I'll start off by saying I'm not posting this to ask how to do anything. I'm more interested in how other linkshells do things, and how successful it is for them.
Recently, while reading forums, talking to people, and reading blogs/websites, I've found that a lot of other linkshells seem to portray Dynamis as being a lot harder than it really is. I understand that a lot of strategies are geared towards linkshells starting out, or posts in the Newbie Section geared towards newer linkshells/groups also, but by making something sound harder than it is, you're setting people up to do worse than they could, in my opinion.
What I'm interested in is how you set up your parties in a Dynamis run, what you clear, what you avoid, what you have problems with (everyone has something they have problems with), and perhaps most importantly, your single and hundred currency results in the end.
I'm not very interested in dreamlands, since we don't do them very often, the belts and capes for the most part suck, I haven't found enough +1 pieces to make it worth it, and they're shorter, without any increased drop rate from beastmen for AF. Almost no currency to boot.
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I'll start off with my own linkshell, as an example and to compare. Currently our leader is on a semi-hiatus and has been for a while, so I've pretty much taken over the shell. He comes to some runs, but due to work, not very many. I make the parties, I pull, and I do the points, and I don't find it to be very much work.
We generally have attendance between 21 and 30, depending on whether it's Saturday or Tuesday, and whether we're doing outlands or not, and of course, just general things that come up where people can't come.
Parties
In a city or Beaucedine, typically we'll have 4 or 5 BLMs, and a RDM, BRD, or COR to refresh them. They will ally with the main tanking party, which consists of WHM, WHM, RDM, BRD, NIN, and another NIN or PLD. Our main tanking NIN, when he comes, has a Kikoku, and pretty top notch gear, so his damage output is very high (only myself on MNK/NIN and our Ridill WAR beat him, really; occasionally our main THF and/or our DRG beat him).
Those two parties form up with our main DD party. This party gets a reliable BRD and RDM, and includes our highest potential damage dealers. They're allied with the tank party so the WHMs can watch their HP and help cure if it's needed. Usually this party has our DRG, THF, Ridill WAR, and then our next best DD in it (often a MNK, DRK, or SAM).
The rest of the parties (1 or 2 of them) are made up of a healer (RDM or WHM), a buffer (we try to give them BRD or COR), and four DDs (including our SMN if they're there). If there's a second extra party here, they usually don't get a buffer. Two buffed parties kills plenty fast. They just get a healer. These two parties will ally up, or be solo if there's only 4 parties total. The DDs in these parties aren't bad, some even pretty good. They're pretty close to the top DDs, usually.
If we're doing a Xarcabard run, the BLMs like a COR for Magic Accuracy. A RDM will handle the third NM in each set, with Binds and Gravities, or a NIN will take it if we have a third tank at the run.
I always try to have at least 2 WHM, 2 RDM, 2 BRD, and 4-5 BLM at every run, regardless of the circumstances, as well as 2 solid damage dealing parties.
Strategies
For the 8-eye extension in Xarcabard, I'll shoot a bolt at one of the eyes as the 5 BLMs (always at least 5 for Xarca, usually exactly 5) start casting their -aga III. This allows them to pop in time for the claim patch to wear off, and they'll all cast on me anyway so they won't move out of range. Sometimes a BLM or two dies because they're left at low HP (which more BLMs wouldn't help, the 2 original ones seem to die every time; I don't get it). Melees and RDMs help finish them off.
At the last defense line of 6 eyes, someone pulls the bottom eye at the same time as someone sacs the top eye. This splits the pull evenly, 3 eyes + 6 demons each side. We sometimes have problems here, I think because of the PLDs' Resist Sleep.
The rest of Xarcabard's pulls come in stride, and of course the larger ones have a decent amount of death, but not too much to handle. Our record for Xarcabard in terms of killing stuff (not including time extensions) includes:
- The first 4 eyes before the RDM NM set that pop their mobs clockwise.
- The 3 eyes behind the RDM NM set.
- All 15 NMs
- The 6 eyes @ the last defense line.
- The 2 eyes east of the defense line, after we're done with it.
- The 3 eyes east of that.
- The eyes in the open area between the NM sets. We pull this the same way as the last defense line, works like a charm.
- The 2 sets of 2 eyes near the BLM NM set.
- The 4 eyes that pop a total of 4 RNG and 4 BLM.
- Each pull just east of the Animated Dagger, excluding of course the one north of the dagger and west of the 8-eye extension.
- A few pulls beyond that, near the.. Hammer I believe?
- The 3 eyes just outside said Hammer.
- One or two more eye pulls before running out of safe pulls, and moving on to do a fun try @ Animated Horn to see how it fights.
- An attempt at the pull before the Animated Great Axe, where everyone was tired and we wiped. Lulz ensued when I dragged the Great Axes around and survived.
In Bastok, we clear everything when our core DDs are there. We time out with about 6-8 eyes left just outside mog if they're not there.
In San d'Oria, we clear everything before the boss, then kill boss for repops. We kill for another 30-40min or so before timing out.
In Windurst, we clear everything before the boss, then kill boss for repops. We kill for another 40-50min before we time out.
In Jeuno, same as San d'Oria and Windurst. We usually have 60-70 minutes to farm after the boss dies. Our record post-boss is all the safe pulls before getting to where the boss popped, to the right of AH when facing outwards, as well as the 3 statues in front of AH that roam back and forth, and 1 pull beyond that. I was able to walk into the palace without aggro. @10min remaining, a disgruntled member who had home pointed earlier due to dying while AFK came in and MPKed us.
In Beaucedine, we clear all Quadavs, all Orcs, all Goblins, and all Yagudos except for the boss stone. Add a couple eyes/fomor for a 15 min extension when we don't need the win. We come a little short on the quadavs if we have less than 24 and our core DDs aren't there.
Coin Results
Bastok yields 290-340, depending on whether we full clear or only come close.
San d'Oria yields 280-300, usually.
Windurst yields 250-280, usually.
Jeuno throws me off because of the three different currency types.
Beaucedine comes close to 200, perhaps just over.
Xarcabard is usually just over 100, closer to 130 maybe.
We usually get at least 1 100 currency every run, sometimes up to 4-5 if I'm making an extra effort to hit all the statues/eyes (last run, I did that, and we got 4 in San d'Oria and 4 in Bastok).
Obviously AF results vary.
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So yeah, what does your LS do?