Nothing you say is funny.
Everything I say is funny when I want it to be, to people who enough of a have a sense of humor realize when I'm trying to be funny. I'm almost never serious when I'm raging. That doesn't change the fact that you're an idiot, though. Like that one pup from the Official forums who tried to argue that Atma of the Sea Daughter was a great DD atma because of the regain, and because the 13% slow wasn't a major issue.
BUT! I agree with spirit and I'm going to second the apology. That was why I said I didn't want too rip into Zelduh; this isn't the place for it.
I'm also going to second what spirit said about that addition to your list, and emphasize it, that sh*t needs to be big, bold, and blatantly obvious, and also both well written enough to not be preachy, but simple enough to not confuse people. I can probably write it up for you, if you don't think you can pull it off. If you do, then please do, because I'd love to see another
well spoken pup take charge in the community, there are a lot of us
As for the guide, I've created a rough outline (I realize it doesn't use proper formatting for an outline, but after college I never want to see the letters M, L, and A next to each other ever again). This is mainly to expand on the concepts mentioned in the OP and establish a basic flow for the guide and how information will be integrated into each section. Once the content of the guide is decided upon, I'm going to write it section by section and will use this thread to ask the more experienced/knowledgable PUPs here questions I don't know how to answer or for clarifications on wiki information that seems vague.
My fellow PUPs, please give feedback if it seems like I've left anything out or if you feel the guide should be organized/ordered differently.
No one except for HS and College english teachers gives a @#%^ about MLA. But yea, this is the same sort of outline style I use, so let me see if I can give you any tips. I am also going to second spirit's comment about how individualistic the job gets, and how tricky it is to write a guide for (I'm speaking from experience here, the guide sticky I wrote took me three months to do to a point where I was at least somewhat happy with it, and another month or two before I stopped nitpicking at it after I posted it
). I definitely think you should adjust the ordering, a bit, though, but I'll go into that more after I get through the individual points.
1. UNDERSTAND! UNDERSTAND! The concept of PUP - Explain PUP's roles as it's a hybrid job. Include general roles (DD, healer, etc) as well as end game roles (what PUPs are meant to do in VW, Abyssea, Dynamis, etc). Explain its strengths and limitations of said roles, and what a party can reasonably expect of a good pup (performance wise [is the DD pup using Stringing Pummel/Victory Smite, or at least Shijin Spiral?] and specific tasks, e.g., don't expect a PUP to main heal an alliance because they literally can't). Clarify misconceptions about PUP. Perhaps make this section into its own thread separate from the main guide so more non-PUPs will be inclined to read it?
Definitely a good starter and a very important one, you could probably roll the whole "Dealing with non-pups" in to this, or even simply write the entire section as a KISS version of the pup job for people who don't play it, regardless of their interest in the job. This is one of the sections you'll want to flesh out; because of how variable and versatile pup can be, and the nature of what this section is, you need to go with the "detail heavy" route for it, as opposed to the "keep it vague" route, or this section won't really be useful at all. That said, while you want this section to be detailed, the stuff covered by it should be individually kept vague, or this section will basically become the guide itself, which happened to me and was a major headache to fix. Really though, you might find that you've got a bit too much packed into this section, honestly, so you might be better off using this as a preview for what all can be found within your guide, and not expand on anything beyond simply where to find more info about something. I think I pulled a 180 mid-paragraph on what I'm thinking, here, so let me know if what I just said makes any sense or contradicts itself
2. Job overview - Basic functions of the job. List of stats (and which to focus on) as well as Job Traits and Job Abilites, how instructing the puppet via maneuvers works, light overview of how attachments are equipped/activated, differences between frames and their uses/limitations, which subs are used for what.
Basically, "Generic pup stats/traits/abilities, and explanations of what they are/do" combined with a basic version of "What pup needs in order to do what it can do" right? Sounds pretty straight forward, just make sure you get your facts straight and triple check for typos and what not.
