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Created page with "<div class="toau"> ==Introduction== Maneuvers are a set of switchboard-like signals used by Puppetmasters to exert greater control over the abilities of their Automatons. There are 8 different maneuvers corresponding to the 8 elements of Vana'diel and each enhances both the stats of the automaton and any attachments that share that element. {| border="0" width="100%" cellpadding="4" cellspacing="2" valign="top" |- |valign="top" width="68%"| ==Ho..."
 
Dejey (talk | contribs)
updated page, lots of OOE content was on it. also redid the page fully to be in line with horizon tables and. removed a lot of extra data/ flavor text.
 
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<div class="toaulive">
{{Construction}}
Coming Soon™... This page describes planned [[Treasures of Aht Urhgan]] [[Puppetmaster]] content for HorizonXI.
</div>
<div class="toau">
<div class="toau">
==Introduction==


Maneuvers are a set of switchboard-like signals used by [[Puppetmaster]]s to exert greater control over the abilities of their [[Automaton|Automatons]].  There are 8 different maneuvers corresponding to the 8 elements of Vana'diel and each enhances both the stats of the automaton and any [[attachments]] that share that element.
{{Verification}}


{| border="0" width="100%" cellpadding="4" cellspacing="2" valign="top"
'''Maneuvers''' are elemental [[Pet Command]]s used by [[Puppetmaster]] to influence and enhance an [[Automaton]].
|-
|valign="top" width="68%"|


==How They Work==
Each maneuver corresponds to one of the eight elements. Maneuvers can increase an automaton's associated attribute and enhance the effects of matching [[:Category:Automaton Attachments|automaton attachments]].


An [[Animator]], [[Turbo Animator]], [[Animator +1]], [[Deluxe Animator]], [[Alternator]], [[Magneto]], [[Divinator]], or [[Forefront Animator]] must be equipped to use maneuvers.  Maneuver commands can be found under the [[Pet Commands]] sub-category of the Abilities menu.
== Requirements ==
 
{| class="horizon-table table-md general-table sortable center-col-2"
Maneuvers share a 10 second recast timer and up to three (3) elemental maneuvers may be active at the same time.  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.
! Requirement
 
! Notes
However, using too many maneuvers of the same element in close succession may cause an [[Overload]].
|-
 
| [[Puppetmaster]]
| width="4%" |
| Maneuvers are used by Puppetmasters.
|valign="top" width="28%"|
|-
 
| [[Automaton]]
==Maneuvers==
| An active automaton is required.
{| border="1" cellpadding="2" cellspacing="0" width="85%"
|-
!style="background:#70FF70;"|Command
| [[Animator]]
|- valign="top" BGCOLOR="#F0FFEA"
| An animator must be equipped to issue maneuvers.
|align="left"|&nbsp;[[Image:Dark_maneuver.png]] [[Dark Maneuver]]
|- valign="top" BGCOLOR="#F0FFEA"
|align="left"|&nbsp;[[Image:Earth_maneuver.png]] [[Earth Maneuver]]
|- valign="top" BGCOLOR="#F0FFEA"
|align="left"|&nbsp;[[Image:Fire_maneuver.png]] [[Fire Maneuver]]
|- valign="top" BGCOLOR="#F0FFEA"
|align="left"|&nbsp;[[Image:Ice_maneuver.png]] [[Ice Maneuver]]
|- valign="top" BGCOLOR="#F0FFEA"
|align="left"|&nbsp;[[Image:Light_maneuver.png]] [[Light Maneuver]]
|- valign="top" BGCOLOR="#F0FFEA"
|align="left"|&nbsp;[[Image:Thunder_maneuver.png]] [[Thunder Maneuver]]
|- valign="top" BGCOLOR="#F0FFEA"
|align="left"|&nbsp;[[Image:Water_maneuver.png]] [[Water Maneuver]]
|- valign="top" BGCOLOR="#F0FFEA"
|align="left"|&nbsp;[[Image:Wind_maneuver.png]] [[Wind Maneuver]]
|- valign="top" BGCOLOR="#F0FFEA"
|}
|}
|}


==Maneuver Duration==
== Maneuver Commands ==
As of the March 2015 update, maneuvers no longer have a static 1 minute duration. Here are the changes taken directly from the patch notes:
{| class="horizon-table table-md jobs-table sortable center-col-1 center-col-3"
*The effect duration of maneuvers now increases based on the amount of time elapsed since using [[Deploy]].
! Level
** This effect is removed whenever the automaton is knocked out or deactivated, or when the player changes areas.
! Maneuver
** The effect is maintained even if combat ends, whether by vanquishing monsters, retrieving the automaton, or other such means.
! Element
 
