Fatman
07-30-2005, 10:38 AM
Attention!!! Updated strategies located here (http://www.dynamisbums.com/strategy/xar.html).http://www.ipaka.com/members/1/Einherjar/ff_xarcabard_01.jpeg
General Strategy:
1. Upon entering Dynamis-Xarcabard proceed west to the opening and hug the right wall until the cermet barrier is visible and follow the barrier to POINT 1 as marked on the map. When hugging the wall be EXTREMELY CAREFUL that you do not stray from the wall in order to prevent aggroing the first visible set of eyes as that statue is a fake.
2. Once everyone has arrived at Point 1 the puller will pull the set of eyes guarding the first time extension statue taking care to lead them in a path such that the demons they summon do not link to the other eyes scattered around the map. The group will sleep the demons and their pets and defeat the eyes first as they cannot be slept and use Level 5 petrify and BLM spells.
Note: This pull can be made with a suicide. Tombstone Prototype gives 30 minute time extension when defeated. If done with a suicide, the suicide puller can run southeast and die safely near the wall out of other mobs aggro range.
http://www.ipaka.com/members/1/Einherjar/Xarcabard1.jpg
3. The group will then move along to the next cermet barrier and then to Point 2 where the next time extension statue is. Everyone will use Poison Potions here to avoid being slept by the next set of eyes. Black mages should be sure to stand back and stun any eyes they notice casting -ga 3 or other high damage spells.
Note: This pull can be made with a suicide pull. The Icon Prototype gives a 30 minute time extension but only spawns when the original 2 Vanguard Eyes are defeated. In order to do this pull the suicider will need to aggro the eyes then two other pullers will need to pull the 2 original eyes to the group. Eyes need to be killed quickly before suicided eyes return and link with the Icon Prototype. The suicider can run a great distance west without aggroing anything.
4. Once the eyes and time extension statue have been defeated, proceed north past the cermet barrier at H-8 to the mountain. Once again hug the wall in order to avoid aggroing the vanguard eye. Proceed along the mountain to the clearing where the puller will then pull the eyes at Point B to get the 3rd time extension statue.
Note: If the southern most Vanguard Eye is pulled from the Southeast then the other 2 Eyes will not link. Be careful that no one accidently aggros them and that none of the spawned mobs wander that way and link them.
http://www.ipaka.com/members/1/Einherjar/ff_xarcabard_02.jpeg
5. Once the enemies at Point B are defeated the puller will pull the NM's at Point 3 first pulling the eye directly Southeast of the rock platform so they do not link when NMs are pulled. The NM's will be kited by plds & nins and bound/gravitied by rdms & blms while the eyes are killed. Binders will need to announce if something is bound so people can get out of the range of the bound NM's. The NM's for Point 3 are:
Duke Berith – Red Mage
Count Zaebos – Warrior
Marquis Decarabia – Bard
6. Upon defeating the first set of NM's the group will move to the area on the map centered between Point's 4, 5 & 6. and defeat the set of NM's at Point 4. NM's for Point 4 are:
Duke Gomory – Monk
Marquis Andras – Beastmaster
Prince Seere – White Mage
7. After defeating the NM's at Point 4 the group will remain there while the puller brings the set of NM's at Point 5 to the group. NM's for Point 5 are:
Marquis Orias – Black Mage
Marquis Gamygyn – Ninja
Duke Scox – Dark knight
Note: Special care will need to be taken to stun Gamygyn when he starts getting low on HP to try to keep him from blowing up. Mages who can't stun should stand back to avoid unnessesary casualties.
8. After defeating the NM's from Point 5 the main group will still remain while the puller proceeds to Point 6 and brings the NM's to the main group. NM's for Point 6 are:
Marquis Nebiros – Summoner
Count Raum – Thief
Marquis Sabnak – Paladin
http://www.ipaka.com/members/1/Einherjar/ff_xarcabard_03.jpeg
9. After defeating the NM's from Point 6 the main group will proceed to
Point 7 and defeat the final set of demon NM's. NM's for Point 7 are:
Count Vine – samurai
Marquis Cimeries – ranger
King Zagan – dragoon
Note: After defeating the final set of NM's you will recieve a message and the special Weapon NM's needed for the final relic weapon upgrade will spawn.
