Mabinogi World Wiki is brought to you by Coty C., our other patrons, and contributors like you!!
Want to make the wiki better? Contribute towards getting larger projects done on our Patreon!
NOTICE: Seems like daily VIP shadow missions may be wrong occasionally!!
This is a guide to Puppetry, a rather unique skill set that is rather interesting and enjoyable in its own right.
- 1 What is Puppetry?
- 2 The Basics
- 3 Connection to the Person and their Marionette
- 4 Skill breakdown
- 5 Puppetry Advantages & Disadvantages
- 6 Mastering the Art of the Marionette
- 7 Final Notes
What is Puppetry?
Puppetry is the art of controlling a puppet, referred to as Marionettes, and using them to perform combat for you at a rather short distance. Everything will rely on what ever is around the puppet, as well as you. Marionette skills were introduced in Generation 17, Season 2, but was introduced simultaneously with the new Talent System in Generation 17, Season 1 in North America.
When becoming a Puppeteer, or in this case: A Manipulator (the proper term for one that controls Marionettes, which is a type of puppet.), you will have to be proficient in ranged combat. The Marionette will become an extension of your own body, being able to attack foes at a distance while maintaining your own ground. This skill set is heavily relent on your character's strength and dexterity. It is also heavy in Stamina usage, as some skills continue to drain stamina while it is loaded, or in use. I would highly recommend raising skills that raise stamina. Every skill in this category requires a Control Bar, a special weapon made specifically for puppetry and will be the core essential in using all skills in this category.
Connection to the Person and their Marionette
Using a puppet is like fighting along with your best friend. You and your pal are extensions of one another; they fight for you and in return you empower their fighting abilities. You should keep in mind that you are the Marionette, and the Marionette is you. You are in control of your own Marionette, as you make the moves you want it to do. The Marionette will act as your sword and shield, and will also be your very own companion. Although it is lifeless, you can not help but feel a connection between you and your Marionette that transcends time itself, and it becomes more than just a lifeless Marionette. Without you, the Marionette is helpless, just as you are helpless without your Marionette.
This section explains what each skill does. All but 2 skills require you to have a Marionette of some sort out. For more information than what is explained here, please visit the page of the skill you want to learn more about.
- Wire Pull: This is the one of two skills you will learn automatically by simply equipping any Control Bar. You extend your wires from your Control Bar onto the enemy and viciously pull them close to you. Good for taking a single enemy away from a group or pulling them away from anyone that may need help.
- Puppet's Snare: This is the other skill you will learn by simply equipping any Control Bar. You extend your wires from your Control Bar and ensnare any single enemy. The wires will wrap around the target and then tighten, binding them in place and dealing damage over time. This is good to put your enemy in a stun state and keeps them from doing any action. After the snaring is complete and you retract your wires, damage is dealt overtime, ticking once every three seconds. Not all things can be bound by Puppet's Snare.
- Control Marionette: This is a mastery skill for your Control bar. This allows you to give an added bonus to your Marionette when it is summoned and attached to your Control Bar. Ranking this skill makes your proficiency in Marionettes stronger. It also allows you to add 70 percent of your stats to your Marionette in addition to any bonuses given by this mastery skill.
- Pierrot Marionette: This is the first Marionette you have. This marionette resembles a little wooden puppet. As you continue to rank the skill, its appearance begins to become more feminine and will begin to resemble a little girl. While cute at first glance, rest assured she is no laughing matter. She can viciously attack with a wooden mallet and butcher knife and is not to be taken lightly. There is no difference between this Marionette and the Colossus.
- Colossus Marionette: This is the second Marionette you have. This marionette has a large appearance. As you continue to rank the skill, its appearance begins to become more masculine, becoming an armored giant. This large being is capable of striking fear into foes with its large appearance and should not be underestimated. It can attack with its large fists and is capable of shaking the earth it walks on. There is no difference between this Marionette and the Pierrot.
- Act 1: Inciting Incident: This is the first Marionette skill you learn. This is a skill that requires both you and the Marionette to be in range. Your marionette will quick dash into the enemy in range and knock them down. Pierrots attack by quickly dashing into the enemy with a mallet and butcher knife in hand while Colossi attack with a shoulder tackle. As the skill implies, Act 1 is where the hero (the Marionette) has been suddenly thrown into a world where there is chaos and must make a journey to find peace to the world.
