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Thread: Dynamis - Xarc question for your farming run

  1. FaithOfTheFallen - Kujata

    Hello,
    DynamisBums information has helped my shell grow from a dynamisnewb ls to having successfully taken down the Dynamis Lord on our 4th attempt about a week ago.

    When we first started doing Xarcabard runs we tried the strategy listed with you guys, but have found with a few modifications to run a bit more smooth for us. Of course I understand that every shell runs a bit different and what works for 1 might not work for another, but I thought i'd share what we've done.

    On the 1st and 2nd time extensions we have a RNG/WAR take them out. In order to get the 2nd one we take the cheap route and sac. We have a thf and 2 vokers set up, each of the vokers targets 1 of the 2 eyes and when they're ready the thf aggros them and runs off to the west.

    Since the vokers have the eyes already targeted they don't get lost when the other eyes pop, after they're sure the thf has the aggro from all the eyes they provoke the original 2 and head back to camp to have them dispatched.

    After the 2 eyes are dead the group moves on to the NM camp while the RNG stays behind to dispatch of the 2nd time extension.

    As for the 3 eyes at the 1st NM camp we've found that pulling the right, left, middle, seems to work with out linking 99% of the time.

    The NMs we started handling a bit differently, and I know another shell on the server does an interesting sac combo for it... We tried kiting the NMs while the eyes were dispatched of before but we found that it was hard to keep the kiters healed or some other problems would come up while kiting and the kiter would die.

    So rather than kiting we have started "assigning" NMs to PLDs before they're pulled, the PLDs find and provoke their NM as they come to camp, each PLD has at least 1 WHM and RDM with them, and they just straight tank with sword and shield but not engaged.

    The RDM or BRD or whoever can assists with curing and enfeebling the NMs and binding when it will stick so the PLD can back off a bit and not get hit.

    As soon as the eyes are down the groups start on the NMs, after 1 is killed the healers from that one move on to assist with the other 2.

    Some cases in which this might pose a problem are: Count Raum (THF Triple attack hurts from him make sure to have extra healing power on this tank.) Orias (BLM drops bombs, NIN tank, or blms or other stunners to stop those big painful spells) Scox (DRK tends to hit pretty hard, extra cures on this tank can be useful). etc...

    The 6 eye wall before the dragons I set up similar to a timed nuke, only its a time provoke. The group camps at the top of the hill and I have a PLD stationed ready to provoke the southern most eye (far left aka #1) while I move down to the 3rd from the north (3rd from the right aka #4).

    1 2 3 4 5 6

    After we're in place I call a time, at which we both provoke (south might want to go a tad bit early but not a lot).

    After provoking I run to the NE and die by the pillar before reaching the eyes there, while the other runs up to the rest of the group.

    If done correctly it leaves your group dealing with only 1/2 of the wall, poision pots are a good idea here as this will be mostly mage demons so sleepga from the eyes + the blm demons can sometimes be a pain.

    (Thanks Inui for sharing the 6 eye wall strategy with me.)

    Sometimes the 6 eye wall pull doesn't always go as planned, a sac might go bad, or the eyes might be Lv5 Petrify happy etc.. I've found that as long as you have enough sleepers/vokers you can still deal with the wall fully popped faily easily.

    1 2 3 4 5 6

    In the event that this happens i've had the BLMs spread out down the line, and assigned a provoker to each of the 6 eyes.

    The BLMs Elemental Seal Sleepga II on a called time and then the tanks provoke their assigned eyes which are dispatched of ASAP, as the eyes are dispatched the vokers of course start getting hate on what ever demons they can so the mages can focus on keeping them slept w/out dying.

    So far that has worked out for me 80% of the time w/out resulting in additional sac pulls or wipes.

    I'm not sure if this is helpful to anyone but I thought i'd share it ^^;
    (sorry for the long post too)

  2. #22
    Join Date
    Nov 2004
    Location
    Disneyland
    Posts
    897
    We actually have new strategies with updated tactics for each pull spread through the entire zone. I honestly don't know if these new strategies are public though.

  3. #23
    Join Date
    Jan 2005
    Location
    Brooklyn, NY
    Posts
    3,462
    Yea, Teo has them listed on the front page:

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

    Much prettier than the last strategies and covers alot more stuff.

    Izzy - FFXI - Phoenix
    WHM/BLM/SMN/NIN/PLD

  4. Your new sig, Izzy, doesn't portray you in the proper light. You need flames shooting out of your mouth and Hell's gate as a backdrop!

  5. #25
    Join Date
    Jan 2005
    Location
    Brooklyn, NY
    Posts
    3,462
    Quote Originally Posted by Carl View Post
    Your new sig, Izzy, doesn't portray you in the proper light. You need flames shooting out of your mouth and Hell's gate as a backdrop!
    hhaha, someone drew that for me a long time ago, and i realized it would make an AWESOME sig!

    http://img441.imageshack.us/img441/5...kiness4tv3.jpg

    Thats the whole thing.

    Izzy - FFXI - Phoenix
    WHM/BLM/SMN/NIN/PLD

  6. hahaha That's pretty nice... still needs more fire and brimstone though!

  7. #27
    Join Date
    Nov 2005
    Location
    Irvine, CA
    Posts
    642
    and horn and skull o_o-b

    MNK DRK DRG WAR NIN THF SAM PLD RDM
    Job pref: Melee>PLD/THF> RDM


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