Note: When the final NM is defeated the Statue Prototpye in the middle of F-8 will spawn and gives a 30 minute time extension. The replica along the wall South East of the time extension does not give time. It however is useful to pull and kill for HP refil during the next fight...
10. After defeating the final set of NM's the group will proceed to the open area between Point 7 and Point 8. Point 8 has a wall of 6 eyes guarding the final time extension statue. The puller will pull the Eye furthest south. Poison Potions should be used here due to the large number of eyes and Kindred Black Mages.
Note: In order to make this a much more manageable pull a secondary suicide puller should pull the 3rd eye from the North as soon as they see the southern most eye has been pulled then head East and die before getting to any other mobs. If done properly only half the mobs from this eye wall will go to the main camp.
11. Upon defeating the last of the monsters and the final time extension statue the group will proceed down the ledge to the path towards Castle Zvahl and prepare for the Vanguard Dragons. Melees will stand at the base of the cliff and and engage the dragons as they are pulled to the group and mages will stand at the top of the cliff to avoid their numerous devastating attacks including the AOE Body Slam. Care must be taken for mages to not pull hate on the dragons or they will come up the cliff and may use Body Slam. Stunning them as they are being fought is also a good idea.
12. Once all Vanguard Dragon's are defeated the group will move up towards the castle and prepare for Ying and Yang. The group will be split into half. One half will engage Ying and the other half will engage Yang. The dragons must be killed nearly simultaneously or the remaining dragon may resummon his defeated twin. Upon defeating Ying and Yang the group will recover and melees will begin sleeping TP with Opo-opo necklace and sleeping potions and everyone will use their reraise items and food and prepare for the the Dynamis Lord.
-The Dynamis Lord -
http://starflare.usc.edu/ffxi/linked/20050711_xarcabard_strategy_02.jpg
Puller will announce 2 minutes before they make pull then another warning before pull is made. Everyone should buff up at the 2 minute warning, use food, then use poison at 30 seconds to go, and should not be resting.
Positioning for the Dynamis Lord is indicated on the map above.
Order of events once everyone has TP and is in position:
1 - Everyone buffs up, uses reraise item or spell, then uses poison pot.
2 - Dynamis Lord is pulled. A summoner can carbuncle pull easily and get a good distance on Dynamis Lord preventing him from doing any gas that may hit bystanders. When DL is pulled no one should be resting or casting anything and it is imperative that no one does anything to DL until chainspell stun begins.
3 - One Paladin will be assigned to position dynamis lord with provoke and invincible as indicated on map so that mages can cast on him from above when it is time to start casting.
4 - RDM/DRKs will begin chainspell/stun order. The next RDM/DRK in the order should begin stunning before the previous RDM is done.
5 - Melee will now be given the signal to rush in and burn their TP, use their Icarus wing, ws again, then use 2 hour if applicable. Rangers can use barrage to get an extra ws in before 2 hour.
6 - Once weapon skills start going off, BLMs will be given the signal to use elemental seal/thundaga 3 then unload their best spells as quickly as possible
7 - Dynamis Lord dies!
8 - If the Dynamis Lord is not defeated during the chainspell phase, the next course of action is the zombie phase. Tanks will do everything they can to keep the DL occupied and from returning to the castle or regenning HP and they will take turns using invincible in a predetermined order. Melees will reraise if they are KOd then go sleep TP again and run to the DL and use ws as soon as they have 100 TP. Black mages will not stop nuking until they die and then will reraise and wait for their elemental seal recast timers to recharge as they recover MP, then nuke him again preferebly when elemental seal is up.
Notes:
If DL completely loses hate he will regen at an extremely high rate making the fight virtually impossible to win.
Melees (especially high DD melees) should be put in parties with a Bard for soul voice and double minuet.
All Black Mages should be in the same alliance if possible to better organize what they are doing. One Bard should be assigned to soul voice threnody DL for the initial Thundaga 3.
White Mages really cant keep someone alive who is being attacked by Dynamis Lord by curing. The most important job of WHM here is to raise people who had reraise dispelled as quickly as possible and to cure people when weakness wears off.