- Act 2: Threshold Cutter: This is the second Marionette skill. This skill requires you to approach a single target with the skill loaded while controlling a Marionette. The Marionette then deals two hits, followed by a fierce blow. Pierrots attack with two slashes with a butcher knife, then follows up with a powerful mallet blow. Colossi attack with each hand, followed by a powerful smash with both hands at once. Act 2 is where the hero overcomes a challenge and crosses the threshold of adventure.
- Act 4: Rising Action: This is the third Marionette Skill. This is the Windmill of the Puppetry. The range of this skill is solely based on your current position. Any Marionette out of range will instantly teleport to your current position and attack any nearby enemies. Pierrots will circle around you with a mallet and butcher knife in hand, pushing them away from you. Colossi will slam the ground, creating a shockwave and knocking down everything around you. Act 4 is where the hero takes action and accepts their destiny to take challenge head on, regardless of difficulty.
- Act 6: Crisis: This is the fourth Marionette Skill. The range is solely based on your Marionette's position. They will throw wires on all nearby enemies and viciously pull them towards itself. This is the Wire Pull for Marionettes. Pierrots will jump and throw wires to all nearby enemies and land while pulling everything in. Colossi will latch wires coming from itself and pull everything in with a single motion. This skill is best used for mob control and can be followed up with Act 4: Rising Action. Act 6 is where hero is down and all hope is lost. The hero must draw upon his/her own inner strength in order to overcome the obstacle in front of them.
- Act 7: Climactic Crash: This is the fifth Marionette Skill. You must charge this skill until a bright flash on the screen occurs. You then launch the Marionette in a single direction, knocking everything in their path. Pierrots will spin forward wildly and uncontrollable attack everything in their path with a mallet in hand. Colossi will rush forward and do a full body tackle, crushing and knocking down everything in its path. The Marionette will then become detached and you must reunite with it after they have been launched. Act 7 is where the hero goes into a climatic battle and finally wins against the antagonists above all odds.
- Act 9: Invigorating Encore: This is the sixth and last Marionette Skill. After learning this skill, a gauge will appear next to your character. This is the Spirit Gauge. This gauge will fill up as you continue to use Act Skills. Each skill will fill a percent of the bar. Once full, you can activate the skill and bring your Marionette to life for a short time. They have access to Act 1: Inciting Incident and Act 2: Threshold Cutter skills. They can also briefly move freely and attack on their own. You can also take control of them while the skill is active to further boost your attack power. Act 9 is where the performance was a success as the Puppeteer and Marionette have become one after a long and perilous journey.
Puppetry Advantages & Disadvantages
Puppetry is a powerful skill set that can rival other skill sets and are truly a forced to be reckoned with. Marionettes themselves have relatively high Damage, Critical, and Balance, and Control Marionette contributes even more to those stats as well as 70% of your own Damage, Critical, and Balance. Act 9: Invigorating Encore will further bolster the Marionette's damage output. Marionettes are largely dependent on skill rank, combining own stats to create a powerful force of damage.
Marionettes can easily level the playing field in both 1-on-1 combat, as well as handling with large groups. With their Act Skills, mob control is relatively easy. Act Skills are percent skills, which multiply the damage by a percent, capable of exceeding hundreds and even thousands of damage, with and without critical hits, at higher ranks.
As said before, Marionettes are also your shield; they can be aggroed and attacked just like a pet, allowing them to take the heat off of you. They possess large amounts of defensive stats as well as health, allowing them to effectively fulfill the tanker role, keeping others away from harm's way. Marionettes themselves have generally high Health, as well as Defense, and moderate Protection. Mationettes also have fairly decent Magical Defense and Magic Protection to aid them against magic attacks. The talent bonuses also provides additional Health and Defense. With the usage of Act 6: Crisis, the Marionette can receive additional Defense and Protection and also draws aggro for a short duration after usage.
Marionettes are also immune to Self-Destruct explosions and some damage over time effects such as Poison Attack. This allows them to tank and wipe out a full room of, for example, exploding Skeleton Squads and poisonous Full-Armored Skeletons, without taking too much damage.
