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Fatman
01-16-2006, 07:51 PM
Attention!!! Updated strategies located here (http://www.dynamisbums.com/strategy/val.html).

http://i50.photobucket.com/albums/f329/bump6951/Valkurm1.jpg

The above map is probably a little off but it is the best I remember off the top of my head


Strategy:

1. Nightmare Flys - unlock subjobs (10 minutes):

To save time hand hourglasses to the Nightmare Fly pullers first. One suicider and one puller for each Fly. The flies move around alot so they wont be found in the exact same spot each time but they will be in the same general area. A clean pull is possible on each fly but the puller should expect to suicide if he links other mobs and let the other puller take the fly back to the out post. A good camp for flies is just west of the outpost. The flies should be pulled as soon as possible. Time is very important here so pull them as quick as possible and expect the rest of the alliances to be ready when they get there.


2. Fairy Ring (Fungus NM) (10 minutes)

After the last fly dies head immediately to the middle of the coast on the beach where Fairy Ring resides. Take only enough time for WHMs to get mp back and then make the pull. Do not wait for everyone to recover from weakness if flies killed a few people. Someone should pull the Replicas guarding Fairy Ring and head North far far away. A Ranger can pull Fairy Ring to the camp in the middle of the beach using Shadow Bind to avoid getting killed by the NM which has flee effect.

3. Quadavs (10 minutes)

It may be possible to do a double suicide pull to clear these out but our method is to kill all the Quadavs on the way to Nant'ina (Gobbue NM). Do not wait until everyone has made it to the camp to pull. Make the pull as soon as theres a good group of people there to start since the rest should be right behind. On the way to the Quadavs be sure to go South around the Manticores, a direct path in front of Selbina to the camp will bring you dangerously close to the Manticores.

4. Nant'ina (Gobbue NM) (10 minutes)

Hug the wall either North or South after you come out of the cave the Quadav statues were guarding. There may be a Manticore or Sabotender close enough to the wall to aggro but it will move. If you do aggro it just kill it since neither of these are all that difficult. Once everyone has arrived fight the Gobbue where it stands. It does a Charm move but it doesn't last that long so it isn't that big of a threat. Be sure not to stand to far from the NM or you could aggro the nearby Sabotender.

5. Cirrate Christalle (Malborol NM - Boss) (20 minutes)

If all goes perfectly you should have around 20 minutes time left when Gobbue NM dies. Gather together before you get to the Boss and rest up to full. Icarus Wings are a good idea to use before the pull. When everyone is ready move to the boss which doesnt aggro. Tanks stand at the Selbina gate and mages stand off to one side in the corner and melee off to the other. Two tanks can be assigned to stand opposite the rest of the tanks to keep the baby Malborols off the Bards who are able to sleep them at the start of the fight. If everyone stands close enough to the Boss none of the stuff that it spawns except the babies will aggro. A tank then pulls the boss by attacking it and melees unload weapon skills as quickly as possible. At this point it's just a matter of hitting it with everything you have. By killing the Gobbue NM the Boss cant charm and by killing the Fungus NM the boss cant use his heavy AoE damage move. I don't think the boss can be beaten without killing the Fungus and I highly doubt it can be beaten not killing the Gobbue and even if it could the Charm move spam would make the fight last for a very long time. When the boss dies you get 60 more minutes and the ??? pops but the babies do not despawn so you have to still kill them. They arent all that difficult especially compared to the boss.

Required Items:

Reraise Item - dont expect to get through this zone quickly if mages are wasting mp and time raising people
Antidotes - Fungus NM does a heavy poison AoE and it is essential that everyone be able to poisona themselves
Echo Drops - Malborols can silence you
Flee Item or Hermes Quenchers - not required but definitely helps with suicide pulls
Icarus Wings - may not be necessary but it's not worth risking a loss to the Boss
Poison or Venom Potions - anyone who attends dynamis should have some of these.. they are very helpful on anything that can sleep you like Nightmare Sheep for example

Boss abilities:

Attacks
Fragrant Breath (AoE Charm) - removed by defeating Nant'ina
Miasmic Breath (AoE Poison and Heavy Damage) - removed by defeating Fairy Ring
Putrid Breath (AoE Mild Damage) - removed by defeating Dragontrap
Vampiric Lash (TP and/or MP Drain) - removed by defeating Stcemqestcint

Attributes
Nightmare Morbols - removed by defeating Dragontrap
Movement speed - removed by defeating Fairy Ring
??? - removed by defeating Stcemqestcint
??? - removed by defeating Nant'ina

Zymurgy
01-16-2006, 09:33 PM
Just to give an idea of how fast we killed the boss, we had a rdm/drk cast stun on it to see if it landed (we weren't sure since AB in bubu can't be stunned by rdm), and then the rdm waited until stun timer was up again, and chainspell stunned it. The boss was dead before chainspell ended.

