View Full Version : Dynamis-Buburimu
Zymurgy
12-19-2005, 04:49 AM
Attention!!! Updated strategies located here (http://www.dynamisbums.com/strategy/bub.html).
Apocolyptic Beast (AB) gives a 60 minute time extension in addition to dropping the ??? that gives you the key item that clears the zone, so whether it be a farming run or a run for the win, this guy is one you need to kill.
There are 15 NMs in the zone, one for each job, plus dragons that only do one dragon TP move each. Killing a Beastman NM will make it so AB will not use that 2 hour ability, and killing a dragon will make so that when AB uses that TP move, it will not have any effect/not do any damage.
(WAR)Qu'Pho Bloodspiller
(WHM)Gi'Bhe Fleshfeaster <--
(PLD)Te'Zha Ironclad
(THF)Va'Rhu Bodysnatcher
(SAM)Koo Rahi the Levinblade
(SMN)Baa Dava the Bibliophage
(NIN)Doo Peku the Fleetfoot
(BRD)Ree Nata the Melomanic
(RNG)Lyncean Juwgneg
(MNK)Hamfist Gukhbuk
(BLM)Flamecaller Zoeqdoq
(DRG)Elvaansticker Bxafraff
(DRK)Shamblix Rottenheart
(RDM)Gosspix Blabberlips
(BST)Woodnix Shrillwhistle
Stihi - Flame Breath (G6-H6)
Vishap - Poison Breath (Cliff South of Mighoya Dunes, J7-K7)
Jurik - Wind Breath(Cliff North of Mighoya Dunes, J6-K6)
Barong - Chaos Blade (E-9)
Tarasca - Heavy Stomp (F7-G7)
Alklha - Body Slam (Maze of Shakhrami Cliff, F6)
Basilic - Petro Eyes (I6-I7)
Avitaras - Void Song (roams open area north of Mhaura, H7-I8.) <---
Koschei - Thorn Song(Cliff South of Mhaura, east of Khooma Dunes, H9)
Stollenwurm - Lodesong [Graviga] (Khooma Dunes, H9-I9) <---
(Original compilation by Lui)
The 2 hour abilities used by AB are used in the order listed in the Job Level menu under Status, Top to Bottom, Left to Right. This means that the lethal 2 hour abilities, Mijin and Astral Flow are used at the end of the cycle. He uses a 2 hour every 30-45 seconds. The most time conserving strategy is to suicide pull the WHM NM after getting SJs back. This leaves 14 more 2 hours, and with Mijin and Astral last, this leaves ample time to kill AB. Lodesong and Voidsong are the important dragons to kill before taking on AB. If you have extra time and happen to stumble across Heavy Stomp and/or Body Slam, take those out too. Storing TP, Icarus Wings, and 2 hour abilities are important. Kite AB during Manafont and Chainspell. Invincible during Blood Weapon. He is very suseptible to Bind, very resistant to Stun, and completely immune to Gravity.
Once AB is dead, the ??? falls where he died, all of the dragons that were not killed despawn, and the Nightmare mobs spawn. Current theories are that each Nightmare mob only drops one job's accessory piece (belts and capes), and each mob also only drops one job's -1 AF (another theory is that Buburimu only drops hands -1 armor). Another theory is that beastmen mobs only drop AF (Buburimu AFs are all the level 72 AFs from the 4 "normal" zones), while Nightmare mobs drop only -1 AF.
Ataka
12-19-2005, 06:48 AM
We never saw a big roaming boss in Qufim Q.Q
Radav
12-19-2005, 08:09 AM
Main boss in Qufim pops at the entrance to Delfkutt's Tower.
Halon50
12-19-2005, 05:19 PM
The RNG NM we discovered was from an Orc pop at the west side of G-7. Probably not worth the trek there, as we'd have to clear out a bunch of other orc pops as well, unless we're on our way to the outpost anyway to clear that. I managed to squeeze by the statues with no aggro while training the Boss Dragon (see below).
We haven't gone the other direction (east) to explore the path to the lighthouse yet. If the goblin/orc statues are any indication, we still have to find Quadav and Yagudo bosses, wherever they may pop (perhaps on the way to Onzozo?).
I did manage to get aggro from the Boss Dragon at the very end, and while running like mad discovered, yes indeed statues will link with a dragon (a bunch of Orcs joined the chase). At the 30-second remaining mark, I tried to get to the space in E-9 to see if anything was there, but time expired before I made it :(
Does anyone know what the 2-hrs were of the goblin Nms we killed?
EDIT: One of the Goblin NM's was BST (lol), from the pull we did after the first statue clump.
Oh and a last point, we don't _have_ to kill the mobs the blue/green eyes pop. If BLM wanna coordinate 3 or 4 Blizzard/Thunder IV to kill the statue, the mobs will pop with no aggro when the statue dies.
EDIT: So we should definitely find WHM NIN and SMN nm's right? RDM and BLM secondary targets?
EDIT: Remove my sig.
