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Dynamis - A Guide (Volume 2)Follow

#1 Feb 23 2005 at 9:03 AM Rating: Good
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Dynamis - A Guide (Volume 2)
This is a follow up to 'Dynamis - A Guide (Volume 1)' and the main focus of Volume 2 is to provide individual strategies for each particular individual Dynamis, whereas Volume 1's main agenda was to give a introduction and some insights to Dynamis.

Dynamis - A Guide (Volume 1) can be found in:
http://ffxi.allakhazam.com/forum.html?forum=10&mid=1109085128436627215&num=20

Note: This section was not written by me, all credits go to Dynamis Cat Attack Linkshell. But I'm extremely positive everyone would find it extremely useful, especially if you have no first hand experience in doing Dynamis.


Contents
•Dynamis-Bastok
•Dynamis-Windurst
•Dynamis-San d'oria
•Dynamis-Jeuno
•Dynamis-Beaucedine


•Dynamis-Bastok•
Map 1: http://dca.eleventeenth.com/assets/images/0/20050108215624076_86_13.jpg

Blue number: Time extension in minutes (incomplete)
Red s: Statue (incomplete)
Purple s: MP-refill green-eye statue (incomplete)
Red line: General path

Boss appearance:
3 trigger NMs Gi'Pha Manameister, Ko'Dho Cannonball, and Ze'Vho Fallsplitter must be defeated for the boss Gu'Dha Effigy to appear.

Medicine required:
Nothing special

BST pet attack:
Breakga (Area petrify)

Statue TP attack:
Area stun + damage
Frontal damage + gravity

Route:
Clear the chocobo stable, which has many BST. The scorpion pets use breakga, so silence and sleep them.

The closest statue east of the auction house should be cleared.

Clear the front and inside of the auction house.

The south Gustaberg exit monsters should be ignored.

West of the auction house will be a mass link of statues.

Clear to G-6 and fight your way through the alley. The monsters above the alley can be ignored.

The time extension is in the part of the alleyway normally blocked from access outside of Dynamis.

All three triggers can be pulled without sacrifices.

Clear the way to the Zeruhn Mines trigger NM, because there is a time extension somewhere in there. Some monsters on the north side may be ignored.

Clear the F-5 trigger nm.

Sacrifice pull
http://dca.eleventeenth.com/assets/images/0/20050109003009712_88.png

The boss will be sacrifice pulled to F-5. The sacrifice puller should train monsters towards the start point after aggroing it and all of its potential links. The sacrifice puller will need to run into the monsters that were ignored and the monsters that spawned after all trigger NMs were defeated.

After the boss dies, there are repops in the auction house and the start point. Make sure the sacrifice puller gets a raise and to at least G-7 before killing the boss. It looks safe to clear all remaining monsters for drops except for the south Gustaberg exit and the start point.

Adamantking Effigy - statue
Be'Ebo Tortoisdriver - statue

Aa'Nya Dismantler - drk
Be'Ebo Tortoisdriver - bst
Gi'Pha Manameister - blm - trigger
Gu'Dha Effigy - ? - boss
Gu'Nhi Noondozer - smn
Ko'Dho Cannonball - mnk - trigger
Ze'Vho Fallsplitter - drk - trigger

Vanguard Beasttender - bst
Vanguard Constable - whm
Vanguard Defender - pld
Vanguard Drakekeeper - drg
Vanguard Hatamoto - sam
Vanguard Kusa - nin
Vanguard Mason - rng
Vanguard Militant - mnk
Vanguard Minstrel - brd
Vanguard Protector - rdm
Vanguard Purloiner - thf
Vanguard Thaumaturge - blm
Vanguard Undertaker - smn
Vanguard Vigilante - drk
Vanguard Vindicator - war
Vanguard's Avatar
Vanguard's Scorpion
Vanguard's Wyvern


•Dynamis-Windurst•
Map 1: http://dca.eleventeenth.com/assets/images/0/20040726083812677_71.png
Map 2:
http://dca.eleventeenth.com/assets/images/0/20040726083837488_72.png
Map 3:
http://dca.eleventeenth.com/assets/images/0/20040726083846875_73.png

Medicine required:
24 echo drops
24 poison potions
12 holy water

Statue TP attack:
Group stun
Group curse

Manifest Icon statues will use Sleepga II.

