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Thread: Dynamis-Valkurm

  1. #1
    Join Date
    Sep 2004
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    Central, PA
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    Dynamis-Valkurm

    Attention!!! Updated strategies located here.



    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
    Last edited by Izzy; 10-02-2008 at 03:15 PM.

  2. #2
    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.
    Fatman, a leader, a friend, a great person. Rest in peace buddy. I'll miss all the good times we had together.

  3. #3
    Join Date
    Nov 2004
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    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.

  4. 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.

  5. #5
    Quote Originally Posted by Halon50
    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.

  6. #6
    Join Date
    Sep 2004
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    Windurst
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    I'm guessing the TP regen is from Treant NM?

  7. #7
    Awesome map and good work!
    PLD/BRD/NIN/SMN/MNK/THF. 100 Cloth.

  8. Grats guys! i wanna go to a new area so bad ; ; been quite busy lately ~.~

  9. 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?)
    Last edited by Lui; 01-17-2006 at 10:06 PM.

  10. #10
    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.


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