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DynamisAssassins

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Helpful Information

Basic Info | Job Strat Ideas |


Dynamis Information 

 

Basic Information about Dynamis

 

How to gain access to Dynamis:

 

1.      Character must be level 65+

2.      Must have defeated the Shadow Lord and attained Rank 6

3.      Visit Xarcabard to receive cut-scene

4.      Examine Trail Markings in any nation to obtain key item

 

Entering Dynamis: 

 

1.      Timeless Hourglass is purchased from goblin NPC in Davoi for 1,000,000 gil.

2.      When Timeless Hourglass is traded to Trail Markings, the Dynamis area is reserved and 60 minutes of time is given.

3.      Time in Dynamis can be extended by up to 210 minutes (for 270 minutes total) by defeating certain monsters inside of Dynamis.

4.      While in Dynamis, warnings will be given when only 10 minutes, 3 minutes, and 30 seconds of time remain.

5.      After entering Dynamis, a player may not enter another Dynamis until 72 hours have passed.  This 72 hour time period is based on when you ENTER Dynamis, not when the time runs out.

6.      When the boss monster is killed, a ??? will spawn at his location of death.  Investigate this ??? to obtain a key item which verifies you have Cleared the Dynamis.

7.      While in Dynamis, the spell “Escape” does not work.  The Song “Mazurka” only works in Dynamis-Beaucedine and Dynamis-Xarcabard.

 

Dynamis Monster Information: 

 

1.      All monsters in Dynamis see through Sneak and Invisible.

2.      The more monsters you defeat, the stronger they become.  Monsters strength increase dramatically after defeating the boss Monster.

 

Statue Monsters:

 

1.      These statue monsters spawn 2 - 4 beastmen when aggrod.

2.      The Statues have 1000 HP

3.      They have incredibly high physical damage resistance and moderate magic resistance

4.      When a Statue with blue eyes is defeated, HP of all players is completely restored

5.      When a Statue with green eyes is defeated, MP of all players is completely restored

 

Beastmen:

 

1.      There are beastmen monsters for every job in Dynamis

2.      Every beastmen uses 2-Hour Abilities

3.      It is possible to steal Dynamis Currency from beastmen (low success chance)

 

Pets and Summoned Monsters:

 

1.      Pets and Summoned Monsters have as much HP as beastmen.

2.      If a Summoner uses “Astral Flow” while their pet is asleep, it will do nothing.

3.      When the Summoner dies, the Avatar will also die instantly.

 

Preparation for Dynamis:

 

1.      Mogenhancement: Experience is highly recommended before attempting Dynamis.  Below is a chart of EXP loss to a level 75 player:

No Raise          Raise 1             Raise 2             Raise 3

Normal       2400                1800                600                  240

w/ Mog      2280                1710                570                  228 

2.      Turn off Auto-Target to avoid accidentally attacking the wrong target.

3.      Set your Home Point next to the Trail Markings in case Release is necessary

4.      Do not use <bt> or <t> in macros.  Instead use /ta <stnpc> and <lastst>.

5.      Remove all lines of /p chat from macros to reduce lag / spam.

6.      Bring a scroll of Warp if you cannot cast it.  You might be asked to sacrifice pull, and this has the possibility of saving you some exp.

 

Full Credit is given to http://ff11.s33.xrea.com/dynamis/index.shtml for supplying this information. 

 

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Job Strategies for Dynamis

 

White Mage

Viable Subjobs:  SMN, BLM

  1. Heal Party and Alliance members that take damage

  2. Cure Status effects that hit Party members and Alliance members

  3. Raise III members who have died.  In the event of a wipe, White Mages, Red Mages, and Bards should be raised first in order to speed up the process of raising everyone.

  4. Keep Blink and Stoneskin up whenever possible.

  5. Keep Protect and Shell on all members.

  6. Cast Barfira when fighting Ninja-type monsters.

 

Black Mage

Viable Subjobs:  WHM, RDM, NIN

  1. Nuke Incoming Idols as they are pulled using your strongest nukes.  Blizzard IV and Thunder IV work best.

  2. Sleep II on mobs that have been already slept by Sleep or Lullaby.

  3. Sleepga II when large amounts of monsters are brought back to camp and are not put to sleep.

  4. Stun Enemies when they are using powerful spells or abilities.

  5. If all Statues are dead, assist the melee by nuking beastmen they have engaged.

  6. Provide backup healing and Status Cures for Party and Alliance members.

 

Red Mage

Viable Subjobs:  WHM, BLM, NIN

  1. Maintain Refresh on all party members that have MP at all times.

  2. Debuff enemy monsters, especially with Silence on monsters that can cast spells.

  3. Provide backup healing and Status Cures for Party and Alliance members.

  4. Sleep monsters, and overwrite with Sleep II.  Any monster that was slept with Lullaby or Sleep should be overwritten with Sleep II as soon as it is available.

