Difference between revisions of "Dynamis - Xarcabard"

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=== Animated Weapon Strategy ===
 
=== Animated Weapon Strategy ===
  
Scattered through Dynamis - Xarcabard are various animated weapons, which drop fragments used for relic weapon upgrades. Prior to defeat of all '''15''' of the Demon NMs (and receipt of the '''"The prison of souls has set free its captive spirits!"''' message), these weapons are mere placeholders which drop nothing when defeated.  '''Again, you MUST defeat <u>all 15</u> of the Demon NMs in order for the fragments to drop!!!'''  Read the '''[[Dynamis_-_Xarcabard#General_Advice|General Advice]]''' section below the following table for further information.
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Scattered through Dynamis - Xarcabard are various animated weapons, which drop fragments used for relic weapon upgrades. Prior to defeat of all '''15''' of the Demon NMs (and receipt of the '''"The prison of souls has set free its captive spirits!"''' message in the Chat Log), these weapons are mere placeholders which drop nothing when defeated.  '''Again, you MUST defeat <u>all 15</u> of the Demon NMs in order for the fragments to drop!!!'''  Read the '''[[Dynamis_-_Xarcabard#General_Advice|General Advice]]''' section below the following table for further information.
  
 
The basic strategy is very simple: alliances buff appropriately; one player (usually a THF) aggros the animated weapon by proximity and runs away, training away the summoned Satellite pets; tanks pull the Animated weapon itself from the link; alliances kill the Animated weapon as soon as possible, preventing attempts to Warp by stunning it.
 
The basic strategy is very simple: alliances buff appropriately; one player (usually a THF) aggros the animated weapon by proximity and runs away, training away the summoned Satellite pets; tanks pull the Animated weapon itself from the link; alliances kill the Animated weapon as soon as possible, preventing attempts to Warp by stunning it.

Revision as of 19:22, 6 October 2020

General Info

  • Dualboxing / Multiboxing is strictly forbidden while a character is in Dynamis. Log out ALL other accounts while you are in Dynamis. It can crash your client and/or bring the server down.
  • Do not one-shot statues. NMs are spawned so pop items are not used. You must attack Statues in order to spawn the necessary NMs to complete Dynamis.
Type RoZ Dynamis - Northlands
Entry Trail Markings, Xarcabard (J-9)
Requirements KeyItem.pngVial of Shrouded Sand]]
KeyItem.pngHydra Corps Eyeglass (obtained in Dynamis - Bastok)
KeyItem.pngHydra Corps Command Scepter (obtained in Dynamis - San d'Oria)
KeyItem.pngHydra Corps Lantern (obtained in Dynamis - Windurst)
KeyItem.pngHydra Corps Tactical Map (obtained in Dynamis - Jeuno)

KeyItem.pngHydra Corps Insignia (obtained in Dynamis - Beaucedine)

Trophy KeyItem.pngHydra Corps Battle Standard
Initial Time Allotment 60 minutes

Maps

WARNING: MAP IS INCOMPLETE!

Primary Map

Primary Map - Missing: Vanguard Dragon exact positions, numbering verification (176-185, 420-431) (Spawn List)

Time Extensions

Extension Time Location Extension Time Location
Tombstone Prototype 94 30 minutes (I-9) Statue Prototype 529 30 minutes (F-8) (against SW wall)
Tombstone Prototype 233 30 minutes (H-7) Statue Prototype 454 30 minutes (F-8)
Icon Prototype 382 30 minutes (H-9)

