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Teorem
05-04-2007, 11:23 PM
The other ongoing project we have been working on (besides stirring pots) is to update our very, very old strategies for Dynamis zones.

Please look at the following page for Dynamis-Bastok (we did not have a previous strategy listed on our forums):

http://www.dynamisbums.com/strategy/bas.html

This page includes details on a different boss pull that I want to try out on our next trip (as you'll soon see, I am interested in eliminating most of the sacrifice pulls or disadvantageous camp positionings we make). If it doesn't work out, I'll stick our normal method back in there instead.

Don't mind the bad page layout...my web design skills are worse than my programming skills. It's also not quite finished: I still have to add in the zone drops, but that's mostly it.

Ideally, someone with little experience in Dynamis (including some of our new members) should be able to view the page and get an idea of how to coordinate their run to succeed. If there are parts of the page that aren't very clear, or there isn't a very logical ordering, or if you have any other comments/questions/criticisms/etc, put them here.

I will put up the other zones' pages as I finish them. Some of the maps are not complete or require some verification, and I'll note those on a case-by-case basis.

Fuuten
05-05-2007, 01:36 AM
Wow Teo, that looks amazing. Q_Q What a good job, and that goes out to everyone who helped with that, too.

sueno
05-05-2007, 11:35 AM
I have only a few questions.

Why are the statues numbered in the manner they are? It does not seem to be in the order they would be pulled.Is there some special reason they are numbered this way?

While it may not be necessary for most of the run;I know from pulling the mog house area after the boss is killed that there is a way to pull it without linking every statue.You listed in general advice that there was a way to pull lower statues on Ore street without linking the higher ones but it was not clearly listed how to do it.Maybe you could add a small area where statue pulling could be listed in order for tricky areas useing the numbers on the map.

Also some numbers are blue red green and black i only remember there bieng 3 colors of eyes on statues.Maybe there could be something explaining what it means in the general info at the top of the page or on the map itself as it is wrather confusing(After studing it more closely i figuered out red=time blue=mp green=hp black=normal).

The rest of the information is very well presented.I like the link to spawn list so we are not supprised what pops(very helpful in zones like xarc and tav)

KainHighwind
05-05-2007, 12:15 PM
I have only a few questions.

Why are the statues numbered in the manner they are? It does not seem to be in the order they would be pulled.Is there some special reason they are numbered this way?

If you open up the .dat files(if you are using the PC version), you basicly get a big list of the enemy names. What Teo did is add numbers to the end of the same, which I'm sure you've seen me and Izzy use. It's basicly a way to make sure we all have the same numbering system. It helps to keep everyone on the same page.


Also some numbers are blue red green and black i only remember there bieng 3 colors of eyes on statues.Maybe there could be something explaining what it means in the general info at the top of the page or on the map itself as it is wrather confusing(After studing it more closely i figuered out red=time blue=mp green=hp black=normal).

I think black is refering to the ones that don't have eyes that light up.



Very nice job on the pages Teo. If you do want a suggestion, maybe adding some colored text would help the readability.

Teorem
05-07-2007, 11:11 PM
While it may not be necessary for most of the run;I know from pulling the mog house area after the boss is killed that there is a way to pull it without linking every statue.You listed in general advice that there was a way to pull lower statues on Ore street without linking the higher ones but it was not clearly listed how to do it.Maybe you could add a small area where statue pulling could be listed in order for tricky areas useing the numbers on the map.
I can add in a zoomed section with the Ore Street to the Alchemy Guild and Mog House pulls to illustrate these points, sure. You guys can make corrections to it if the map or the explanations look off.


If you do want a suggestion, maybe adding some colored text would help the readability.
Can you show me an example of which areas (text and color, using forum colors) or do you mean the page in general?

Dynamis-San d'Oria has been added:

http://www.dynamisbums.com/strategy/san.html

This strategy also includes a different style of boss pull that we'll be trying in our next run, which I think can put us in a better position to clear the zone afterwards. If it doesn't work out, I will put our old strategy back up in its place (if it does, I'll probably add it anyway as an alternative method).

I will probably edit the formatting of the spawn lists so they don't look as bad as plain text now.

Teorem
05-08-2007, 05:23 PM
Dynamis-Jeuno has been added:

http://www.dynamisbums.com/strategy/jeu.html

This also contains an alternative boss camp that we will be trying out on our next run.

Teorem
05-09-2007, 02:47 AM
Dynamis-Windurst has been added:

http://www.dynamisbums.com/strategy/win.html

No new boss pull, but it wouldn't be too difficult to make one that eliminates the potential sacrifice pull; we may try to do this in the near future.

To do:

- Add map and details about pull at the House of the Hero
- Add map and details about cleanly pulling Koru-Moru's Manor (the death house)

Reimeii
05-09-2007, 10:09 AM
These are fabulous Teo. Great Job, it is appreciated! ;)

Eander
05-09-2007, 07:49 PM
Small thing, the link on the navigation bar on the front page (www.dynamisbums.com) for San d'Oria points to the Bastok strategy.

Teorem
05-10-2007, 08:59 PM
I think I fixed the module now so that it links to the correct pages, thanks.

Dynamis-Beaucedine has been added:

http://www.dynamisbums.com/strategy/bcd.html

To do:

- Add map for pull order to not link Dynamis Icon area (would this be useful for pullers?)
- Add map for pull order to not link Dynamis Tombstone area (would this be useful for pullers?)

sueno
05-10-2007, 10:39 PM
Adding maps for those areas would be very usefull.

