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Thread: Dynamis-Xarcabard Clear     submit to reddit submit to twitter

  1. #1
    Yoshi P
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    Dynamis-Xarcabard Clear

    And I don't mean Dynamis Lord. I mean the whole zone

    http://hosted.planetether.net/xarc_30_ppl_pull_map.jpg

    During our last LS-only dynamis run we cleared all of the circled pulls completely with 36 people. Added to that we had about 10 lost minutes of time trying to figure out where to camp for certain pulls that we'd never done before, as well as 10-15 minutes lost to a wipe on a bad sac pull.

    I want to toss around ideas on how we could clear the entire zone with 64. For one thing the above pull path could be much more efficient to avoid the backtracking at the second to last camp (red dot) by going the other way around the mountain.

    I think a fundamental requirement of a full clear is to have 30 people split off from the main group and farm the entire northeast portion of the map. This would have to be a group capable of operating completely indepently of the main groups. They'd need their own tank, their own puller, their own person calling the shots, etc. Could even give them their own linkshell if it made it easier, lol. But I wonder when would be best to split off. Right away from the start, or after all the NMs are down? I'm going to try to revise the pull paths later with a new map, but welcome any ideas.

    I know most of those pulls up there are very big, but I'm not really concerned about big pulls because even a 7,000 mob pull can be broken down easily with a bunch of sack pulls and R3s.

    My LS may never try this but I want to get a plan solidified just for the heck of it, as well as just in case we're ever feeling adventurous and have 64 ppl.

  2. #2
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    I'm glad when we get 18 ppl to dynamis nowaday, I think I will pass on clearing the zone.


    It's probably doable like you said with 64 ppl. Just need to make sure they arent all clueless about where to run and what to do. I usually had worst experience with large alliance than I had with small.

    How many mobs are popped by the pull between kunai and horn? This one seem crazy too.

  3. #3
    Yoshi P
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    Me too, but that's why I think you'd need to separate the groups completely from one another. Performance efficiency drops when you have 64 people right next to each other, but split them up and it helps lag and it's like you have your own small little group. I've done Dynamis-Xarcabard with 64 before and got nowhere near being able to clear the zone, but I attribute it to not splitting up the groups.


    Regarding the pull between Kunai and Horn, not sure, but I plan to try it next time

  4. #4
    Sea Torques
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    except for about 3-4 of those groups, i've cleared a good portion of xarca + DL with 36-40 people so yeah with 64 ppl going 32/32 in the north/south areas it'd definetly be possible to clear the zone, you'd have to get a good formula down for it though and the NMs can be tricky bastards sometimes

    i think the most time-consuming part of "clearing" the zone would be all the Vanguard Dragons/YY/DL because that alone takes a good 30 minutes, so you'd probably have to save DL for last, but you could probably get lucky and kill the NMs + DL with 2+ hours remaining then still have time to kill an Animated weapon afterwards.

    that line of eyes at H-8 looks like a piece of shit to pull, i remember one time farming after DL my group went around to G-7/G-8 and the puller goes "only 2 eyes" then he fucking dies instantly and 6 eyes + 12 demons (4 were ninjas) aggro someone trying to grab it off him and we barely killed it, the pull ended up being harder to kill than DL since we basically had to zombie the last 3-4 demons lol

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    Quote Originally Posted by divisortheory
    Me too, but that's why I think you'd need to separate the groups completely from one another. Performance efficiency drops when you have 64 people right next to each other, but split them up and it helps lag and it's like you have your own small little group. I've done Dynamis-Xarcabard with 64 before and got nowhere near being able to clear the zone, but I attribute it to not splitting up the groups.


    Regarding the pull between Kunai and Horn, not sure, but I plan to try it next time

    Yeah, splitting people is definitively the way to go for that kind of thing. Actually, I wonder if 3 alliance wouldn't be better. Minus a few pull (hi2u demon wall), 21 people should be able to handle about anything without wipe, as long you have a couple of blm who know how to sleep.



    you'd have to get a good formula down for it though and the NMs can be tricky bastards sometimes
    Well, the only NM we always "wipe" to is the ninja (but this could be partially avoided with people moving out of range). 18 man can easily clear a tower every 10-15minutes

  6. #6
    Yoshi P
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    I was talking about killing all Demons only. The hardest pulls IMO are

    a) The 5 stones between H-7 and I-7
    b) The TE pull and the 2 "Dummy" groups at I-9.
    c) The stone+4 group at H-8
    d) The 4 eyes on the boundary of G-6 / G-7


    The line of eyes between H-8 and I-8 can be pulled without link if you're careful and lucky.

