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Dynamis - San d'OriaFollow

#1 May 13 2010 at 1:09 AM Rating: Decent
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1,778 posts
Hello there, my Linkshell has a number of newcomers to Dynamis and they are having trouble getting their heads around how Dynamis - San d'Oria works and how to clear it efficiently and i'm in need of some advice i can relay to them. The questions i have are...

1. Is there a way to pull the first NM (Dragoon) without managing to link the whole gate area and cause a wipe? I was thinking of clearing the side street first and having the THF sac pull it down the alleyway, will this work?

2. I've been told to sleep/nuke the NM's to stop Charmga but it's gone off several times now, is there a more efficient way of killing these NM's? We normally run with 3-4 BLM and a SCH.

3. I've been told by the LS leader that using Weapon Skills on NIN mobs will trigger Mijin Gakure, i'm not sure this is true... is it? Is it best to just zerg NIN's at low HP and throw in Stuns?

4. The SMN NM has given us trouble. We've tried to kill him before he uses his Avatar's Astral Flow but we've now wiped to him three times in three runs, do we need more damage? (Once again, 3-4 BLM and a SCH).

Thanks for the help in advance.
#2 May 13 2010 at 1:34 AM Rating: Good
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492 posts
Tatham wrote:
Hello there, my Linkshell has a number of newcomers to Dynamis and they are having trouble getting their heads around how Dynamis - San d'Oria works and how to clear it efficiently and i'm in need of some advice i can relay to them. The questions i have are...

1. Is there a way to pull the first NM (Dragoon) without managing to link the whole gate area and cause a wipe? I was thinking of clearing the side street first and having the THF sac pull it down the alleyway, will this work?

2. I've been told to sleep/nuke the NM's to stop Charmga but it's gone off several times now, is there a more efficient way of killing these NM's? We normally run with 3-4 BLM and a SCH.

3. I've been told by the LS leader that using Weapon Skills on NIN mobs will trigger Mijin Gakure, i'm not sure this is true... is it? Is it best to just zerg NIN's at low HP and throw in Stuns?

4. The SMN NM has given us trouble. We've tried to kill him before he uses his Avatar's Astral Flow but we've now wiped to him three times in three runs, do we need more damage? (Once again, 3-4 BLM and a SCH).

Thanks for the help in advance.


1.) No way to pull it without some links, sac it or just sleepga and spam through them.

2.) We generally zerg the NMs, and if a charmga goes off, generally BLMs can kite/nuke without dying around the fountain.

3.) Your leader is incorrect, it's random and HP based, zerg it and roll stuns, make sure your Bards know that lullaby's can function as ghetto stuns too.

4.) As a general rule, cast Sleepga I then overwrite it with Sleepga II, if you can't kill it within that amount of time though, start taking a look at your melee.

If you're having issues with some of these things I'll also let you in on another secret near the DRG pull. Have a RDM go with your puller to silence the Bards the moment they pop, with the rotations of the statues it really comes down to dumb luck over what they decide to cast on the pull. IE: They cast Minne IV they'll prolly link unless they're silenced. If they cast a prelude, not so much, either way, sending a RDM to silence the Bards is never a bad idea.
#3 May 13 2010 at 6:03 AM Rating: Good
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652 posts
1) I'm not sure what you mean by the whole gate area. Its possible to pull the three outside statues individually, and then pull the 3 statues that move inside the arches individually as well. That will leave you with the 3 stationary statues which will spawn the NM and 6 normal mobs. If its those 3 statues alone that you have a problem with, then no, you cannot pull them without getting all of them.

2) My LS sleep nukes all orc NMs in dynamis, in both sandy and glacier. We usually have 3-5 BLMs and we have rarely ever have a charmga go off. They typically die in 3-4 rounds of nukes. What's more efficient really depends on the job makeup of your group.

3) My LS tells people to save their WSs until below 50% for NINs. Unless you only have a single party worth of melee, that should be enough to get their HP low enough to at least make Mijin Gakure non-lethal, if not avoid it altogether.