On a side note there is something i have been noticing every time we go for the win.When the tanks start to pull the dragons;the first tank that gets past the NM lake area always lives.This is because when pulling a dragon up the ramp and thru the narrow alleyway to the lake area if there is a dragon infront of you the game will not let you get past it so the dragon you are kiting always catches you and kills you.One way we might get around this is have all the tanks waiting at the lake area except one.This tank(will need movement speed+ equip)will aggro the boss;(but not claim)hopefully getting hate from all the dragons;will then kite them to the lake area where the other tanks can voke and kite from there.To keep the boss from folowing the first tank someone will claim it with a non-damaging spell or ability.This person can be positioned close to the first ramp to get it while it comes close(this might not be needed if it can be claimed right after the first tank aggros).

Juma
05-11-2007, 12:52 AM
the dragons will follow the boss unless provoked by a tank

Izzy
05-11-2007, 01:28 AM
Adding maps for those areas would be very usefull.

On a side note there is something i have been noticing every time we go for the win.When the tanks start to pull the dragons;the first tank that gets past the NM lake area always lives.This is because when pulling a dragon up the ramp and thru the narrow alleyway to the lake area if there is a dragon infront of you the game will not let you get past it so the dragon you are kiting always catches you and kills you.One way we might get around this is have all the tanks waiting at the lake area except one.This tank(will need movement speed+ equip)will aggro the boss;(but not claim)hopefully getting hate from all the dragons;will then kite them to the lake area where the other tanks can voke and kite from there.To keep the boss from folowing the first tank someone will claim it with a non-damaging spell or ability.This person can be positioned close to the first ramp to get it while it comes close(this might not be needed if it can be claimed right after the first tank aggros).

You can make it by, you just have to go around and not play in first person Q_Q

Zumi
05-11-2007, 05:27 AM
During our first few times we cleared it I remember kiting all 4 dragons by myself. With any +movement gear they won't really catch up if your lucky to get away before they curse or poison you.

Teorem
05-11-2007, 06:59 PM
We'll look over that again next time we go for a Beaucedine clear.

Dynamis-Xarcabard has been added:

http://www.dynamisbums.com/strategy/xar.html

Take a good look at this one because I want it to be clear and extensive enough that newer people can read it and understand exactly what their roles are and what they need to be prepared.

To do:

- Add map and notes for the second time extension
- Add map and notes for the "wall of eyes" pull

sueno
05-11-2007, 09:49 PM
It looks good but you forgot the animated kunai.Also you might add in the general advice reguarding Dynamis Lord fight that a DRG can use Angon to assist the melee and a NIN can use elemental debuffs to assist the blm in doing maximum damage.

side note:in the sandy page you listed that killing the boss does not grant time.I thought all the city runs gave 30 min after the boss kill.

Izzy
05-12-2007, 01:56 AM
side note:in the sandy page you listed that killing the boss does not grant time.I thought all the city runs gave 30 min after the boss kill.

sandoria does not

Teorem
05-12-2007, 05:17 AM
I added a little blurb about using abilities and magic to help debuff the Dynamis Lord, and also the Animated Kunai to the map and list (not sure how I forgot this one).

As Izzy said, we get our 2.5 hours of extensions from other stuff, so nothing from the Overlord's Tombstone itself in Dynamis-San d'Oria.

Dynamis-Buburimu has been added:

http://www.dynamisbums.com/strategy/bub.html

To do:

- Add group/sets for Nightmare Cockatrice and Dhamels (time ran out last run and I couldn't make it to these sections before they despawned)
- Details about a successful, non-linking Nightmare Uragnite pull that we're going to be making soon. Maybe.

I deliberately left off the other dragons besides the ones I include in the strategy, but...for the sake of completion, I"ll probably go back in later and add them in.

sueno
05-14-2007, 12:28 AM
After pulling sandy here are my notes:

1 for east cavalry way pull the 2 most north statues then 2 most south then middle to avoid link

2 for AH pull top first then bottem to avoid link

3 for eastgate pull 99 92 95 when they are as far NW as possible
do not pull 74 77 80 or 99 92 95 will link with the rest further in

4 for westgate pull 257 258 259 when they are as far NE as possible
do not pull 214 217 222 or 257 258 259 will link with the rest further in

5 when i pulled 234 it linked with 261 231 237 i dont know how to avoid that since they are so close together

Teorem
05-14-2007, 09:28 PM
Updated San d'Oria strategy with observations from yesterday's run:

- Fixed some wrong, switched statue numberings on both maps
- Added spawn conditions for certain statues (previously listed as ??)
- Fixed boss strategy

Will add:

- Alternative boss strategy (sacrifice pull to MH)
- Link notes

Dynamis-Qufim has been added:

http://www.dynamisbums.com/strategy/quf.html

To do:

- I have some basic Yagudo statue positions, but I need to verify them before I add them to the map. Half of the Orc statues are missing as well.
- Post-Antaeus Goblin statues are missing
- Details needed on Diremite/Raptor/Gaylas groupings (should be able to get next run)

Teorem
05-31-2007, 05:55 AM
Dynamis-Jeuno and Dynamis-Qufim maps have been updated with corrections from recent runs.

I have also updated the Dynamis-Buburimu maps to include correct Nightmare groupings (will add other dragons to the primary map after next Buburimu run so I can verify the details). In addition, a map and details about successfully pulling (without linking) and fighting Nightmare Uragnites have been added.

Strategy for Dynamis-Valkrum has been added:

http://www.dynamisbums.com/strategy/val.html

To do:

- Verify second set of Goblin statues leading to Dragontrap
- Need exact placement of Hippogryph/Sabotenders in "secret beach" near Dragontrap
- Need to find post-boss Nightmare Sabotender position (28)
- Need to find post-boss Nightmare Sheep positions (260, 263, 266)