  7. #7
    Ridill
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    I think my LS has killed just about every pull in Xarcabard now, EXCEPT the 5-eye V between Kunai and spear, and the 5 eyes in a [] up in the flats between the sword and horn.

    Someone accidentally popped the kunai V once so I have notes at home what actually pops from them

  8. #8
    Yoshi P
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    You managed to get all the ones in the Southeastern most valley as well in the same run? Some of those pulls are fucking monsters lol. How many people?

  9. #9
    Ridill
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    Quote Originally Posted by divisortheory
    You managed to get all the ones in the Southeastern most valley as well in the same run? Some of those pulls are fucking monsters lol. How many people?
    No, not all during the same run. We usually have upper 30s or low 40s, manaburn style. The southeast isn't so bad. We either clear the whole south area or we go towards the scythe, usually.

    The hardest pulls for us are:

    1) entrance pull at i-9/j-9 is just mean, normally skip it and never come back
    2) the 4-eyes that guard animated dagger: tons of rangers which really hurt black mages
    3) "mijin mountain" -- the ramp pull in g-7 that comes with 3-4 ninjas
    4) the ramp pull in h-7

    And of course we don't touch the V by the kunai which is 15+ demons and 5 eyes, and we don't touch the stream of eyes in the east of H-8.

  10. #10
    Yoshi P
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    Is it possible to pull the Kunai V from behind? It would depend where mobs pop, but if the mobs pop behind the eye then it shouldn't link the rest of the V. Not much hope for it, but it's worth a try. either way, I'd probably just do that with 2-3 sack pulls like we did the ramp up to the Tachi/Tabar area the other day.

  11. #11
    CoP Dynamis
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    We've killed the V just south of the Animated Great Axe 3 or 4 times now, since we have someone on stage 3 great axe. Haven't quite managed to finish it off just yet...

    We usually do it in a couple of stages (I think one sac to get half, then pull the rest, is the fewest pulls it's needed). There's a lot of Demons that pop there; at least 15, with an assortment of red mages, thieves, monks, and a few other jobs too.

    I'm... highly doubtful that there's any way to pull it without a link. Most of the eyes pop their demons in a square/triangle around them, close enough that it's guaranteed to link the other eyes.

    The five eyes to the east of the Horn have a large number of mobs they pop, although there's slightly more chance those can be pulled without a link.

    The four eyes to the east of the Dagger have a lot of rangers and black mages, which makes it a slightly hairy pull, and the four at the top of the ramp up to the Kunai are similar.

    I certainly believe it'd be possible to clear all the mobs (minus Animated weapons/DL) with 64, but I agree that you'd need to split people up. You certainly don't need all 64 for the NMs, and it'd probably be outright detrimental to have that many people fighting them.

    That in mind, I'd probably split people up as soon as possible. Have all 64 take on the initial TE pull, then send one group for the second set, while the other starts on the big square of eyes to the northwest. Soon as the square is dead, send one group after the next TE, and the other for the NMs.

    After the TE is dead, have that group start mopping up the pulls to the east, and continue from there.

  12. #12
    Yoshi P
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    We usually have a Ranger EES the first TE pull. Simple as hell that way. Can always come back to it later, but mishaps can happen so we usually like to head straight TEs as soon as possible.

    I did have another idea about this pull just now. First clear the ramp at H-7 completely. Then kill the 2 eyes and demons guarding the Kunai. Take your entire BLM squad up where the Kunai is and have them overlook the on the ledge. Now send EVERYONE else to the northern border of H-8. Have them wait there, while 3 tanks go to the ramp. All the BLM toss out Thundaga III on the V and immediately log off. This should kill all the eyes right away, and the mobs will take a while to get up the ramp. While they're on the way to kill the BLMs, the tanks are standing right in position to voke a bunch of mobs off.

    So far this is just a standard sac pull though, with the added benefit of you don't have to fight any eyes (BLMs one-shotted them all, or if nothing else they are super low HP now). Plus you take a huge chunk of HP off the demons that pop, making the main group's job easier. If you want to get tricker you can send half your dynamis gruop to the northern part of H-8 mentioned earlier, and send the other half of your group to the north of J-8. This will split the V in half and one group each take half of it, which should be totally manageable.