There are disadvantages to puppetry as there is to any skill set. Due to the heavy reliance of Marionettes, you are to take extreme care of them and repair them as needed. Marionettes cannot be healed by regular health potions or resurrected by Phoenix Feathers. You can only repair them at Huw, the Marionette specialist that is located in Emain Macha; for a small fee of 200 gold, Huw will repair your Marionettes, and if your Marionette is at full HP, he will offer to do "intricate work" for 100 gold which just removes Potion Poisoning off the Marionettes. He, along with every Healer NPC, also sells potions that will recover some of your Marionette's HP, as well as repair kits that will allow you to repair your own broken Marionette in the event you can not visit Huw, such as being in a Dungeon, on a Shadow Mission, or even in Another World. Stocking repair kits is highly advised on long travels. The limited time pet Nimbus can also heal a large amount of the Marionette's HP when summoned, but beware that certain instances prevent you from summoning the Nimbus, such as in Commerce or the Iria Raids. Also note that Marionettes cannot enter Deadly status, which causes them to die instantly from high damaging monsters such as those in the Iria Raid or Dullahan's Axe Throwing.
Another major downside is that, as stated before, most puppetry skills uses large amounts of stamina, especially at the early ranks. Some also continue to drain stamina even after the skill is fully loaded or in use. It is highly advised to raise your stamina early on through either Production Mastery and Metallurgy, or by having Stamina Elixirs and/or a large amount of Stamina Potions. Potion Poisoning can occur upon the consumption of large quantities of Stamina Potions at once, or quickly drinking larger recovery Potions in succession, such as the Full Recovery Potion or the HP & Stamina 300s. However, having a Nimbus, a high ranked Respite, Enduring Melody, Fantastic Chorus, Rest, and/or Campfire will allow quick stamina regeneration for a short period of time without the need of Stamina Potions, and risking Potion Poisoning through excessive usage of potions.
All Act Skills within the exception of Act 2: Threshold Cutter are distance-based attacks. This means that the attacks aim for the center of the target's hitbox rather than the edge. Although you may be familiar with Windmill, which hits the monster's hitbox edge despite being a distance attack, this is not the case with Act Skills. Because of the center hitbox targeting, both the Marionette and you have to get closer to large-sized enemies, which not only makes it hard to hit them in the first place, but also puts both the Marionette and you in the monster's attack range. Notorious giant-sized hitbox enemies include Giant Spider, or more notably all types of Dragons.
Although puppetry emphasizes teamwork, ironically it has very poor synergy when working with other players, as all puppetry skills that cause a knockdown renders the target(s) temporarily immune to attack for a short time, and therefore interrupting party members. A notable example is with Act 6: Crisis, which causes a longer period of invulnerability frames compared to the other puppetry skills, which in turn nulls other powerful attacks such as Crash Shot and Fireball. One should not be too careless to using his/her puppetry skills that would interrupt teammate's attacks and should learn to actively cooperate with each other to devise a combat strategy, one without interruptions from fellow party members.
Control bars are one of the few weapons that possesses injury, but oddly enough none of the puppetry skills are able to inflict wounds. This makes it difficult for players with low damage to kill monsters that recover HP extremely fast, such as mobs in the Dungeon Recovery Rooms or those with Fast Regeneration. The player is then unable to null the recovery and may have to resort to non-puppetry methods in order to be able to wound and kill such monsters.
Finally, perhaps the one of the biggest disadvantages of all, is the skill training. Although most of them are not Combat Power-based, they require hundreds, even thousands, of counts per rank, especially at the lower ranks. The training requirements are based on the number of hits the skills deal (if applicable) rather than how many enemies are hit. For example, Act 7: Climactic Crash strikes ten enemies twice; only the two hits count, not the ten kills. Even the Combat Power-based skills are slightly more tedious than the other weapon mastery skills, as they require more counts of training. Expect an extremely long grind, but if you continue to use the skills, the training may not be as long as one would think, despite the large numbers.
Mastering the Art of the Marionette
Wire Pull and Puppet's Snare
To be able to master the Art of the Marionette, one must understand how to become one with the Marionette. To begin, you will start with Wire Pull and Puppet's Snare. These two skills are the core of puppetry and has zoning potential to keep them from doing harm to you, and your Marionette. Wire Pull allows you to pull enemies towards within a given range. As you continue to rank this skill, you can pull enemies from far away. While the damage caps out at 250% of your damage at Rank 1, you have a range of 13 meters, or 1300 range. This gives you the ability to pull anything from a 13 meter radius. You are given quite an amount of distance to still be undetected by mobs while pulling one out from the bunch. After pulling the enemy, you can easily do a one-on-one against it and overpower them with sheer force since the enemy may rely on others for maximum control. However, there is a start-up to the skill. During the process that the enemy becomes entangled by the wires from Wire Pull, they can still react and move around. If used from a distance, the enemy may simply walk away and Wire Pull will fail. If the enemy has noticed you and begins to attack, they will come at you at full force while you entangle them. If they hit you before the pull animation, the skill is canceled and you are hit by the enemy. Keep the start-up time in mind as no damage is done until you actually pull on the wires.