4) What you can do is resleep the avatar. Basically you do a round of nukes on the NM, then sleep him. Then you wake the avatar up and recast Sleep II. Once the NM uses Astral Flow, just kill him as quick as possible. If you can't kill the NM in 90 seconds after he uses Astral Flow, then yeah you might want to look at how much damage you're doing.
____________________________
Foustian - Bahamut
75MNK 75PLD 75BRD 75RDM
97+6 Smithing
60 Woodworking
60 Clothcraft
60 Alchemy
60 Leathercraft
#4 May 13 2010 at 7:39 AM Rating: Good
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7,129 posts
1. Technically, yeah, but it's very rare that I've seen it completely successfully done. Pretty much figure that you're going to link it.

2. If you have a solid melee section, then zerging and hoping for the best tends to work decently. Stuns n' all help. Timed nukes work fine too. Just depends on the group.

3. Um, no. Your way of thinking is correct. I mean, mobs won't 2hr until you damage them (that I can think of), other than that it's just regular mob AI. They're far more likely to use it at lower HP, so usually just have people wait to WS until ~50-60% and toss out a Stun.

4. You're sleeping the avatar, right? As mentioned above, use sleep overwrites as well. Don't lead with Sleep II if you can help it. Sleep -> Sleep II when it's close to wearing. That'll buy you ~2.5 minutes.
#5 May 13 2010 at 10:39 AM Rating: Good
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217 posts
For the orc NMs, make sure you're killing those last in the pull, unless you're sac pulling them. If you get charmed with other mobs still alive, the mages who avoid it will have to deal with everyone who got charmed and the mobs that wake up. They won't last long, and then when everyone else uncharms, they have a bunch of orcs on them with no sleepers alive. Anyways, my linkshell just melees them; once everything is dead, blms / drks / plds can watch for Fanatical Dance and stun / bash it. The move is relatively slow.

For the ninjas, I agree with just stunning at around 50% and killing it ASAP. Weaponskills do not trigger mijin, and if its stunned, 2-3 should finish it before it can do anything. Holding TP on them is more likely to get you killed than using it. Anyways, keep people's hp up and stoneskin on the mages for them.
#6 May 13 2010 at 12:40 PM Rating: Good
The trick with the 3 statues outside the gate is to watch them carefully. The two outside ones move at the same time, and the inner one moves opposite of them.

Pull the *first* statue (the one nearest you) the second the *middle* statue disappears into the gate. The mobs will spawn while the statue is at its farthest point, minimizing the risk of links.

After that group is slaughtered, pull the *second* statue when the third one goes into the gate. Again, mobs will spawn while the third statue is farthest away.

I'm going to remember the trick about silencing the bard spawns. That's actually a really good idea.
#7 May 13 2010 at 1:37 PM Rating: Good
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652 posts
The problem isn't the statues that move outside the gate linking with each other. Its the ones outside the gate linking with the ones inside the gate that cause the issue. If you look at the wiki map, the statues in question are 25-30.
       
       Stalls 
 
     ^    ^    ^           You 
     |    |    | 
   | 27 | 26 | 25 | 
   |    |    |    |        
   |    |    |    | 
   | 30 | 29 | 28 | 
     |    |    | 
     V    V    V 
 
    East Ronfaure


I hope that diagram makes sense. 25-27 are the statues you can see that move outside the gate towards the stalls. 28-30 are the ones you can't see that move inside the gate towards the NM. 25, 26, and 27 don't link with each other. When you link everything, its because 25 linked with 28, 26 with 29, or 27 with 30. You can avoid this by pulling the outside statue right when the inside one has just turned away from the gate and is heading back to the NM. This gives you plenty of time to let the BRDs cast whatever they want and follow you.

Edited, May 13th 2010 3:38pm by Foustian
____________________________
Foustian - Bahamut
75MNK 75PLD 75BRD 75RDM
97+6 Smithing
60 Woodworking
60 Clothcraft
60 Alchemy
60 Leathercraft
#8 May 13 2010 at 4:15 PM Rating: Decent
Scholar
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1,050 posts
Tatham wrote:
1. Is there a way to pull the first NM (Dragoon) without managing to link the whole gate area and cause a wipe? I was thinking of clearing the side street first and having the THF sac pull it down the alleyway, will this work?