Total Extensions: 2 hours, 30 minutes

Notes

  • Tombstone Prototype 94 will already be spawned upon entry into the zone.
  • Statue Prototype 529 is spawned when Prince Seere is defeated.
    • Prince Seere is located at the border line of (G-8) and (H-8). Prince Seere is spawned when Vanguard Eye 507 is aggroed.
  • Tombstone Prototype 233 is spawned when Vanguard Eye 219, Vanguard Eye 224, AND Vanguard Eye 228 are defeated.
    • Vanguard Eye 219, Vanguard Eye 224, and Vanguard Eye 228 are located in the valley running north to south in (H-7). They are positioned in a line running west to east.
  • Statue Prototype 454 is spawned when Vanguard Eye 448, Vanguard Eye 442, Vanguard Eye 434, Vanguard Eye 451, Vanguard Eye 445, AND Vanguard Eye 439 are defeated.
    • Vanguard Eye 448, Vanguard Eye 442, Vanguard Eye 434, Vanguard Eye 451, Vanguard Eye 445, and Vanguard Eye 439 are located in a line running north to south from (F-7) to (F-8).
    • Vanguard Eye 448 is located to the east of the ramp heading down towards the Shadow Lord.
  • Icon Prototype 382 is spawned when Vanguard Eye 374 AND Vanguard Eye 378 are defeated, along with a random number of the other Vanguard Eyes that spawn when either of these are aggroed.
    • On aggro, Vanguard Eye 374 will spawn Vanguard Eye 375, Vanguard Eye 376, and Vanguard Eye 377.
    • On aggro, Vanguard Eye 378 will spawn Vanguard Eye 379, Vanguard Eye 380, and Vanguard Eye 381.
    • Vanguard Eye 374 and Vanguard Eye 378 are located in the NW corner of (H-9), at the top of the highest hill. They are to the west of a diagonal line of three other Vanguard Eyes (Vanguard Eye 192, Vanguard Eye 196, and Vanguard Eye 188, oriented SW to NE).

Strategy

Basic Strategy

  • (Optional) Clear Vanguard Eyes and Statue Prototype directly west of the zone entrance. These can also be avoided by following the wall closely to the north.
  • Alliances stage northwest of the first time extension (Tombstone Prototype 94).
  • (Optional) Clear Vanguard Eyes to the the first time extension mob (Tombstone Prototype 94). It is also possible to pull one Vanguard Eye without linking the rest, allowing mages to get in close enough to kill the time extension.
  • Avoiding Vanguard Eyes 188, 192, and 196, clear Vanguard Eyes 374 and 378 to the west, including time extension mob (Icon Prototype 382).
  • Proceed north, avoiding Vanguard Eyes 337 and 358.
  • Clear Vanguard Eyes 219, 224, 228, and time extension mob (Tombstone Prototype 233).
  • To avoid future linking, pull and clear Vanguard Eye 344.
  • Clear Vanguard Eyes 496, 499, 500, as well as spawned Demon NMs Count Zaebos (WAR), Duke Berith (RDM), and Marquis Decarabia (BRD).
  • Clear Vanguard Eyes 502, 504, 507, as well as spawned Demon NMs Duke Gomory (MNK), Marquis Andras (BST), and Prince Seere (WHM).
  • Clear Vanguard Eyes 516, 518, 520, as well as spawned Demon NMs Duke Scox (DRK), Marquis Gamygyn (NIN), and Marquis Orias (BLM).
  • Clear Vanguard Eyes 509, 511, 513, as well as spawned Demon NMs Marquis Sabnak (PLD), Count Raum (THF), and Marquis Nebiros (SMN).
  • Clear Vanguard Eyes 522, 524, 527, as well as spawned Demon NMs Count Vine (SAM), King Zagan (DRG), and Marquis Cimeries (RNG).
    • The message, "The prison of souls has set free its captive spirits!" will be received in the Chat Log when you have killed all 15 Demon NMs. If you did not receive this message you most likely killed one (or more) of the above Vanguard Eyes without letting it spawn one of the Demon NMs. You will need to exit Dynamis - Xarcabard, re-enter, and try again if this is the case.
  • Pull and clear time extension mob (Statue Prototype 529).
  • Clear Vanguard Eyes to final time extension mob (Statue Prototype 454).
  • Clear Vanguard Dragons. It is not necessary to kill all ten, but many of them are in the way of potential kiting routes.
  • Clear Ying and Yang. Ying and Yang must be defeated within twenty seconds of each other, or the surviving dragon will re-summon the one previously defeated (which must be cleared again).

Boss Strategy

There are various strategies that are used for the Dynamis Lord. Use the terrain to limit the number of people exposed to the heavily-damaging AoE the Dynamis Lord users, and a few RDM/DRK to try to prevent them by using Chainspell and Stun.

At some point prior to the beginning of the fight, jobs should be changed and alliances should be reconfigured towards an offensive-heavy setup. Because the point of this fight is to kill the Dynamis Lord as quickly as possible, support itself should be at a minimum. Alliances may need to be recreated to attempt to get as many melee as possible in a party with a BRD to boost damage through Soul Voice-enhanced songs.