Halon50
01-16-2006, 10:02 PM
I'm pretty sure the "Attribute" Nant'ina has is TP regen, which allows it to spam TP attacks and specials. You may have noticed its incredible spam of Blow during our last 2 fights that, while it didn't do much damage, reminded me of fighting Faust or Despot up in Sky.

Lui
01-16-2006, 10:41 PM
Thanks for the information. Figured some sacrifice pulls were in order. When I noticed Nan'tina used AOE Charm when we fought him, which would explain the Charm breath. If you don't mind I'm going to use this information to help with my Dynamis-Valkurm compilation.

Teorem
01-17-2006, 05:19 AM
I'm pretty sure the "Attribute" Nant'ina has is TP regen, which allows it to spam TP attacks and specials. You may have noticed its incredible spam of Blow during our last 2 fights that, while it didn't do much damage, reminded me of fighting Faust or Despot up in Sky.

It's not.

Cirrate Christelle used specials just as fast as Nant'ina did, even after we'd killed Nant'ina.

Radav
01-17-2006, 09:05 AM
I'm guessing the TP regen is from Treant NM?

Neosutra
01-17-2006, 02:31 PM
Awesome map and good work!

Squallblade
01-17-2006, 08:01 PM
Grats guys! i wanna go to a new area so bad ; ; been quite busy lately ~.~

Lui
01-17-2006, 10:03 PM
Well, if RDM/DRK works, then why not just bring in 2-3 RDM/DRK's and kill the boss after Nightmare Flys like Dynamis Lord? I'd be willing to try that. Bard Soul Voice and sleep's the adds, thief pulls with perfect dodge, seems like it would work? (and if it does, does that make you cry emo tears?)

Sykes
01-18-2006, 12:34 AM
It might work, but the only problem is that if it gets off a single breath, you're probably hosed ... you'd probably have to pull with stun too.

Halon50
01-18-2006, 02:56 AM
For the statisticians out there, I pulled this info from the other post:

*) Nightmare Flies have a Poison attack that hits for 50HP/tick. Useful to have antidotes for it.

*) Nightmare Sabotendeurs have assorted X Needles attacks depending on their size. The Big (original) can do 1000 or 10k Needles. The little (kids) can do 2000 or 4000 Needles.

*) RDM and WAR boots dropped from the Quads on our run.

*) RDM AF-1 Hat dropped from the Nightmare Manticores

*) BST Belt also dropped from Nightmare Manticores

*) PLD Cape dropped from the Sabotendeurs up on the ridge

Juma
01-18-2006, 12:42 PM
yeah and if the mini guys have super dmg breath too then its pretty much out of the question

Epincus
01-18-2006, 07:15 PM
BST belt is also reported to drop off the sheep as well, it's not mob-specific.

The primary sabotender does not use 10k needles at it's whim, but uses it as it's 2hr skill.

Fairy Ring's melee attack is Dark Spore-style, it will hit 'and' poison whatever it comes into contact with. For the love of god, don't stand behind a paladin. Poison, like other things in the zone is 50hp/tick, and damage done to me on hits was 1052.

The babies had hate tied to the boss 100%. Since Dredog went down I was the only tank on babies, I used 'everything' on the one baby I had, and it didn't even look at me.

Nightmare Fly Cursed Sphere was 500dmg. It's wise to spam stun on it as much as possible, it used that more often than the venom attack (Line of sight). It did not use Somersault.

Sheep would use Sheep Song 1-3 times a fight on average. They really seemed to like it.

We didn't fight any Hippogryphs. In fact, we avoided them like the plague.

Coren
01-22-2006, 10:43 PM
My ls just got fucked in the face by the boss. We killed both fairy ring and nan'tina, and we still got charmga'd, aoe dmged, and then extremely bad breathed. I wonder if we encountered a bug, or maybe what NM erases what effect changes from dynamis to dynamis? We died when all our rdm/drks, all our melees, and all our tanks got charmed, then the mages got dropped like flies in 2 massive aoe attacks.

Thoughts?

Coren

edit: we did get pld legs, drk hat -1, and smn cape before we took on boss.

Izzy
01-23-2006, 05:02 AM
what did cape drop off of wahhhhh Q_Q_Q__Q_Q_Q_Q lol

Shizune
01-23-2006, 05:13 AM
you'll still get aoe'd after killing fairy ring, you just wont get to see your entire dynamis group get one shotted by some gay breath+super poison dmg Q_Q

not sure about the charm thing tho...