3. Becoming a PUP - How to unlock the job, how to acquire all frames, how to acquire basic AF gear, general leveling route to level 99. Maybe put some basic tips on gear here (what to wear until 99, or like how Pink set > Alcide's > AF3+1 is a decent way to start until you get better stuff [assuming you don't already have anything better]).
Seems pretty straight forward here, too, only comment I have is on the gear bit, which I would say really only needs "aim for melee gear while you're leveling, you probably won't need anything else until after you've hit endgame" since even when you need specialized gear for low level sh*t, these days, the only people that do said things (read: capped bcnms) are people who are already at endgame anyway. Probably want to include a basic rundown of what to aim for melee wise for newer players, too.
1-30: Atk > Acc > Str > Dex (Atk is really
valuable pre-30, those mighty rings with the +5atk enchant? A pair of them adds more to your damage prior to snipers/woodsman levels than any food you could eat)
30-60: Acc > Atk > Str > Dex (Acc becomes more valuable and atk becomes less valuable, Str is always more valuable than dex, because fSTR is far easier increase and far more important over all, than dDEX, at least until you can get the stupid amounts of dex necessary to make dDEX hit it's stride)
60-90ish: Haste > Acc > Atk > Str > Dex
Endgame Pup melee: Haste > MA/DA/TA/Crit/Atk/Acc/Str (which is worth more or less than which is very situational, and I haven't mathed it out recently for generic pup consideration. I'll do that after I post this, I think) > Acc/Store TP/Str/Dex (Acc loses a lot of its value once you cap your skill, except in situations where you need a lot of it, and Str gains a lot of sway simply due to the nature of acc becoming less important, which is why they're listed twice. Store TP just isn't worth as much for 1H/H2H users as it is for 2H users, and we also don't have nearly enough access to it for it to be considered as important as DA/TA/Crit/Atk.) > Conserve TP/Save TP/KA (Conserve TP is lol, Save TP got nerfed, and we don't have the ability to make kick attacks work and be viable enough for them to be relevant, since with the exception of 1-2 pieces, none of the KA gear we can wear is worth wearing because it sacrifices too much in other areas.)
Actually, I think it might be better if I just math that sh*t all out for you (and everyone else) to use as a reference
4. In-depth explanation of attachments and frames - hard data of what each attachment does at 1, 2, or 3 corresponding maneuvers, their uses, which attachments are good to equip for general uses and which ones are good at specific situations. Hard data for frames goes here (skills caps at 99, for example). Discuss frame/head combos. Explain how triggers work and what they are for each attachment, including WS triggers.
You don't need to go too indepth, honestly. What's more important is explaining the details on the ones that aren't self-explanitory, which attachments are worth using, and which ones aren't. Ie: You don't need to explain what Tension Spring or Stabilizer do, beyond maybe giving their stats, but honestly, you're better off just linking to the wiki and explaining that attachments like those are straight foreward and need no further explanation on your part. For attachments like Inhibitor, you'll probably want to explain the basics of what they do aside from the obvious (read: you don't need to explain inhibitor's store TP, just its SCing function), but you should also mention if or when they are or are not actually worth using, ie: at lower levels, inhibitor makes Self-SCs easier, and ups your damage, but at higher levels, it usually just slows your damage down and isn't worth using. The only attachments you'll really need to explain in much detail are the really important ones (Turbo Charger, Vivi-valve, etc), and the really complicated ones (Ice Maker, Damage Gauge, Optic Fiber (this one's a @#%^ing pain to explain clearly), etc) and also why they're important. For the complicated ones that don't do anything important, you can probably give a basic explanation and explain that "They're complicated but mostly useless." By this I mean tactical processor, which has an incredibly complicated function that makes almost no visible difference in anything at all ever, except maybe
, and I heavily emphasize maybe
based on preliminary testing I've done, that it might possibly increase ws frequency slightly (basic testing had my puppet wsing on average between 140-160 TP without it, and 120-140 with it, but the sample size was pretty minuscule because I was testing something else and just through it in for sh*ts and giggles on the side. I need to get back on that at some point.)
