Maneuvers

How they work
A Puppetmaster must have an Animator, Turbo Animator, or Animator +1 equipped to use maneuvers. Therefore Maneuvers cannot be used when PUP is set as a sub-job. Up to three (3) elemental maneuvers may be active at the same time and each maneuver lasts a maximum of 1 minute. However, once 3 maneuvers are active you do not need to wait for a maneuver to wear off before using a new maneuver. Instead the new maneuver will replace the first of the 3 active maneuvers already in place. Therefore a Puppetmaster may have a constant cycle of maneuvers in place that are updated every 10 seconds.

However, using too many maneuvers of the same element in close succession may cause an Overload.

Keeping track of maneuvers
In game, when a maneuver is used, an associated icon will appear in the status bar. Each subsequent maneuver, after the first, will shift the previous maneuver's icon to the right until three maneuvers icons are active. Therefore the use of a 4th maneuver will remove the maneuver icon furthest to the right and the newest maneuver icon will appear on the left.

What they do
At their simplest each maneuver will grant a +1 boost to the Automaton's associated stat e.g. each active Water maneuver will grant a +1 boost to the Automaton's MND stat.

The main use for maneuvers is to activate or enhance the effects of the Automaton's attachments.

For example, the Shock Absorber attachment provides no basic bonus. Instead the use of an Earth maneuver may activate a Stoneskin effect.

Conversely, the Tension Spring attachment gives a flat 5% attack bonus. However, the use of fire maneuvers will increase this bonus.