Coren
01-23-2006, 11:17 AM
"Some Gay Breath" seems to be "extremely bad breath", and it raped us for over 700 dmg each. It dropped like 18 people by itself, and the subsequent aoe physical dropped another 14 or so. He practically 3-shotted both alliances.

Since apparently we get charmed regardless, I'm wondering if it might be worth it to go after the Flytrap NM to try to remove the other 2 malboros. I don't know that they did much (certainly nothing on-par with back-to-back 500+ dmg aoes that flattened our whole alliance), but hell, nan'tina didn't seem to do much to the boss.

Radav
01-23-2006, 12:08 PM
Are you 100% sure you got charmed? We certainly did not get charmed and our fight lasted long enough that if he was going to use it he would have. Nothing he did to us caused us any problem at all. We had a few deaths but nothing major at all.

Coren
01-24-2006, 12:36 PM
100%, we got charmga'd. He got almost an entire alliance (all the tanks and melees). I'm inclined to think its a bug. Also, chainstun doesn't seem to slow him down much. My entire alliance was dead within 20 seconds (just long enough to cast thunder IV). I died a second or two into my 2nd spell.

Zymurgy
01-25-2006, 04:55 AM
We didn't even chainspell stun until maybe 1 minute into the fight. He used extremely bad breath multiple times but very few people actually died, and we didn't once get charmed. Of course we've only done this once so we could have just gotten really really lucky and it never used charm. No ideas here, sorry :/

Radav
01-25-2006, 09:06 AM
Yeah Coren what you're describing is what happened to us when we tried to kill the main boss after only getting rid of Nan'tina. All of us were killed in literally 10 seconds by the breath attacks. I really have no idea except to suggest that maybe there is some bug that popped up because of one of their maintenances?

Fatman
01-25-2006, 12:19 PM
You guys had time to get SMN Accessory, PLD Legs, and DRK Hat - 1, killed Nantina, killed Fairy Ring, and still had time for the Boss? wow we were on a tight time schedule you must be really fast...

What exactly did you kill to get the stuff that drops from Nightmare Mobs because we only fought two Manticores that someone aggroed and they didn't drop anything...

Also did you kill the Yagudos or the Quadavs?

Coren
01-25-2006, 02:10 PM
How valk went:

6 people got glasses and immediately went and got flies.

Took less than 10 min to kill all flies, and get down to beach at fairy ring.

Sac pulled ring, owning him within a few min, and had everybody up and running towards nan'tina within 10 more min.

Killed the 4 quad statues and were out the other side within another few min (no deaths).

We agro'd 1 mant and 1 cactuar (so 3 of each) on the way to nan'tina, and these 6 mobs I believe are what dropped all 3 of our items.

Killed nan'tina, and were back at boss with about 13 min to go.

We put all the mages in the corner to the west of cirrate, and all the melees and tanks on him.

Attacked him, all blm used ES thunder IV (most went fairly unresisted for 800-900 dmg). He used charmga, then flattened the entire mage alliance with 500-700 aoes back to back (well before any of us even got off a second spell). Then he mopped up the melees.

We had 3 bards all SV and doing horde lullaby. The babies stayed asleep almost till the end of our first Thunder IV, then raped the bards. The CS stuns barely slowed him down, if at all.

With 1 volley of T4's, and most of the melees charmed, we got him to about 70% hp I think.

Izzy
01-25-2006, 02:18 PM
wowowoowowo why do DB's drops blow so hard Q_Q__Q_Q

Radav
01-25-2006, 03:03 PM
Lol we killed probably what? 60+ mobs? and they got the same drops we did in an hour less time.

Coren
01-25-2006, 08:13 PM
To be fair, we got more drops off those 6 mobs than we've gotten in 3 hours+ in both glacier and xarca on MANY occasions. I forgot to mention this, but for 45 min of the hour we were inside, it was lightday fullmoon (changed to the next day w/ 15 min left, fullmoon the whole time though). I've seen jeuno's and windy's where we only got 1-2 AFs, and thats with clearing enough of the zone to win and get all time extensions.

Coren
01-25-2006, 11:16 PM
Just beat Valk. Amazingly enough, when he doesn't glitch and use charmga (after we've killed that NM), we won easily. I don't think anybody even died. Aside from the initial 300% EBB, I don't think anybody even really got hit in my alliance. We got to him with about 25 min left. No drops so far.

Coren

Fatman
01-26-2006, 12:35 AM
Grats! Use same strat?

Coren
01-26-2006, 01:51 PM
To the letter.

We used a Faust strategy on the boss. We had all blms save ES till he was at 50%, then a volley of ES Thunder4 killed him. I think one of the bigest problems previously was that the blm parties would pull hate, and just liek faust, when he gets to mage pt and starts spamming aoe, people get flattened really fast.

