Better Dynamis-ing

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Overview

Better Dynamis-ing by Wolf Pack Nation, Phoenix Server Compiled by Mikumaru

  • "5 Levels breaks this game" - Hakudoshi
  • "If you Think it will link, give it a plink" - Vespajava
  • "Is that Aurix?" - Everyone in Dynamis D, always.
AurixMeme.jpg
  • "I got a resist, bringing some friends" - CORs on Lightsday
  • "Watch out, the 'insert Volte NM name here' is handing out naps from his Nap Sack" - Mikumaru

A Note from the Author:

This Guide is meant to help the uninitiated enter the Shrouded Realm of Dynamis Divergence and clarify some of the more ambiguous information from the main article while not crapping it up with alot of minutiae. You already know how to enter and sort of what to expect. This is to help you and your group better manage your trips since failure results in a 60 hour wait to try again.

Common Parlance: Jargon used through the guide

  • Plink - One shotting a statue to prevent the spawning of monsters or get a time extension.
  • Binky - a monster used as a TP battery, usually from a Blue Eye statue. Baby need milky.
  • Trash - Non-Leader Mob. As all monsters check as Impossible to Gauge, using the term 'NM' can be confusing.
  • Leader - The Baddest of the Bad.
  • Halo - Elemental Circles/Angons.
  • Mid Boss - The Wave 1 Statue Boss that closes out Wave 1 and begins Wave 2 upon defeat
  • Zone Boss - That guy in that spot with the cool hat who wants to kill you and all your friends. Defeat this guy and Wave 3 starts.
  • Griefer - The Disjoined NM spawned by the Halo when engaged. This term is used to disassociate this NM and the actual Wave 3 NM.
  • Disjoined/Mega/Bag - The Wave 3 Boss.

Raw Numbers

Hard, fast data of known variables to overcome

  • The numbers provided are not exact. This is information gleaned after many runs and eyeballing results.
Statue HP
Wave 1 Wave 2
20,000 25,000
  • Accuracy Requirements: These numbers are whats known to hit a capped hit rate on most monsters. Evasive jobs like THF, NIN, and RNG may require more.
Accuracy Checks
Wave 1 Wave 2 Wave 3
1250-1300 1375-1400 1625+
  • As monster evasion goes up, so does HP and Defensive stats.
  • Monster HP: These are approximate as Family/Race and Job Class contribute to this stat.
Monster HP
Wave 1 Trash Wave 1 Leader Wave 2 Trash Wave 2 Leader Wave 3 Trash Wave 3 Leader
50,000+ 650,000+ 80,000+ 750,000+ 100,000+ 350,000+
  • Wave 1 Aurix
  • Wave 2 Aurix 350,000-ish
  • Disjoined - 25,000,000 (Square has stated they have 20M , but we have found this to not be quite the case. the number is closer to 25M looking at parse numbers and comparing it to HP remaining)

Statues and the mobs they spawn

  • W1 and 2 Trash Statues will spawn between 2 and 7 monsters. Some Statues have what jobs will spawn fixed, but many are random. An example of Fixed Trash Spawn is the Statue at the MH in San D. It will spawn 3 NIN Orcs. 100% of the time. 'Traps' located through the zones typically spawn no Monsters and more Statues, which in turn only spawn 2 monsters each in most cases but not all. An Example is the Jeuno Wave 1 Traps in the Ducal Chamber. These 2 statues will each spawn 5 more that spawn 2 monsters each.
  • Once spawned they are dont stay linked but they have a wide vision cone, if sight, and a large radius if sound, making clean pulls very hard after recovery.
  • Statues are all True sight and have a 180 degree cone of sight that extends 10 yalms from center. 12 is safe, just in case. They link by Sight with other statues and the monsters spawned from them, including Aurix.
AurixMeme.jpg

Emnity can be a bit weird. One thing is for sure however, if you get aggro the only way to lose it is to kill or be killed. It doesnt matter if its from a statue or a specific monster. Trash, leader, or Boss. It will hunt you down and attack you. We have seen instances of Aggro through walls even after a wipe.

  • A special note for all the cheaters: Plan on using TAKO or Clipper? Be careful. There is anti-cheat AI baked into all Monsters. If you are somewhere you shouldnt be, normal Aggro AI is thrown out the window. Think you can avoid DMG by hiding in a Wall or the floor? The Monsters will instantly Warp to you and beat you down. You can warp around the zone as much as you want, but you will never lose aggro. Use caution as it can upset the emnity table and cause unwanted things to happen, like links, spawns and other chaos.