The next skill is Puppet's Snare. This skill is rather slow and does damage overtime. Snaring them will hold them in place for a small amount of time while dealing damage at a fraction of your strength. At rank 1, you deal 70% of your total damage, but they are stunned for six seconds, and you deal 170 damage every 3 seconds upon detachment. The range at Rank 1 is 13 meters, just like Wire Pull. When using the skill, you will want to be at maximum distance, or have enough distance to not be noticed by others. While using the skill, you will entangle the enemy with wires and pull them tight around them, binding them in place. This will allow other players to attack the bound enemy, although any knockback will break the snare. The snare will also damage the enemy for each second, then followed by detaching damage. Afterwards damage is done every 3 seconds for a small amount of time. However, during the binding process you are a sitting duck. You will not be able to move, but you can summon pets, or your Marionette. Remember that using the skill will keep you in place and should not be used against mobs that multi-aggro. Not all mobs can be snared due to their size, body, or something entirely unknown. However, snares are very useful against Blinkers and Ghasts because their Advanced Heavy Stander will prevent the snare from breaking, giving others enough time to kill them before they start massacring.
Once you get the hang of the two basic skills, you will begin to learn the Marionette skills. These skills are Act Skills and some of requires your Control Marionette to be at a certain rank before learning the skill. The first three are Act 1: Inciting Incident, Act 2: Threshold Cutter, and Act 4: Rising Action can be learn as a part of your Beginner Quests as a Puppeteer or though a series of quests when picking up a Control Bar for the first time on an existing character.
However, before covering the actual act skills, you need a Marionette to actually use them. There are currently two Marionettes, both of which offer the same stats at equal ranks.
The first one you will learn is the Pierrot Marionette, beginning as a small wooden doll, but evolves into small girl and later becomes more feminine. This doll may be small but she packs quite a punch, wielding a wooden mallet in one hand a large butcher knife in the other. Despite its small appearance, it should not be taken lightly.
The other marionette you will gain is the Colossus Marionette. About as big as a Small Golem, it boasts large arms and a rather small lower body; when first used, it is a giant wooden dummy, but later sprouts metallic armor pieces until it becomes a large menacing puppet, complete full armor and ready for battle. Although it may not looks as threatening as first, it is a large force to be reckon with. It uses its massive arms to attack and will even use its own body if necessary to attack head on.
Contrary to popular belief, the two Marionette are in no way different in terms of attacks and stats, but they do have different animations, which makes each of them unique. Though visually they are different, both will suffice and will just as good as the other in terms of equal ranks. However, the only real noticeable difference is how fast they execute Act 2: Threshold Cutter; there is a very long delay for Pierrot's third hit while Colossus has no pause at all; this causes Colossus to have a higher priority than Pierrot. Regardless, it is advised to rank them both, in the case one gets broken.
Marionettes function differently than your average combat. For one, all of your damage as a puppeteer comes mainly from one of the two marionettes. You can not have them both out at the same time, but having one out is more than enough. Marionette Combat can become extremely difficult to master; you are not attacking with yourself, but with a Marionette - the Marionette becomes an extension of yourself and it will become your "sword and shield." The Marionette, once summoned, will be in its "resting" position; lifeless and inactive. With the use of Control Marionette with any type of Control Bar, you will extend your strings and into the Marionette, give it "life;" The Marionette is now active and ready for combat. Right off the bat, you will notice that your are now in control of your Marionette, moving it before moving your own character. To some, this is rather different, while other find this a bit troublesome; if you are in harm's way while controlling the Marionette, you can move to safety, despite all movements being handled by the Marionette. While holding the Left Shift Key, you are allowed to move while the Marionette stays in its current position; this will allow for versatility, being able to move from one position to the other as your Marionette attacks, and additionally will also escape any harm being done to you, rather than your Marionette.