Faluzure
02-01-2006, 03:17 PM
First of all, I'm not a member of your LS (I'm from another server) but this page is pretty popular for Dynamis information (at least on my server). Big applaud to you on that.

I was wondering, do you guys know what the possible AF2 drops are for this location? I've seen contradicting information (Killing Ifrit tells me different than Mystery Tour).

Juma
02-01-2006, 03:34 PM
Theres tons of supposedly 'confirmed' information about new zone drops going around right now.

It's really hard to say what drops from where from what mobs at this point because we are still tweaking our win strategies for these zones and have not yet concentrated on farming them just yet. The only times we have tried farming these zones has been right after we beat the boss for the first time in each zone.

Some things we've 'confirmed' for ourselves, or at the very least expect to be true: Bubu drops AF -1 hands for all jobs, and all normal level 72 AF. Valkurm seems to drop AF -1 head AF for all jobs and level 71 AF. Following this pattern we would expect Qufim to drop AF -1 legs AF for all jobs and level 73 normal AF. There is still a lot of controversial information about relic accessories from the zones still, other then the fact that only nightmare mobs drop it, therefore we can only really confirm what we've seen drop during our runs, which sadly, is never much >_>pppp.

Faluzure
02-01-2006, 03:37 PM
Ah i see. Thanks a bunch for the reply! I'd rather go by your post than contradicting information on other websites since you guys have had hands-on experience there.

Teorem
02-01-2006, 04:44 PM
Just beat Valk. Amazingly enough, when he doesn't glitch and use charmga (after we've killed that NM), we won easily. I don't think anybody even died. Aside from the initial 300% EBB, I don't think anybody even really got hit in my alliance. We got to him with about 25 min left. No drops so far.

Just a random thought...

You said the first time you went for Cirrate Christelle and lost because it still used Fragrant Breath after you had killed Nant'ina. But, during your fight with Nant'ina on that run, was it able to use Attractant before you killed it?

Coren
02-03-2006, 01:41 PM
Just a random thought...

You said the first time you went for Cirrate Christelle and lost because it still used Fragrant Breath after you had killed Nant'ina. But, during your fight with Nant'ina on that run, was it able to use Attractant before you killed it?

Yes, we got charmga'd both by nan'tina and by ciratte.

Also, I got blm feet -1 from qufim the other night, so it's confirmed that qufim is feet-1 and lvl 73 af.

Last, since we've gotten smn cape from both valk and qufim, I'm leaning toward all 3 new dynamises dropping all 15 cape/belt items. The other alternative I guess is that 10/15 drop in all 3 places (so that 2 dynamises drop each item). We also got drk cape and sam belt in qufim.

Ooster
02-07-2006, 12:12 AM
Is there a trick to killing the Fairy Ring? Also, has anyone tried killing the statues guarding him before fighting, perhaps by killing them he gets weaker?

Sykes
02-07-2006, 12:26 AM
We killed the statues the first time that we killed him, and it didn't weaken him any. He really just kind of sucks ... but his worst attacks are directional/conal, so if you can keep him facing away from the majority of the alliance (eg. have all the tanks positioned so he faces towards the water) it helps a lot.

Coren
02-14-2006, 02:32 AM
Is there a trick to killing the Fairy Ring? Also, has anyone tried killing the statues guarding him before fighting, perhaps by killing them he gets weaker?

Wasting time killing those statues when you can just sac them is pointless. Fairy Ring is a bitch, but pull him with shadowbind, and zerg him when he gets to camp. His frontal attacks kinda suck, so don't stand there, and make sure everybody has antidotes. The last couple times we killed him I think we had 1-2 casualties tops (mostly from poison, after I told people to bring antidotes). Just don't try to do anything fancy like skillchaining and bursting, as this inevitably takes longer, and you could be casting other stuff to make up the dmg difference. He goes down pretty easily if you have enough damage output.

Halon50
02-14-2006, 03:52 AM
I know DB leaders like to be tight-lipped about run failures, but our last Valkurm run we encountered what happened to you. CC did the harsh AoE damage breath a few times, even with Fairy Ring dead. CC also did Charmga 3 times, even with Nant'ina dead. Still, we busted CC down to about 10% before finally wiping.

The only two things I can come up with are: CC is occasionally bugged, where killing the NM's does nothing.

Or perhaps killing the NM's doesn't remove those abilities, but rather slows down CC's spamming them. There were very long delays between charmgas, and very long delays between the bad AoE breath, unlike the first two times we fought her.