Tactics and strategies to Clear Wave 1, Farm W1 & 2

Wave 1, +3 Unlocks, and Generic Tactics that span all Waves

  • The info below is for those who wish to go about it old school as a new means of unlocking has been added. Simply defeating 100 foes will grant access to the +3 item of the designated location.

If you simply want to unlock Relic+3 gear all you need do is defeat the Mid-Boss. Some jobs are easier to make work but at the end of the day, you can make any combo of jobs work. The main strat to do the thing uses a tank to engage the statues blocking progress while the PT clears the trash they spawn. Its that simple. PUP bots are robust and a great tool for groups who may be punching above their weight. With the Rao Set, a PUP should have little trouble holding the statue and it's spawned friends if built properly. They can hold the pile while you peel them off one at a time. Hopefully, you can clear them before the Bot kills the statue. This is a very safe and effective method for weaker groups that need to unlock equipment but can run into trouble quickly if pulls are done haphazardly. The quick and dirty shopping list of what is needed for a smooth ride is as follows:

  • Tank
  • Healer
  • Crowd Control
  • Plinky Plinkerton
  • 3 cans of Whup-ass - Whup-ass, Whup-ass Lite, Whup-ass Zero Sugar
  • With San D being the exception, you will need to clear at least a few statues to make it to the Mid-Boss. I'll list specific strats for the quickest possible routes below. San D'Oria's Mid-Boss can be reached only requiring 1 statue to be cleared. There is a reason for this. Put a pin in that for later.
  • Highly recommend your group, no matter the size have 1 of each of these jobs present : COR BRD RDM.
COR
the easier job to gear to be Plinktastic Vs. BLM which requires Su4 Job Points and a decent Death Set. Plus it can buff a PT. Buffs are good, See ACC requirements.
BRD
is, was, and always will be the Apex Supporter. Capped Haste? Check. AoE Sleep? Check. Can be a healer or a DPS? Double check. Remember those ACC requirements? Madrigal got chu. The one Caveat is Carbuncle. Which is a perfect Segway to.....
RDM
immensely helpful in Dyna D from Wave 1 to Wave 3. RDM/BLM is the default go to for obvious reasons, but in case you still dont get it: Sleepga. Crowd Control can save a run from a nasty link. Distract and Frazzle are your friend (ACC ACC ACC). Paralyze 2 and Slow 2 Make Melee jobs pretty dumb. Silence makes BLUs BLMs and RDMs squishy, toothless, Meat sacks. If your RDM is Meleeing over enfeebling, find a new RDM.
  • Monsters spawned from Green Eye statues in Jeuno CAN NOT BE SLEPT! Remember what Vespa says about plinking. Jeuno can turn into an unsleepable pile really quick.
  • Can you win with out BRD COR and RDM present? Yea, but why struggle.
  • 'But Miku, what about GEO? Its sooooooooo important. Blah blah blah.' GEO makes things even easier, yes. However with the Debuff redux Dyna D monsters get, those enfeebling bubbles dont make as much of a difference as you think. Yes, even Idris. Sorry. The other jobs offer more utility Vs GEO. Dont read this as 'Dont bring GEO'. By any measure GEO is amazing. But if your choices are limited or your group is small, it might not be the best choice. At the end of the day, not my pig, not my farm. You do you. GEO works more effectively using 'defensive' bubbles vs enfeebles. If you only have 1 in the alliance then enfeebles will help the whole alliance but giving the 35%+ ATK boost to one 1 PT can still bump alliance DPS up similarly to the -75% Potency Idris Frailty.
  • When fighting the Mid-Boss, your biggest enemy is TP feed. Limit how much it is getting hit by using a 2 Handed DPS (DRK or WAR are ideal) SCing with a RA COR. Torcleaver >> Leaden Salute or Steel Cyclone >> Leaden Salute. Have your mages Burst with Ice.
  • 'But Miku, My THF has full Malignance blah blah blah'. DW jobs with Multi-strike feed an insane amount of TP, causing the statue to Stomp and Lead Breath all day long, drawing the fight out, annoying your WHM and frustrating your Tank.

