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Thread: Dynamis - Qufim/Valkurm     submit to reddit submit to twitter

  1. #1
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    Dynamis - Qufim/Valkurm

    Hey guys, just realized that my ls is doing Qufim on Tuesday and Valkurm on Saturday and I have 0 clue what to expect or how to pull them. Can I get someones basic input on how i go about doing them? I generally use dynamis lounge maps if it's needed. Also i apologize if there's a thread started on this already.

  2. #2
    Gave 5$ to bg and all I could think of was this lousy title.
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    Hugely depends on if you're going ftw or farming, and what you're farming.

  3. #3
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    How many people do you have? Are you going for the boss or just 1 hour farming? Do your socks smell of lemon in the morning?

    Also this; http://www.bluegartr.com/forum/64252...s-valkurm.html

  4. #4
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    We're probably gonna go for win then the of course farming. IIRC I need to kill boss to spawn the accessory mobs? We're probably gonna have 25ish of a standard old schoolish group. Thanks for that link btw somehow i missed that when i used the search function.

  5. #5
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    For Valkurm you don't need to kill the boss to spawn the accessory items.

  6. #6
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    For qufim, I pull bats at the start, kiting around the lake while the group kills them one by one. While this is going on, we have 2-3 people who know where the ??? locations are (wiki maps/apradar) go and search to pop the subjob unlock. After that, we go to the kraken NM. My previous LS sac'd the kraken/water elemental, another LS I went with ninja walked past the mobs to go to the kraken, but my latest run, I accidentally aggro'd the mobs otw to the kraken, so we just killed those mobs, went down rather fast.

    Then we go north past the tower, killing the lightning elemental, from there, the next few pulls are in the north tunnel, the Rocs. While the last ones are being cleared, you ninja your way to the Golem NM, tag it and sac after exiting the tunnel. Once that's dealt with, I pull the boss from the tower north through camp, and then sac east of there. The post-boss pulls are rather easy, just dont link too many, especially the raptors.

    Valkurm pulls are straight forward, manticores can heat breath you on pull, so watch that. Only special thing, is if you kill the exoray, we have 1 guy sac the front mobs, and then shadowbind pull it, it runs really fast >.>

  7. #7
    Silly Hat Connoisseur
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    This is a really old diagram I put up for valkurm, I've been takign a break for a while so don't know if our strategy changed since then:

    http://liedra.net/je/jevalkurm.jpg

  8. #8
    Bagel
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    The maps on the Wiki by Vlacatocc of Garuda are pretty good. I much prefer them over a lot of the old materials out there.

    CoP Dynamis' aren't that bad, they just take more coordination than the others... you need people to unlock subjobs, people to lead the main group around, etc. Most importantly you don't want people who won't pay attention and go AFK a lot... typically there's a lot of moving around in those zones, so if people get behind they almost always aggro shit cause they don't know where they are.

  9. #9
    HEY FUCK YOU BUDDY
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    IMO doing a non-Tav CoP run without flagging is almost a waste; even with a very average group, more often then not the boss will take a fairly short amount of time, and the hour extension is much more then the time "wasted" killing the boss.

    For Qufim, we use a RNG and a THF to go find the ???, checking all of the points east of your start point. The main alliance checks the one to the west. If both players have movement speed and are relatively good at avoiding aggro and moving aggro'd mobs to a safe place to die, then it's really easy. You go south, kill the squid boss, elemental, and quadavs there, then go north through the Snoll spawn to the tunnel towards Dominion. Clear the bird at the entrance, and the gobs just inside, then have the RNG and THF pull the statue boss. Build TP on the ice ele outside, and have a puller very carefully pull the boss; we've pulled him without any links 3 times, so it's very possible. If not, just have him die and someone grab the boss off of him. He's extremely quick to kill, just throw a single CSStunner at him and zerg him down. After boss, kill the snolls since they're cake, then kill at your discretion. Squids are hard to pull without links, and weapons sorta suck, but it's not very hard to figure the rest out.

    Valkurm is easy to screw up, but very quick. We have BLM BLM RDM go out to two of the flies to kill them; BLMs nuke them down pretty fast, and Gravity seems to help stop their tendency to zig-zag as much. Be very careful with the pull, since they're almost invariably near some other mobs. Main alliance goes across Manticore Sands and kills the third fly; if you're careful you can get past there easily, but we seem to usually aggro at least one manticore. They aren't hard to kill anyway. After that, have the main alliance camp on the downward hill just past the trees, before the tunnel heading towards Konschtat. Pull the quads there and kill them really quick, and then have the THF-RNG duo go pull the goobue boss. If you're careful you can usually run him more or less along the wall and avoid any links. He's remarkably easy to kill; we usually have him dead within 20min into the zone. After that, go to Selbina; Cristelle doesn't aggro. Tanks face her towards the gate just behind her, DD are all on the other side, mages camp in the trees just to the east. Be sure to not be too far out, because a circle of mobs spawn around her when she dies. Her pets are fairly easy to sleep with a BRD's SV Horde Lullaby. Just CSStun and zerg pretty hard. If she gets off more then 1 or 2 TP moves you're probably going to wipe, and her pets aggro, so getting back up is hard. We managed to recover from a wipe once and kill her with only an Invincible, a Soul Voice, and a CSStun, so it's possible to do without a full zerg, but it's a bit harder. After that, heal up, travel west and kill some hippos, then east across the outpost to kill cactuars. Finish up with a combination of manticore and sheep, though I personally prefer manticores to sheep.