KainHighwind
02-15-2006, 10:44 PM
Ok, in reply to what happened today. We all know that Cactaur aggro killed our time. Now... If you eliminate that group and pull a different group before the boss, you can build TP for the boss. First of all, we had no SJ and were some missing some people from pulling flys. I'm not sure what other pull options we have, but theoreticly(sp?), 1 pull before the boss would take quicker than the cactaurs. They would die much faster and not have so many people die. Assuming we had enough to kill the boss, it should all work out before the time limit. We still had a minute or two left when we wiped? As for the repops, there's a semi circle of sheep and statues(?) around the Selbina gate. And for Icarus Wings? Yes, the idea is to go all out at the start. But if you have say, 80% TP, using it right away is stupid. Hit a few times and WS, then use the wing. This is also why a pull to store TP could possibly help.

Teorem
02-16-2006, 12:17 AM
I understand what you're saying, though the point I have been trying to make is that it is possible to do it without storing TP. You're saying that it would only be easier if we did, and I certainly won't argue with that.

The time between us getting to Fairy Ring and getting to Ciratte Christelle is actually the lowest we've seen so far to date. If this kind of time management is preserved for future runs, and we don't encounter the same problems again at the start, it is certainly possible to pull something and have enough time at the end to finish off Cirrate Christelle.

We're discussing the options we have in order to make this run not fail again.

Juma
02-16-2006, 03:19 AM
are we going to do this run again before we schedule a safehold run? or are people that missed the first valkurm SOL?

KainHighwind
02-16-2006, 03:30 AM
I understand what you're saying, though the point I have been trying to make is that it is possible to do it without storing TP. You're saying that it would only be easier if we did, and I certainly won't argue with that.

The time between us getting to Fairy Ring and getting to Ciratte Christelle is actually the lowest we've seen so far to date. If this kind of time management is preserved for future runs, and we don't encounter the same problems again at the start, it is certainly possible to pull something and have enough time at the end to finish off Cirrate Christelle.

We're discussing the options we have in order to make this run not fail again.

Well, I think traveling while people are weakened can work, when it's done right. Meeling healing while weakened doesn't really do much as healing HP is very inefficient. Mages can get refresh and/or auto refresh while traveling. It would eliminate some time spent recovering before Ciratte. But, aggro along the way doing this would cause more problems. Seeing as they have a larger than normal aggro rang(that I found out the hard way today...) I think we might want to make sure everyone knows this. Almost like death house in windy, you almost have to stay at the very edge. I got aggro in a spot that actually cut out away from the enemy. I didn't wander closer to them, but the space that allows to get farther away NEEEDS to be taken. (I can explain this better if you want with a picture later). Basicly, I took a straight path.

But another problem was actually killing it. We wipped before time ran out, so that proves we need to work on damage. Which is why I suggested building TP beforehand, if we have time. Which we should have time without cactaur(sp?) aggo. Of course, as we get better, this step can be eliminated, but I think we need to work on getting more dmg for next time as that was our ultimate reason for losing.

Teorem
02-16-2006, 03:52 AM
Well, I think traveling while people are weakened can work, when it's done right. Meeling healing while weakened doesn't really do much as healing HP is very inefficient. Mages can get refresh and/or auto refresh while traveling. It would eliminate some time spent recovering before Ciratte.

We did travel like this, and generally do to save time. When we arrived at the first Quadav pull, all mages were at low MP, which didn't matter as much because there were statues to refill it.

What melee were healing during weakness?


But, aggro along the way doing this would cause more problems. Seeing as they have a larger than normal aggro rang(that I found out the hard way today...) I think we might want to make sure everyone knows this. Almost like death house in windy, you almost have to stay at the very edge. I got aggro in a spot that actually cut out away from the enemy. I didn't wander closer to them, but the space that allows to get farther away NEEEDS to be taken. (I can explain this better if you want with a picture later). Basicly, I took a straight path.

This is why we told people to hug the south wall (or "huge" if you were listening to Shizune instead). This instruction was meant to be followed going to and from Nant'ina's area.


But another problem was actually killing it. We wipped before time ran out, so that proves we need to work on damage. Which is why I suggested building TP beforehand, if we have time. Which we should have time without cactaur(sp?) aggo. Of course, as we get better, this step can be eliminated, but I think we need to work on getting more dmg for next time as that was our ultimate reason for losing.

There are other factors that go into why we lost, although it always boils down to us failing to get its life to 0% before we all die.

We are looking at why Cirrate Christelle does not behave the way we expect it to, and we are looking at our alliances to see what we need to change/add to deal more damage effectively.

I won't repeat myself on the TP issue other than to say that the time that we have beaten this zone, we did not gain TP on anything but Nant'ina before engaging Cirrate Christelle. Therefore, it is not a necessary requirement to win although having TP initially would obviously be better than not. I've made my recommendations to leadership on this issue and we'll see how viable it is.

We are going to make the adjustments we need to be able to beat Dynamis-Valkurm again.

