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Dynamis - BuburimuFollow

#1 Dec 23 2006 at 10:07 PM Rating: Good
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This strategy has led the Dream Hunters of Remora to victory over Buburimu. Look forward to Valkurm and Qufim strategies as we dominate those areas. Sorry for linked maps, Alla isn't too picture-friendly.


What to Bring:

6x Poison Potions
6x Antidote
12x Echo Drops for spellcasters
12x Holy Water for tanks
Reraise Item

Dynamis-Buburimu Map

The idea is to defeat the Apocalyptic Beast that roams the road from Mhaura to Tahrongi. The Apocalyptic Beast uses all 15 original 2-hrs in sequence, as well as 10 different TP moves.

Apocalyptic Beast 2HR Sequence:
Qu'Pho Bloodspiller (Q) / Mighty Strikes <--
Hamfist Gukhbuk (O) / Hundred Fists <--
Flamecaller Zoeqdoq (O) / Manafont
Gi'Bhe Flesheater (Q) / Benediction <--
Gosspix Blabberlips (G) / Chainspell
Va'Rhu Bodysnatcher (Q) / Perfect Dodge
Te'Zha Ironclad (Q) / Invincible
Shamblix Rottenheart (G) / Blood Weapon
Woodnix Shrillwhistle (G) / Familiar *Charm <--
Ree Nata the Melomaniac (Y) / Soul Voice
Lyncean Juwgneg (O) / Eagle Eye Shot
Koo Rahi the Levinblade (Y) / Meikyo Shisui
Doo Peku the Fleetfoot (Y) / Mijin Gakure
Baa Dava the Bibliophage (Y) / Astral Flow
Repeat Sequence

The 10 TP Moves are:
Stihi / Flame Breath (Cone-attack fire damage.)
Vishap / Poison Breath (Cone-attack Water damage + Poison.)
Jurik / Wind Breath (Cone-attack Wind damage.)
Barong / Bodyslam (AOE huge damage.) <--
Tarasca / Heavy Stomp (AOE damage + Paralyze.) <--
Alklha / Chaos Blade (Cone-attack damage + Curse.)
Basilic / Petro Eyes (Cone-attack sight-based petrification.)
Aitvaras / Voidsong (AOE Full Dispel.) <--
Koschei / Thornsong (Blaze Spikes.)
Stollenwurm / Lodesong (AOE Gravity.) <--

Also uses Breakga, Death, Sleepga II, and tier 3 -aga spells.
Susceptible to Bind, Immune to Gravity, and highly resistant to Stun. BLM and DRK have the best chance to stun him.

By defeating the corresponding NM's and Dragons, Apocalyptic Beast will be unable to use that 2HR or TP move. Each of the 10 dragons use nothing but their specified TP move.


Strategy:

Time Limit: 1:00:00.
Subjobs Restricted
All buffs, excluding food, will wear off upon entering dynamis until the restriction is lifted.


Unlock Subjobs
First line of business is to unlock subjobs. Choose 3 scouts to take glass first to find the ??? to unlock subjob restriction. Possible subjob removal locations are the Bard Beach west of Stollenwurm, the Stone Monument north of Jurik, the zone to Labyrinth of Onzozo, the zone to Tahrongi Canyon, and the Lighthouse. It is possible to reach all of these locations with no aggro, however runners should use reraise before scouting out the ???.

Avitaras: Voidsong
Once everyone has entered and the subjob restriction has been removed, the alliance will move to defeat Avitaras and seal the Voidsong TP move. It is recommended that nobody use reraise items until this dragon is defeated, as it is guaranteed to dispel it. The dragon roams east to west directly north of Mhaura, and it can be fought where it is found due to no dangerous AoE moves. Once the alliance is engaged, the sac puller should break off and get into position east of the WHM quadav statues, and prepare for sac pull. Once this dragon is defeated everybody should use their Reraise item.

