Puppetmaster (Final Fantasy XI)



Puppetmasters are a playable advanced job in Final Fantasy XI since the addition of Treasures of Aht Urhgan expansion. Entertainers from the Near East in Vana'diel, they use their puppets to entertain audiences, but they are also effective in combat. Puppetmasters are adept with hand-to-hand combat, but their specialty is activating an automaton to assist them in combat. Unlike other summons, the puppet can be equipped with different heads or chassis, as well as customized using over a dozen attachments.

Puppetmasters are accompanied by an Automaton, which, according to the story of Final Fantasy XI, is a recent invention of a prominent engineer of the Eastern Empire, a Galka named Ghatsad. Traditionally, the entertainers of the past had used marionettes to entertain crowds. These new creations are built and maintained by their puppetmaster owners and function without the use of any strings or other attachment. Instead, a puppetmaster uses a remote device known as an animator which can be use to control the pet.

Square-Enix originally intended to introduce a Necromancer job class, but after deciding that it did not fit into the story concept of the game, they created the Puppetmaster instead.

Becoming a Puppetmaster
To obtain this job, talk to Shamarhaan, an Elvaan in Bastok Markets next to the fountain. He will tell you to talk to one of his students, Iruki-Waraki, who is located in Aht Urhgan.

Travel to Aht Urhgan Whitegate, and find Iruki-Waraki at K-9. He tells you to bring him an Automaton. From there, go to the Automaton Shop in the same zone at I-7. Ghastad will tell you about the old relic Automatons and where to find them. After talking with him, you learn that the relics are located in Arrapago Reef. Go to the Northern Port and ride the boat to Nashmau. You can also take the Runic Portal to Azouph Isle. Run through Caedarva Mire to I-6 and arrive in Arrapago Reef.

Once in Arrapago Reef, go to H-10. Aboard the first ship you come across there should be a Skeleton, a Lamia, and a ???. When it's safe, touch the ??? to get the relic head and frame. Then, return them to Ghastad at the Automaton shop. Wait until the next day, and then talk to him again. Travel back to Iruki-Waraki and choose a name for your new Automaton.

Puppetmaster Abilities
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Job Abilities

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Job Traits

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Combat Skill Ratings
Automaton Skills rank accordingly. Valoredge: A- in Melee. Sharpshooter: A- in Ranged. Stormwaker: A- in Magic. With Soulsoother/Spiritreaver head, A+ in magic. Harlequin: B- in Magic, Melee, and Ranged.

Strengths

 * Good Puppetmasters can sometimes keep up with heavy damage dealing classes like Dragoon and Samurai using the combined power of their Automaton and their own fighting ability.
 * Automatons can be configured to do a variety of different abilities and fill multiple roles. This allows Puppetmasters to take on the roles of Healers, Mages, and Damage Dealers.

Weaknesses

 * The Activate ability, which calls the Automaton, uses a twenty minute timer. If the Automaton is knocked out, the master must wait for the timer to be ready before Activate can be used again. This sometimes makes it difficult to keep the Puppetmaster's damage at its peak until abilities like Role Reversal and Ventriloquy are merited.
 * It takes time, money, practice, and patience to become a decent Puppetmaster. Requires complete knowledge of the function of each attachment and Automaton AI to master - which is occasionally altered by patches.
 * Due to the difficult learning curve of the job, there are many sub-par Puppetmasters, which may lead to slow invites and forced solo-play.

Warrior
One of the best choices for any Puppetmaster while inside a party. Offers Provoke, allowing a Puppetmaster with a healing Automaton to back up tank. Offers Attack Bonus, Double Attack, and Berserk for increased damage of the Puppetmaster.

Monk
A good alternate choice to the Warrior. This gives the Puppetmaster higher Martial Arts traits earlier, Boost to raise their Damage and help keep hate off their Automaton while solo, as well as Counter, Dodge, Focus, and Chakra.

White Mage
With a Healing Automaton, a Puppetmaster is able to heal, but not as effectively as a White Mage. Despite this, they can free up Red Mages and Summoners to provide back up healing, as well has make them more able to use their offensive abilities. Aside from this, White Mage offers little for a Puppetmaster both inside and outside of parties.

Ninja
A very good subjob for a solo Puppetmaster. Utsusemi will eat damage, allowing the Automaton to take on a damage-dealing role. Not advisable for parties, since it grants little that will be useful.

Dragoon
Another good, yet over-looked support job for Puppetmaster. A dragoon subjob offers Attack Bonus at earlier levels. Jump is a good addition to a puppetmaster's damage. There are also many pieces of gear that add Haste and Attack+ that make this an acceptable support job for a solo or party puppetmaster.

Dancer
A superb subjob for a solo player, or for playing as a support healer in parties. It gives you healing abilities, debuffing abilities, and the option to have your Automaton on a DD frame to utilize their damage for faster kills.

Scholar
A very good sub job for a solo Puppetmaster. PUP/SCH only allows spells available to a level 45 Scholar, but at level 90 strength while under the effects of Light Arts or Dark Arts. It gives healing and offensive magic and most importantly access to Sleep. PUP/SCH can solo very well with well timed Automaton magic attacks alternated with sleep.