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Post Info TOPIC: Dynamis-Windurst


Jew

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Dynamis-Windurst
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alright, we've been here twice now, and one of those runs was a pretty solid attempt at a win. the first run was an optional farming run and we were way understaffed so don't think of it as an attempt, cause i don't. so that leaves the second run, which was tonight.

windurst is obviously the hardest of all the dynamis we've tried, and we all have first-hand experience of that now. but guys, it ain't that hard. these are, in my sexy opinion, the main reasons why we didnt close in on a victory:

One- we were missing a few of our bigger damage dealers and a handful of mages (no worries, absences happen). We cant really plan around this, but I would say this is the main reason we didnt see that mega-boss. now in saying this i'm not trying to place blame or make people feel bad, schedule conflicts HAPPEN. you have to look at the flipside: short a couple sloppy pulls, we did everything right. all we need next time is more manpower (and ladypower), and some strategy adjustments. when thats your biggest problem, you are sitting in a pretty good place for the next run.

TWO- our strategy. yes I just said we did most everything "right". no I am not bi-polar. quetre and i have spent several hours each researching various strategies for windurst (just google 'dynamis-windurst strategy' if you're interested). the one we liked the most, and felt would best fit shogun's style, is the one found at this site:

http://www.dynamisbums.com/forum/showthread.php?t=15

if you read through that, you can see exactly how close we were to popping the mega-boss (we finished around Map E). actually i'm going to go ahead and require that you read all of that walkthrough, as the bigger the picture you see, the better in dynamis you'll be (see what i did there). we didn't follow this strategy to the letter but it was our basic guideline. add a handful of attendees, remove a couple wipes, clean up a couple pulls, and we're fighting the mega-boss. windurst is well within our reach.
also its worth noting that their maps are not 100% accurate; some statues are in different places or have a different behavior. i'd say this is due to small random differences in each dynamis run which i've also noticed in bastok. hello luck. thanks squareenix, you guys are top dollar. moving on.

the main difference between windurst and the other cities that i've noticed, as far as shogun is concerned, is that windurst requires more micro-management and more strategy pull-to-pull than the other cities. its really not any more difficult. what i'm saying is, bastok, sandy and jeuno have maybe 4 or 5 pulls en route to victory that require special attention, be it a sacrifice pull or special item usage (ie poison pots), or just timofh dying to appease the dynamis gods. windurst, however, requires quite a bit more attention if our run tonight was any indication. there are many 'traps' (as they are referred to); an example of which is where you (the puller) cross a long bridge, aggro a statue on an island, and 1-5 statues pop behind you on an earlier segment of said bridge. tonight these things caught us by surprise and we wiped a few times due to it (thundaga III + thundaga III, waterga III + firaga III, halp please gad) these situations are probably easily avoided by prepping the BLMs and the alliance, an advantage which we did not enjoy tonight as it was our first run. this brings me to another subject:

STRATEGY

ok its not a new subject, but i'm turning a corner. we have a handful or two of people in Shogun who have quite a bit of dynamis experience. i want everyone in shogun to feel that they can suggest strategy adjustments for the important runs (or any of the runs really). of course we'd all prefer that these suggestions surface here, in the forums, as opposed to in the linkshell during the run. not a problem.

that being said, AND seeing as how dynamis veterans have had several runs with Shogun and therefore might/should have a good feel for Shogun's style, don't be shy with suggestions. post it here or send /tells to a sackholder, whatever you're comfortable with. as long as its not 10 minutes before we break the hourglass. we have many good ideas about how to do this but we are always open to suggestions. wow, am i leading up to a point?