-Ying and Yang-
About a minute and 30 seconds into the fight the Dynamis Lord will resummon Ying and Yang. Designated ninjas must provoke them and run them away as far as they can. Due to the fact that their hate is also somewhat tied to the Dynamis Lord they may only follow a kiter for a brief time and will need to be provoked again. Black Mages should not use ga spells on DL when Ying and Yang are in range. Some might suggest that using ga is fine because it will kill Ying and Yang pretty quickly however when one of the dragons is dead and DL summons copies of himself the copies have been observed by this linkshell to not despwan until Ying and Yang are resummoned thus making the fight virtually impossible to win.
Dynamis Lord TP abilities:
Mana Storm – area MP absorption (only used during high HP)
Transfusion – area HP absorption (only used during high HP)
Dynamic Assault – single target physical attack
Violent Rupture – area physical damage with knockback and strong gravity
Oblivion Smash – area physical damage
Tera Slash – cone attack physical damage
Dynamic Implosion – area physical damage and stun effect
Dynamis Lord spells:
Bindga
Slowga
Silencega
Dispelga
Breakga
Sleepga
Elemental -ga 3 spells
Death
Dynamis Lord 2 hour abilities:
Mighty Strikes
Blood Weapon
Hundred Fists
Chainspell
Most images taken from http://www.geocities.co.jp/SiliconV...ff_xarc_01.html
Supplies Needed:
Opo-opo Necklace - anyone using TP
12 Sleeping Potions - anyone using TP
12 Poison Potions - everyone
Re-raise Item - anything so that you can re-raise yourself
Icarus Wing
Eye Drops - If applicable
Echo Drops - If applicable
Food - Good food is a must for Dynamis Lord
Mob Location Map:
http://img299.imageshack.us/img299/6184/xarc19nr.th.jpg (http://img299.imageshack.us/my.php?image=xarc19nr.jpg)
Items in Yellow are incomplete. Please post any corrections you may find and I will update the map.
Numbers on map coincide with numbers below:
1
Incomplete List
Vanguard Eye x 4
Dummy Replica
2
Tombstone Prototype - 30 minute time extension
Vanguard Eye x 4
Kindred Beastmaster x 3
Kindred Dark Knight x 3
Kindred Paladin x 3
3
Vanguard Eye x 8
Icon Prototype - 30 minute time extension that spawns when original two Eyes are defeated
4
Vanguard Eye (Right when facing North)
Kindred Black Mage
Kindred Dark Knight
Kindred Ninja
Vanguard Eye (Middle one)
Kindred Paladin
Kindred Summoner
Kindred Thief
Vanguard Eye (Left when facing North)
Kindred Dragoon
Kindred Ranger
Kindred Samurai
5
vanguard Eye
Kindred Beastmaster
Kindred Dark Knight
Kindred Paladin
Kindred Ranger
6
Vanguard Eye x 3
Duke Berith - RDM
Count Zaebos - WAR
Marquis Decarabia - BRD
7
Vanguard Eye x 3
Duke Gomory - MNK
Marquis Andras - BST
Prince Seere - WHM
8
Vanguard Eye x 3
Marquis Orias - BLM
Marquis Gamygyn - NIN
Duke Scox - DRK
9
Vanguard Eye x 3
Marquis Nebiros - SMN
Count Raum - THF
Marquis Sabnak - PLD
10
Vanguard Eye x 3
Count Vine - SAM
Marquis Cimeries - RNG
King Zagan - DRG
11
Statue Prototype - 30 minute time extension that spawns after all NMs from 6-10 are defeated
12
Replica
13
Statue Prototype - 30 minute time extension that spawns when all 6 Vanguard Eyes have been defeated
(Vanguard Eyes listed in order from Southern most to Northern most)
Vanguard Eye
Kindred Black Mage
Kindred White Mage
Vanguard Eye
Kindred Black Mage
Kindred White Mage
Vanguard Eye
Kindred Black Mage
Kindred White Mage
Vanguard Eye
Kindred Dragoon x 2
Vanguard Eye
Kindred Dark Knight x 2
Vanguard Eye
Kindred Paladin x 2
14
Vanguard Eye (Northern)
Kindred Bard
Kindred Red Mage
Kindred Warrior
Vanguard Eye (Southern)
Kindred Beastmaster
Kindred Monk