There is no Best Tank. RUN has a better time with the added effects but can falter if you have a strong COR poppin off Leaden Salutes for 50k+. PLD can falter if the Boss is particularly stompy that day, stunning hate generation. And a Bot will struggle keeping hate off a strong DPS. An alternative, rarely used is a Bot tank with a SCH opening Lv2 SC and an Avatar Closing a 3 Step Lv3. 2 SMNs SCing works too. At the end of the day, theres 100 ways to strip a mithra. Knowing the basic rules will allow you to tailor a strat to work for you and your group. From Nose to Tail, Dynamis will punish you for getting Zergy in most cases. With Few exceptions, Fewer melee Coordinating SCs pays off better than throwing as many Naeglings as possible at it. This is a 2 hour Marathon, not a sprint like Omen or Vagary.

Unlock Maps

Farming Wave 1 & 2

Now that you're a little more comfortable the real fun can start. Plinky shouldnt be helping you clear Trash and if you're Fighting NMs they shouldnt be contributing to the DPS there either. Plinkerton-kun Should be getting TP from the Pile or NM and plinking Statues to max out Time Extentions all while killing the pulled Statues first. 2 Plinks is ideal: One to clear statues with the alliance, moving the line of scrimmage ever forward and the other to Roam The Shrouded Realm like the Lone Wolf Plinkerton ensuring safe passage and maximum Time allotment.

  • Plinkerton-kun's main focus is killing statues. Melee are highly discouraged from engaging statues. Are you running melee heavy? Having a BLM GEO or SCH, or even all 3 can be very helpful if things go sideways and you find yourself in a pile of mobs and statues. Contrary to popular belief, Magic Damage is still useful in the current meta. It just requires some actual coordination, but that requires people to not mash macros and spam WS.......
  • BST and NIN mobs should be treated as similar. Gang up on them, get them to about 50% then everyone WS. A strong DD getting charmed will plant your alliance like a flower bed and an errant Mijin Gakure will give your group a hard DT check. Sacrosanctity will absorb 1 Kaboom. Earthen Armor will greatly reduce the damage to a point that practically ensures the party will survive. Scherzo also reduces the damage to a manageable level.
  • Having the THF or a THF as main assist will help loot. If you prefer a more Battle Royale feel, THF/BRD is pretty on point.
  • Depending on your DPS and just how Plinkity-ploppity you've been will determine when you should take on the Mid-Boss. Both Waves 1 and 2 have 30 minutes in time extensions. If you cap TEs in W1 and you're looking to split Waves 50/50 heading to the Mid-Boss around 35-40 minutes will do just that. Stronger groups can engage around 30 minutes remaining and not lose much.

Wave 2, Volte Armor Farming, and how to handle the Guys in Funny Hats

Wave 2 has a significant jump in difficulty from Wave 1. If you're plowing through Trash and Statues like old pros, you could be in for a rude awaking when the Mid-Boss dies, and the Zone levels up. Trash jumps 7 Levels, and the NMs go up 8. Statue Placement is also alot less pull friendly. Square lulls you into a false sense of security in Wave 1 and really drops the Hammer on you for Wave 2. Statues not only have about 15-20% more HP, but are more resistant to DMG. Those 30k Wave 1 Leaden Salutes drop 10%+, leaving you with a Statue at 1% HP and 7 angry mobs chasin you down.

  • Wave 2 NMs are Significantly more difficult than their Wave 1 Counter Parts. The 8 Level increase will put a spot light the size of a Behemoth on your weak points. Added effects from TP moves proc more often with a stronger potency along with Familial Traits and bonuses being turned up to 11. Yagudo's Doom lands alot more frequently and is much harder to remove. Do Not Fight Quadav From behind. Do Not, under any circumstances, fight an Orc from the front and if it turns to you either disengage or turn your back. Orcish Counterstance from a Wave 2 NM is no joke and it will One Shot a Non Tank. Be prepared to Fight Goblins 2 or 3 times, Goblin Dice in Wave 2 seems to favor a full reset on the Monster. Those brave enough to take them on and stalwart enough to win may be rewarded with a piece of Volte Amour. These pieces are very nice and in some cases offer bonuses rarely seen or only seen for your job on them. The Bastok Harness set is a great TP set for a Melee Bard.
  • The Zone Bosses for their respective city are, in many ways, more difficult than their Wave 3 Counter part. They seems to have a higher Accuracy check and can get real ragey. Each one is able to use Multiple SPs above 50% and gain access to enhanced versions along with the NQs for good measure at 50% and below. Remember what i said about Dynamis not being Zerg? This is the part to throw that out the window. With Halphas being the exception, Taking 5 or so minutes to get up good rolls, and doing a 5 song Bard Swap is just what the doctor ordered for the Zone Boss. All 4 use the Same Exact Strategy with one Caveat on Halphas. You will utilize a height disparity to keep your backline out of harm's way, you want your front line in Full DT. Oh your TP gain falls off in DT? Get better DT gear then. Let the buffs do their job. If you're tryin to take on the Zone Boss in Ambuscade +2 gear, you might want reevaluate your life choices before engaging the guy with the funny hat.