2. I've been told to sleep/nuke the NM's to stop Charmga but it's gone off several times now, is there a more efficient way of killing these NM's? We normally run with 3-4 BLM and a SCH.

3. I've been told by the LS leader that using Weapon Skills on NIN mobs will trigger Mijin Gakure, i'm not sure this is true... is it? Is it best to just zerg NIN's at low HP and throw in Stuns?

4. The SMN NM has given us trouble. We've tried to kill him before he uses his Avatar's Astral Flow but we've now wiped to him three times in three runs, do we need more damage? (Once again, 3-4 BLM and a SCH).


1. Somewhat, as the poster above said i try the same thing with pulling the gate on each statue. Sometimes your lucky, sometimes you aren't. I try to have my main assist target weaker monsters 1st. RNGs BLMs RDMs SMNs *NINs all go down relatively quickly when compared to, WAR SAM or even PLD THF. i pull on COR with a 600 delay gun and don't have too much issue. i can usually light shot the NM and kite him around the fountain till its all clear.

2. As said above always target the NM's last. I've been in groups that manaburn NM's and groups that sac pull the gates. Both work but as long as you take some precautions the NM is less likely to charm you.
1. DRK BLM COR PLD SAM (Blade Bash) all have some form of stun. While im not gonna say Fanatic Dance is the new 1000 needles in terms for charge time, If your watching for it, it can be stunned. I don't have that much faith in ppl in my shell with stun. I just tell them if they see a TP move being readied to throw stun at it.
2. Auspice and Monk's Roll help. I don't know about your shell but i've got on average 2~3 WHMs per run. have them throw out auspice, and any COR's you have use Monk's Roll. This should cut the TP the mob gets somewhat. Also when i go on MNK i have fully merited Penance which is also another TP inhibiting thing to stack on this list. Also MNK's should switch to footwork when they fight Orc NM's as it generates less TP per attack to the monster.
3. Have everyone stand in AoE range of Charmga. In the event you do get charmed, the NM should be the last monster left. Battle Dance is the mobs only other AoE move, and its not debilitating to the point where its gonna kill mages in 2~3 uses. If everyone get charms no one dies from the LS. Whoever doesn't get charmed (someone always doesn't listen) just kite everything until they die (stay away from the fountain NM death repops 2 stats that way).

3.nah thats complete crap. Save your TP for <50% and have your DD's WS it to death. We also instruct anyone who has stun to throw it at the NIN when it gets near 50%. You can't stun Mijin But since its HP based the longer the monster cannot act the more HP he loses.

4. With the strategy mentioned for Charmga you should have an easier time with SMN. If everyone gets charmed Astral Flow cant hit anyone. Also you could have a RDM COR or BRD sleep the avatar b4 it gets within sleepga range of the BLMs. Then have them kite / resleep it as need be away from the LS. This way since the sleeper is the only one with hate. It has to get to them b4 it can astral flow. Also BLMs CORs and DRKs can stun astral flow with relative ease. BRD's can too but it gets cut close.

Sandy is rough at the 2 gates >_< not much you can do about it, you can either gain or lose alot of time depending on how those pulls go. I always wait for alliance to recover to about 90~100% b4 i even start pulling. If something goes wrong and they do wipe, at least they had the best chance they could.

____________________________
Armant wrote:
No DRG for party, camp spot site with 30 dmg, but is it for 20 like 30 dmg when you no hit be it for dd, for 30 dmg instead? or half is 10 for 20 dmg?

Omegag wrote:
Cor should just be using dice rolls and helping with cures anyway

Dynamis Member while prepping for Dynamis Qufim wrote:
Is this where treasure hunter feet drop?

#9 May 16 2010 at 11:16 PM Rating: Good
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1,807 posts
I think 1 and 2 are pretty well covered already.