  13. #13
    Renegade Philosopher
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    Quote Originally Posted by divisortheory
    I was talking about killing all Demons only. The hardest pulls IMO are

    a) The 5 stones between H-7 and I-7
    b) The TE pull and the 2 "Dummy" groups at I-9.
    c) The stone+4 group at H-8
    d) The 4 eyes on the boundary of G-6 / G-7


    The line of eyes between H-8 and I-8 can be pulled without link if you're careful and lucky.
    b) The time extension pull there never seemed all that difficult if you had a good puller, since it was possible to get about half of that group on a good pull. I always felt like it was easier than the second extension.

    c) I remember our second ever Dynamis-Xarcabard, when info on time extensions wasn't all that clear, and I mistakenly thought that that group might have been the extension. It was good times.

    d) We called that the "secret area". =) Having 50 people get owned by mass hecatomb wave the first time pulling that area was great.

    I think the hardest part would be finding a good way to split up efficiently since it's such a large area. Has anyone done 100% clears of beaucedine or any of the CoP areas yet? Beaucedine doesn't seem particularly hard except that you have to cover so much distance unless you devote one group to hydras and one group to everything else for the entire time (though 18 should be able to do everything else fine).

  14. #14
    Black Belt
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    one of the worst times in ffxi history for me was doing dynamis with wiffleball (--;

    Fun times for you? I'm glad, For most of us, it felt like the second coming of Adolf Hitler

  15. #15
    Ridill
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    Quote Originally Posted by Quicklet
    I think the hardest part would be finding a good way to split up efficiently since it's such a large area. Has anyone done 100% clears of beaucedine or any of the CoP areas yet? Beaucedine doesn't seem particularly hard except that you have to cover so much distance unless you devote one group to hydras and one group to everything else for the entire time (though 18 should be able to do everything else fine).
    We did a 95% clear of BCD with 55~ people last week, including 40 minutes spent on angra...all we had left was like 4-5 goblin statues, and hydras. If we didn't do angra, we would have probably cleared most of the hydras, and picked up 30 more minutes doing so. 100% clear (minus angra) is definitely possible.

  16. #16
    Yoshi P
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    The second TE is easy lol, you just BLM that one to death. With 7 BLM you can wipe out the entire platform with ga 3s. The only time we have trouble with that one is when there aren't enough BLMs. Otherwise it's painless, and 0 deaths.

  17. #17
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    I would imagine a full clear of the CoP zones is impossible, simply because you have such a limited time frame, and a 36 person cap.

    Heck, Mysterytour lists Dynamis - Valkurm as having 57 Nightmare Sabotenders, 60 Nightmare Manticores, 57 Nightmare Hippogryphs, 58 Nightmare Sheep, 12 of each beastman, 4 of each statue, 3 Flys, the 4 NMs, Christelle, and her 2 pets.

    306 mobs / 120 min = 2.55 mobs per minute.

    23.5 seconds per mob with zero down time and no travel time.

    Buburimu has... 20 Crabs, 26 Dhalmel, 22 Uragnites, 21 Scorpions, 20 Bunnies, 24 Mandragora, 20 Cockatrice, 26 Ravens, 24 Crawlers, 20 Efts, 15 NMs, ~15 beastmen of each race, 15 NMs, 4-6 of each statue 10 TP move dragons and AB.

    ~320 mobs, assuming you ignore all the TP move dragons which will depop when you kill AB.

    Qufim is listed with 24 Snolls, 6 Roc, 19 Stirges, 26 Diremites, 27 Kraken, 29 Gaylas, 24 Raptors, 32 Tigers, 30 Weapons, assorted beastmen and statues (I think about the same number as Buburimu, certainly more than Valkurm), 8 elementals, 3 NMs (where the heck is Stringes, and what does it do?) and Antaeus.

    ~330 mobs, I'd say.

    No list of mobs in Tavnazia up yet, but I'd imagine it's a similar story.

  18. #18
    Bagel
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    Quote Originally Posted by jibini
    306 mobs / 120 min = 2.55 mobs per minute.
    .
    To get the time extension you have to beat the boss and to do that you need to at least take down Goobbue and Fairy Ring and even then the boss can still glitch out or something, so you're gonna lose a lot of time getting the win for that extra hour.

  19. #19
    Sea Torques
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    after all the time this map has been out, noone ever fixed "Animated Hummer" lol

  20. #20
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    Quote Originally Posted by deivi
    after all the time this map has been out, noone ever fixed "Animated Hummer" lol
    did they fix "Hron" ?

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