x 0 +5~6%
 * Thunder x 1 +9~10%
 * Thunder x 2 +26~27%
 * Thunder x 3 +39~40%

Water
Mana Jammer: Enhances Magic Defense by 5% with a additional 5% per Water Maneuver, this will stack with Mana Jammer II.

Mana Jammer II: Enhances Magic Defense by 10% with a additional 5% per Water Maneuver, this will stack with Mana Jammer.

Mana Channeler: Increases magic recast time in exchange for increased Magic Attack.

Maneuvers MAB  Recast (Seconds)
 * Water x 0 +10  +5
 * Water x 1 +20  +10
 * Water x 2 +30  +15
 * Water x 3 +40  +20

Base recast times are determined by both the head and frame. The recast penalty is added to the base, and stacks additively with the mana booster.

A water 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.

Stealth Screen: Reduces Enmity based on water maneuvers.

Maneuvers Enmity
 * Water x 0 -10
 * Water x 1 -20
 * Water x 2 -30
 * Water x 3 -40

Heat Sink: Reduces the rate of Fire Maneuver overload, this attachment has a passive effect, when no water maneuvers are used.

Condenser: This attachment will activate as long as a Water Maneuver is present as the maneuver is used that would cause the overload. Upon activation, no message is given; a water maneuver simply disappears. If the condenser prevents an overload, the used maneuver will apply normally. The condenser will not prevent a water overload even if a water maneuver is already present. If a water maneuver is about to be cycled out (due to a fourth maneuver use), the condenser will remove it to prevent an overload of the new third maneuver if it would cause an overload, so long as the new one is not water as stated above.

Steam Jacket: Reduces damage taken from successive attacks of the same type.

Damage Reduction
 * Water x 0 2 or more times  25%
 * Water x 1 3 or more times   35%
 * Water x 2 4 or more times   45%
 * Water x 3 5 or more times   60%

Both the maneuver and count condition must be met.

The steam jacket directly reduces the damage of a move, according to the percentages above. It is currently unknown what damage types it works with. It has been verified to reduce the damage of magical special attacks, as well as spells. Unlike the analyzer though, it didn't work on 1000 needles. It will not "count" a move unless the puppet is harmed.

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

Light
Auto-Repair Kit:  Light Maneuver Effect: Adds Regen

Maneuvers Regen Per Tick Harlequin Valoredge  Sharpshot  Stormwaker
 * Light x 0  0 HP   0 HP   0 HP   0 HP
 * Light x 1  3 HP   3 HP   3 HP   3 HP
 * Light x 2  7 HP   7 HP   6 HP   6 HP
 * Light x 3  10 HP   11 HP   9 HP   9 HP

Exact amount of regen may vary with different head/frame combinations. Above values are based on level 75 and may vary based on job level.

The Max HP increase is passive, and is not affected by maneuvers. Auto-Repair Kit and Auto-Repair Kit II can be equipped simultaneously, and stack as expected.

Auto-Repair Kit II: Light Maneuver Effect: Adds Regen.

Maneuvers Regen Per Tick

Harlequin Valoredge  Sharpshot  Stormwaker
 * Light x 0  0 HP   0 HP   0 HP   0 HP
 * Light x 1  7 HP   7 HP   6 HP   6 HP
 * Light x 2  10 HP   11 HP   10 HP   9 HP
 * Light x 3  14 HP   15 HP   13 HP   12 HP

Exact amount of regen may vary with different head/frame combinations.

The Max HP increase is passive, and is not affected by maneuvers. Auto-Repair Kit and Auto-Repair Kit II can be equipped simultaneously, and stack as expected.

Damage Gauge: The puppet can only cure friendly targets if they fall below a certain percentage of HP. Additional conditions may be required to force the puppet to cure, such as active maneuvers and the enemy's remaining HP. The puppet's head also affects the curing AI. Without Damage Gauge, Damage Gauge, Damage Guage + Optic Fiber
 * Light x 0 30%  50%  50%
 * Light x 1 40%  70%  80%
 * Light x 2 50%  80%  90%
 * Light x 3 75%  90%  90%

The damage gauge also alters the HP requirement needed to trigger the replicator.