NM TP attack:
Doom - Causes death after 10 seconds. Death is avoided by using holy water.

BST pet attack:
Silencega

Statues summoning other statues:
The statues in Windurst will sometimes summon other statues that may cause the group to become surrounded. To prevent the group from being surrounded, these statues will be pulled over a longer distance. Because these statues take longer to kill, tanks must give priority to marathoning these statues away from the group. Otherwise, group stun will cause the group to be wiped out.

The statues in Windurst are said to have higher resistance to magic than in other areas, but still aren't worth meleeing.

POI 1:
Statues will be summoned to the west, so the group must camp to the west and make a long pull.

POI 2:
There are 3 statues here that must be cleared before moving on to the auction house.

POI 3:
Clear south of the auction house but don't bother with statues on top of the auction house. The statues south of the auction house roam north-to-south, so pull them when they're south or you'll risk linking statues from the top of the auction house.

POI 4:
There will be statues summoned on the bridge, so have the group camp on the west part of H-10.

POI 5:
Statues will be summoned in I-9 to J-9, so pull to east side of H-10.

POI 6:
The time-extension statue will summon more monsters, so pull to J-8. A blm gets summoned on the roof, but there's a smn to worry about first.

POI 7:
Pull to north part of J-7. A sacrifice puller can train monsters counter-clockwise.

POI 8:
Pull to west part of G-10. Two manifest icons will be summoned that use sleepga and paralyzega, so use poison potions.

POI 9:
Hug the east part of the map to avoid aggro from this entire house while advancing north. This house makes a huge link that isn't worth fighting.

POI 10:
Nuke the time-extension statue from the bridge. It will summon other monsters, but they shouldn't link the POI 9 house.

POI 11:
Two statues spawn here each time a trigger NM is killed.

POI 12:
Sacrifice puller can train clockwise.
Supposedly can take out Avatar Icon quickly to avoid big link. Use silence on Xoo Kaza the Solemn.

POI 13:
Pull to south part of F-5

POI 14:
Sacrifice pull is highly recommended, due to 6 smn + nm smn popping. Sacrifice puller can train clockwise.

POI 15:
Time-extension statue in front of Toraimarai Canal summons monsters on itself and up above, so expect monsters to come from the south.

POI 16:
Hug the east part of the map to avoid aggro from this entire house while advancing north. This house makes a huge link that isn't worth fighting.

POI 17:
Can fight this without a sacrifice pull. Statues will repop on the bridge again after it dies.

POI 18:
Sacrifice puller must attack the boss's statue to summon it and then aggro any additional summoned monsters. Train south to Windurst Woods and homepoint immediately after dying. Rush to the middle of H-11 to stay clear of repops. The boss is pulled to I-9 to avoid repops after it dies. Clear H-10 repops after the boss dies so the sacrifice puller can still receive the key item.


Monster list:
Avatar Icon - statue
Avatar Idol - statue with NM
Manifest Icon - statue

Haa Pevi the Stentorian - smn - trigger A-3
Loo Hepe the Eyepiercer - rdm - trigger B-4
Maa Febi the Steadfast - pld
Muu Febi the Steadfast - pld
Tzee Xciu Idol - boss
Wuu Qoho the Razorclaw - mnk - trigger A-1
Xoo Kaza the Solemn - blm - trigger A-2

Vanguard Assassin - nin
Vanguard Chanter - brd
Vanguard Exemplar - pld
Vanguard Inciter - drk
Vanguard Liberator - thf
Vanguard Ogresoother - bst
Vanguard Oracle - smn
Vanguard Partisan - drg
Vanguard Persecutor - sam
Vanguard Prelate - blm
Vanguard Priest - whm
Vanguard Salvager - rng
Vanguard Sentinel - monk
Vanguard Skirmisher - war
Vanguard Visionary - rdm
Vanguard's Avatar
Vanguard's Crow - silencega
Vanguard's Wyvern


•Dynamis-San d'oria•
Map 1: http://dca.eleventeenth.com/assets/images/s/san_54_13.jpg

Green line: Path for puller only
Pink line: Group and puller's path

Time extensions:
Time-extension statues haven't been pinpointed.
West ninja NM is worth 30 minutes.