Once you summon your Marionette, you will notice two circles below your Marionette and yourself; these are the indicators for Marionette Control. Red means it is inactive and you are currently not connected to your Marionette; connecting to your Marionette of choice turns these circles green, indicating that you are now connected to your Marionette and in control. Once you are connected, you can not use your own skills as indicated by a dark skill icon; any attempt to do so will cause a break in the control. As you continue to move around, you will notice the circle comes yellow, then orange; this indicates that you are being pulled away from your Marionette and need to get closer. The moment the two circles become red while being connected, you will be separated from your Marionette and must reunite with each other. When knocked away, your Marionette become helpless, and you become weak. You will find yourself put in this situation many times when you first learn the basics, something fairly common among people who pick up Puppetry for the first time. Through proper training and usage, you will be able to know the distance between you and your Marionette and be able to gauge yourself in combat as you continue to use the Marionette.
Marionettes can attack like normal characters by click on their target. You will lead your marionette to the desired target and will attack will full force. Damage is calculated based on the rank of your Marionette in question, your actual damage range from the control bar, 70% of your current stats, and your Strength and Dexterity combined, but divided by two. Due to this, it is not necessary to have high Strength and/or Dexterity, but to fully benefit from Marionette skills, it is recommended to have high stats in both Strength and Dexterity.
As mentioned earlier, there are three Act Skills that can be learned as a part of your Beginner Quests as a Puppeteer on a new Character, or though a series of quests when picking up a Control Bar for the first time on an existing character. The first three Act Skills you will have access to is Act 1: Inciting Incident, Act 2: Threshold Cutter, and Act 4: Rising Action. As you rank your Control Marionette, you will eventually learn Act 6: Crisis, Act 7: Climactic Crash, and Act 9: Invigorating Encore. The skills are named after Acts and tell a rather clever story upon reading the skill details. The Act Skills represent you and your Marionette, as you continue to rank the Marionette skills and represent mile stones that the two of you have gone through.
Act 1: Inciting Incident
"Act 1: Inciting Incident" is the first Act Skill you will learn. It is the story of how the marionette was living a rather peaceful life until one day, it was thrown into a world of chaos, Erinn, in an unlikely encounter, the Milletian. As strange as it sounds, it is also true.
Act 1 allows the Marionette to throw itself into the battlefield, damaging the target in question with a powerful tackle. This is the most basic fundamental skill of Puppetry when using Marionettes. Act 1 will also break through the Defense skill, acting similar to a Smash with a quick recovery time. This skill is especially useful when it comes to saving your allies, as you can slingshot your marionette from one side of the room to the other using this skill. However, both you and your Marionette need to be in range of the enemy in order for this skill to work.
Act 2: Threshold Cutter
"Act 2: Threshold Cutter" is the second Act Skill. As the Marionette continues on with its life, it will come across a rather large challenge. The Marionette wants to cross the gap between leaving home to embark on a new adventure in order set order to the world. It eventually decides to cross the gap and into the threshold of adventure.
Act 2 consist of three powerful hits, each with a multiplier. This skill will ignore the Defense skill just like Act 1. However, because it is comprised of 3 hits, there is a chance to be interrupted by other mobs; caution is advised against monsters with multi-aggro. There is also a possibility for the targeted mob to interrupt this skill when its Melee Auto Defense triggers and the mob retaliates or moves out of the way. You should also be wary of other players, as attacks like Smash on the mob can interrupt Act 2 as well. Finally, when using this skill, note the attack speed between Pierrot and Colossus Marionettes: the little girl has a huge delay between the second and third hits, while the big buff colossus has no delay in between at all.
Act 4: Rising Action
"Act 4: Rising Action" is the third Act Skill. As the Marionette progresses through its journey, it realizes that the world rests on its shoulders. Realizing what has to be done, the Marionette accepts its destiny and fate now guides them through their journey as they continue to rise above and beyond their own expectations.
Act 4 is an area attack that sweeps all enemies around you; think of it as Windmill but with the Marionette. Regardless of the Marionette's locations, it shall come to its master and aid them, sweeping the enemies surround the master, saving them from harm, and cutting off multi-aggro. Unlike Windmill, there is a rather lengthy cooldown, and this skill targets the hitbox's center rather than their edge. Only use the skill if the situation calls for it, or use it when the Marionette is a bit to far and instead of walking it back, you can make it come to you provided an enemy is within the skill's range.