Xar boss.jpg
  • Prior to pull: if necessary, Chainspell and Invicible orders are determined and announced.
  • 1 minute prior to pull: Alliances finish casting buffs.
  • 45-30 seconds prior to pull: BRDs use Soul Voice and appropriate songs for their party.
  • 15 seconds prior to pull: ALL players use Poison/Venom potions to prevent being slept by Dynamis Lord's possible Sleepga cast.
  • At this point, no players should be casting spells or resting.
  • Pull: One player pulls Dynamis Lord from its position at Castle Zvhal (avatar, Shadowbind, etc.) and brings it towards the melee/tank position.
  • First PLD Provokes and Flashes the Dynamis Lord and uses Invincible once it is within range of both the melee and the BLMs on the cliff above to fix it in position.
  • First RDM/DRK begins Chainspell and Stun, preventing the Dynamis Lord from acting or casting any spells.
  • Note: It is imperative that both the PLD and RDM act quickly to prevent the Dynamis Lord from casting or damaging the waiting alliances.
  • While the Dynamis Lord is stunned, melee alliances rush in to apply damage as quickly as possible.
  • Next in Invincible and Chainspell orders should be used as necessary, repeating until Dynamis Lord has been defeated.
  • Dynamis Lord will occasionally summon copies of itself when using Tera Slash and Oblivion Smash.
  • Dynamis Lord will resummon Ying and Yang 90 seconds after being pulled. Ying and Yang can be pulled away, but they will occasionally lose hate to assist the Dynamis Lord.

Defeating Dynamis Lord does not grant a time extension.

Animated Weapon Strategy

Scattered through Dynamis - Xarcabard are various animated weapons, which drop fragments used for relic weapon upgrades. Prior to defeat of all 15 of the Demon NMs (and receipt of the "The prison of souls has set free its captive spirits!" message in the Chat Log), these weapons are mere placeholders which drop nothing when defeated. Again, you MUST defeat all 15 of the Demon NMs in order for the fragments to drop!!! Read the General Advice section below the following table for further information.

The basic strategy is very simple: alliances buff appropriately; one player (usually a THF) aggros the animated weapon by proximity and runs away, training away the summoned Satellite pets; tanks pull the Animated weapon itself from the link; alliances kill the Animated weapon as soon as possible, preventing attempts to Warp by stunning it.

Name Weapon Type Spawn Location Notes
Animated Claymore Great Sword (G-10)

South of Vanguard Eyes 420-431

DON'T


EVEN


THINK


ABOUT


KILLING


ANY OF


THESE


UNTIL


YOU'VE


KILLED


ALL FIFTEEN


OF THE


DEMON NMs!!!!!
Animated Dagger Dagger (H-9)

West of Vanguard Eyes 176-185

Animated Great Axe Great Axe (I-6)

Northwest of Vanguard Eyes 312/317

Animated Gun Gun (E-8)

Southeast of Castle Zvahl

Animated Hammer Club (I-10)

South of Vanguard Eyes 243-249

Animated Horn Instrument (I-7)

North of Vanguard Eyes 158-168

Animated Knuckles Hand-to-Hand (I-5)

North of Vanguard Eyes 383/393

Animated Kunai Katana (H-7)

South of Vanguard Eyes 387/401

Animated Longbow Bow (E-7)

Northeast of Castle Zvahl

Animated Longsword Sword (J-6)

East of Vanguard Eyes 365-371

Animated Scythe Scythe (J-7)

East of Vanguard Eyes 285-293

Animated Shield Shield (G-10)

South of Vanguard Eyes 408/416

Animated Spear Polearm (H-7)

South of Vanguard Eyes 396/398

Animated Staff Staff (G-7)

South of Vanguard Eyes 253/256

Animated Tabar Axe (F-7)

North of Vanguard Eyes 473/483

Animated Tachi Great Katana (F-7)