Juma
02-16-2006, 04:01 AM
it doesnt help that only 5 melees bought a wing, out of the 14 that were there

KainHighwind
02-24-2006, 05:34 PM
Did anyone notice that the manticores didn't have regular attacks, just l ike Kirin? PLD would pull, more would pop from each, then get rapped by a horde of manticores. Which was also the reason why I kept provoking them, because I didn't really see any living PLD's that often.

Halon50
02-24-2006, 07:15 PM
Kirin does melee attacks ........

Teorem
06-23-2006, 06:18 PM
Something I wanted to add from the times we've lost vs. the times we've beaten Cirrate Christelle:

I don't think the boss is bugged at all, as I've seen claimed on many other forums and Dynamis-related sites.

It seems to me, from my logs and other personal observations, that Cirrate Christelle will not use the specials that you seal away by killing the other NMs until someone becomes the focus of hate and isn't in its immediate melee range. Thus, it seems analogous to when someone causes Spike Flail.

The times we've been successful, we've had tanks nearby keeping good hate (for the most part, sometimes a DD who is also nearby will steal hate momentarily), and Cirrate Christelle doesn't get much of a chance to move because of Chainspell + Stun (similar to Dynamis Lord). It has tried to use Miasmic Breath and Fragrant Breath in the past when a mage (or more) standing much further off to the east by the trees took hate from spamming series IV or -ga.

Cirrate Christelle's 2-hour is Extremely Bad Breath. It will always use it, and it has to be stunned or you lose. There's not really much of a way around it, and fortunately it doesn't try to use it again after it's been successfully stunned.

I'll keep watching our fights to see if there's a way to undisputably prove it, but as long as you 1) keep tanks (and another people who will built up a lot of hate, such as Chainspell stunners) nearby, 2) manage hate, 3) stun Extremely Bad Breath, and 4) stun and kill it quickly enough that the other specials don't kill you before your healers run out of MP, you should never really have problems with Cirrate Christelle.

FalasiOfBismarck
12-04-2006, 10:25 AM
Thank you guys for all the info here , I’m not in your server but been checking your site for all dyna-related info,
used your guide to build a strategy for our run next sat , hopefully it will work ( pretty much the same strategy ) hope everything goes fine.
here are the maps i come up with using your guide:
http://i97.photobucket.com/albums/l234/Soul_eater83/dyna-Valkcamps.jpg

the black dot is where a sac puller to die while pulling DragonTrap(optional) camps on blue are optional if time allows:
http://i97.photobucket.com/albums/l234/Soul_eater83/dyna-valkrummobs.jpg

will try it this week and hope everything goes fine.
will appreciate any help :D

( the map is not 100% right , ganna re-do it soon =) Flies locations for example =x)

FalasiOfBismarck
12-10-2006, 06:50 AM
ok we did it yesterday and will here what happened:

for flies, we had this setup:
puller/claimer/fly location
-------------
thf/rdm/ VE area (hippos)
thf/war/mantacores
nin/rdm/sheeps

went fine but just took long time since it was our 1st time , VE's one poped in the open area Nw ( but linked hippos when i pulled ).
other then that was fine, fairy ring was hitting hard x.x; and Nant'ina used charmga @20%
4 stats before nant'ina: we killed 2 stats + 3 pop each and was suppose to kite the other 2 .... but ppl sleepga and were ended by kiting 1 stat + 3 mobs for like 5-10 mins up outpost then back to "zone to La theiana(sp?)" enough time to kill goob and pull back to selbina.

what went wrong:
think i interpreted CC fight wrong about fighting where it stand, thought only babies will pop , so we "pulled" mid way and was start fighting , soon after (15 sec) ppl were droping like flies x.x; and @ first sight thought someone linked or something , but after total wipe and mob staying @ that area we figure out that he pop them ( me:"aaaaaaaaaaaaaaaahaaaaaaaaa so that what they mean about "linking other mobs" )

we had 10 mins when we start fighting and took him to 80% before i fall ( 10 sec ) or anyone do any ws xD!

ganna try in 2 months or such , but was fun to see all those dead bodies .... xD!
ganna fix my map as soon as i get the other flies exact locations

artaxerxes
12-11-2006, 10:31 AM
ok we did it yesterday and will here what happened:

for flies, we had this setup:
puller/claimer/fly location
-------------
thf/rdm/ VE area (hippos)
thf/war/mantacores
nin/rdm/sheeps

went fine but just took long time since it was our 1st time , VE's one poped in the open area Nw ( but linked hippos when i pulled ).
other then that was fine, fairy ring was hitting hard x.x; and Nant'ina used charmga @20%
4 stats before nant'ina: we killed 2 stats + 3 pop each and was suppose to kite the other 2 .... but ppl sleepga and were ended by kiting 1 stat + 3 mobs for like 5-10 mins up outpost then back to "zone to La theiana(sp?)" enough time to kill goob and pull back to selbina.