Statue TP attack:
Area damage + stun
Paralysis

Trigger NMs and Boss:
Wyrmgnasher Bjakdek and Reapertongue Gadgquok must be defeated for Overlord's Tombstone to appear.

Even though the nearby statues roam a bit far from the East and West Ronfaure exits, pulling them will likely cause a large link with the trigger NMs.

Two statues repop at the fountain near the start point when each trigger NM dies. These need to be cleared before pulling the boss. Reapertongue Gadgquok's death also causes three statues to repop in K-9. Therefore, pull him to K-8 to prevent repops from aggroing. They will still need to be cleared in order to pull the boss, though. When both triggers are cleared, the boss will seem to appear alone. It will summon an army when it aggros, however, so a sacrifice puller needs to attack it and then aggro all the summoned monsters..

The NMs' special TP ability is group charm. Isolating them from nearby links with sacrifice pulls makes the fight much more safe. There are a few ways to deal with the group charm attack. One is to have everyone in the area surround the monster and try to kill it before it can use its move. If it ends up doing group charm, everyone will be charmed and no one will be killed. This will waste a bit of time as people run around uncontrollably, and it is difficult to get everyone close enough. The second method is to have mages stand out of range with fenrir summoned and ready to Sleepga II and Lunar Roar dispel the charm. It is difficult to hit a moving group with lag, though. The third method is to have a paladin 2-hour and marathon the monster while rangers and mages nuke it. THe rest of the melee should stay away in K-6 to prevent charming. The boss, Overlord's Tombstone, will be pulled to the start point. After it is defeated, monsters will respawn throughout the area.

Despite what other sites say, it seems that lunar roar has "no effect" on charmed PCs.

A sacrifice pull is recommended for both trigger NMs. Sacrifice pullers may need to return to homepoint after dying away from the group. However, it might be possible to be in tractor range if you die inside the gates at K-9 or G-9.

Leave the monsters at the auction house, but pull carefully so you don't link them. Monsters at the tents near the auction house will have to be cleared.

I-8 has many summoners that will link.

Vanguard's Hecteyes can only be slept by bards. They use dispelga, which deblinks and eliminates one positive status effect, so rdm should silence them.

The statues in the southeast alley make thf and blm pop on the upper balcony.

The statue on the top floor of southeast J-9 gives MP refill.

Monsters and jobs:
Serjeant Tombstone - blm?
Warchief Tombstone - rdm

Battlechoir Gitchfotch - ?
Overlord's Tombstone - ? - boss
Reapertongue Gadgquok - smn - trigger
Soulsender Fugbrag - brd
Voidstreaker Butchnotch - nin
Wyrmgnasher Bjakdek - drg - trigger

Vanguard Amputator - whm
Vanguard Backstabber - nin
Vanguard Bugler - brd
Vanguard Dollmaster - smn
Vanguard Footsoldier - war
Vanguard Grappler - mnk
Vanguard Gutslasher - sam
Vanguard Hawker - bst
Vanguard Impaler - drg
Vanguard Mesmerizer - blm
Vanguard Neckchopper - drk
Vanguard Pillager - thf
Vanguard Predator - rng
Vanguard Trooper - pld
Vanguard Vexer - rdm
Vanguard's Avatar
Vanguard's Hecteyes
Vanguard's Wyvern


•Dynamis-Jeuno•
Map 1: http://dca.eleventeenth.com/assets/images/0/20040629204127700_49_13.jpg

Medicine needed:
12 poison potions
12 echo drops

Statue TP attack:
area damage and stun
sleep (targets unknown)

Turn west from start point to kill time extend statue. Ignore H-9 and go to the top level by taking the east stairs. Clear the way to the boss by fighting clockwise. Should be able to completely clear the top level. There's a time extend in front of the auction house, but the entire auction house doesn't need to be cleared. Clean out the lower level of the north palace. There is a statue roaming up and down the steps that needs to be cleared, but the rest of the upstairs can be ignored. You can pull two of the four statues at a time near Maat's spot. Stop before killing the Goblin Statue!