Kindred White Mage
15
Vanguard Eye x 3
Kindred Bard x 2
Kindred Monk
Kindred Warrior x 2
Kindred White Mage
16
Vanguard Eye x 2
Kindred Bard x 2
Kindred Red Mage x 2
Kindred White Mage x 2
17
Vanguard Eye x 2
Kindred Bard x 2
Kindred Dark Knight x 4
18
Incomplete List
Vanguard Eye
19
Incomplete List
Vanguard Eye
20
Incomplete List
Vanguard Eye x 2
21
Incomplete List
Replica
22
Incomplete List
Vanguard Eye x 2
23
Incomplete List
Vanguard Eye X 3
Kindred Dragoon
Kindred Ninja x 2
Kindred Paladin
24
Incomplete List
Vanguard Eye x 4
25
Incomplete List
Vanguard Eye x 2
26
Incomplete List
Vanguard Eye x 2
27
Incomplete List
Vanguard Eye x 2
28
Vanguard Eye x 5
Kindred Black Mage x 2
Kindred Monk x 2
Kindred Red Mage x 2
Kindred Thief x 4
Kindred Warrior x 2
Kindred White Mage x 2
29
Vanguard Eye (Northern)
Kindred Black Mage
Kindred Dark Knight x 3
Vanguard Eye (Southern)
Kindred Black Mage
Kindred Samurai x 3
30
Incomplete List
Vanguard Eye x 5
31
Incomplete List
Replica
Vanguard Eye x 3
32
Vanguard Eye x 3
Kindred Black Mage x 2
Kindred Red Mage x 2
Kindred Warrior x 4
33
Vanguard Eye (Southern)
Kindred Monk
Kindred Thief
Vanguard Eye (Middle)
Kindred Monk
Kindred Thief
Vanguard Eye (Northern)
Kindred White Mage x 2
34
Incomplete List
Vanguard Eye x 2
35
Replica
36
Incomplete List
Vanguard Eye x 3
37
Incomplete List
Vanguard Eye x 3
38
Vanguard Eye
Kindred Dragoon
Kindred Ninja
Kindred Samurai
Kindred Summoner
39
Vanguard Eye
Kindred Bard
Kindred Dragoon
Kindred Ninja
Kindred Samurai
Kindred Summoner
40
Vanguard Eye
Kindred Bard
Kindred Beastmaster
Kindred Dark Knight
Kindred Paladin
Kindred Ranger
41
Icon Prototype
Vanguard Eye x 4
Kindred Bard x 2
Kindred Beastmaster x 4
Kindred Monk x 2
Kindred Ninja x 2
Kindred Summoner x 2
Kindred White Mage x 2
42
Vanguard Eye x 6
Kindred Black Mage x 2
Kindred Monk x 2
Kindred Red Mage x 2
Kindred Thief x 2
Kindred Warrior x 2
Kindred White Mage x 2
43
Vanguard Eye (Northern)
Kindred Bard
Kindred Warrior x 2
Vanguard Eye (Southern)
Kindred Bard
Kindred Monk x 2
44
Vanguard Eye (Northern)
Kindred Bard
Kindred Warrior x 2
Vanguard Eye (Southern)
Kindred Bard
Kindred Monk x 2
45
Vanguard Eyes listed from West to East
Vanguard Eye
Kindred Ranger x 3
Vanguard Eye
Kindred Thief x 3
Vanguard Eye
Kindred Samurai x 3
Vanguard Eye
Kindred Ranger
Kindred Thief
46
Vanguard Eye x 4
Kindred Black Mage x 4
Kindred Ranger x 4
47
Vanguard Eye x 3
Kindred Ninja
Kindred Ranger x 2
Kindred Samurai x 3
Kindred Thief
48
Incomplete List
Vanguard Eye x 3
49
Incomplete List
Vanguard Eye x 3
50
Incomplete List
Replica
Vanguard Eye x 4
51
Incomplete List
Vanguard Eye x 2
52
Vanguard Dragon x 10
53
Ying
Yang
54
Dynamis Lord
Special Thanks to:
Cyrus for writing the original walk-through
Teorem for adding some details
FiraX for adding some good strategy for smaller groups
Wizerd for adding some good strategy points
Zaitsev for his eye wall pull strategy
Thanks to ImageShack for Free Image Hosting (http://imageshack.us/)
Edit: 8/1/05 - added special attacks section from info provided by Teorem
Edit: 8/2/05 - added more notes from Teorem about special mob attacks
Edit: 8/13/05 - moved mob list to new thread
Edit: 8/14/05 - moved drops list to new thread
Edit: 4/8/06 - complete revamp of strategy and added mob location map
General Strategy:
1. Upon entering Dynamis-Xarcabard proceed west to the opening and hug the right wall until the cermet barrier is visible and follow the barrier to POINT 1 as marked on the map. When hugging the wall be EXTREMELY CAREFUL that you do not stray from the wall in order to prevent aggroing the first visible set of eyes as that statue is a fake.