Your BRD's play list should be

  • BRD #1 : March x 2 Minuet x 3. If 3 Song , March x 2 , Minuet x 2
  • BRD #2 : Carol x 2 Madrigal x 2 Scherzo. If 3 Song, Carol T2, Madrigal x2, Scherzo
  • Windurst- Wind Carol
  • San D- Thunder Carol
  • Bastok- Earth Carol
  • Jeuno- Light Carol
  • If your Tank Party is lucky enough to have a BRD as well dont include them in the swapswap. Too many moving parts can cause trouble. The songs depend on the party build but good defaults are:
  • March x 2 Sirvente Scherzo
  • If 3 song: Marcato Victory March,Foe Sirvente, Scherzo
  • WHMs should Barthundra to take the edge off of Stun in all 4 zones. You can also replace zone specific carol with Thunder to help aid.
  • You may have noticed the Tank PT BRD recommendation doesnt list Clarion Call use. The idea is for the less experienced groups to have an "Oh Shit, we wiped. What do we do" emergency button. The Tank PT doesnt need 5 Soul Voiced Songs. Yea they help or are cool, but especially when learning how to handle Halphas, having a BRD with SV/CC can prove helpful if things take a turn for the worse.

Jeuno


We like to clear a path from the Palace to the stair case leading down towards the MH in Wave 1. When Wave 2 starts, this requires minimal clearing of the stairs and Bridge (See pics). There are minimal statues in Wave 1 in this path as well. It is a huge time saver. There is a Danger element here however. The danger is the back line needs to get back to that staircase before the Wave 3 Halos pops, which means you're running while Obstrix is still alive. This leaves your Melee healerless for a few seconds. if you have a PLD as one of your tanks the danger is lessened but not mitigated. Depending on how fast you're pushing it down will determine when you need to run. Ideally you want the Backline to get to safety just after Obstrix dies.


Bastok


Bastok has a tall order to fill in terms of prep work. There is no way to shorten the process like in Jeuno. Once the Mid-Boss dies get 2 Binkys. You will need to clear from the Mid-Boss to the MH ( see pic for pathing) AND you will also need to clear the area outside of the Mid Boss staging area. This is where the 2 Binkys comes into play. You can shave some time by splitting up. Bastok has my favorite Killbox. Its easy to use and causes no issues before, during or after the kill. No Panic run for the back line to get to safety, no blind spots. Just kicking the shit outta the turtle.


Windurst


Windy has less clearing than the other 3 zones but it has alot of running. Theres only a handful of statues to clear but you gotta drag Fii Pexu from the MH to Heaven's Tower. Que NWA's 100 miles and running. There are 2 ways to use this Killbox. The popular strat is to have the melee on the bridge and the backline in the alcove where the HP crystal is. We however flip it so the melee Fights in the alcove. We've run into issues with ppl getting knocked off the bridge (with and with out TAKO being used) and the Dark Circle spawns in that spot so rather than risk the back line, the front line takes the risk. Its easy to handle after a little practice.

The Halphas Caveat

  • Halphas is the most difficult and dangerous boss in all of Dynamis D.Hands Down. Remember that thing about how quick it was to get to Wave 2 in San D'Oria? This is why. The 10-20+ minutes you save getting to Wave 2 is used to clear your kill box and the path to it, then fighting the boss. For lower tier groups this fight can draw out to 10 or more minutes.There's some pretty good videos out there that I'll link to save some space. Nitro Songs with Soul Voice in pocket just in case. There's alot that can go wrong with this fight. He becomes a real jerk below 50% and if you have some strong DDs that dont understand the concept of Restraint, he can turn and Orcish Counterstance them a dirt nap lickitey split.
  • There is technically 2 killboxes you can use but really only 1. There's some ppl who have used the AH for the height disparity but doing this requires use of Anchor, but as Square quietly combats cheating with code changes that negates 3rd party tools, it can cause issues and isnt worth the hassle in the end.