Warrior and White Mage Double-pull
Two pullers will be needed to pull Qu'Pho Bloodspiller (WAR) and Gi'Bhe Flesheater (WHM). These pullers should position themselves near the road west of the WAR NM. The sac puller will aggro the statues and run west down the road until the mobs are pulled, then head north to die. The pullers should relay the NM's to the alliance and wait on the road until the sac puller gives the all-clear.

Stollenwurm: Lodesong
Camp will now move to the ramp west of Mhaura. This will be camp for the remainder of them run until Apocalyptic Beast is defeated. Mages should utilize the cliff when fighting here so as not to take heavy AOE damage and to increase the running distance for mobs to travel to reach the mages. Stollenwurm roams the beach south of camp, it will use Lodesong which is a very potent AOE gravity. Parties with White Mages should Divine Seal + Erase after the battle is over. Once the dragon is pulled, the sac puller should break off and head to a position south of the MNK NM.

*Tarasca: Heavy Stomp
This dragon roams counter-clockwise around the mountain north of camp. If the sac puller runs into it on the way to the MNK NM, this will be fought first. The cliffs at camp should be utilized to avoid the AOE damage of Heavy Stomp. This move also sticks a very potent Paralyze effect and those that are hit by it, so everyone that can should be prepared to Paralyna.

Hamfist Cookbook err... Gukhbuk
One puller should be chosen to position himself at the entrance to the passage west of camp. The sac puller will aggro the group of 5 statues and head down the passage towards camp, then continue heading east (veering slightly north after the NM is pulled). Upon relaying Hamfist to the alliance, the puller should head to an open area to the north and await the all-clear from the sac puller. If Tarasca is not already defeated, we will defeat him next.

Optional NM: Woodrix Shrillwhistle (BST)
If time permits, we will pull the BST NM to lock the annoying Charmga effect of the BST 2HR. Two pullers should get into position north of camp. Sac puller will aggro the goblins and head south, then head west towards the passage. The pullers should pull both the NM and his pet. The sac puller can die anywhere along the north side of the mountain. The pullers should wait at the passage entrance for the all-clear.

Optional NM: Barong (Body Slam)
If time permits, the Body Slam dragon can be pulled to camp to lessen the AOE damage taken when fighting Apocalyptic Beast. This dragon is very dangerous as it uses nothing but Body Slam, Utsusemi attempt to keep shadows up as much as possible. The dragon should be pulled by somebody with Flee.

The Showdown: Apocalyptic Beast
A scout should be sent out early to locate the Apocalyptic Beast. It roams along the path from Mhaura to Tahrongi, so the scout should be prepared to sac pull if it is needed. The cliffs at camp should be utilized so that mages avoid damage. All melee should be behind or to the sides of Apocalyptic Beast to avoid unnecessary damage from the breath attacks. Tank should have Holy Waters to counter Chaos Blade. Everyone should go all out on the boss. Stun is heavily resisted, and only DRK and BLM have a decent chance of landing it. Once Apocalytpic Beast is defeated, time will be extended by 60 minutes and the Nightmare mobs will pop. The ??? will pop in the place he was killed, which can be examined for Buburimu Sliver key item and the title: Dynamis-Buburimu Interloper.

Nightmare Mobs Farming
Upon defeating the boss the Nightmare monsters pop. Nightmare mobs can drop the relic accessories for 10 different jobs in each zone, and the AF-1 hands for all 15 jobs in this zone.

Nightmare Mobs Map by Sykes of DynamisBums (Phoenix)

Nightmare Crab x20
Nightmare Dhalmel x26
Nightmare Uragnite x22
Nightmare Scorpion x21
Nightmare Bunny x20
Nightmare Mandragora x24
Nightmare **** x20
Nightmare Raven x26
Nightmare Crawler x24
Nightmare Eft x20

Artifact Drops:
Abyss Gauntlets
Assassin's Vest
Bard's Roundlet
Cleric's Cap
Duelist's Gloves
Koga Kyahan
Melee Gaiters
Monster Jackcoat
Saotome Haidate
Scout's Braccae
Sorceror's Gloves
Summoner's Bracers
Valor Gauntlets
Warrior's Mufflers
Wyrm Greaves

All AF-1 Hands

Abyss Cape
Bard's Cape
Duelist's Belt
Koga Sarashi
Melee Cape
Scout's Belt
Sorceror's Belt
Valor Cape
Warrior's Stone
Wyrm Belt

Relic accessory does NOT drop for the following jobs in this zone: WHM THF SMN BST SAM
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#2 Dec 28 2006 at 10:21 AM Rating: Decent
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213 posts
KainRostecello wrote:
It is recommended that nobody use reraise items until this dragon is defeated, as it is guaranteed to dispel it.