Flashbulb:  Occasionally uses Flash a Light Maneuver must be active to use this attachment, requires 45 seconds to recast. The Flash effect from this attachment is treated as the same effect as the white magic spell, thus if it is used while the enemy already has a flash effect on it, it will have "no effect", and vice-versa. Unlike the magic spell, the Flashbulb's version is treated as a job ability instead of a spell. It does not require MP, and can be used even if the automaton is inflicted with silence. This also does not generate the level of enmity that the spell does, Appears to place Enmity on master rather than Automation needs more testing.

Eraser: Erases enfeebling from master or automation depending automation is always first if both master and automation are both affected, in addition all other maneuvers effects are removed when Eraser is used.

Maneuvers Effects Removed
 * Light x 0 Will not be used.
 * Light x 1 1
 * Light x 2 2
 * Light x 3 3

Optic Fiber: Increases the performance of other attachments.

Maneuvers Performance Increase
 * Light x 0 10%
 * Light x 1 20%
 * Light x 2 25%
 * Light x 3 30%

The optic fiber has been confirmed to work with the following attachments:


 * Damage Gauge
 * Auto-Repair Kit II (Regen Only)
 * Inhibitor
 * Strobe
 * Stealth Screen
 * Loudspeakers
 * Mana Jammers
 * Equalizer
 * Mana Channeler
 * Steam Jacket

It's assumed to work with most other attachments as well. So far, only the analyzer and ice maker appear to be unaffected.

Dark
Mana Tank: Dark Maneuver Effect: Adds Refresh

Maneuvers Refresh Per Tick Harlequin Stormwaker
 * Dark x 0 0 MP  0 MP
 * Dark x 1 1 MP  2 MP
 * Dark x 2 2 MP  4 MP
 * Dark x 3 4 MP  7 MP

Exact amount of refresh may vary with different head/frame combinations.

The Max MP increase is passive, and is not affected by maneuvers. Mana Tank and Mana Tank II can be equipped simultaneously, and stack as expected.

Mana Tank II: Dark Maneuver Effect: Adds Refresh.

Maneuvers Refresh Per Tick Harlequin Stormwaker
 * Dark x 0 0 MP  0 MP
 * Dark x 1 2 MP  4 MP
 * Dark x 2 4 MP  7 MP
 * Dark x 3 5 MP  9 MP

Exact amount of refresh may vary with different head/frame combinations.

The Max MP increase is passive, and is not affected by maneuvers. Mana Tank and Mana Tank II can be equipped simultaneously, and stack as expected.

Mana Conserver: Adds Conserve MP to Automaton. Maneuvers Conserve MP
 * Dark x 0 +20
 * Dark x 1 +30
 * Dark x 2 +40
 * Dark x 3 +50

Please note that a starting point of Conserve MP +20 saves approximately 5 MP for every 100 MP spent. Each additional maneuver saves an additional 5 MP for every 100 MP spent.

Mana Converter: Consumes HP to gradually restore MP a Dark Maneuver is required to trigger the convert. The automaton must be below a certain % MP to trigger the convert, there is a 3 minute recast. Instantly reduces the automaton's hit points by half, and adds that many magic points over a period of ten ticks. Will not trigger if 50% of the automaton's current HP is greater than the automaton's possible mana pool, such as when using the Harlequin Frame. This is likely an oversight regarding the automaton's AI.

Smoke Screen: Decreases accuracy, increases evasion although the exact statistics are unknown, but it appears to be stronger than the accelerators. It does have a passive effect, with no maneuvers active, and appears to reduce accuracy by the same amount it increases evasion. It is still untested for 1-3 dark maneuvers though. It is unknown whether these assumptions still hold true when maneuvers are used.