! Associated Stat
Take note that the duration only increases while your automaton is [[Deploy|Deployed]] (engaging the enemy). It is not simply a factor of how long your automaton has be activated.
|-
 
| 1
==Keeping Track of Maneuvers==
| [[Fire Maneuver]]
 
| {{Fire|Fire}}
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 maneuver 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.
| [[STR]]
 
|-
==What They Do==
| 1
 
| [[Ice Maneuver]]
{| border="0" width="100%" cellpadding="4" cellspacing="2" valign="top"
| {{Ice|Ice}}
| [[INT]]
|-
| 1
| [[Wind Maneuver]]
| {{Wind|Wind}}
| [[AGI]]
|-
| 1
| [[Earth Maneuver]]
| {{Earth|Earth}}
| [[VIT]]
|-
|-
|valign="top" width="58%"|
| 1
At their simplest each maneuver will grant a boost to the [[Automaton]]'s stat associated with that element; e.g. each active [[Water]] maneuver will grant a bonus to the [[Automaton]]'s [[MND]] stat.  Having multiple of the same maneuver active will double or triple the stat boost gained to a maximum of +24 at level 90 using [[Puppetry Dastanas]].
| [[Thunder Maneuver]]
 
| {{Lightning|Thunder}}
The potency of the bonus is dependent on the level of the Puppetmaster, and thereby scales when the Puppetmaster is under a level cap or set as a support job. Further testing is required as to the exact value granted at any given level range; however, it appears the bonus increases by one every 15 levels to a max of +7 at level 90.
| [[DEX]]
 
[[Puppetry Dastanas]] gives an additional +1 boost to [[Automaton]]'s associated stat per maneuver; e.g. [[Wind]] maneuver will grant up to +8 [[AGI]] at 90, instead of +7.
 
However, the main use for maneuvers is to activate or enhance the effects of the [[Automaton]]'s [[Attachments|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.
 
More details of the effects of maneuvers can be found on the pages for individual attachments.
 
Using maneuvers increase the potency of most attachments.
 
| width="4%" |
|valign="top" width="38%"|
 
{|cellpadding="5" width="100%"
|width="50%" bgcolor="#ffdead" align="center"|'''Element'''
|width="50%" bgcolor="#ffdead" align="center"|'''Associated Stat'''
|-
|-
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[Earth|{{Earth|Earth}}]]
| 1
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[VIT]]
| [[Water Maneuver]]
| {{Water|Water}}
| [[MND]]
|-
|-
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[Water|{{Water|Water}}]]
| 1
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[MND]]
| [[Light Maneuver]]
| {{Light|Light}}
| [[CHR]]
|-
|-
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[Wind|{{Wind|Wind}}]]
| 1
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[AGI]]
| [[Dark Maneuver]]
| {{Dark|Dark}}
|
|}
 
== Mechanics ==
{| class="horizon-table table-lg general-table"
! Mechanic
! Details
|-
|-
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[Fire|{{Fire|Fire}}]]
| Recast
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[STR]]
| Maneuvers share a 10-second recast timer. {{Verification}}
|-
|-
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[Ice|{{Ice|Ice}}]]
| Duration
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[INT]]
| Maneuvers last 1 minute. {{Verification}}
|-
|-
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[Lightning|{{Lightning|Lightning}}]]
| Active limit
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[DEX]]
| Up to three maneuvers may be active at once.
|-
|-
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[Light|{{Light|Light}}]]
| Replacement
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[CHR]]
| Using a fourth maneuver removes the oldest active maneuver.
|-
|-
|BGCOLOR="#e3e6ff" align="center"|&nbsp;[[Dark|{{Dark|Dark}}]]
| Risk
|BGCOLOR="#e3e6ff" align="center"|&nbsp;None
| Repeated maneuver use can cause [[Overload]].
|}
|}
<br>
 
{|cellpadding="5" width="100%"
== Attribute Bonus ==
Each active maneuver grants an attribute bonus to the automaton based on the maneuver's element.
 
{| class="horizon-table table-md general-table sortable center-col-1 center-col-2"
! Puppetmaster Level
! Stat Bonus per Maneuver
|-
| 1-14
| +1
|-
|-
!width="50%" bgcolor="#ffdead" align="center"|Level Range
| 15-29
!width="50%" bgcolor="#ffdead" align="center"|Stat Boost per Maneuver
| +2
|-
|-
|BGCOLOR="#e3e6ff" align="center"|1-14
| 30-44
|BGCOLOR="#e3e6ff" align="center"|+1
| +3
|-
|-
|BGCOLOR="#e3e6ff" align="center"|15-29
| 45-59
|BGCOLOR="#e3e6ff" align="center"|+2
| +4
|-
|-
|BGCOLOR="#e3e6ff" align="center"|30-44
| 60-74
|BGCOLOR="#e3e6ff" align="center"|+3
| +5
|-
|-
|BGCOLOR="#e3e6ff" align="center"|45-59
| 75
|BGCOLOR="#e3e6ff" align="center"|+4
| +6
|}
 
== Attachment Interaction ==
The primary use of maneuvers is to activate or strengthen matching [[Automaton Attachments|automaton attachments]].
 
