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
-
Heal Party and Alliance members
that take damage
-
Cure Status effects that hit Party
members and Alliance members
-
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.
-
Keep Blink and Stoneskin up
whenever possible.
-
Keep Protect and Shell on all
members.
-
Cast Barfira when fighting
Ninja-type monsters.
Black Mage
Viable Subjobs: WHM, RDM, NIN
-
Nuke Incoming Idols as they are
pulled using your strongest nukes. Blizzard IV and Thunder IV
work best.
-
Sleep II on mobs that have been
already slept by Sleep or Lullaby.
-
Sleepga II when large amounts of
monsters are brought back to camp and are not put to sleep.
-
Stun Enemies when they are using
powerful spells or abilities.
-
If all Statues are dead, assist
the melee by nuking beastmen they have engaged.
-
Provide backup healing and Status
Cures for Party and Alliance members.
Red Mage
Viable Subjobs: WHM, BLM, NIN
-
Maintain Refresh on all party
members that have MP at all times.
-
Debuff enemy monsters, especially
with Silence on monsters that can cast spells.
-
Provide backup healing and Status
Cures for Party and Alliance members.
-
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
-
Maintain Ballad on members that
use MP at all times.
-
Provide Madrigal and Prelude for
party members that do not use MP and would benefit from the
added Accuracy.
-
Debuff enemies with Elegy and
Threnodies.
-
Sleep incoming monsters with
Lullaby, and continue to sleep until a BLM or RDM overwrites
with Sleep II.
-
Provide backup healing and Status
Cures for Party and Alliance members.
Summoner
Viable Subjobs: WHM
-
Use level 70 Blood Pact to deal
damage to beastmen
-
Enhance the party with Blink,
Stoneskin, Etc.
-
Provide backup healing and Status
Cures for Party and Alliance members.
Warrior
Viable Subjobs: NIN, MNK, THF
-
Engage monsters which have been
chosen by a designated tank.
-
Participate in skillchains, and /
or save TP for upcoming monsters (NIN, MNK).
-
If subbing NIN, Help to Kite Idols
when they are pulled and keep hate off the BLM.
Paladin
Viable Subjobs: WAR
-
If designated as a main tank,
engage and call out targets.
-
Otherwise, Provoke and Flash
sleeping monsters to keep hate off the mages. Do not engage the
monsters. Tank them with an Earth Staff.
-
Provide emergency healing to party
members who are very low on HP.
-
Create a Flash Order for dealing
with MNK’s Hundred Fists.
Ninja
Viable Subjobs: WAR, RNG
-
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.
-
Provoke sleeping monsters to keep
hate off mages
-
Debuff Idols using elemental
ninjitsu, especially ones that lower resistance to Blizzard and
Thunder.
-
Debuff monsters with Kurayami, and
other debuffing ninjutsu that does not deal damage.
Monk
Viable Subjobs: WAR, SAM, THF, NIN
-
Assist the main tanks in defeating
beastmen.
-
Participate in skillchains, and /
or save TP for upcoming monsters (NIN, MNK).
Thief
Viable Subjobs: NIN, WHM, RNG
-
If pulling, announce what you are
pulling over linkshell chat.
-
Use Sneak and Trick Attack to land
the killing blow on beastmen to improve item drops.
-
Remember to use Steal on beastmen
for a chance to get currency.
Dragoon
Viable Subjobs: WHM, WAR, NIN, THF
-
Assist the main tanks in defeating
beastmen.
-
Participate in skillchains, and /
or save TP for upcoming monsters (NIN, MNK).
-
If subbing WHM, use Dragon breath
to cure party members.
Dark Knight
Viable Subjobs: WHM, WAR, NIN, THF
-
Assist the main tanks in defeating
beastmen.
-
Participate in skillchains, and /
or save TP for upcoming monsters (NIN, MNK).
-
Create a Stun Order for Monks and
Ninjas. Also Stun enemy mages that are casting GA-Magic.
-
Use Drain, Aspir, and Elemental
Magic on Idols as necessary.
Ranger
Viable Subjobs: NIN, WAR
-
Assist the main tanks in defeating
beastmen.
-
Participate in skillchains, and /
or save TP for upcoming monsters (NIN, MNK).
-
Save Barrage for dangerous
monsters that must be defeated quickly
-
Assist the main puller if
requested, or if no other pullers are available
Samurai
Viable Subjobs: THF, NIN, WAR
-
Assist the main tanks in defeating
beastmen.
-
Coordinate skillchains with other
members in your alliance.
Beastmaster
Viable Subjobs: WHM, NIN, WAR
-
Assist the main tanks in defeating
beastmen.
-
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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