Economizer: Removes all dark maneuvers when mp is low to replenish MP. Multiple Dark Maneuvers enhance the effect, a Dark Maneuver must be active to use this attachment. Less than 50% MP is needed to use this attachment, there is also a 3 minute recast time.


 * 1 Dark Maneuver = 15% of Automaton's MP is Restored
 * 2 Dark Maneuver = 30% of Automaton's MP is Restored
 * 3 Dark Maneuver = 45% of Automaton's MP is Restored

=Understanding How to Control Your Puppet=

Your puppet is actually pretty complex to control at first glance however, once you get around the fact that your puppets actions are determine by which head is equiped it becomes fairly easy to understand, in this cast we look at the soulsoother head as this will be your main head once you hit 50.



Heads control the AI of the automaton. Deployment Stays put when deployed. Will only move if the enemy is out of casting range or if it runs out of MP. Spell Availability Spells become available as the puppet's magic skill increases. The soulsoother head has access to cure V, regen III, -na spells, and enfeebles. Curing Priority It will cure the master and puppet first, prioritizing whoever has more hate. It will then prioritize whichever party member has the most hate. Curing and -na spells on party members requires a light and water maneuver respectively. Cures only occur when below a certain percentage of health. For more information on the health percentages that influence curing priority, see the damage gauge article. Status removal will be prioritized over curing, regardless of maneuvers or other triggers. Spells and Enemy HP% The casting AI changes, based on how much health the mob deployed on has. If bio II is not available, the automaton will cast the highest DoT available: dia < bio < dia II < bio II Spells and Maneuvers Maneuvers increase the priority of spells of their respective element. Spell-Casting Delay 24 seconds with Stormwaker Frame and Mana Booster. 30 seconds with Harlequin Frame and Mana Booster. Skill Increase Increases frame's magic skill by 2 rank. Elemental Capacity 0  2   0   3  3   2   3   0

As you can see you can choose which spell your frame will cast by using the right element manuaover although I will add that certain conditions and attachments can still add a small amount of unpredictability.

=Puppetmaster friendly BCNMS that Work=

This is another video done by Elmerthepointy which I felt is worth a mention as its a good way to get some gil to fund your attachments

Video: YVh3147n7zg&rel

=Puppetmaster Solo/duo method=

Here just a quick video of how I play pup using the soulsoother frame and ninja sub.

Video: HBgiQuXhXvU

=Puppetmaster Self Solo Skillchains=

Here is a complete list of self skillchians I have mark Lobo and my self to inditcate who opens and closes the skill chain enjoy!

Sharpshot Frame

Liquefaction (Level 1) Magic Burst: Fire
 * 1: Lobo - Daze -> #2: Stigmar - Spinning Attack
 * 1: Stigmar - Combo -> #2: Lobo - Arcuballista
 * 1: Stigmar - Shoulder Tackle -> #2: Lobo - Arcuballista
 * 1: Stigmar - Raging Fists -> #2: Lobo - Arcuballista
 * 1: Stigmar - Spinning Attack -> #2: Lobo - Arcuballista
 * 1: Stigmar - Howling Fist -> #2: Lobo - Arcuballista

Detonation (Level 1) Magic Burst: Wind
 * 1: Lobo - Daze -> #2: Stigmar - Backhand Blow

Scission (Level 1) Magic Burst: Earth - Reverberation (Level 1) Magic Burst: Water - Compression (Level 1) Magic Burst: Dark
 * 1: Stigmar - Spinning Attack -> #2: Lobo - Daze
 * 1: Lobo - Daze -> #2: Stigmar - Shoulder Tackle
 * 1: Lobo - Daze -> #2: Stigmar - One Inch Punch

Transfixion (Level 1) Magic Burst: Light
 * 1: Stigmar - One Inch Punch -> #2: Lobo - Daze