For example, a {{Fire|Fire}} maneuver may enhance fire-based offensive attachments, while an {{Earth|Earth}} maneuver may activate or strengthen defensive earth-based attachments.
 
Attachment behavior varies by attachment. See individual attachment pages for exact effects.
 
== Overload ==
Using maneuvers repeatedly can cause [[Overload]], temporarily preventing further maneuver use.
 
The chance of Overload is affected by elemental burden, automaton setup, and attachments that modify burden. {{Verification}}
 
<!--
Post-era / imported holding area:
Do not restore the March 2015 maneuver duration scaling unless HorizonXI explicitly implements it.
Do not add post-75 animators such as Deluxe Animator, Alternator, Magneto, Divinator, or Forefront Animator unless confirmed.
Do not add level 90/99 stat ranges to the visible table unless HorizonXI added later.
-->
 
== Related Pages ==
{| class="horizon-table table-sm general-table mw-collapsible mw-collapsed"
! colspan="2" | Related Pages
|-
|-
|BGCOLOR="#e3e6ff" align="center"|60-74
! Job
|BGCOLOR="#e3e6ff" align="center"|+5
|
* [[Puppetmaster]]
* [[Automaton]]
* [[Animator]]
* [[No Strings Attached]]
|-
|-
|BGCOLOR="#e3e6ff" align="center"|75-89
! Maneuvers
|BGCOLOR="#e3e6ff" align="center"|+6
|
* [[Fire Maneuver]]
* [[Ice Maneuver]]
* [[Wind Maneuver]]
* [[Earth Maneuver]]
* [[Thunder Maneuver]]
* [[Water Maneuver]]
* [[Light Maneuver]]
* [[Dark Maneuver]]
|-
|-
|BGCOLOR="#e3e6ff" align="center"|90-99
! Automaton
|BGCOLOR="#e3e6ff" align="center"|+7
|
|}
* [[Automaton Heads]]
* [[Automaton Frames]]
* [[:Category:Automaton Attachments]]
* [[Overload]]
|}
|}
</div>
</div>
[[Category:Pet Commands]]
[[Category:Status Effects]]
[[Category:Status Effects]]
[[Category:Automatons]]

Latest revision as of 11:09, 7 July 2026


NOTICE: This article is currently undergoing construction by a single editor or group of editors.

Coming Soon™... This page describes planned Treasures of Aht Urhgan Puppetmaster content for HorizonXI.

Verification Needed

Maneuvers are elemental Pet Commands used by Puppetmaster to influence and enhance an Automaton.

Each maneuver corresponds to one of the eight elements. Maneuvers can increase an automaton's associated attribute and enhance the effects of matching automaton attachments.

Requirements

Requirement Notes
Puppetmaster Maneuvers are used by Puppetmasters.
Automaton An active automaton is required.
Animator An animator must be equipped to issue maneuvers.

Maneuver Commands

Level Maneuver Element Associated Stat
1 Fire Maneuver Fire STR
1 Ice Maneuver Ice INT
1 Wind Maneuver Wind AGI
1 Earth Maneuver Earth VIT
1 Thunder Maneuver Thunder DEX
1 Water Maneuver Water MND
1 Light Maneuver Light CHR
1 Dark Maneuver Dark

Mechanics

Mechanic Details
Recast Maneuvers share a 10-second recast timer. Verification Needed
Duration Maneuvers last 1 minute. Verification Needed
Active limit Up to three maneuvers may be active at once.
Replacement Using a fourth maneuver removes the oldest active maneuver.
Risk Repeated maneuver use can cause Overload.

Attribute Bonus

Each active maneuver grants an attribute bonus to the automaton based on the maneuver's element.

Puppetmaster Level Stat Bonus per Maneuver
1-14 +1
15-29 +2
30-44 +3
45-59 +4
60-74 +5
75 +6

Attachment Interaction

The primary use of maneuvers is to activate or strengthen matching automaton attachments.

For example, a Fire maneuver may enhance fire-based offensive attachments, while an Earth maneuver may activate or strengthen defensive earth-based attachments.

Attachment behavior varies by attachment. See individual attachment pages for exact effects.

Overload

Using maneuvers repeatedly can cause Overload, temporarily preventing further maneuver use.

The chance of Overload is affected by elemental burden, automaton setup, and attachments that modify burden. Verification Needed


Related Pages

Related Pages
Job
Maneuvers
Automaton