No. I thought i was, but i'm not. Listen. i talk on teamspeak with quetre and several other people during every run. before we enter, we know our goals and we know our strategy. are there adjustments made to that strategy as we progress through a zone? you bet. shit happens. bad pulls, spell resists, timely 2-hours by mobs, it all happens. i know that we don't discuss it in /linkshell or /party chat but thats cause either a) we're already talking about it on teamspeak or b) we've planned for it (ahahah fat chance).

i bring this up because i know that windy requires a lot of attention to detail and strategy. it seemed that tonight, besides the inadequate attendance (guilt trip), we were lacking in a common strategy for the linkshell to unite on. did quetre and I have a strategy we were working? of course! but the rest of the linkshell didn't hear any of it, mainly cause it was our first run in windy and we (I) were busy trying to not fuck up every pull. i remember several times where i was thinking pull-to-pull, and simply telling the linkshell to "move up" as required. thats not how i want our next run to go. I want everyone to see what we're trying to do on every pull and what our milestones are. cause really, this shit is not hard. we just gotta fine tune to Shogun's style. ;)

and speaking of which, heres a strategy change i'm suggesting. if you read the above link or if you have prior dynamis-windy experience then i'm counting on you to find the fatal flaw in this. srsly. be honest.

i'm talkin about the auction house pull. its always a big link, and we wiped once to it during this latest run. the benefits of pulling the auction house mobs are:

1) 20 minute time extention
2) mega-boss pops in front of the auction house

(for refernce, here is a map of windurst)
heres the thing. all the guides i've read say to clear the mobs in H-11 (the 3 statues on the hill), then clear the auction house mobs, then move on to clear H-10 and move the camp up there.

now, i've ran this idea past some exiles (enk osco sup), and we agree that it is a logical idea and quite possibly sexy.
clear the mobs in H-11 (the 3 statues on the hill), clear all the mobs in H-10 (basically everything on that big island). move the alliance up to H-10. then just sac pull the +20time statue back to the alliance (thf pops the statue, a voker vokes it to H-10 while the thf just flees over the bridges to the south, no 2-hour needed). the alliance is alll up in H-10 so theres no links, and we get 20 minutes without killing a single thing at the auction house.

of course, the mega-boss pops in front of the auction house. thats the only other thing we have to worry about in that area yes? if we're already sac pulling the mega boss then it doesnt matter that all the original auction house mobs are still there (right?). sac pulller pops Timofh Dodge and flees towards mog house while the quetre vokes the boss, same exact shit.

if this works, and i'm counting on experienced windy dynamis people to sound in here, that basically adds 30-40 minutes to our run. one, we dont have to spend 15-30 minutes killing auction house mobs. two, we get the +20 time extension without lifting a finger (but maybe you could raise 3 the thf).

any input is welcome. what do you think?


-- Edited by timofh at 02:15, 2006-08-21

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RIKER!!!

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Also we need to come prepared for this one moreso than bastok sandy or jeuno i think. poison potions and echo drops are a must here. i only had a few poision potions and no echo drops to be honest and it hurt me alot plus the less time we spend waking people up or sleeping from sleepgas the more time we have to pound those yugados flat. We know what to expect now. i'm coming prepared next time. let's all do that. i believe you can buy echo drops at the duty free shop in port jeuno btw.

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Awesometastic Person

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Seran wrote:


Also we need to come prepared for this one moreso than bastok sandy or jeuno i think. poison potions and echo drops are a must here. i only had a few poision potions and no echo drops to be honest and it hurt me alot plus the less time we spend waking people up or sleeping from sleepgas the more time we have to pound those yugados flat. We know what to expect now. i'm coming prepared next time. let's all do that. i believe you can buy echo drops at the duty free shop in port jeuno btw.



Correct, echos are available in Port Jeuno Duty Free (about 800g each, i believe).