Fusion (Level 2) Magic Burst: Fire, Light
 * 1: Lobo - Arcuballista -> #2: Stigmar - Combo
 * 1: Lobo - Arcuballista -> #2: Stigmar - Shoulder Tackle
 * 1: Lobo - Arcuballista -> #2: Stigmar - Raging Fists
 * 1: Lobo - Arcuballista -> #2: Stigmar - Spinning Attack
 * 1: Lobo - Arcuballista -> #2: Stigmar - Howling Fist

Distortion (Level 2) Magic Burst: Ice, Water - Fragmentation (Level 2) Magic Burst: Lightning, Wind
 * 1: Stigmar - Howling Fist -> #2: Lobo - Daze
 * 1: Lobo - Armor Piercer -> #2: Stigmar - Dragon Kick

Valoredge Frame

Liquefaction (Level 1) Magic Burst: Fire
 * 1: Lobo - String Clipper -> #2: Stigmar - Spinning Attack
 * 1: Lobo - Cannibal Blade -> #2: Stigmar - Spinning Attack

Detonation (Level 1) Magic Burst: Wind
 * 1: Lobo - String Clipper -> #2: Stigmar - Backhand Blow
 * 1: Lobo - Cannibal Blade -> #2: Stigmar - Backhand Blow
 * 1: Stigmar - Combo -> #2: Lobo - Chimera Ripper
 * 1: Stigmar - One Inch Punch -> #2: Lobo - Chimera Ripper
 * 1: Stigmar - Raging Fists -> #2: Lobo - Chimera Ripper
 * 1: Stigmar - Spinning Attack -> #2: Lobo - Chimera Ripper
 * 1: Stigmar - Howling Fist -> #2: Lobo - Chimera Ripper

Scission (Level 1) Magic Burst: Earth
 * 1: Stigmar - Spinning Attack -> #2: Lobo - String Clipper
 * 1: Stigmar - Spinning Attack -> #2: Lobo - Cannibal Blade

Reverberation (Level 1) Magic Burst: Water
 * 1: Lobo - String Clipper -> #2: Stigmar - Shoulder Tackle
 * 1: Lobo - Cannibal Blade -> #2: Stigmar - Shoulder Tackle

Impaction (Level 1) Magic Burst: Lightning
 * 1: Lobo - Chimera Ripper -> #2: Stigmar - Combo
 * 1: Lobo - Chimera Ripper -> #2: Stigmar - Raging Fists
 * 1: Lobo - Chimera Ripper -> #2: Stigmar - Spinning Attack
 * 1: Lobo - Chimera Ripper -> #2: Stigmar - Howling Fist

Induration (Level 1) Magic Burst: Ice
 * 1: Stigmar - Shoulder Tackle -> #2: Lobo - Chimera Ripper

Transfixion (Level 1) Magic Burst: Light
 * 1: Lobo - Cannibal Blade -> #2: Stigmar - Howling Fist

Distortion (Level 2) Magic Burst: Ice, Water
 * 1: Stigmar - Howling Fist -> #2: Lobo - String Clipper
 * 1: Stigmar - Howling Fist -> #2: Lobo - Cannibal Blade

Fragmentation (Level 2) Magic Burst: Lightning, Wind
 * 1: Lobo - Chimera Ripper -> #2: Stigmar - Shoulder Tackle

Gravitation (Level 2) Magic Burst: Dark, Earth
 * 1: Lobo - Chimera Ripper -> #2: Stigmar - One Inch Punch
 * 1: Stigmar - Backhand Blow -> #2: Lobo - Cannibal Blade

Stormwaker/Haryquin Frame

Liquefaction (Level 1) Magic Burst: Fire
 * 1: Lobo - Knockout -> #2: Stigmar - Spinning Attack
 * 1: Stigmar - Combo -> #2: Lobo - Magic Mortar
 * 1: Stigmar - Shoulder Tackle -> #2: Lobo - Magic Mortar
 * 1: Stigmar - Raging Fists -> #2: Lobo - Magic Mortar
 * 1: Stigmar - Spinning Attack -> #2: Lobo - Magic Mortar
 * 1: Stigmar - Howling Fist -> #2: Lobo - Magic Mortar