Once the Mid-Boss dies, quickly get a binky and get to work. You will need to clear the statues in front of Eastgate (Clinton Pass) then go down Cavalry Way (Cosby Cove) and Squire Alley (Epstein Alley) ending at Lion Square (Trump Plaza). Dont forget to clear the Eastgate Rampart. This is the worst Killbox by far but there is no other choice. The tanks will position between the vendor stalls and they have to stay between the front 2 posts otherwise they will be out of casting range. (See Pics) It is paramount that Halphas also be in this area, using the stalls as a wall to help control Knock Back. You want Tanks on one side and melee on the other.

RP Farming:Dialing 999 for Maxwell Murder

RP farms are about maximum body count. You will want to arrange your parties so they are able to work as efficiently as possible. Capped or near capped haste is ideal, some attack, maybe a little accuracy. If only one job existed that could do that..... If you're thinking about farming RP, congrats on leaving the kiddy pool. In this 'Mode' you're basically operating like an Abyssean EXP PT. Wait, most people reading this wont understand that reference. You're operating like a Meat Grinder. Statues and Monsters go in the front and RP comes out the back. The amount of RP you get will be based solely on your performance. Groups that can beat the drum faster will cap their items faster than those who move at a more leisurely pace. Keeping a steady flow of statues will keep the melee busy. Stick to the rules and you will do well. having your THFs /BRD may be beneficial for loot. Taking advantage of traps is also a neat little feature. We've observed in a few runs where we have cleared the entirety of both waves, minus the Zone Boss, yields about 6000-7200 RP. Maximum RP from Wave 3 is capped around 2700 (64 Trash between the 8 halos and 4 waves from the Mega, 16 leaders), meaning that Waves 1 and 2 are the better option on many levels. if you're hitting R10 on a fresh neck, you're doing pretty good since the most you can hit is about R16. Also fun to note: 0-15 is the same as 16-20 and 21-25 is the same as 0-20, points wise respectively. 2000 RP in a run is nothing to sneer at.

Trap Maps

Bard Shards?

Jeuno

  • Jeuno Has Multiple traps in both Waves 1 and 2. They are in the same areas(Ducal Chamber and The Quadrangle/Embassies) but locations and spawns differ between waves

Wave 1

  • In each of the alcoves of the ground floor in Ducal Chamber area is a statue that will spawn 6 more along the floor in front of it.
  • In the Quadrangle are traps too, more info to follow

Wave 2

  • On the Mezzanine outside the Ducal Chamber (where the mid Boss spawns) in the 3 pockets are statues looking down stairs. They are looking at the trap spawn points and will spawn 4-6 Statues on the ground floor in close proximity to and on the stairs.
  • At the mouth of the hall leading to the Ducal Palace is a single trap that calls 4 or 5 statues of known spawns. Its position and proximity to normal statues has made it difficult to determine how many monsters are called.
  • In the Quadrangle in the corners facing the fountain are statues that spawn not only the usual traps but more traps as well! All-in-all there (ironically?) are 3 waves of traps here.

Windurst

Windurst's Traps only appear on Wave 2.

Wave 2

  • On top of the 5 'Manors' going clockwise: Koru-moru's, Yoran-Oran's, House of the Hero, Zonpa-zipa's, and Shantotto's.

These spawn 6 statues in front of said Manors. It is important to note the Spawned Statues from the trap spawn 6 Monsters each in most cases.

Bastok and San D'Oria dont seem to have traps. Needs verification.

So you wanna do Wave 3.....

Congratulations on being brave. Thank you for reading this far, as well. By this point you likely didnt need everything leading up to this point. Maybe you did. Irrelevant. Wave 3 runs take a little more preparation and have some requirements. I'll post my preferences for those that like to follow a recipe but the hard numbers are there to allow you to come up with your own strategy.