what went wrong:
think i interpreted CC fight wrong about fighting where it stand, thought only babies will pop , so we "pulled" mid way and was start fighting , soon after (15 sec) ppl were droping like flies x.x; and @ first sight thought someone linked or something , but after total wipe and mob staying @ that area we figure out that he pop them ( me:"aaaaaaaaaaaaaaaahaaaaaaaaa so that what they mean about "linking other mobs" )

we had 10 mins when we start fighting and took him to 80% before i fall ( 10 sec ) or anyone do any ws xD!

ganna try in 2 months or such , but was fun to see all those dead bodies .... xD!
ganna fix my map as soon as i get the other flies exact locations

I am trying to get a feel for what this is like, are VE’s nightmare flys?

How viable do you think it is to have a strider boots thf pop and kite all 4 statues before Nant'ina

Oh and has the special attacks being akin to spike flail been confirmed?

Garret
12-11-2006, 01:24 PM
A Thf with Striders could train away the 4 statues before Nantina although I don't really think it's neccesary.

You can clear the statues with fighting and kill Nantina and have around 20+ minutes left at that point as long as you don't wipe beforehand. This still leaves time to fight a Manticore set for TP to use on CC.

None of the Quadav statues before Nantina are really large enough to need sacking, in my opinion.



By VE's one the earlier poster was referring to the Nightmare Fly which spawns in the area around where Valkurm Emperor pops.

FalasiOfBismarck
12-11-2006, 01:37 PM
"By VE's one the earlier poster was referring to the Nightmare Fly which spawns in the area around where Valkurm Emperor pops."

yes that what i was referring to :)

about those stats , we choose to sac some coz we wasted some time getting subjob ( took like 20 mins or so =/ ) and Fairy ring killed some ppl here and there so we sac pull them to save time ( but again ppl wanted to sleepga some anyway and this sacking was pointless )

i didnt have the chance to fight Fairy ring ( was sacking stats before it ) or Nant'ina ( also sacking x.x;) so no idea yet, still getting feedbacks from other pullers and tanks / melees

artaxerxes
12-11-2006, 01:53 PM
A Thf with Striders could train away the 4 statues before Nantina although I don't really think it's neccesary.

You can clear the statues with fighting and kill Nantina and have around 20+ minutes left at that point as long as you don't wipe beforehand. This still leaves time to fight a Manticore set for TP to use on CC.

None of the Quadav statues before Nantina are really large enough to need sacking, in my opinion.



By VE's one the earlier poster was referring to the Nightmare Fly which spawns in the area around where Valkurm Emperor pops.

Ok thanks, I’m just trying to maximize out potential; we’re a very melee friendly shell(albeit heavy damage melees(bb mnks, sams, adaberk wars). Out of the 30 going in maybe 2 blms, 4 rdms(2 \drk) and 3ish whms. i figured we're try to save time by sacing since we dont have the omgwtfbbq blm damage that other shells. wanna make sure we have plenty of time to rest up, get tp and prepare for cc

Garret
12-11-2006, 02:10 PM
I would say that melees would burn down the Quadav about as fast and that shouldn't really slow you down.

Regarding Fairy Ring, he is certainly capable of causing a lot of death, a good practice to get into for him is being sure everyone has RR up before fighting him, even though this should go without saying in Dynamis. Even if a good amount of people die once he is dead you can immediately RR up and then work your way towards Nantina right away. By the time you actually get to the Quadav statues everyone should be unweakened, or close to it, and you can take a few seconds to rest up there if needed.

In running an open LS I often see the tendency of people to want to rest in a previous camp even though it's time to move, this can really waste a lot of time, it's always better to keep on the move, especially in a CoP zone, and worry about resting when you get somewhere.

Not sure if that's at all a factor for any previous posters but it can help shave off a few minutes here & there if it isn't a practice you currently adopt.

artaxerxes
12-11-2006, 03:54 PM
I would say that melees would burn down the Quadav about as fast and that shouldn't really slow you down.

Regarding Fairy Ring, he is certainly capable of causing a lot of death, a good practice to get into for him is being sure everyone has RR up before fighting him, even though this should go without saying in Dynamis. Even if a good amount of people die once he is dead you can immediately RR up and then work your way towards Nantina right away. By the time you actually get to the Quadav statues everyone should be unweakened, or close to it, and you can take a few seconds to rest up there if needed.

In running an open LS I often see the tendency of people to want to rest in a previous camp even though it's time to move, this can really waste a lot of time, it's always better to keep on the move, especially in a CoP zone, and worry about resting when you get somewhere.