Induration (Level 1) Magic Burst: Ice
 * 1: Sakura - Slapstick -> #2: Stigmar - Tornado Kick

Detonation (Level 1) Magic Burst: Wind
 * 1: Lobo - Slapstick -> #2: Stigmar - Backhand Blow
 * 1: Lobo - Knockout -> #2: Stigmar - Backhand Blow
 * 1: Sakura - Knockout -> #2: Stigmar - Tornado Kick
 * 1: Stigmar - Combo -> #2: Lobo - Knockout
 * 1: Stigmar - Shoulder Tackle -> #2: Lobo - Knockout
 * 1: Stigmar - One Inch Punch -> #2: Lobo - Knockout
 * 1: Stigmar - Raging Fists -> #2: Lobo - Knockout

Scission (Level 1) Magic Burst: Earth
 * 1: Stigmar - Spinning Attack -> #2: Lobo - Knockout

Reverberation (Level 1) Magic Burst: Water
 * 1: Lobo - Knockout -> #2: Stigmar - Shoulder Tackle
 * 1: Stigmar - Howling Fist -> #2: Lobo - Slapstick

Impaction (Level 1) Magic Burst: Lightning
 * 1: Lobo - Slapstick -> #2: Stigmar - Combo
 * 1: Lobo - Slapstick -> #2: Stigmar - Shoulder Tackle
 * 1: Lobo - Slapstick -> #2: Stigmar - Raging Fists
 * 1: Lobo - Slapstick -> #2: Stigmar - Spinning Attack
 * 1: Lobo - Slapstick -> #2: Stigmar - Howling Fist
 * 1: Stigmar - Shoulder Tackle -> #2: Lobo - Slapstick

Fusion (Level 2) Magic Burst: Fire, Light
 * 1: Lobo - Magic Mortar -> #2: Stigmar - Combo
 * 1: Lobo - Magic Mortar -> #2: Stigmar - Shoulder Tackle
 * 1: Lobo - Magic Mortar -> #2: Stigmar - Raging Fists
 * 1: Lobo - Magic Mortar -> #2: Stigmar - Spinning Attack
 * 1: Lobo - Magic Mortar -> #2: Stigmar - Howling Fist
 * 1: Stigmar - Spinning Attack -> #2: Lobo - Slapstick

Distortion (Level 2) Magic Burst: Ice, Water
 * 1: Stigmar - Howling Fist -> #2: Lobo - Knockout

Gravitation (Level 2) Magic Burst: Dark, Earth
 * 1: Lobo - Knockout -> #2: Stigmar - One Inch Punch

Light (Level 3) Magic Burst: Light, Fire, Wind, Lightning
 * 1: Lobo - Magic Mortar -> #2: Stigmar - Dragon Kick
 * 1: Stigmar - Dragon Kick -> #2: Lobo - Magic Mortar

(Note: Magic Mortar only with Soulsoother head Soul Reaver head and halyquin Head and Frame)

=Camps and Location=

With the addition of FoV there are new factors to bring into where you should be soloing. In some situations there is a Field manual offering pages against the recommended monsters in this guide, which is great. Though what I have found, is that some areas that do have Field manuals situated in them but ask you to take on monsters not listed as targets in this guide. In most cases I will get the FoV and just deal with the slightly less ideal monsters as recommended but the exp bonus is more than worth it in most situations. Then filling up the wait between training regimes with the recommended monsters where possible. Always take into account what training regimes are avalaible for your level and hopefully you should get more exp faster.

1-10 Any of the starting areas

11-15 Any of the starting Crag area's.