 

Bard

Viable Subjobs:  WHM, NIN

  1. Maintain Ballad on members that use MP at all times.

  2. Provide Madrigal and Prelude for party members that do not use MP and would benefit from the added Accuracy.

  3. Debuff enemies with Elegy and Threnodies.

  4. Sleep incoming monsters with Lullaby, and continue to sleep until a BLM or RDM overwrites with Sleep II.

  5. Provide backup healing and Status Cures for Party and Alliance members.

 

Summoner

Viable Subjobs:  WHM

  1. Use level 70 Blood Pact to deal damage to beastmen

  2. Enhance the party with Blink, Stoneskin, Etc.

  3. Provide backup healing and Status Cures for Party and Alliance members.

 

Warrior

Viable Subjobs:  NIN, MNK, THF

  1. Engage monsters which have been chosen by a designated tank.

  2. Participate in skillchains, and / or save TP for upcoming monsters (NIN, MNK).

  3. If subbing NIN, Help to Kite Idols when they are pulled and keep hate off the BLM.

 

Paladin

Viable Subjobs:  WAR

  1. If designated as a main tank, engage and call out targets.

  2. Otherwise, Provoke and Flash sleeping monsters to keep hate off the mages.  Do not engage the monsters.  Tank them with an Earth Staff.

  3. Provide emergency healing to party members who are very low on HP.

  4. Create a Flash Order for dealing with MNK’s Hundred Fists.

 

Ninja

Viable Subjobs:  WAR, RNG

  1. Kite Idols that are pulled to get them off the puller, and away from the Black Mages.  Idols with blue or green eyes should be kept near the rest of the alliance.

  2. Provoke sleeping monsters to keep hate off mages

  3. Debuff Idols using elemental ninjitsu, especially ones that lower resistance to Blizzard and Thunder.

  4. Debuff monsters with Kurayami, and other debuffing ninjutsu that does not deal damage.

 

Monk

Viable Subjobs:  WAR, SAM, THF, NIN

  1. Assist the main tanks in defeating beastmen.

  2. Participate in skillchains, and / or save TP for upcoming monsters (NIN, MNK).

 

Thief

Viable Subjobs:  NIN, WHM, RNG

  1. If pulling, announce what you are pulling over linkshell chat.

  2. Use Sneak and Trick Attack to land the killing blow on beastmen to improve item drops.

  3. Remember to use Steal on beastmen for a chance to get currency.

 

Dragoon

Viable Subjobs:  WHM, WAR, NIN, THF

  1. Assist the main tanks in defeating beastmen.

  2. Participate in skillchains, and / or save TP for upcoming monsters (NIN, MNK).

  3. If subbing WHM, use Dragon breath to cure party members.

 

Dark Knight

Viable Subjobs:  WHM, WAR, NIN, THF

  1. Assist the main tanks in defeating beastmen.

  2. Participate in skillchains, and / or save TP for upcoming monsters (NIN, MNK).

  3. Create a Stun Order for Monks and Ninjas.  Also Stun enemy mages that are casting GA-Magic.

  4. Use Drain, Aspir, and Elemental Magic on Idols as necessary.

 

Ranger

Viable Subjobs:  NIN, WAR

  1. Assist the main tanks in defeating beastmen.

  2. Participate in skillchains, and / or save TP for upcoming monsters (NIN, MNK).

  3. Save Barrage for dangerous monsters that must be defeated quickly

  4. Assist the main puller if requested, or if no other pullers are available

 

Samurai

Viable Subjobs:  THF, NIN, WAR

  1. Assist the main tanks in defeating beastmen.

  2. Coordinate skillchains with other members in your alliance.

 

Beastmaster

Viable Subjobs:  WHM, NIN, WAR

  1. Assist the main tanks in defeating beastmen.

  2. Provide backup healing and Status Cures

 

 

Party Formation – These are under ideal conditions where we have an infinite supply of all jobs.

 

Paladin Party:  1 BRD, 1 RDM, 2 PLD, 1 WHM, 1 (WHM or SMN).

 

Black Mage Party:  1 BRD, 1 RDM, 4 BLM.

 

Dark Knight Party:  1 (BRD or RDM), 5 DRK.

 

Blink Tank Party:  1 BRD, 4 (NIN or WAR/NIN), 1 (SMN, WHM, or RDM).

 

Melee Party:  1 (WHM or Mage/WHM), 5 Melee.

 

If there is a shortage of healers, consider making a party with no healer and join an alliance with other parties that have more than one.  As long as each alliance has 3 healers, you will be fine.  Melee parties should not be taking damage aside from AOE anyway.

 

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