3) What Tarqs said, except you can hold WS and stuns until 40% HP safely, and then splatter him. I'm not sure exactly at what %HP Mijin becomes possible, but I am sure I've never seen one Mijin with more than 40% unless he's been cured after going below.

4) In addition to what others have said, I feel the need to point out that a single, non-weakened BLM should never lose control of an avatar, and that avatar should never get off an astral flow, unless there is outside interference of some sort. Sleep 1, wait, overwrite with Sleep 2. Wait, stun immediately when he wakes, resleep with sleep 1 following the stun. Repeat indefinitely. If an avatar wakes early (usually due to a half resist), stun immediately and resleep. If you are certain that the summoner is not being fought, then you can omit the stuns because the avatar will not use astral flow. Also, if you use a stopwatch to time your sleeps, you can safely resleep without stuns by starting your cast before the avatar wakes.

For the Orc NM SMN in particular, it is not necessary to sleep the avatar (always Levi) at all until you are ready to engage the SMN, which should be the last mob you take, freeing up your sleeper to deal with what is usually a large pull.
#10 May 17 2010 at 2:34 PM Rating: Decent
Tatham wrote:
Hello there, my Linkshell has a number of newcomers to Dynamis and they are having trouble getting their heads around how Dynamis - San d'Oria works and how to clear it efficiently and i'm in need of some advice i can relay to them. The questions i have are...

1. Is there a way to pull the first NM (Dragoon) without managing to link the whole gate area and cause a wipe? I was thinking of clearing the side street first and having the THF sac pull it down the alleyway, will this work?

2. I've been told to sleep/nuke the NM's to stop Charmga but it's gone off several times now, is there a more efficient way of killing these NM's? We normally run with 3-4 BLM and a SCH.

3. I've been told by the LS leader that using Weapon Skills on NIN mobs will trigger Mijin Gakure, i'm not sure this is true... is it? Is it best to just zerg NIN's at low HP and throw in Stuns?

4. The SMN NM has given us trouble. We've tried to kill him before he uses his Avatar's Astral Flow but we've now wiped to him three times in three runs, do we need more damage? (Once again, 3-4 BLM and a SCH).

Thanks for the help in advance.


1. You can only pull the 3 stones outside the gate clean. THe method for this has already been posted.

2. Have a WAR or NIN hold the NM if your doing sleep/nuke. Its charming because its getting TP from its melee hits.

3. Zerg.

4. The real question is why arent you killing this fast enough. The avatar follows the sac puller then comes to the group. Is your sac puller not dieing far enough away or are you handling the NM and the gate all at once? My group tends to pull the front of the gate then sac the NM. I have pulled the entire gate and killed it that way as well. Just make sure someone like a cor or BRD is watching the avatars at all times. WHM's have repose whihc works well also.
#11 May 24 2010 at 12:54 PM Rating: Decent
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3,211 posts
I'll focus on 1 since apparently what my shell does is not common knowledge.

Pull the outside statues as the others said(we like to time nuke them and have 2 RDMs time silence the BRD right as the inside statue starts walking away). Do that for all 3 outside statues.

The inside statues have a very tiny range where you can aggro pull them without linking the rest of the yard. You need to aggro them just before they turn away to start walking away(by walking inside aggro range). Doing this, you can send 3 BLMs to time ga III the stationary statues on the inside of the yard and have 0 statues to kill.

This works for both yards(though the extra stationary at the bazaar near W Ronfaure gate gets a bit tricky). Also, if you time nuke the last statue at the W Ronfaure gate so that the Hawkers pop without hate, you can silence pull them so they don't summon pets until they unsilence(this is probably a glitch in the AI that's never been fixed). They will use charm for their 2-hour if they don't have a pet summoned.

2. If your shell is even remotely sizable just save the NM for last and enjoy the charmga lulz. We've never wiped to charmga (except when our leader astral flowed us for fun that one time).

3. Store TP until 40% and then blow the NIN away. Make use of Gravity and Frost to lower its evasion.

4. Wake and resleep the avatar while your grinder is killing the mob before the SMN NM.
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