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Elvaan Jockstrap

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I just wanted to say that for a first attempt, Shogun did pretty well yesterday.  Windy can be a bitch sometimes, and even more experienced shells can have a bad Windy run.  Now as for particular strategies, I am not much help, unfortunately. >.<;;  Being a WHM, I am usually in the back line, so I don't always see what people are pulling.  In my previous shell, often times the BLM's would be near the front of the alliance, and they'd have stuff dead without me even seeing the damned statues.  So I can't really tell you much about what we pulled or from where.  Plus I was usually drinking and being distracted on TS. >.>


But you asked for people to sound off in here, so there are a couple of general things I can comment on or make suggestions about.  There are a few things that you guys do completely differently from what Spirit used to do, and whether that is good or bad really depends on the situation.  For example, we never used DoT spells on regular dynamis mobs for any reason.  Sure, the new Dia/Bio III spells are very shiny, but the mobs die so quickly that it's really not worth it.  Furthermore, a miscast can wake up a sleeping mob and get someone killed, so we never used any DoT.  Waste of MP and possibly dangerous.


Avatars.  If there is an enemy avatar incoming, it should be the #1 priority for mages to keep it slept at all times.  If it is awake when Astral Flow is activated, the alliance will wipe, end of story.  It would help if pullers could alert the alliance and say "Avatar incoming" or something so that RDM's and BLM's can be right on top of them, and stay on top of them.


Someone already mentioned poison pots and echo drops.  Yes, it is important to come prepared, but it would also help if the pullers could alert the alliance on when to use the poison pots.  If a pull comes in and it's already on top of us, then it's probably already too late.


Hmm... lastly I guess would be AoE spells.  Gotta be very careful on where and when they are used.  Yesterday we wiped at the end due to a badly placed Sleepga II; it hit the other mobs and aggro'd the whole bunch.  In certain spots where AoE is not a good idea, maybe the lead BLM or whatever could alert the other mages or something, until people get to know the zones a little better.


That's all I can think of right now.  Other things, like silencing the crows in Windy or silencing the scrops in Bastok, well I don't really know whether you guys know that stuff or not.  If I mention it in LS, it's because maybe you guys don't know.


As for your Windy strat, I know that we also used DynamisBums as a source.  I don't know about the particulars of certain pulls, but I could ask Bombadil to take a look. 



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Elvaan Jockstrap

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I asked Bombadil about the Windy strat, and here is what he said:


First off. Cant get in range of EXT statue without atleast pulling the 1 statue that pops the SMN's; secondly the EXT statue has alot of other statues around it. Unless the pld and thf have sac pulling experience together then the chance of the pld grabing the correct statue and not bringing back other mobs with him is slim to none. 3rd, the next pull on that bridge is nasty, alot of statues and bst's with silence crows. You would have to wait till that big huge link you did at the AH is allll the way back at the AH before you even attempted the next pull because you would not have room to move in that tiny little circle. Last but not least, this pull "can" be made without a bunch of links "if" your puller is smart. Here look at this link or post the link for them so they can see what I am talking about here.

http://dona.dip.jp/modules/ffxi/index.php?ff_win_02.html

Ok Look at the 2nd map there. I will speak by numbers here. Obviously you have to pull #1 it is in the way. Then #2-#6 are the ones that you are talking about on the hill and the circle. #7 is very easy to pull without any links. It just has the SMN's in it though so watch out. #8-10 You "should" not have to worry about at all either and just leave them be. We often never even pulled these in Dienamiswon. Ok now to the tricky part. #11-#13 move on a north>>south path. #14 is stationary. What you want is your puller as far south as he can go on the H12-I12 border there. without agroing #14. Next wait for #11 to make his round back towards #14 When he turns to walk away wait about 2 seconds for him to get away some. Then Shoot #14 and suck in the 3 mobs he pops and run back to the alliance. After that you should have a free shot at pulling the last 3 statues. No way around pulling them all at once Just make sure they are not at the very top of there path(closest to the AH) or you can link the top of the AH #8-#10. it is 6 mobs and 3 statues. Should not be that hard I wouldnt think. We usually just shot #14 and played with 9 mobs and 4 statues lol.

If this doesnt help I am not sure what else I could do for ya. I know that I will be busy this sunday most likely so I wont be able to come and help but if you catch me earlier in the week then I might be able to run over there and give there puller/leader a layout of what they should pull and where there alliance should be.


Hope that helps!



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