15-20 Maze of Shakhrami
Starting with worms Maze makers.

At level 18 your stormwaker will gain access to the silence spell. Start fights with no maneuvers active if using stormwaker. First spell cast will be silence, significantly reducing the worms offensive abilities.

20-25 Korroloka Tunnel
Fighting worms, the same strategy as Maze of shakrami.

25-30 Maze of Shakhrami
Abyss worms again using the same worm strat, keep em silenced!

Alternate Camp

25-29 Qufim Island
Worms untill 27~28, then bats from 27~29. If you haven't been using the Eraser attachment before now for the Accuracy down effect of sandspin, you WILL want it for bats now and in the future for the Evasion Down moves. The only downside to this, is your pet needs to stay out of the melee range, or else it will prioritize itself for the eraser over you, the tank. Or... use the Deactivate/Activate trick to immediately remove the Evasion down status from your Auto, then toss up a Light Manny for an erase on yourself. Use this trick often for any other mobs/status ailments. Be sure to fight far far away from any undead at night due the blood aggroe.

The FoV can be used in conjunction with this camp and the exp is great. Though it lacks a page which targets the worms or bats to a high degree and makes the clippers and pugils the main focus. Clippers were harder fights to close as they stack up the defense but are managable. The pugils can be slightly tougher but you can handle them. By using the pages and then filling in the space between aquiring pages with worms and bats the exp is great.

28-32 Lower Delkfutt's Tower
Given you have stormwaker by this point for some healing, this is more than just a viable camp. Gigas have horrible acc and eva, so hitting them is no problem and your pup easily keeps you alive, and once you're 30+ you can very well kill either of the NM gigases Hippolytos or Epialtes that spawns on the second floor. Drops Gigas Bracelets. I found this camp to be very enjoyable and fun and great exp.

28-32 Korroloka Tunnel
Anything and everything you can find that won't link with any surrounding mobs. This camp is fun. fight everything from easy prey to tough. go nuts, learn the ins and outs of the way you can solo at this camp, and attempt chain's. Be sure to /check your targets prior to engaging to give yourself an idea of how the fight will flow. This camp and these levels will be your first true step to soloing your pup.

32-37 Lufaise Meadows Camp
Lufaise MeadowsCamp at the zone line to Tavnazian Safehold for the first few levels. If you link any bee's, the zone line is right there at the camp and you can simply zone to save your butt and your exp. Bee's are difficult targets to tank. Period. Pollen can restore a lot of their HP... A LOT. And their other TP move Final Sting WILL kill you if they use it at or around 50% or more of their health. Needless to say, this camp can really be a pain in the butt. But setting your Home Point in the safehold and changing jobs to restore HP rather then heal forever will get you those levels soon enough, probably faster then looking for a party will. Kill sheep as soon as they start checking even match, or try them as tough. When they use sheep song, use the Deactivate, Activate trick to wake up your automaton, toss up a light manny before setting your auto to fight the sheep, and his first spell many times will be a Cure.

Alternate Camp

32-44 Eastern Altepa
Eastern Altepa Desert for those without access to CoP areas like the above, this is your next best bet. Fight worms and spiders until you reach lvl 35, set HP in Rabao. Sickle Slash is alot like Final Sting in that it can completely waste your characters HP instantly. As your level increases, Take on beetles, then dhalmels. Know where all the zone lines are at in case you have to run/zone. Start out camping near the zone line directly East of the tele crystal. This is where you will be noticing how slow the fights go. Some fights will last up to 6 or 8 min, and the only way you'll survive is with carefully timed Deactivate, Activate tactics. At level 40 I recommend switching from the RDM head pup to the Soulsoother/WHM head pup. Their Regen casting and focus on HP will increase your survivability and decrease downtime. Piece of advice is if you notice a Beastmaster soloing in the area, close to your level, team up together and chain to your hearts delight. When fighting the Beetles, be careful of there evasion down move as your evasion is probably your most precious commodity as the tank. When fighting dhalmels, don't hit your head on the keyboard or throw your controller when they use healing breeze (side note, this move links other dhalmel) fight them away from other dhalmel, wait and pray they use Berserk, and use that moment to use your TP as berserk gives them a pretty potent defense down side effect.