Zapper
12-20-2005, 05:07 PM
We do need to clear the first 2 dragons we did to kill the Boss NM or they will get in the way and aggro us as we are fighting those 2 i think will be a must to kill
Sykes
12-21-2005, 11:45 PM
Mobs that pop after the Apocalyptic Beast is dead ...
http://www.tarupanic.com/sykes/misc/dynamis-buburimu-2.jpg
Laudeaubond
12-22-2005, 03:24 AM
Thats the best map ever wow nice job on it.
Sykes
12-22-2005, 05:28 AM
Also, here is a rough map of what Yagudo NMs popped at what statues ... it is based on Faranim's statue map (http://www.tarupanic.com/sykes/misc/BubuRun1.png), but I think his map is a little bit off on the statues locations relative to each other.
http://www.tarupanic.com/sykes/misc/bubuyagudo.jpg
Halon50
12-22-2005, 06:01 AM
I have to say, wow nice job ^^
If anyone outside the LS actually reads these posts, I have a quick rundown of our basic strategy for getting the Dynamis - Buburimu Sliver:
1) Find and hit the ??? before we do anything else. 2 or 3 people are designated runners and are the first to receive hourglasses and enter the zone. While everyone else is busy zoning in, these runners checked the zone to Bibiki Bay, the Stone Monument, and the zone to Tahrongi or Onzozo. We came very close to finding out if someone who enters after the restriction is lifted, still enters with restriction or not.
2) 2a and 2b can happen in any order, after the subjobs are returned and people wait at the entry point.
2a) Find and sac-pull, then kill the NM WHM Quadav. We tried pulling the NM SMN and NIN Yagudo as well, but didn't have time to locate them, and it turns out it didn't matter (see Zymurgy's post).
2b) Find and kill Aitveras, who walks back and forth in an east-west line north of the entry point.
3) My memory gets a bit hazy here. Did we head straight to the beach at H-9? or pull Tarasca from the northern road by the goblin statues first? Anyway, I believe we killed 2 more mini-bosses (including one roaming around the beach at H-9) before pulling The Big One.
4) We used a Dynamis Lord-style two-level strategy on AB. Melee and tanks pooled together at the bottom of the ramp at H-9. Mages jammed together in the same cliff corner overlooking the ramp. Everyone let loose. A lot of carnage ensued, then much yelling and celebration when AB went down and we received an extra 60 minutes.
These steps 1-4 all don't require any Sleepga, so RDM are actually more useful as RDM/WHM or RDM/DRK, rather than RDM/BLM up to this point. I think we had one RDM/DRK who Chainspell/Stunned during AB's Manafont.
Once AB is down, RDM/BLM are useful again, as each Nightmare mob spawns 1 or 2 more copies of itself when aggro'd.
Crabs on the beach at H-9, dropped a BST Hands-1. Bubble Shower is their worst attack. Scary.
Birds at the top of the hill at the line of I-8/J-8, dropped WHM Hands-1 and a RNG Belt. These have the same attacks as Tragopan in Bibiki.
Crawlers north of the top of the ramp at J-7, dropped 2 DRK Capes. The Silk Thread attack from these are like the webs from Spiders - Haste cannot "overwrite" the Slow effect.
Urganites that combed the beach of J-7/K-7, dropped a PLD Hands-1. These had some really bad plaguega and poisonga AoE's, so unless you have a clean single pull, expect to use lots of antidotes and/or die a lot.
Zymurgy
12-22-2005, 06:29 AM
Nah I didn't chainspell stun, he resisted my stun 100%. We kited during Manafont. We pulled Tarasca to the beach. Since it uses heavy stomp, we put the mages on the ledge and fought it below
How fast would you say he used his 2-hours? :confused:
Radav
12-22-2005, 10:47 AM
Once he starts they come almost as quickly as they go away. I don't know if it was because I personally didn't see them but, I didn't see Mighty Strikes and 100 fists go off. I saw everything he used after benediction(which he did not use cause we killed WHM NM). It also seemed once we got him to the spot we chose to fight him that it took him a while to start using 2 hours. We killed him in probably 10 min. tops.
Just a tip. Took damn long to find him and Tarasca though. Tarasca we thought only roamed along the road running north from the entrance. Turns out he will continue along the road all the way to the outpost on the south side of the road and Stihi will roam along the same stretch of road on the north side. AB goes right down the middle. lol All the way east to west. Dragons when aggroed will link statues. So need to be careful when you grab them.
Halon50
12-22-2005, 06:32 PM
All the dragons resisted Gravity, but could be bound (even AB was bound at one point during the pull). I don't know if the mini-bosses could be stunned. AB can be paralyzed, as my ES Paralyze stuck and proc'd at least once while it was pulled down the ramp and into position.
AB cannot be silenced, so kite thru Manafont, and curespam thru Chainspell. I don't know how the PLDs did it, but all through the RDM's and WHM's curespam, and the BLM's *ga3 spam, AB never once took a look at running back up the ramp.
Teorem
12-22-2005, 08:06 PM
It wasn't really a problem during Manafont and Chainspell because Apocalyptic Beast didn't really "spam" anything dangerous.