2. Once everyone has arrived at Point 1 the puller will pull the set of eyes guarding the first time extension statue taking care to lead them in a path such that the demons they summon do not link to the other eyes scattered around the map. The group will sleep the demons and their pets and defeat the eyes first as they cannot be slept and use Level 5 petrify and BLM spells.
Note: This pull can be made with a suicide. Tombstone Prototype gives 30 minute time extension when defeated. If done with a suicide, the suicide puller can run southeast and die safely near the wall out of other mobs aggro range.
http://www.ipaka.com/members/1/Einherjar/Xarcabard1.jpg
3. The group will then move along to the next cermet barrier and then to Point 2 where the next time extension statue is. Everyone will use Poison Potions here to avoid being slept by the next set of eyes. Black mages should be sure to stand back and stun any eyes they notice casting -ga 3 or other high damage spells.
Note: This pull can be made with a suicide pull. The Icon Prototype gives a 30 minute time extension but only spawns when the original 2 Vanguard Eyes are defeated. In order to do this pull the suicider will need to aggro the eyes then two other pullers will need to pull the 2 original eyes to the group. Eyes need to be killed quickly before suicided eyes return and link with the Icon Prototype. The suicider can run a great distance west without aggroing anything.
4. Once the eyes and time extension statue have been defeated, proceed north past the cermet barrier at H-8 to the mountain. Once again hug the wall in order to avoid aggroing the vanguard eye. Proceed along the mountain to the clearing where the puller will then pull the eyes at Point B to get the 3rd time extension statue.
Note: If the southern most Vanguard Eye is pulled from the Southeast then the other 2 Eyes will not link. Be careful that no one accidently aggros them and that none of the spawned mobs wander that way and link them.
http://www.ipaka.com/members/1/Einherjar/ff_xarcabard_02.jpeg
5. Once the enemies at Point B are defeated the puller will pull the NM's at Point 3 first pulling the eye directly Southeast of the rock platform so they do not link when NMs are pulled. The NM's will be kited by plds & nins and bound/gravitied by rdms & blms while the eyes are killed. Binders will need to announce if something is bound so people can get out of the range of the bound NM's. The NM's for Point 3 are:
Duke Berith – Red Mage
Count Zaebos – Warrior
Marquis Decarabia – Bard
6. Upon defeating the first set of NM's the group will move to the area on the map centered between Point's 4, 5 & 6. and defeat the set of NM's at Point 4. NM's for Point 4 are:
Duke Gomory – Monk
Marquis Andras – Beastmaster
Prince Seere – White Mage
7. After defeating the NM's at Point 4 the group will remain there while the puller brings the set of NM's at Point 5 to the group. NM's for Point 5 are:
Marquis Orias – Black Mage
Marquis Gamygyn – Ninja
Duke Scox – Dark knight
Note: Special care will need to be taken to stun Gamygyn when he starts getting low on HP to try to keep him from blowing up. Mages who can't stun should stand back to avoid unnessesary casualties.
8. After defeating the NM's from Point 5 the main group will still remain while the puller proceeds to Point 6 and brings the NM's to the main group. NM's for Point 6 are:
Marquis Nebiros – Summoner
Count Raum – Thief
Marquis Sabnak – Paladin
http://www.ipaka.com/members/1/Einherjar/ff_xarcabard_03.jpeg
9. After defeating the NM's from Point 6 the main group will proceed to
Point 7 and defeat the final set of demon NM's. NM's for Point 7 are:
Count Vine – samurai
Marquis Cimeries – ranger
King Zagan – dragoon
Note: After defeating the final set of NM's you will recieve a message and the special Weapon NM's needed for the final relic weapon upgrade will spawn.
Note: When the final NM is defeated the Statue Prototpye in the middle of F-8 will spawn and gives a 30 minute time extension. The replica along the wall South East of the time extension does not give time. It however is useful to pull and kill for HP refil during the next fight...