The slow fights are made up to a degree with the addition of the FoV and it targets the mobs we would be taking anyway so it gives a nice bonus and speeds along the grind.

I found that from 35 - 40 you can take Goblin pets, I found that they were faster to take down rather then the other spiders just having to be carful around the manticores. I found that I subbed blue mage for this area, cocoon was a big help for when sickle slash came around and I didnt have trouble keeping hate.

At 40 remember to go get your Turbo Animator. The Wayward Automaton this little beast reduces many reuse time down to 7 secs instead of 12.

39-43 Riverne - Site A01
For those with the access to it, this is a great camp for soloing as theres little competition if any at all. People, including BST's, tend to ignore the level capped zones for soloing. They're scared. Dont be. Keep your Automaton Behind the birds when fighting and let it melee. When fighting the Hawkertraps, keep it out of range of there Paralyze TP move. And if its the soulsoother head your using, paralyna will follow shortly after.

Take care in the Level capped zones when zoning in and out. Your Automoton will despawn and incur the 20 min penalty if the zone is a lower level then your currently activated Frame. Much the same way with the Level Sync function and pets despawning.

39-45 East Ronafare[S]
Fighing the Lady bugs and colibri use the same area where pts burn as your main focus is the Lady bugs, using yout npc for this camp set to soothing healer will speed this up and sometimes the odd party there will raise you but dont count on it bring your reraise earring!
 * I found that around level 46 or so (I could be wrong), the Ladybugs started to check as a Decent Challenge, I was soloing here up to about level 50, it's a hard area at the level suggested, but around 46+ it is a decent place to solo. --Harle 00:24, August 5, 2010 (UTC)

45-47 Yhotar Jungle
Worker Crawlers then Goblins in Yhoator Jungle, if your like me and easier mobs with slightly less exp don't bother you, you can easily stay here till 50.

45-52 Gustav Tunnel
Gustav Tunnel is a great spot using the area just before you enter the lower level of the map is a execllent camp fighting lizzards and moving to goblins make sure you check you targets, You can also fight the goblins pets in the lower area works best in duo. Be careful of the Goblin TP move Bomb Toss when soloing them! Potentially reduces your ability to chain.

52-55 Crawler's Nest
Nice camp make your way down to the south lower level of the map and make your way fighting crawlers, once you find exp starts to get a little low start on exorays and beetles and scopions if your feeling up to it you can even fight the rumble crawlers though links are a issue with this camp so becareful and bring a reraise earring.

55-57 Garlaige Citadel
Basement of Garlaige Citadel is a pretty good camp for 55 to 56 fighting the bats and beetles at 57 you might find that the exp will start to get a little slow but empress bands hides that factor, only problem with this camp is if a exp party moves in on you you wont be able to lvl here.

56-60 Vunkerl Inlet
Using the G-9 camp fighting goblins bat this camp works really well to start in duo keep them shadows up!

55-60 Western Altepa Desert
Goblins in Western Altepa Desert. They are in the South West corner around a lake. With the Soulsoother head, I never went below 80% remember to watch out for bomb toss!

60-65 Newton Movalpolis
Using the Blackmage camps here fighting the Goblin bats

60-63 Meriphataud Mountains[S]
On Mountain Jubjub, they spawn south of the Recall-Meriph point, 4 spawns, automaton behind mob, no aggro south of the mountain by dinos, beware of bird links.
 * I would not recommend this; the Jubjubs are Easy Prey or Too Weak to a level 60 character. --Gouka of Lakshmi 07:34, August 1, 2010 (UTC)

61-65 Wajaom Woodlands
Wajaom woodlands on Lesser Colibri I strongly recommend you use soulsoothing head from this point if you haven't done so as Cure V will help against the damage these birds can do remember to keep them shadows up.