Getting to Wave 3

Alliance Make up
Melee Magic Miku's Dream Alliance that will never happen (Hybrid DMG)
PT1 Tank x2 WHM RDM BRD GEO PT1 Tank x2 WHM RDM BRD GEO PT1 PLD RUN RDM BRD GEO BST (Keeps eveything contained and dumbed down)
PT2 COR BRD WHM THF DPSx2 (or DPS GEO) PT2 COR BRD WHM THF NIN x 2 PT2 COR BRD WHM THF DRK WAR (Skillchains, baby and some "We aint here to play" DPS)
PT3 COR BRD WHM DPS x 2 GEO PT3 GEO SCH BLM x 4 PT3 SCH GEO BLM x3 Rollsair (Yes, Rico, Kaboom)
  • We get Plinky a Binky and move as quickly as possible to the Mid-Boss. We like to Call4Help to mark the Binky cuz a resist happens then shit links and it can get lost in the pile. Especially in zones with Ranged/melee resistance you dont want your Blue Binky lost ina crowd of Yellows. MNK WAR DRK are my preference.
  • After the Mid-Boss dies pull a new Binky as soon as possible. You'll clear a path from the Zone Boss to the Kill Box. Only use the alliance to clear up Resists. It saves time to let Plinky and Binky do the heavy lifting and avoids potential trouble or unintended consequences. If you are using the Magic build, ideally your BLMs can help clear statues with Death.
  • Melee This alliance make up is your old fashioned TP burn. You can work them in waves if your DT check is mediocre or try the Overwhelm approach. The latter works pretty well on all but Halphas unless you have serious gear and even then, he passes out naps like Oprah. If you can defeat Halphas, congrats, you can probably defeat any NM . The Melee need to play smart. You cant make the big numbers if your HP is at zero. Depending on your equipment will be a more deciding factor on how your alliance is built. 3 Song BRDs will need a GEO (don't say it) to shore up either Haste or ACC.
  • Magic This strat, while not as 'flashy' as the melee version has alot of advantages over it. NIN can multi-step both Light/Radiance and Dark/Umbra, have access to legit Subtle Blow gear, and are very resilient between all those shadows, DT gear, Migawari, and a little Scherzo when needed. The Melee PT can easily work out SCs for both Alignments and maximize DPS. The Zone Bosses are alot less ragey and the Magic DMG provides a constant DPS. Between the 4 Step Dark/Umbra, getting housed by Leaden Salute, and the Death Double Taps, this strat is pretty solid but requires coordination and people to pay attention. Probably why you dont see it that often.
  • Dream Build Magic DMG is underrated and underemployed. BST is also undervalued between its ability to DPS and Enfeeble. Llewelyn Sterk's 6 Man Dyna D Vids really show what proper Coordination with SCs and MBs are capable of.
  • a Note for CORs If you dont have an Anarchy +2 or Ataktos with TP+1000, you should strongly consider making one. From the moment the Zone Boss dies to the moment right before engaging the Disjoined Mega you will not use Leaden Salute at all. As previously stated, Volte take highly reduced darkness DMG. Savage Blade will be your bread and butter. Evisceration is good but Volte also seem to have a Critical Defense Bonus, as most NMs Post Abyssea have. If you're relying on Leaden to help keep you in the DPS mix, you are setting yourself up for disappointment.

Volte Mobs

  • Requires 1600+ ACC
  • Links with the Griefer
  • The monsters at most halos are somewhat random, but certain combinations are either favored or fixed
  • These guys hit Hard and fast.
  • Will Self Skillchain below 50% HP

If you plan on using melee DPS as your primary source of damage, those jobs will require a BRD. To hit Accuracy cap you will need over 1600 ACC. Yes. 1600+. 1565 ACC yields about a 75% hit rate. We have found when we have over 1625 Accuracy caps.

  • There is a massive difference in HP between the Trash and Leaders.
  • Volte are resistant to Darkness so if you're using Skillchains, Light alignment is best.
  • All Volte, Leader and Trash, below 50% HP will start self Skillchaining on whomever has hate so long as they dont have a SP active.

NON-Tanks in decent DT gear may survive the first WS but the second or the resulting SC DMG will kill you.