10. After defeating the final set of NM's the group will proceed to the open area between Point 7 and Point 8. Point 8 has a wall of 6 eyes guarding the final time extension statue. The puller will pull the Eye furthest south. Poison Potions should be used here due to the large number of eyes and Kindred Black Mages.
Note: In order to make this a much more manageable pull a secondary suicide puller should pull the 3rd eye from the North as soon as they see the southern most eye has been pulled then head East and die before getting to any other mobs. If done properly only half the mobs from this eye wall will go to the main camp.
11. Upon defeating the last of the monsters and the final time extension statue the group will proceed down the ledge to the path towards Castle Zvahl and prepare for the Vanguard Dragons. Melees will stand at the base of the cliff and and engage the dragons as they are pulled to the group and mages will stand at the top of the cliff to avoid their numerous devastating attacks including the AOE Body Slam. Care must be taken for mages to not pull hate on the dragons or they will come up the cliff and may use Body Slam. Stunning them as they are being fought is also a good idea.
12. Once all Vanguard Dragon's are defeated the group will move up towards the castle and prepare for Ying and Yang. The group will be split into half. One half will engage Ying and the other half will engage Yang. The dragons must be killed nearly simultaneously or the remaining dragon may resummon his defeated twin. Upon defeating Ying and Yang the group will recover and melees will begin sleeping TP with Opo-opo necklace and sleeping potions and everyone will use their reraise items and food and prepare for the the Dynamis Lord.
-The Dynamis Lord -
http://starflare.usc.edu/ffxi/linked/20050711_xarcabard_strategy_02.jpg
Puller will announce 2 minutes before they make pull then another warning before pull is made. Everyone should buff up at the 2 minute warning, use food, then use poison at 30 seconds to go, and should not be resting.
Positioning for the Dynamis Lord is indicated on the map above.
Order of events once everyone has TP and is in position:
1 - Everyone buffs up, uses reraise item or spell, then uses poison pot.
2 - Dynamis Lord is pulled. A summoner can carbuncle pull easily and get a good distance on Dynamis Lord preventing him from doing any gas that may hit bystanders. When DL is pulled no one should be resting or casting anything and it is imperative that no one does anything to DL until chainspell stun begins.
3 - One Paladin will be assigned to position dynamis lord with provoke and invincible as indicated on map so that mages can cast on him from above when it is time to start casting.
4 - RDM/DRKs will begin chainspell/stun order. The next RDM/DRK in the order should begin stunning before the previous RDM is done.
5 - Melee will now be given the signal to rush in and burn their TP, use their Icarus wing, ws again, then use 2 hour if applicable. Rangers can use barrage to get an extra ws in before 2 hour.
6 - Once weapon skills start going off, BLMs will be given the signal to use elemental seal/thundaga 3 then unload their best spells as quickly as possible
7 - Dynamis Lord dies!
8 - If the Dynamis Lord is not defeated during the chainspell phase, the next course of action is the zombie phase. Tanks will do everything they can to keep the DL occupied and from returning to the castle or regenning HP and they will take turns using invincible in a predetermined order. Melees will reraise if they are KOd then go sleep TP again and run to the DL and use ws as soon as they have 100 TP. Black mages will not stop nuking until they die and then will reraise and wait for their elemental seal recast timers to recharge as they recover MP, then nuke him again preferebly when elemental seal is up.
Notes:
If DL completely loses hate he will regen at an extremely high rate making the fight virtually impossible to win.
Melees (especially high DD melees) should be put in parties with a Bard for soul voice and double minuet.
All Black Mages should be in the same alliance if possible to better organize what they are doing. One Bard should be assigned to soul voice threnody DL for the initial Thundaga 3.
White Mages really cant keep someone alive who is being attacked by Dynamis Lord by curing. The most important job of WHM here is to raise people who had reraise dispelled as quickly as possible and to cure people when weakness wears off.
-Ying and Yang-
About a minute and 30 seconds into the fight the Dynamis Lord will resummon Ying and Yang. Designated ninjas must provoke them and run them away as far as they can. Due to the fact that their hate is also somewhat tied to the Dynamis Lord they may only follow a kiter for a brief time and will need to be provoked again. Black Mages should not use ga spells on DL when Ying and Yang are in range. Some might suggest that using ga is fine because it will kill Ying and Yang pretty quickly however when one of the dragons is dead and DL summons copies of himself the copies have been observed by this linkshell to not despwan until Ying and Yang are resummoned thus making the fight virtually impossible to win.