64-66 Caedarva Mire
Your target here is fighting the Marsh Murre (Go to Nashmau and use same exit as if doing Einherjar, you can use RDM puppet to add speed in killings. though expect the exp to drop like in garlaige Citadel at 57.

66-69 Wajaom Woodlands
Using Puks as your prey this actually not a bad target dispite the AOE, though if you like your puppet in combat might be wise to make sure your puppet is standing next to a wall be warn 66 is a little rough but is possible with some good evasion gear. Interesting side note you can also come here as low as 64 if you planning to duo with a bst (Thank you Ponkale).

67-70 Ro'Maeve
Fighting killing weapons and omious Weapons is your choice of target for this zone I found this camp extremely easy just use a wind many to silence them and burn through them though exp will get low without a exp band at 69, as a bouns though page 1 is perfect exp booster which makes up for the lower exp!

69-71 Aydeewa Subterrane
Fighting crawlers this time using the Stormwaker frame will at speed to the kills with this camp but if you like to play it safe use the soulsoother frame if you find hard to keep hate off your puppet, the camp I used was in the I-6 entrance in wajaom woodlands.

71-75 Ru'Aun Gardens
Fighting the Flamingos this time at level 71 this camp is possible at this my gear gives me a +36 to Evasion making this fairly easy to fight them using the Soulsoother frame, just becareful not to let your puppet get hate as he will get hit hard and also make sure you deloy it behind the mob to avoid damage from Wind cutter. At 73 you can start doing the Sprinkers but be careful in checking your targets I normally target the even matches for a easier kill but you can do the toughs if your careful and can keep the silence and slow on them at 74 this becomes much easier with double shadows.

75-76/Merits Dvucca Isle
I know what your thinking but this camp is a idea place for all you evasion junkies your target are any of the shade fomors around the G-10 area just a word of warning about this camp they spawn really quickly and the mnk types will eat your shadows fast having slow blind and para for the majority of them is idea for handling tham and silence for the rdm types plenty of these around still not really found a suitable pulling camp I mainly just roam around the area links aren't really a issue but more than 2 and your in trouble. Can reach chain 3 solo chain 5 duoing with my blue mage buddy Ponkale.

76-79 Ro'Maeve
Back to Ro'Maeve again and yep fighting more weapons start with the apocoliyic weapons untill you are able to handle the Infernal weapons, be prepared to go through alot of shadows also note this extreamly good for evaion and guard skills too, also if you feel your doing ok try your hand at a Golem and finish the FoV page if you taken it. Behind the moongate is an idea camp spot in any of the rooms. (Recommend you only try this camp if your evasion is over 300 and you have fully merited your automation otherwise you will find your automation dying very quickly.)

77-80 Caedarva Mire/Xcarbard [S]
With the changes to Pups getting Resist Amesia fighting Imps is the way to go using Flashblub and Eraser will keep your automation from being silenced and if you position your automation just right it will have a chance to knock the horn out of his hands which makes the fight go easier as always soulsoother head and keeping a light many up at all times is vital to keep silence off you as if your automation is slept use vantrioquay to make the imp hit it to wake it up you shouldn't have to much trouble getting hate back.

80-83 Misareaux Coast
Just outside the Tav safehold is a new camp aim at 75+ this is an ideal spot as the birds are just like the ones in sky Testing out the other new camp I find this one is the best in my opinion using the Pup/Nin method with having as much evasion as possible lower lvls are possible but take a while best working in a trio with a dd and back up healer like dnc or smn (Thank you Tashia and Menerva for keeping me alive while testing) at 83 the exp will start to get a little low as the mob will begin to read Even Match the only reason I would recommend staying her at this point is to skill up your evasion and automation magic or move on to the next camp.