  • Speaking of SPs, a few small but significant changes you should be aware of.
  • First and foremost, Mijin Gakure is single target and tends to be used on whom ever is at the top of the list.
  • BST will charm.
  • BLUs will spam the Lv99 Magical AOE from the Hybrid Elementals.
  • Benediction restores 99,999HP. This refills Trash but not Leaders or the Disjoined.
  • BRD will charm and sleep under Soul Voice.
  • WAR spams WSs, be weary of Fell Cleave.
  • Wild Card Resets everything in a 15-ish radius to full HP and TP, but does not reset critical points.
  • BLUs, BLMs, and BRDs love casting AoE spells.
  • All magic users should be silenced. It is recommended to gang-up on the Trash to kill them quickly, and avoid any possible issues. This next statement is going to be a little confusing but with few exceptions, the monsters spawned around the halos is sort of random. Certain jobs seem to be favored, yes, but it isnt fixed. You are likely to see a PLD Leader with DNC PUP COR at the first group at the San D Air Circle, but there can be a SMN or COR leader there too. At the Jeuno Light Circle however you will always see a PUP Leader with 3 PUP trash spawn to the east side of the Halo with a very very high likelyhood of the other side being BLU Leader with at least 1 BLU trash if not 2+. The Light and Dark Circles seem to either have fixed or favored Job Combos leaning heavily towards jobs that have access to alot of AoE as well as 1 COR. You tend to see GEOs CORs BLMs BLUs BSTs and SMNs around these circles. If a GEO is present, it is highly recommended that your puller gets as close as possible to them before gaining aggro and waiting for the GEO to place their bubble before pulling them back. The GEO will blow it up 95% of the time, it has a Large AoE (Info to be added on size) and does massive damage. This is where a PUP Bot comes into play as being very useful. You can send the Bot at the leader, once the bubble(s) are out, pull it back and peel them off.

Halos, The Griefer, and when pulls go sideways

  • Halo ACC check is well below 1600 (Hard numbers to come), closer to 1450 or less
  • The Griefer does not despawn. You must destroy the Halo.
  • The Halo spams Magic DMG of the aligned element in a 29 yalm bubble. to avoid it you must be 30+ away.
  • If a Tank can hold Hate on the Halo while standing Between 16 and 18 Yalms away, the AoE Damage will stop. Standing around 17/17.5 is ideal.

The accuracy check for the Halos is pretty low allowing you to replace the Madrigals with Minuet or Carol if you want. It depends on your group. 1 tank dedicated to holding the Griefer and one for The Halo works well, but with the distance needed to remove the AoE DMG a Tank can struggle to keep Hate. Double Carol+WHM barspell or Carol 2+WHM Barspell+Geo's Fade or Carol x 2 + Fade will reduce AoE dmg from the Halo to something really manageable. The Griefer is best handled by a Bot but as long as it's not being fed TP, The tank shouldn't have an issue. It's important to note that once the Griefer is spawned, it will not despawn until the Halo is destroyed. When first spawned it also seems to link with all the Volte surrounding the Halo but links on sight if allowed to deaggro. If you pull a set of mobs and it links with a spawned Griefer, you're getting the whole halo. Avatars can be slept by any mage with Native Enfeebling Skill. All Volte BST call Bombs: Trash will call a Bomb, Leaders call Triple Clusters. The Bombs, Clusters, and Volte are resistant to Sleep. A RDM seems to be the only job capable of landing it on the aforementioned monsters. Break will land on the Bomb/Cluster but its a fight for a non-RDM. Silence is also difficult to land by non-RDMs. A single RDM in the alliance can be the difference between clearing 4 Halos and clearing 6 or more. It is recommended to fully clear the halos that impede progress to the Mega's Spawn area. If your Group is taking 10 or more minutes to clear the Volte around a halo, you're gunna need to make some hard choices about which Circles to destroy either by legit clear or a sac-pull. Which brings us to......