The group should camp at I-8. One blm can solo the Goblin Statue in the palace, since it doesn't move. The palace will have repops after the trigger NM is killed. The blm will have to warp to homepoint and reenter Dynamis with weakness. Clear out the palace again.

The Goblin Golem boss will be sacrifice pulled to the north palace. The sacrifice puller should train monsters to the start point, while pullers wait at I-8 and I-10 to get the boss.

Beastmasters summon slime pets, which use paralyzega. Silence and sleep them.

All goblins NMs can randomly put the area to sleep, so poison potions are needed when a NM is pulled. They can also silence the area, so echo drops are needed for paladins, ninja main/sub, and mages.

There are dummy trigger nm Goblin Statues at the auction house and one repops near the start point. The auction house and G-8 will have repops when the dummy trigger is killed. The dummy trigger near the start point will cause major repops in the lower area near the consulates. If you want to fight these monsters for drops, a black mage will have to solo the auction house dummy trigger and dezone. The group should be at G-9 or H-8 to avoid aggro from repops. To safely kill the dummy trigger NM near the consulates, attack it from the east near the start point.

Monster list:
Goblin Replica statue

Anvlix Sootwrists - war
Bandrix Rockjaw - thf
Blazox Boneybod - bst
Bootrix Jaggedelbow - mnk
Buffrix Eargone - pld
Cloktix Longnail - drk
Distilix Stickytoes - rdm? whm?
Elixmix Hooknose
Eremix Snottynostril - rdm or blm
Gabblox Magpietongue - rdm
Goblin Golem - boss
Goblin Statue - whm - trigger
Hermitrix Toothrot - blm
Humnox Drumbelly - brd
Karashix Swollenskiull - sam
Kikklix Longlegs
Lurklox Dhalmelneck - rng
Mobpix Mucousmouth
Morgmox Moldnoggin - smn
Mortilox Wartpaws - smn
Rutrix Hamgams - bst
Scruffix Shaggychest
Snypestix Eaglebeak - nin
Sparkspox Sweatbrow - war?
Ticktox Beadyeyes - drk
Trailblix Goatmug
Tufflix Loglimbs - pld
Wyrmwix Snakespecs - drg

Vanguard Alchemist - whm
Vanguard Ambusher - rng
Vanguard Armorer - pld
Vanguard Dragontamer - drg
Vanguard Enchanter - rdm
Vanguard Hitman - nin
Vanguard Maestro - brd
Vanguard Necromancer - smn
Vanguard Pathfinder - bst
Vanguard Pitfighter - mnk
Vanguard Ronin - sam
Vanguard Shaman - blm
Vanguard Smithy - war
Vanguard Tinkerer - drk
Vanguard Welldigger - thf
Vanguard's Avatar
Vanguard's Slime
Vanguard's Wyvern


•Dynamis-Beaucedine•
Map 1: http://dca.eleventeenth.com/assets/images/0/1beaucedinebossmap_98_13.jpg

Blue line: Main path
Red line: Branch off main path. Have to backtrack.

POI 1: Pull the north statue first to avoid links
POI 2: Can clear just the north statue and sneak past to save time.
POI 3: Pull the south statue first to avoid links
POI 4: Pull the northwest statue first to avoid links.

Medicine required:
24 echo drops
12 holy water
12 poison potions
12 antidotes


One thief will pull the Boss and its 4 summoned dragons and drag them to the start point. A paladin will hold the Ahriman boss with one provoke at Fei'Yin and hopefully the dragons will continue following the thief to the start point. Once the thief dies at the start point, we will beat down the Ahriman boss. Do not attack the boss until the thief has taken the dragons to the start point.