Apocalyptic Beast used only 2-3 series III -ga spells during Manafont and Chainspell was a lot of status -ga spells. I'm sure someone with a better parser than I have can go back through the log and see what was used between the times the 2-hours were announced.
The only times we had to cure a lot was when Apocalpytic Beast used Body Slam a few times and when a -ga landed during Manafont (after which we started running it around).
(WAR)Qu'Pho Bloodspiller
this guy DEFINATELY casted poisonga II on me, so unless WARs recently obtained this spell, this is wrong
i really dont think it was any of the other mobs, if i hadn't been on my friend's computer i would have screenshotted it but i couldnt
Cyrus
12-23-2005, 11:00 AM
This is a map with Statue locations. I am missing a few Quadav statues because they were pulled while I was still mapping out yagudo. Next run I will pick up the rest of them.
http://img333.imageshack.us/img333/8426/dynamisbuburimu29ah.jpg
Coren
01-09-2006, 02:51 AM
I tried to compile as much info as I could from various posts and my own scouting and experience. I've made a few maps. I'd like to see if what I've mapped agrees with what you guys have seen. For the nightmare mobs, I didn't change anything from a previously posted map, I just changed the format, for consistency with the others.
http://people.clemson.edu/~ckey/ffxi/dynamis/bubu/
I had to guess at a few of the NMs in the NW corner, though when I ran through I think I got at least a few of them right (before I died horribly from the mass train:)). Also, if any of the NMs on your first post are wrong, then so are my map, cus I just went by names.
Coren
Kujata
Cyrus
01-09-2006, 12:49 PM
Those are really really nice. o_o-b
Coren
01-09-2006, 03:37 PM
Thx... my only concern is that yes they look good, but I need to know how accurate they are. I know pretty much everything is right except the NMs. I think a couple of the nightmare mobs location may be off a bit, but the general areas are correct (they move around anyway).
KainHighwind
07-07-2006, 12:54 PM
I thought of an idea for the Dhamel, that meele always want to stupidly run up to...
Our problem lies in that the targeter will target the next mob when it's still over by the PLD's and will still be sleeping. Even if tanks(I always try to provoke them down and away) provoke them, meele with a brd that hit them a few times will take hate. Also, since they are slept, there's no way to bring it down untill it's awake anyways.
http://img346.imageshack.us/img346/9759/dhamel5fn.jpg
My suggestion is to have a single puller. I think a war/nin or nin/war would be good for this as they have shadows, provoke and can get some good +enmity.
Basicly, instead of having the targeter targeting a slept mob up the hill by all the others, we have a specific "single" puller bring one at a time over to the meele, soon before the current one dies. Meele it to wake it up, provoke it and bring it down past the mages and to the meele. After it reaches the meele, the targeter will do his thing. I think this could work pretty good.
Teorem
07-07-2006, 06:10 PM
Here is why this sounds nice, but will not work:
that meele always want to stupidly run up to...
Regardless of who pulls what to where, a pack of meleers will ALWAYS gravitate towards where things are being slept because the notion of staying in one spot is incomprehensible. We see this behavior in Dynamis-Windurst too, when we're pulling the Vanguard SMNs near the House of the Hero.
I'm working on a "Dhamels for Dummies" post that I'll put up soon, because really, people are being just that stupid.
KainHighwind
07-07-2006, 08:30 PM
Here is why this sounds nice, but will not work:
Regardless of who pulls what to where, a pack of meleers will ALWAYS gravitate towards where things are being slept because the notion of staying in one spot is incomprehensible. We see this behavior in Dynamis-Windurst too, when we're pulling the Vanguard SMNs near the House of the Hero.
I'm working on a "Dhamels for Dummies" post that I'll put up soon, because really, people are being just that stupid.
Even if everyone did exactly what they are supposted to do, you need someone to wake it up. If it's slept and you go to target it, it's just going to sit there untill it's awake and someone gets hate down by the meele. Which is why they want to run up in the first place. Otherwise your sitting there waiting for sleep to wear.
Teorem
07-07-2006, 09:19 PM
What you're describing is what we do for Windurst: a PLD picks an Oracle, someone DoTs it, and the PLD brings it back where everyone is supposed to be waiting.
Like I said, it sounds nice, and will certainly work, but that is not the problem.
What we need is for people to actually think why we say to keep the dhalmel away from the others being slept and then actually follow instructions to keep it away.
One person creeps up and closer to auto-attack, and everyone follows them, and soon you're all up the hill fighting among the rest of the stuff being slept. It happens EVERY time, and usually multiple times a run within the 20 or so minutes we're fighting Dhalmels, so it's very obvious that people just aren't getting it.
In addition, sleepers and tanks need to be aware if they need to move with the dhalmel being fought, because towards the end they may have more hate than can be easily taken by a single Provoke or melee hit.
artaxerxes
12-11-2006, 09:17 AM
Awesome F'n guide, thx for tall the hard work guys
Updated strategies located here: http://www.dynamisbums.com/strategy/bub.html
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