Hand-to-hand Automatons default to Magic Mortar. As long as your "elemental burden's" highest element isn't Lightning or Wind, it will use Magic Mortar. So, Fire Maneuver doesn't affect it in a bad way. The only reason to use Fire Maneuvers in a setup for Magic Mortar damage would be for Inhibitor so it will StoreTP up to 300% faster and not use a weaponskill unless a skillchain that it can close is opened on the mob it is engaged on. Also, for Fire Holder which will increase Magic Mortar damage by 100% per Fire Maneuver "eaten" by Fire Holder. I highly doubt any attack/crit/mab/magacc affects Magic Mortar since it's pretty much an inverse Spirits Within, with the capability of closing a skillchain and the capability of doing quadruple damage with 3 Fire Maneuvers active and Fire Holder attachment equipped.Originally Posted by Gaea
Maximum Magic Mortar damage setup is as follows:
Puppetmaster:
100%+ TP (open light sc with dragon kick)
Gem Sainti (automaton hp boost)
Animator +1 (automaton hp boost)
Puppetry Tobe (automaton hp boost)
Automaton:
1 HP (lower hp = higher dmg)
0 MP (keep from curing itself)
300% TP (larger ws multiplyer for dmg)
Harlequin Body (best h2h melee skill and hp combo)
Soulsoother Head (light capacity for hp attachments)
Auto-repair Kit (hp boost)
Auto-repair Kit II (hp boost)
Inhibitor (store tp to 300% & close light sc)
Fire Holder (quad damage)
Heatsink (reduce fire overload)
Mana Booster (waste mp faster)
Stealth Screen (reduce enmity)
Damage Gauge (waste mp faster)
Target Marker (store tp faster)
Turbo Charger (store tp faster)
Schurzen (save its life and leave it with 1 hp)
1) Waste all Automaton MP
2) Drop Automaton HP down to 1
3) Store Automaton TP up to 300%
4) Store own TP to at least 100%
5) Apply 3 Fire Maneuvers
6) Deploy
7) Dragon Kick
8) Watch the mob take 8000~11000 damage
9) Ventriloquy
10) Repeat if you're not dead
11) ???
12) NERF
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