I would disagree with this. Reapplying Reraise is a much better strategy than not having it up from the start. Any number of mistakes could be made, and not having RR because you wanted to save some money on your gorget isn't a good idea.
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Will you say to me when I'm gone, "Your face is faded but lingers on, because light strikes a deal with each coming night." ~ Each Coming Night ~ Iron and Wine
#3 Dec 30 2006 at 2:23 PM Rating: Decent
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95 posts
Quote:
I would disagree with this. Reapplying Reraise is a much better strategy than not having it up from the start. Any number of mistakes could be made, and not having RR because you wanted to save some money on your gorget isn't a good idea.


I think you don't understand the fact that this dragon spams that TP ability which dispells everything, SPAM SPAM!

It's stupid to buff or use RR over and over while doing this fight.
We've done this without mistakes, just a bad group can actually wipe to this dragon.
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Character: Roderik | Server: Remora | San d'Oria Rank 10 | Windurst Rank 10 | ZM: Complete | CoP: Complete
BLM75 - SMN75 - BRD75 - RDM75 - WHM54
"ForgottenHeroes" "Camorra" "Finale"
#4 Jan 02 2007 at 1:28 PM Rating: Decent
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213 posts
Roderik wrote:
I think you don't understand the fact that this dragon spams that TP ability which dispells everything, SPAM SPAM!

It's stupid to buff or use RR over and over while doing this fight.
We've done this without mistakes, just a bad group can actually wipe to this dragon.


I've done this zone more than a few times actually, so I'm well aware. Also, your mages should never ever for any reason not have RR up. They should be able to stay out of the way of the TP spam, so having it dispelled shouldn't be a problem. Melee, sure, but no mage should be caught with RR down in Dynamis.
____________________________
Will you say to me when I'm gone, "Your face is faded but lingers on, because light strikes a deal with each coming night." ~ Each Coming Night ~ Iron and Wine
#5 Jan 02 2007 at 7:37 PM Rating: Decent
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95 posts
They do have RR, even though it's dispelled many times.
It is suggested though for melee not to use charges of their gorgets or hairpins in this fight.
WHM specially they must have RR up all the time, so it is just a suggestion anyways everyone do their runs and guides their group the way they think it's best for them.
We just saying how we did it, and won.
____________________________
Character: Roderik | Server: Remora | San d'Oria Rank 10 | Windurst Rank 10 | ZM: Complete | CoP: Complete
BLM75 - SMN75 - BRD75 - RDM75 - WHM54
"ForgottenHeroes" "Camorra" "Finale"
#6 Nov 04 2008 at 7:31 AM Rating: Default
the dispel range is quite large (even beyond casting range)

I'd suggest mages stay 25-31' away if they're gonna avoid this tp move

a well organized group will have no trouble whatsoever with any of the dragons, however.
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TARU<(^.^)> 75::BLM SCH RDM SMN WHM:: DRG75 5/6
Relic: BLM:5/6 RDM:5/6 SCH:4/6 SMN:5/6 WHM:5/6
Obi:8/8 Novio\a:O Nashira:4/5 H.Gaiters: O
LS:AirshipRaiders/ValyrieRiders/NoEnkiduForU
Windurst :10 CoP:8-5 ZM:18 ToAU:48 WotG: 19
#7 Dec 13 2008 at 8:41 PM Rating: Decent
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291 posts
Go go Necrobump! lol
#8 Dec 15 2008 at 1:50 AM Rating: Decent
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240 posts
Quote:
Go go Necrobump! lol


Wow....
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