Dynamis Lord TP abilities:
Mana Storm – area MP absorption (only used during high HP)
Transfusion – area HP absorption (only used during high HP)
Dynamic Assault – single target physical attack
Violent Rupture – area physical damage with knockback and strong gravity
Oblivion Smash – area physical damage
Tera Slash – cone attack physical damage
Dynamic Implosion – area physical damage and stun effect
Dynamis Lord spells:
Bindga
Slowga
Silencega
Dispelga
Breakga
Sleepga
Elemental -ga 3 spells
Death
Dynamis Lord 2 hour abilities:
Mighty Strikes
Blood Weapon
Hundred Fists
Chainspell
Most images taken from http://www.geocities.co.jp/SiliconV...ff_xarc_01.html
Supplies Needed:
Opo-opo Necklace - anyone using TP
12 Sleeping Potions - anyone using TP
12 Poison Potions - everyone
Re-raise Item - anything so that you can re-raise yourself
Icarus Wing
Eye Drops - If applicable
Echo Drops - If applicable
Food - Good food is a must for Dynamis Lord
Mob Location Map:
http://img299.imageshack.us/img299/6184/xarc19nr.th.jpg (http://img299.imageshack.us/my.php?image=xarc19nr.jpg)
Items in Yellow are incomplete. Please post any corrections you may find and I will update the map.
Numbers on map coincide with numbers below:
1
Incomplete List
Vanguard Eye x 4
Dummy Replica
2
Tombstone Prototype - 30 minute time extension
Vanguard Eye x 4
Kindred Beastmaster x 3
Kindred Dark Knight x 3
Kindred Paladin x 3
3
Vanguard Eye x 8
Icon Prototype - 30 minute time extension that spawns when original two Eyes are defeated
4
Vanguard Eye (Right when facing North)
Kindred Black Mage
Kindred Dark Knight
Kindred Ninja
Vanguard Eye (Middle one)
Kindred Paladin
Kindred Summoner
Kindred Thief
Vanguard Eye (Left when facing North)
Kindred Dragoon
Kindred Ranger
Kindred Samurai
5
vanguard Eye
Kindred Beastmaster
Kindred Dark Knight
Kindred Paladin
Kindred Ranger
6
Vanguard Eye x 3
Duke Berith - RDM
Count Zaebos - WAR
Marquis Decarabia - BRD
7
Vanguard Eye x 3
Duke Gomory - MNK
Marquis Andras - BST
Prince Seere - WHM
8
Vanguard Eye x 3
Marquis Orias - BLM
Marquis Gamygyn - NIN
Duke Scox - DRK
9
Vanguard Eye x 3
Marquis Nebiros - SMN
Count Raum - THF
Marquis Sabnak - PLD
10
Vanguard Eye x 3
Count Vine - SAM
Marquis Cimeries - RNG
King Zagan - DRG
11
Statue Prototype - 30 minute time extension that spawns after all NMs from 6-10 are defeated
12
Replica
13
Statue Prototype - 30 minute time extension that spawns when all 6 Vanguard Eyes have been defeated
(Vanguard Eyes listed in order from Southern most to Northern most)
Vanguard Eye
Kindred Black Mage
Kindred White Mage
Vanguard Eye
Kindred Black Mage
Kindred White Mage
Vanguard Eye
Kindred Black Mage
Kindred White Mage
Vanguard Eye
Kindred Dragoon x 2
Vanguard Eye
Kindred Dark Knight x 2
Vanguard Eye
Kindred Paladin x 2
14
Vanguard Eye (Northern)
Kindred Bard
Kindred Red Mage
Kindred Warrior
Vanguard Eye (Southern)
Kindred Beastmaster
Kindred Monk
Kindred White Mage
15
Vanguard Eye x 3
Kindred Bard x 2
Kindred Monk
Kindred Warrior x 2
Kindred White Mage
16
Vanguard Eye x 2
Kindred Bard x 2
Kindred Red Mage x 2
Kindred White Mage x 2