Beaucedine contains Goblins, Yagudo, Quadav, Orcs, and Fomor Shadows. This includes new NMs and the same NM TP attacks. Therefore, you need the monster and medicine lists from Jeuno, Windurst, Bastok, and San d'Oria. The shadows aren't to be touched unless the trip is focused on earning relic upgrade items instead of defeating the boss.

The Fomor Shadows are all named Hydra+Job. For example, Hydra Thief.
Hydra's Hound uses blindga.

NM TP abilities:
Quadav: Gravity (Number of targets unknown)
Yagudo: Doom to single target (Spam holy water or you die in 10 seconds)
Goblin: Goblin Dice (Random good / bad effect) area silence, area sleep (Use poison potion right before we attack goblin NM)
Orc: Area charm (Have only a few tanks close to NM. Backup tanks need to be ready to take over hate, sleepers need to sleepga tanks if they get charmed, attack from a distance with ranged attacks and magic)



Angra Mainyu abilities:
Magic Barrier - (Shell?)
Airy Shield - ??
Dispelga
Silencega
Slowga
Death

Beastman NMs:
Ascetox Ratgums blm
Be'Zhe Keeprazor smn
Bhuu Wjato the Firepool blm
Bordox Kittyback rng
Brewnix Bittypupils whm
Caa Xaza the Madpiercer rdm
Cobraclaw Buchzvotch mnk
Deathcaller Bidfbid smn
De'Bho Pyrohand
Drakefeast Wubmfub drg
Dralkix Scalecrust drg
Droprix Granitepalms mnk
Dynamis Effigy
Dynamis Icon
Dynamis Statue
Dynamis Tombstone
Elvaanlopper Grokdok sam
Foo Peku the Bloodcloak war
Ga'Fho Venomtouch
Galkarider Retzpratz rng
Gibbeerox Pimplebeak rdm
Go'Tyo Magenapper drg
Gu'Khu Dukesniper rng
Gu'Nha Wallstormer war
Guu Waji the Peacher pld
Heavymail Djidzbad pld
Hee Mida the Meticulous rng
Humegutter Adzjbadj war
Jeunoraider Gepkzip nin
Ji'Fhu Infiltrator thf
Ji'Khu Towercleaver
Knii Hoqo the Bisector sam
Koo Saxu the Everfast whm
Kuu Xuka the Nimble nin
Lockbuster Zapdjipp thf
Maa Zaua tha Wyrmkeeper drg
Mi'Rhe Whisperblade rng
Mithraslaver Debhabob bst
Moltenox Stubthumbs
Morblox Chubbychin smn
Mu'Gha Legionkiller pld
Na'Hya Floodmaker rdm
Nee Huxa the Judgmental
Nu'Bhi Spiraleye brd
Puu Timu the Phantasma smn
Routsix Rubbertendon bst
Ruffbix Jumbolobes
Ryy Qihi the Idolrobber thf
Shisox Widebrow sam
Skinmask Ugghfogg drk
Slinkix Trufflesniff
So'Gho Adderhandler bst
Soo Jopo the Fiendking bst
So'Zho Metalbender
Spinalsucker Galflmall rdm
Swypestix Tigershins nin
Ta'Hya Gallanthunter drk
Taruroaster Biggsjig blm
Tocktix Thinlids drk
Ultrasonic Zeknajak brd
Whistrix Toadthroat
Wraithdancer Gidnod whm
Xaa Chau the Roctalon mnk
Xhoo Fuza the Sublime brd



As an ending note, my Linkshell personally surveys each actual area before each Dynamis run, especially if they are doing it for the first time. For example, having a rehersal for Dynamis-Jeuno would be done in Ru'Lude Gardens.

Enjoy.






Edited, Wed Feb 23 09:05:35 2005 by fedex

Edited, Wed Feb 23 09:11:13 2005 by fedex
#2 Feb 23 2005 at 9:05 AM Rating: Decent
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313 posts
rate up again!!!
#3 Feb 23 2005 at 9:43 AM Rating: Decent
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1,015 posts
For some reason, this makes me want to get into a dynamis... ;.;.