North of Vanguard Eyes 478/488

General Advice

  • Vanguard Eyes have HP low enough that they can be killed by a party of BLMs casting a serious of tier III -ga spells when unresisted. Beware that this can also be applied to the Vanguard Eyes that spawn the Demon NMs.
    • The 15 Vanguard Eyes that spawn the 15 Demon NMs are located at the following:
      • 3 Vanguard Eyes are at a tower located in the upper-left corner of (H-8) (X: 154 Y: -20 Z: -41).
      • 3 Vanguard Eyes are at a tower located in the lower-left corner of (H-8) (X: 119 Y: -28 Z: -117).
      • 3 Vanguard Eyes are at a tower located in the lower-left corner of (G-8) (X: -4 Y: -28 Z:-101).
      • 3 Vanguard Eyes are at a tower located in the lower-middle of (G-8) (X: 39 Y: -28 Z: -134).
      • 3 Vanguard Eyes are at a tower located in the upper-middle of (G-9) (X: 61 Y: -28 Z: -196).
    • DO NOT KILL ANY ONE OF THE VANGUARD EYES WITHOUT LETTING IT FIRST SPAWN THE DEMON NM!!!
  • (Smaller groups) It is possible to get many of the time extensions with limited or planned sacrifice pulls.
  • Demon NMs: Use the terrain and platforms to your advantage while kiting. Demon NMs are susceptible to Bind, but are immune to Gravity and Sleep. Because of the inability to be slept, DoTs should be applied to kited NMs for extra damage.
  • Dynamis Lord: Job abilities (such as Angon) and spells (such as the ninjutsu elemental series) can be used to help debuff the Dynamis Lord for increased damage.
  • Dynamis Lord: Behavior of the Dynamis Lord has been modified, making "zombie" strategies very difficult to prolong with the aspects of double weakness and loss of hate regardless of applied DoT if the source player is KO'd.
  • Dynamis Lord: Reserve PLDs and RDM/DRKs using Invincible and Chainspell should initially be a distance away to avoid being prematurely killed by AoE. These players must be ready to take over quickly so the transition is seamless.

Zone Item Drops

Relic Armor

Currency

General & Synthesis Items

Beastiary

Notorious Monsters

Name Job(s) Spawn Location Notes
Count Zaebos WAR Vanguard Eye 496
Duke Berith RDM Vanguard Eye 498
Marquis Decarabia BRD Vanguard Eye 500
Duke Gomory MNK Vanguard Eye 502
Marquis Andras BST Vanguard Eye 504
Prince Seere WHM Vanguard Eye 507
Marquis Sabnak PLD Vanguard Eye 509
Count Raum THF Vanguard Eye 511
Marquis Nebiros SMN Vanguard Eye 513
Duke Scox DRK Vanguard Eye 516
Marquis Gamygyn NIN Vanguard Eye 518
arquis Orias BLM Vanguard Eye 520
Count Vine SAM Vanguard Eye 522
King Zagan DRG Vanguard Eye 524
Marquis Cimeries RNG Vanguard Eye 527
Ying East of Zvahl gates Defeat required to damage Dynamis Lord
Yang East of Zvahl gates Defeat required to damage Dynamis Lord
Dynamis Lord DRK, MNK, RDM, WAR Castle Zvahl Zone Boss

General

Kindred
WAR MNK THF WHM BLM RDM PLD DRK
Warrior Monk Thief White Mage Black Mage Red Mage Paladin Dark Knight
BST BST's pet BRD RNG SAM NIN DRG SMN
Beastmaster Vouivre Bard Ranger Samurai Ninja Dragoon Summoner

Abilities

Vanguard Eye Kindred
  • Airy Shield - Arrow Shield (temporarily immune to ranged attacks)
  • Binding Wave - AoE Bind
  • Blindeye - ST Damage, Blind
  • Eyes on Me - ST Damage (heavy, dark-based)
  • Hypnosis - LoS Sleep
  • Level 5 Petrify - AoE Petrify (players with levels a multiple of 5)
  • Magic Barrier - Magic Shield (temporarily immune to magic attacks)
  • Mind Break - Max MP Down
  • Condemnation - LoS Damage, Stun
  • Demonic Howl - AoE Slow (can be evaded/overwritten with Haste)
  • Hecatomb Wave - LoS Damage (wind-based), Blind
  • Quadrastrike - ST Damage
  • Soul Drain - ST Drain
Vanguard Dragon Dynamis Lord
  • Petro Eyes - LoS Petrify
  • Heavy Stomp - AoE Damage, Paralyze
  • Body Slam - AoE Damage
  • Chaos Blade - LoS Curse
  • Dynamic Assault - ST Damage
  • Dynamic Implosion - AoE Damage, Stun
  • Manastrom - AoE Aspir
  • Oblivion Smash - AoE Damage (heavy, absorbed by up to 3 shadows)
  • Tera Slash - LoS Damage (heavy)
  • Transfusion - AoE Drain
  • Violent Rupture - AoE Damage, Knockback, Gravity (absorbed by up to ? shadows)

Targeting Order

  • SMN > BLM > BST > BST's Pet
  • WAR = THF = RDM = PLD = DRK = BRD = RNG = SAM = DRK > MNK
  • WHM > NIN

Other Resources

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