17
Vanguard Eye x 2
Kindred Bard x 2
Kindred Dark Knight x 4
18
Incomplete List
Vanguard Eye
19
Incomplete List
Vanguard Eye
20
Incomplete List
Vanguard Eye x 2
21
Incomplete List
Replica
22
Incomplete List
Vanguard Eye x 2
23
Incomplete List
Vanguard Eye X 3
Kindred Dragoon
Kindred Ninja x 2
Kindred Paladin
24
Incomplete List
Vanguard Eye x 4
25
Incomplete List
Vanguard Eye x 2
26
Incomplete List
Vanguard Eye x 2
27
Incomplete List
Vanguard Eye x 2
28
Vanguard Eye x 5
Kindred Black Mage x 2
Kindred Monk x 2
Kindred Red Mage x 2
Kindred Thief x 4
Kindred Warrior x 2
Kindred White Mage x 2
29
Vanguard Eye (Northern)
Kindred Black Mage
Kindred Dark Knight x 3
Vanguard Eye (Southern)
Kindred Black Mage
Kindred Samurai x 3
30
Incomplete List
Vanguard Eye x 5
31
Incomplete List
Replica
Vanguard Eye x 3
32
Vanguard Eye x 3
Kindred Black Mage x 2
Kindred Red Mage x 2
Kindred Warrior x 4
33
Vanguard Eye (Southern)
Kindred Monk
Kindred Thief
Vanguard Eye (Middle)
Kindred Monk
Kindred Thief
Vanguard Eye (Northern)
Kindred White Mage x 2
34
Incomplete List
Vanguard Eye x 2
35
Replica
36
Incomplete List
Vanguard Eye x 3
37
Incomplete List
Vanguard Eye x 3
38
Vanguard Eye
Kindred Dragoon
Kindred Ninja
Kindred Samurai
Kindred Summoner
39
Vanguard Eye
Kindred Bard
Kindred Dragoon
Kindred Ninja
Kindred Samurai
Kindred Summoner
40
Vanguard Eye
Kindred Bard
Kindred Beastmaster
Kindred Dark Knight
Kindred Paladin
Kindred Ranger
41
Icon Prototype
Vanguard Eye x 4
Kindred Bard x 2
Kindred Beastmaster x 4
Kindred Monk x 2
Kindred Ninja x 2
Kindred Summoner x 2
Kindred White Mage x 2
42
Vanguard Eye x 6
Kindred Black Mage x 2
Kindred Monk x 2
Kindred Red Mage x 2
Kindred Thief x 2
Kindred Warrior x 2
Kindred White Mage x 2
43
Vanguard Eye (Northern)
Kindred Bard
Kindred Warrior x 2
Vanguard Eye (Southern)
Kindred Bard
Kindred Monk x 2
44
Vanguard Eye (Northern)
Kindred Bard
Kindred Warrior x 2
Vanguard Eye (Southern)
Kindred Bard
Kindred Monk x 2
45
Vanguard Eyes listed from West to East
Vanguard Eye
Kindred Ranger x 3
Vanguard Eye
Kindred Thief x 3
Vanguard Eye
Kindred Samurai x 3
Vanguard Eye
Kindred Ranger
Kindred Thief
46
Vanguard Eye x 4
Kindred Black Mage x 4
Kindred Ranger x 4
47
Vanguard Eye x 3
Kindred Ninja
Kindred Ranger x 2
Kindred Samurai x 3
Kindred Thief
48
Incomplete List
Vanguard Eye x 3
49
Incomplete List
Vanguard Eye x 3
50
Incomplete List
Replica
Vanguard Eye x 4
51
Incomplete List
Vanguard Eye x 2
52
Vanguard Dragon x 10
53
Ying
Yang
54
Dynamis Lord
Special Thanks to:
Cyrus for writing the original walk-through
Teorem for adding some details
FiraX for adding some good strategy for smaller groups
Wizerd for adding some good strategy points
Zaitsev for his eye wall pull strategy
Thanks to ImageShack for Free Image Hosting (http://imageshack.us/)
Edit: 8/1/05 - added special attacks section from info provided by Teorem
Edit: 8/2/05 - added more notes from Teorem about special mob attacks
Edit: 8/13/05 - moved mob list to new thread
Edit: 8/14/05 - moved drops list to new thread
Edit: 4/8/06 - complete revamp of strategy and added mob location map