Not sure if that's at all a factor for any previous posters but it can help shave off a few minutes here & there if it isn't a practice you currently adopt.

Ok thanks, we’re a pretty organized unit, the members follow our lead to a “T” and by no means new to dynamis (only to cop dynamis) we have an excalibur and are on the final push towards an aegis. The cop only shell is our umm, pet shell. If that makes sense, it’s done without any sort of currency in mind, just entirely for fun.

We’ve just completed our 3rd bub run last saturday, rather easy zone imo. How would you compare valkum to bubu?

Again, I don’t know how many times I can say this, thank you ever so much for all your help. Beause of you guys we’re going in with a pretty good idea of what to expect.

Garret
12-12-2006, 01:03 PM
Buburimu is hands down the easiest.

Getting to the Megaboss in Valkurm is not difficult, although a bit more of a time crunch than in Buburimu. However, the Megaboss has a much larger luck factor, even though a win shouldn't be that hard with good preparation there is still a chance things will just go wrong.

I also find farming in Valkurm more difficult than Buburimu because the Nightmare Mobs in general are not as friendly to play with, Buburimu has a variety of very easy mobs to kill. The easiest in Valkurm are probably the Hippogriff, although the Manticore aren't bad if you don't link them. The Cactuar can be a real nightmare for a melee heavy group.

Velocy
01-31-2007, 07:07 AM
Hello everyone,
we had our 3rd try Dyna Valkurm yesterday and didn't get rid of the Mega Boss again.

Something that was very strange to me, and I haven't seen before... suddenly 4 Hyppogryphs popped when Mega Boss was around 70%. I have no clue where they came from.

First time we had the same issue with manticores.

After we wiped, 2 Hyppos ran off to Whitebone beach and 2 Hyppos ran of to Siren Sands. (Gobbue and FairyRing were killed).

Could it be in any relation with the mobs we aggroed? Cause I remember on the run where mantys popped, the fly puller aggroed some manticores but sac pulled them. This run I tried to pull the Hyppo fly and got a Link. I died and pulled the fly agin without link. Then we went for Fairy and Gobbue. And got 4 Hyppos popping on us x.x

Izzy
01-31-2007, 11:44 AM
Hello everyone,
we had our 3rd try Dyna Valkurm yesterday and didn't get rid of the Mega Boss again.

Something that was very strange to me, and I haven't seen before... suddenly 4 Hyppogryphs popped when Mega Boss was around 70%. I have no clue where they came from.

First time we had the same issue with manticores.

After we wiped, 2 Hyppos ran off to Whitebone beach and 2 Hyppos ran of to Siren Sands. (Gobbue and FairyRing were killed).

Could it be in any relation with the mobs we aggroed? Cause I remember on the run where mantys popped, the fly puller aggroed some manticores but sac pulled them. This run I tried to pull the Hyppo fly and got a Link. I died and pulled the fly agin without link. Then we went for Fairy and Gobbue. And got 4 Hyppos popping on us x.x

hahaha, thats odd, those usually dont pop until you've KILLED the boss. Someone must have aggroed and slept them, and didnt wanna tell you and they trolled over at 70% to kill you lol.

Velocy
02-02-2007, 02:52 AM
hahaha, thats odd, those usually dont pop until you've KILLED the boss. Someone must have aggroed and slept them, and didnt wanna tell you and they trolled over at 70% to kill you lol.

Like I said... they POPPED. I saw one popping, just in front of us and a few members confirmed that. First I thought about who I gonne rape for this, but then I saw that they popped just right on us, and that theres only a Manticore standing around NW of the Boss, but he didn't aggro. And if the Hyppos really would have come from Whitebone, they would have linked that Manticore standing there, no way they could have missed him.

And also after wipe, 2 Hyppos walked to Whitebone, and the other 2 to Siren Sands... (walked, not ran!).

Izzy
02-02-2007, 11:29 AM
hahaha thats really weird Q_Q

Teorem
02-02-2007, 03:34 PM
When you aggro--not when you kill--Cirrate Christelle, a set of Manticores appear to the northwest (just southwest of the beastman statues) and a set of Hippogryphs appear to the east (just outside the tree line).

Depending on your alliances' placement, it is possible to aggro these while you are fighting. Fight closer to the blocked gate to Selbina and further southwest, and you should be able to avoid them completely.

Izzy
09-17-2008, 11:34 PM
[10:26:14] <Eanae|Desktop> if you wanna update your sitre
[10:26:22] <Eanae|Desktop> cor belt hypo's + sabo

[10:31:47] <Eanae|Desktop> Warrior stone from hypo

In case we wanna update our strat pages.

Izzy
10-02-2008, 04:18 PM
Updated strategies located here: http://www.dynamisbums.com/strategy/val.html