  10. #10
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    Quote Originally Posted by fishstix View Post
    For qufim, I pull bats at the start, kiting around the lake while the group kills them one by one. While this is going on, we have 2-3 people who know where the ??? locations are (wiki maps/apradar) go and search to pop the subjob unlock. After that, we go to the kraken NM. My previous LS sac'd the kraken/water elemental, another LS I went with ninja walked past the mobs to go to the kraken, but my latest run, I accidentally aggro'd the mobs otw to the kraken, so we just killed those mobs, went down rather fast.

    Then we go north past the tower, killing the lightning elemental, from there, the next few pulls are in the north tunnel, the Rocs. While the last ones are being cleared, you ninja your way to the Golem NM, tag it and sac after exiting the tunnel. Once that's dealt with, I pull the boss from the tower north through camp, and then sac east of there. The post-boss pulls are rather easy, just dont link too many, especially the raptors.

    Valkurm pulls are straight forward, manticores can heat breath you on pull, so watch that. Only special thing, is if you kill the exoray, we have 1 guy sac the front mobs, and then shadowbind pull it, it runs really fast >.>
    Why do you skip so many beastmen? The droprate they have in CoP is retardedly high. And you mean ice elemental north of tower, thunder is elsewhere.

  11. #11
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    Thanks for the info guys, sounds much easier then it looks. :D

  12. #12
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    Quote Originally Posted by Dammerung
    Why do you skip so many beastmen? The droprate they have in CoP is retardedly high.
    Why would you waste time in a CoP zone clearing beastmen when you could be clearing the Nightmare enemies with unique drops for the zone? We don't go out of our way to sacrifice pull things just to avoid beastmen if the groups are small and quickly cleared, but if you want normal AF, there's plenty of city zones to run while you collect significant amounts of currency too.

    Then again, I guess if you are in a newer linkshell or don't get to run city zones due to linkshell congestion on your server, they are a decent option...but still take time away from your already-limited run time.

    Edit:

    For some relevant contribution to the thread: CoP zones put you at a significant disadvantage in terms of the amount of distance you have to cover within the zone to complete the objectives you need to finish to be able to face the boss. If you really want to get the most out of your time, you need to coordinate parts of your strategy together so that you're running big time wasters concurrent with each other.

    For example, in Dynamis-Qufim:

    - The people searching for the subjob ??? should be leaving the center area as soon as the first set of Nightmare Stirges is pulled.
    - You can pull the two Quadav statues leading to Scolopendra and the Water Elemental even if they're still looking for the subjob ???s.
    - Instead of having all of your alliances move towards Behemoth's Dominion, you can pull Suttung while you're clearing the goblin statues south of the Earth Elemental.

    In Dynamis-Valkurm:

    - You can divide your alliances to handle more than one Nightmare Fly at a time instead of waiting at the outpost.
    - You can pull Nant'ina back to your alliances while they're working on the Quadav statues (though you have to be careful not to link Manticores/Sabotenders or else it becomes a sacrifice pull).
    - You can pull Fairy Ring back to your alliances--after pulling the Yagudo away--while they're running towards wherever your camp is (though you have to be careful with movement speed and the potential to link Hippogryphs).

  13. #13
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    Quote Originally Posted by Dammerung View Post
    Why do you skip so many beastmen? The droprate they have in CoP is retardedly high. And you mean ice elemental north of tower, thunder is elsewhere.
    Yeah sorry, I meant Ice elemental. For a person leading the zone for their very first time with 0 clue of what to expect, I'd recommend skipping as much as possible to ensure a safe win. It might take them extra time to find the ??? for the subjob, the Suttung pull can easily be messed up if they aggro before even reaching it. I like to leave room for error until we're comfortable with the zone.

  14. #14
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    Fairy Ring is a waste of time and effort to me. We've killed CC without killing Fairy Ring several times, and FR is just too hard-hitting to be able to do him without at least a couple of deaths or a wasted Invincible, plus there's the matter of sac pulling the mobs away, guaranteeing at the very least one death.

  15. #15
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    Many linkshells skip Fairy Ring, but for us it's insurance. It's possible to clear it without anyone but a sacrifice puller being KO'd, which requires support to be on top of their game in healing, along with competent tanks to keep it directed away from the bulk of the alliances. When done correctly, one KO from the puller is nothing.

    I would much rather spend a few minutes with a little risk clearing Fairy Ring, than allow the possibility for Miasmic Breath to slip in between stuns and cause a wipe.

  16. #16
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    Fair enough, I guess. It's just seemed that Miasmic going off never lost it for us. The two times we've lost it (our first two attempts, in our defense), it was Extremely Bad Breath first, courtesy of two back-to-back stun resists, and our CSStunner suddenly D/Cing when we started fighting the second time. I'm not saying that killing Fairy Ring is a BAD thing per se, just that it hasn't seemed necessary for us.

  17. #17
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    Edit: posted a question i could've read the answer to above

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