Too bad my ps2 is currently under lock and key.
#4 Feb 23 2005 at 9:44 AM Rating: Decent
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824 posts
Fantastic!

I can't wait to do Dynamis! ><
#5 Feb 23 2005 at 9:57 AM Rating: Decent
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1,602 posts
rate^
#6 Feb 23 2005 at 10:09 AM Rating: Decent
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879 posts
Hmmm..... well I'm about to go to my last of the main cities which is Dynamis-Windurst and after reading this well......I'm sooooo gonna die T_T
#7 Feb 23 2005 at 1:01 PM Rating: Decent
Thank you again fedex. Great work :)
#8 Feb 23 2005 at 8:58 PM Rating: Good
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237 posts
somebody is trolling....... rated u all up.
#9 Feb 23 2005 at 10:05 PM Rating: Default
i lov dynamis man, i wish i was lvl 73-5 ; ; waaa!
#10 Feb 24 2005 at 1:15 AM Rating: Decent
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154 posts
Bleh everyone makes the thfs sacrfise pullers and have to hp ;/

I'll never do dynamis just becuase it takes me too long to get XP to lose it all so easily >_<
#11 Feb 24 2005 at 2:53 AM Rating: Default
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762 posts
I think the trolling is occuring because this looks like a ripoff from the DynamisCatAttack site.

http://dca.eleventeenth.com

Gotta give credit where credit is due. Nice copy/paste work.
#12 Feb 24 2005 at 3:20 AM Rating: Decent
I don't like the copy/paste too much 'cause these maps are a little out of date.

i.e. we figured out positioning so thf don't have to homepoint in windurst and can get a r3 instead.
#13 Feb 24 2005 at 7:09 AM Rating: Good
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237 posts
I already stated at the start of the post.
Quote:
Note: This section was not written by me, all credits go to Dynamis Cat Attack Linkshell. But I'm extremely positive everyone would find it extremely useful, especially if you have no first hand experience in doing Dynamis.


Edited, Thu Feb 24 07:13:11 2005 by fedex
#14 Feb 24 2005 at 9:16 AM Rating: Decent
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78 posts
Alternate plan for Dynamis-San'Doria:

DO NOT clear the right hand steps to North zone... instead clear out the Choco Stables area. Use this as a FINAL camp. Pull everything here including Trigger #2 and Final BOSS. There is NO repops in the Stables area once the Mega Boss dies. This saves a lot of time from clearing any repops.

This is how finally our group won Dynamis-San (we're new to the whole thing). It keeps people who don't listen away from all the repops and just the THF and PLD in harms way for the final 2 NMs.
#15 Feb 24 2005 at 10:12 AM Rating: Default
I loved the first time we tried Dynamis-Beaucidine... we got to Angry Mainyu, but the problem was that we ALMOST killed him, but the dragons came back before we killed him. He was at 1/10 health and started to spam death... great. Then we lost hate at feiyin some reason and he flew away -_-
#16 Feb 24 2005 at 10:14 AM Rating: Default
Also, in Dynamis-Bastok, take the back alleyway behind the ah instead of going in front of it, trust me it's a lot better.
#17 Feb 25 2005 at 1:27 AM Rating: Default
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762 posts
The shortcuts are great when you have a group that isn't strong enough, but if you have a full force of 64, you can spend more time clearing the open areas :)

And sorry, I missed the refrence to DCA.

Edited, Fri Feb 25 01:32:55 2005 by Clerico
#18 Apr 24 2005 at 11:23 AM Rating: Decent
Bump
#19 Oct 07 2005 at 12:07 AM Rating: Decent
STICKY please?
#20 Oct 09 2005 at 7:09 AM Rating: Decent
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129 posts
These are a pair of nice guides. One thing that might be nice to add are specific roles/common subjobs for different jobs in Dynamis. One thing I've noticed on different forums are general "is this what I'm supposed to do?"
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