View Full Version : dynamis valkrum
o_o
you cant have subjobs in dynamis valkrum i wonder if its that way with all the new zones @_@_@_@_@
Brightblade
12-12-2005, 07:54 PM
Wait, what? O_O
Garaku
12-12-2005, 08:40 PM
People are posting screenies of it and everything...
No Subjobs in teh new Dynamis areas.
This may cause a /slight/ problem. :'/
Irinicus
12-13-2005, 06:30 AM
Well can you say WAR tanks in the new zones?? PLDs become less effective as does NIN's.
Dredog
12-13-2005, 07:11 AM
@.@ Nin Is My Only 75 Job; ; And No Time To Lvl Any Other Job:(
Cyrus
12-13-2005, 08:14 AM
From somones post on killing ifrit:
We tried Dymamis-Valkurm today.
Entrance requirement is need to be on chapter 4 of CoP.
Mobs we saw were Nightmare Cactaurs, Sheep, Fly, Manticore, Hippogryphs, Orcs, and I think a puller spotted a Bogy (We didnt pull it though so I derno, maybe it was a joke)
Our puller ran to La Theine zone line and saw a few Overlord Statues, so we figured maybe theywould have a time extension among them. Pulled the statues, killed them and the orcs, no extension. Past them were more sheep and a NM. NM was a treant. Treants name was....un-frickin-spellable. Seriously, it was something along the lines of... Scutsrqtirubla or some nonsense. Killed that, no time extension.
We tried to beeline for Selbina zone, where the puller found a Morbol NM (name is posted earlier in the thread, initials CC). We didnt get a chance to engage it though, but as previously stated when we did pull it all kinds of crap came pouring out of it, hippos, beastmen and the like)
We didnt accomplish much because we couldnt find any time extensions. Kinda lame, but we did get the rng hands and whm feet out of the run, so it wasnt a total loss I guess.
Note on the Cactuars - when you pull one, the big one that you pull pops two smaller ones. The smaller ones do anywhere from 1000 to 4000 needles from what we saw. The "bigger" ones though can do up to 10000 needles, and it isnt pretty. After we figured this out we had our blms nuke>sleep>nuke the bigger ones like they were statues (aside from the sleep, of course) and melees took down the smaller ones.
No subjobs sucks. One thing to look out for is dead blms, if they nuke hard they dont have their subjobs to stoneskin/blink up, or even cure themselves if they take damage. Good idea to throw a smn in with your blms so they can buff them.
Thats all I got D:
Radav
12-13-2005, 10:48 AM
Really makes SMNs extremely useful on the new zones. Otherwise you have no way to get blink unless your NIN, RDM, or WHM main. WHM and RDM only for Stoneskin too. Reading that post gets me excited though. Sounds like we'll be encountering all sorts of new mobs and have to come up with some new strategies. THFs will need to be paired with tanks. We'll have to be way more organized in our attack on mobs that's all. Does anyone agree? More difficult = more fun so I say. BRING IT ON!
Spunkymage
12-13-2005, 11:30 AM
The irony of summoner's now becoming a necessary job in Dynamis makes me laugh. I guess it's probably a good thing they reduced the amount of people who can enter the new zones. I'm sure the compensation helps the video lag.
Halon50
12-13-2005, 12:14 PM
If the path to La Theine and Selbina zones didn't hold any time exts, I'd like to try beating paths to the beaches next to the Selbina zone and see if any time extensions exist there (Lufaise beach H9/I9, Emperor beach E9/F9). Also, down the slope leading to the tunnel to Konschtadt, there's a clearing (K8) that seems like it would hold statues and an NM, possible time ext there. And of course, the lizard/goblin clearings (D6/D7/E6) before the path leading to Gustav's Secret Beach. Oh and lastly, there's the tree camps west and east (F7, I7) of the outpost, and the tree camp far northeast (J6) of the outpost before the La Theine zone.
If we could suicide pull the Selbina boss, it could hold the keys to popping other stuff when it dies, I dunno.
EDIT: Just thought of this, there's a little nook on the south side of K7 that could hold something as well.
Radav
12-13-2005, 12:40 PM
Yeah the difficulty of Valkurm is in the fact there are a billion paths to explore for time/mobs. I CAN'T WAIT FOR TOMORROW NIGHT!
Neosutra
12-13-2005, 01:27 PM
Really makes SMNs extremely useful on the new zones. Otherwise you have no way to get blink unless your NIN, RDM, or WHM main. WHM and RDM only for Stoneskin too. Reading that post gets me excited though. Sounds like we'll be encountering all sorts of new mobs and have to come up with some new strategies. THFs will need to be paired with tanks. We'll have to be way more organized in our attack on mobs that's all. Does anyone agree? More difficult = more fun so I say. BRING IT ON!
/nod
very excited
http://ffxi.allakhazam.com/images/items/rev.gif
Yet another use for this great Item.
Civet
12-13-2005, 03:55 PM
I guess we'll need more BRD's too for Horde Lullaby since RDM won't have Sleepaga? Or BLM will have to sleep more but then less MP for nukes...
Halon50
12-14-2005, 08:46 PM
So we basically confirmed the entry requirements today:
You must have completed the CoP M3-5 fight (defeat Diabolos), and the machine you are currently on must have CoP installed in order to enter the new Dynamis zones. There are no city/zone clearing prerequisites.
Zymurgy
12-17-2005, 12:22 PM
People tried to kill the "mega boss" in qufim, and couldn't damage it. Qufim - Giant, Valkurm - frog exoray whatever type, Buburimu - dragon. Theories suggest you have to kill the babies before you can kill the boss.
Kxpuc
12-19-2005, 06:02 PM
there is also ???'s in these zones that give you your sub job back supposely
Magnus
01-01-2006, 06:12 PM
i wanna come if there is room
Magnus
01-08-2006, 01:57 AM
i wanna come to valkrum tomarrow. the main page hasnt been giving me the option to post a signup all week so i am posting here
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