Don't need much depth with the frame/head combos, since there are only 2 aside from matching that are actually worth using in some situations; Valorwaker before you get your hands on soulsoother, and occasionally before cure VI, and Drklequin (Spiritreaver/harlequin) which can put out some moderate/decent dd and has more survivability than sharpshot. Triggers, though, you should definitely be clear and detailed about.
5. Playing the job - Useful macros, how to use merits JAs, maneuver combinations. How to solo: which sub and frame to use, which types of mobs can and can't be soloed. Explain how to plow through old content (like Missions). Briefly cover how PUP functions in a traditional party (for inclusiveness and the rare instances that actually happens).
9. Useful tricks/lesser known stuff - Explain fast ways to claim a mob (mainly via subs), how enmity dumping works, how to force deaggro, oddball (mismatched) head/frame combos, hate-free nuking. If anyone can think of other secret techniques of the PUP trade, please mention it for inclusion.
Combine those two. I know I said I was going to cover the order later, but yea, combine those two into one section. This section also needs to be both vague and detailed at the same time, though, since in addition to what you've got, it should basically cover what pup's over all capabilities are, the various roles it can fill, and how it fills them.
6. PUP in Abyssea - How to get 3 lunar abyssites/how to handle zone bosses, which atmas PUP should strive to obtain, which atmas are good for what and how to balance your selection of subs, frames, attachments, gear, and atmas for a given task, which procs are available to PUP and its subs, PUP's uses in general Abyssea stuff like seal/+2 mat farming, which seals/+2 mat NMs PUP can solo farm (also, which popsets PUP can solo farm).
7. PUP in other end game activities - PUP's usage in all non-Abyssea activities, with subsections featuring VW, Dynamis, Legion, Nyzul Isle, Einherjar, Salvage, BCNMs, and WoE. Definitely will need help with this part as I haven't done some of the older end game events, but I'll cross that bridge when I get to it.
Don't really need to comment on either of these yet. I can be more constructive/helpful after you've got them fleshed out.
8. Recommended gear - How to acquire AF3+1/+2 sets, how to acquire Relic sets, specific pieces that are good and how to acquire them (Brutal Earring, for example). Discuss TP, haste, pet haste, eva, and healing pieces/sets. Which pieces are good for gearswap macros (STR [or DEX for Shijin Spiral] for WS macros, Bufoon's Collar for maneuvers, etc). Which stats to look for when selecting gear. Which Magian Trial weapons are worth obtaining.
Be really, really, really careful when you make this, because it's really @#%^ing difficult to do both a gear guide and a gearing guide at the same time, and not sound incredibly biased towards certain things (I triied, my gear guide initially had comments on why gear was included, but I realized towards the end that they all had a pretty heavy hand towards my personal pup playstyle, so I had to go back and revise the entire thing.) It also takes @#%^ing forever
and is really goddamn tedious to make it not look terrible, visually. Might suggest either separating them, or simplifying it to a pure Gearing guide. (Note: Gear vs Gearing: Gear = gear, Gearing = why you wear what you wear)
10. Links to good PUP threads - Self-explanatory, will compile this list when the rest of the guide is complete.
Have fun with that. I've tried to overhaul my links thread, but @#%^, it's a major hassle
Anyway, the over all order, I think I want to see your more fleshed out versions of the various sections before I really comment too much on it, because this order is mostly workable (with the one big issue I had already noted) depending on how you go about it.
Also, sorry if I came off a bit preachy/demanding with my advice, basically just trying to give you a fair warning that there's a lot
more work necessary to making a job guide, especially a pup guide, than you might realize. If you have the patience/dedication to see it through to the end, you'll definitely leave it a much better player, though, so it's worth the effort. You'll never want to ever do it again though.
You're totally welcome ask me for advice on clarifying sh*t that needs to be clarified, though. Same on the math stuff. If there's anything you want to borrow/use from the stickies, help yourself. Honestly, you can feel free to blatantly plagiarize if you think something is still relevant and well written enough to be viable. That sh*ts all sorts of out of date, though, so I doubt much of it aside from common sense stuff is.