Engaging the Disjoined and what to expect

How many Circles did you clear? Good job. The Individual Pages for each Disjoined states something like defeating each circle removes Damage Taken and something about elemental damage and the circles. Some may call this unverified but while I can't say for sure the Halos affect DT I can tell you this: If a circle is still up, The Disjoined is immune to that element entirely. Not just damage but enfeebling magic too. Light circle stull up? No Dia, no Flash, no blank gaze. Darkness up? No drain, no Aspir, No Jettatura. Ice? No paralyze. 分かりますか? In the last section I said you may need to choose which halos to take down and which to leave if you're DPS is low. I can tell you that the -DT that is supposedly attached to the Halos is questionable, but the impact it has on Magic DMG and enfeebling is where the real money is. Remember how Volte take reduced Darkness DMG? The Disjoined Mega takes extra special DMG from Darkness. Yea, for real. I intend to back this up with some hard numbers eventually, but you can see it in action with your CORs using Leaden Salute. I would prioritize the Darkness Circle no matter what zone you are clearing, but Square went out of the way to make sure it is out of the way to get except for San D'Oria. Maybe they were being nice cuz Halphas. Who knows. I recommend to pull the Mega away from its spawn spot. This is 2 fold. The main reason is the adds that get spawned at 79%,59%,39%,19%. Just in case you Wipe, the Mega will return to his orginal spawn spot, but his/her buddies will stay where they popped! Even more cool is as long as there is suffient distance between them and the Bag, they will not link. Incredible. The second reason is to position it for knockback and things like that. You should consider treating the Disjoined like the Statue from Wave 1. Funny how things come full circle, no? All 4 have access to an AoE WS that can wreak havoc on your alliance and has a pretty substantial area of effect. You'll also want as many instant use Reraise items as you can carry. I personally have seen 'Back to Back' Odin calls. A Hairpin, Earring, or Gorget isnt gunna cut it. Dont be cheap. In the time it takes to use a Reraiser or Hi-Reraiser, Odin can get called again, causing a Wipe. Its rare, but it CAN happen, and will. The Pages for the Disjoined dont say it but the Odin AoE is around 21-25. I'll verify and post.

  • If you're seriously trying for the win CORs must be pulled away from the Mega 21+ Yalms. 25 is best. Wild Card will restore its HP to full but the good news is whatever HP thresholds you have passed arent reset. So if you get a COR that restores it from 35%, you have a clean shot to 19% with out adds.Restored HP does not count towards Mask completion! If Wild Card goes off and restores Disjoined HP, removing the restored HP does not fill your mask until you are back to where you left off. Did it get restored from 47%? You will have to get it to 46% before you see progress again.
  • BSTs can be problematic because if they charm the Tank and there isnt 2, shit goes sideways real fast.
  • It is highly recommended to silence GEOs before destroying the bubble.
  • Mask fill per run is hard capped at 50%. you can not fill it more in a single run.(Note: We are having trouble confirming or disproving this. More testing is needed)
  • Odin is not time based, possibly HP based. In all the encounters I/we have had with the 4 Disjoined Bosses, Odin being summoned has nothing to do how long we have been fighting.
  • A solid strategy to employ on the Mega Boss is to keep your strongest DPS and Strongest COR on the Bag while the rest of the alliance clears the Trash Adds. If you cleared the Dark Circle and your COR is moderately strong you can conceivably see some serious damage. Remember what I said about treating it like the mid boss? If your top DPS can open darkness for that COR you may just hit that next threshold by the time the last add dies.

Conclusion

I appreciate that Wave 3 can be a daunting task. The Accuracy check, The Zone Boss Fight, the planning, people going AFK at the worst times (I'm lookin at you Mount). The rewards seem questionable at first glance. "Miku, I have no plans of making 'insert REMA' for 'insert Job' cuz Kaja/Pulse weapons or Naegling. Getting access to Ultimate Augments does me no good." You may change your mind. And you'll get more Detritus than Omen."I solo more in Omen". Well all that gangster gear you got serves no purpose then. And if you're discouraged because you're struggling getting the Disjoined past that first HP threshold, 10% of your Mask each run is respectable. Sure it will take you 10 or 11 runs to complete your Mask of Light, but doing the Job Point route takes over 4 months of you're turning in 700JP a week. 10 Wave 3 runs is 5 or 6 weeks. That's significantly less.

Video Links

Llewlyn Sterk's Page


Not gunna lie, I'm a Fanboy. I was originally gunna post the 3 links for the 6 Man Dynamis but realized this guy's body of work needs to be recognized. He has no Bastok Run. Apparently no one likes Basuck, amirite?


Kiko XI Allday


This video is an excellent visual pathing and positioning Guide for the Halphas Fight. Kiko's LS seems to be using a ranged Strat reliant on multiple COR and RNG which, honestly, is quiet baller. The Mid Boss absolutely melted, I had to watch it again. I was surprised to see hate go wonky at the end but I cant tell everything going on. Going against the norms is what i'm all about though and its nice to see a new strat work and work well.