User:FFXI-Socrates/Puppetmaster Equipment Guide


 * General use gear, or gear specifically for DDing, is not colored.
 * Equipment specifically geared towards mage subjobs is colored.
 * Equipment specifically geared towards evasion or tanking is colored.

Daggers are usually not an 'all the time' weapon, as you'll typically be using H2H skills, but it doesn't hurt to carry one (or two for PUP/NIN) in order to fight things that are weak to piercing - Flies, Birds, and so on. If you intend to use them at higher levels, you may want to go ahead and pick one up at low levels and keep your skill capped so that you don't have to whiff constantly later.

Your ranged slot should always be equipped with the latest version of the Animator that you can equip. The Animator +1 could be considered an exception, as it requires trips into Einherjar. Those are:


 * Level 1: Animator
 * Level 40: Turbo Animator (gotten from the PUP AF1 quest, The Wayward Automaton)
 * Level 71: Animator +1 (gotten by trading 15,000 Ampules of Therion Ichor, only found in Einherjar, to Kilusha.

While a Puppetmaster's highest skill is actually Throwing (?!), most Puppetmasters have an empty ammo slot until level 15, when (in conjunction with Repair) they can begin using Automaton Oil. The available Automaton Oils are:


 * Level 15: Automaton Oil
 * Level 30: Automaton Oil +1
 * Level 50: Automaton Oil +2

These stack to 12 and give your Automaton a form of Regen when used with Repair.

Gearing your Automaton is beyond the scope of this chart; for that, I suggest the Puppetmaster Guide by Poof.