Act 6: Crisis
"Act 6: Crisis" is the fourth Act Skill. The Marionette is nearing defeat in an intense battle. Without any more strength, the Maionette focuses and remembers that strength is not dependent on the weapon, but the weapon's wielder. As the Marionette continues to focus, it draws power from within and rushes back into the battlefield with newly found strength.
Act 6 is another area attack that summons wires to draw in all foes around the marionette and bring them toward its grasp. The enemies are then angered by this skill and will only focus their attacks on the Marionette, much like Taunt. To further bolster their tank-like status, the Marionette also gains some physical defense and protection for a short period of time. This is useful when in a party as it will draw in enemies and gain their attention, holding them in its place briefly and giving others enough time to retaliate. Act 6 has a rather large start up time and should be loaded in advance. As with Act 4, it has a lengthy cooldown and should only be used when necessary. Act 6 can be easily follow up with Act 4, or Act 7 if timing is correct; it is advised to move back a little for Act 7 to hit the downed enemies successfully.
This skill can also be used to pull enemies into Offering Circles and "offering" them instantly if they are pulled and defeated by Act 6. If not, at least they are within the circle's radius to make it easier to push them into the circle on defeat. However, as stated before, the main problem with this skill is that enemies are invulnerable once they are pulled, much longer than other Act skills. Unless you have great synergy with your teammates, you may end up angering them and they may end up angering you (e.g. your Act 6 interrupts their Crash Shot if used too early, their Windmill pushes enemies away from your Act 6, and so forth), so you and them need to learn to cooperate with one another.
Act 7: Climactic Crash
"Act 7: Climactic Crash" is the fifth Act Skill. It is the climax of the Marionette's adventures and it is time to defeat the very thing that stands in its way to end the chaos in the world. The Marionette rushes into the final battle and prepares to end all foes in this climactic clash of epic proportions, and emerges victorious.
Act 7 is another area attack for Marionettes, only this time affecting what is in front of them; the Marionette winds up and prepares itself for a large straight forward rush, crashing into anyone, or anything, in its path. This is the Marionette's bread n' butter, dealing massive damage to anything that comes into contact with the destructive force of the Marionette. Like Act 6, Act 7 requires time to charge up in order to use the skill. Using the skill too early will invoke a short cooldown, which may become detrimental to both you and your marionette. It is advised to use it a distance, just enough to send the Marionette out. Act 7 also has a large cooldown period upon a successful use of the skill, regardless if anything was hit or not.
Act 9: Invigorating Encore
"Act 9: Invigorating Encore" is the final Act Skill. As the battle draws to a close, it is time to end the journey the Marionette has set out on and head back home. As the Marionette now becomes one with the Manipulator (the Puppeteer), it is time to perform and encore for the masterful performance performed by the two and the Journey begins anew.
Once a player learns Act 9, a special gauge now appears next to the player. This is the Spirit Gauge, a special gauge that fills up when other Act Skills are used. Each act skill used contributes a small amount to the gauge. Once it is full, the Marionette can unleash its full potential; upon using the skill once the Spirit Gauge is full, an explosive wave of energy erupts from the Marionette and continues to emit the massive energy force, gains more power than ever before, and is given temporary life, allowing it to move and attack on its own when the Marionette disconnected from the control bar. Attaching onto the Marionette will power the Marionette even further, allowing for maximum damage potential. After some time has passed, the marionette will fall to the ground gently as the energy pulsating from it fades away. Act 9 has two separate gauges, one for each marionette. However, it has a large cooldown time, effective enough to only allow one Marionette to become invigorated with power. If using both marionettes, it is advised to keep both Spirit Gauges full due to the amount of time and effort it takes to fill even one of them up.
Act 9 is a rather unique skill. Since it gives the Marionette an AI to act on its own, it is more than capable of basic attacks. The Marionette can use normal attacks, as well as Acts 1 and 2. These skills will be activated at the marionette's own discretion, and will also attack anything nearby it. The player can focus on other matters at hand while the marionette fends off other attackers if able. Keep in mind that although the Marionette is rather slow to act, it does become stronger without the need to reattach. The only times one should reattach is when they need the extra damage boost, force it back into range if the Marionette becomes too far but still in attaching distance, or using act 4 to save themselves while bring the Marionette back in range forcibly.
As you and your Marionette continue to fight along side each other, you will soon feel what your Marionette feels. You both will feel happiness, and there will be times you will feel alone, pulled away from your best friend. The Marionette will always assist you in your time of need, and that said, the bonds you two will form will become memories that will last a lifetime.