Dy. windy Information

Everything Dynamis

Moderator: HappyHumans Moderator Group

Post Reply
Message
Author
User avatar
Dchaos
GM-1
Posts: 1216
Joined: Tue 2004 Sep 07 10:40 EDT
Location: Connecticut, USA

Dy. windy Information

#1 Post by Dchaos »

General guidelines for Dynamis-Windurst

Though it should be common practice to carry the following items for any dynamis, in Windurst, please take note that the following items are recommended for all players:
* Poison Potion (x12): Probably don't need a full stack, but besides the regular blm mobs, there are statues in this zone that love to cast -gas including Sleepga and Sleepga II
* Echo Drops (x12-x24): The BST mobs in this area summon crows which have the annoying ability to cast silencega. If you can't keep them all silenced, anybody that wants to cast will quickly find echo drops a much needed medicine.
* Powder Boots: If you are a small dynamis group, or lack a capable THF puller, make sure your puller can us a pair of these and bring along two, just in case. Many of the NM pulls in Dynamis-Windurst are traditionally done via sacrafice pulling.


Keep the bridges clear! Or rather, have all your non-tanks on one side of the bridge. When pulling on the small islands, it may prove useful to have your tanks kite any statues/mobs behind the group on the last bridge you cleared, having everyone stick to one side makes way for the plds and nin to move about freely on bridges.

General Overview

Dynamis-Windurst takes place in Windurst Walls. Your spawn point, like all cities, is the Mog House exit. For this zone, the Mega Boss will not spawn until you have killed five NMs in the zone:

# Maa Febi the Steadfast
# Muu Febi the Steadfast
# Wuu Qoho the Razorclaw (MNK)
# Xoo Kaza the Solemn (BLM)
# Haa Pevi the Stentorian (SMN)
# Loo Hepe the Eyepiercer (RDM)


Because of the layout that is Windurst Walls (small islands separated by long bridges), it is imperative your puller pulls at an increased rate. Constantly keep your group moving, unless it's a sacrafice pull. There are some exceptions to this rule, but for the most part, keep your group near your puller. The speed of movement in this zone is what makes the difference between winning and losing.

Windurst Strategy

Image
Here's the general path you want to take upon entering. Pull as soon as you have 20+ in the zone, do not wait for your whole group to enter. For the most part, the mog house entrance and it's surrounding area is empty and a safe place to afk if needed, at the beginning of the event.

Take note on camp 1, you will want to camp here for the first few pulls on the bridge. This is the first exception to the general rule of keeping your group moving. Keep your camp at the mouth of the bridge, after killing the initial mobs and making your way to the first circle platform on the bridge, repops will appear at the mouth of the bridge.

Camp 2 is the second exception to the rule. Keep everyone at this point until you have successfully cleared the landing of the bridge, here is where you will fight the first of many BST mobs to come (watch that silencega!). Keep your group back away from the ramp above AH, as the icons like to move back and forth. When clearing AH, if everyone moves too close, you will most likely link the statue pops moving back and forth on the ramp.

The first NM here is mixed in with a few SMN mobs, keep those avatars silenced and watch out for the NIN two hours and you should be fine. Killing these, along with the statues should get you the first TK (20 minutes). If you managed to link the moving statues above, you probably wiped or lost a few members, regroup at camp 2 and head up the ramp when ready.

After the moving statues, there are two stationary statues at the top of the ramp on each side, pull the left one first, then the right one. After these two statues are clear, you can safely move your camp from position number 2. From now on, i'll refer to this island as "AH Island".

Upon clearing the rest of this island, have your camp setup at number 3. You will be parked here for a while. Like camp 1, mobs repop on the bridge after clearing it and aggroing the mobs on the next island. Since AH island is clear, your tanks have plenty of room to kite, this will be your first encounter with the statues that like to cast -gas, as well as more BSTs and crow mobs, use those poisons and echos accordingly.

Image
Do your best to clear the next island (east of AH island) and setup camp at number 4. Pull the mobs on the next bridge and the mobs at the mouth of the next island. This next island has one TK, one NM and several several several mobs. From this point on, this island will be referred to as Shantotto's island. This is where you will have your first sac pull.

You can avoid all aggro from Shantotto's manor by hugging the west edge of the island. Make your way up the path to the Consulate of Jeuno. Have your puller (red line) and 1-2 provokers (blue line) at this point and sac pull the middle statue. Please take careful note, upon spawning Razorclaw, there will be a statue repop on the path you just traversed, unless you want to link the whole train back to the group, make sure the puller has all the hate before having the provokers pull Razorclaw off the train to take back to camp #4.

Your sacrafice puller can safely train to the side of Shantotto's manor giving your provokers enough time to make it across the bridge with Razorclaw. The bridge should also give you enough warning in case you did link, so have the group not cure the provokers until the sac puller gives the all clear.

If you are an experienced group, take on the challenge of clearing Shantotto's Manor first before sac pulling the consulate of jeuno.

After you are done with Razorclaw (don't forget to Stun that 100 fists!), make your way back to AH island. This time, setup camp on the west bridge landing. More -ga casting statues await.

Once you've cleared this bridge of statues and all it's pops, setup camp at #6, the middle platform bend in the bridge. Remember, keep the bridge clear on one side to help your tanks kite any statues/mobs while fighting.

Image
Clear the landing at the bridge to Heaven's tower. There should be 2-3 statue + mobs on the bridge to Heaven's tower, pull and clear them out now. Get everyone up and rested after these mobs are cleared, it's time to do a little MGS. Your next task is to get you and your group past Koru-Moru's manor WITHOUT GETTING ANY AGGRO and setup camp at #7. I will simply refer to this spot on the map from now on, as The House. Each time you pass it, you must hug the far edge to avoid aggro (Blue Arrow). Linking and aggroing The House before you are done with two NMs to the north will mean certain doom for your clearance attempt.

Image
The two NMs that remain on this side of Walls are the SMN to the north and the BLM to the West. Since both of these involve sacrifice pulling clockwise on the map, you will want to sac pull the SMN first, so forget about the BLM for now. Set your blms up on the mouth of the next bridge, do a timed -aga nuke on the two statues, their aggro will pop 2 Yagudo which you can be safely pulled to camp #8. Clear the rest of the bridge and setup camp again at the circular platform at the bend of the bridge.

Your puller this time requires flee, he will be aggroing the statue at the top of the House of the Hero and running as fast as he can, clockwise, to the spot he died at Shantotto's Manor. All the Yagudo mobs at the House of the Hero are smn mobs, so make sure the pops have hate on the puller before yanking Haa Pevi the Stentorian off the train.

Please take special note, if your sac puller goes too far clockwise on the map, and dies beyond Shantotto's manor, there is a high probability instead of pathing back the way they came, the train will path back clockwise, coming at your group from behind and even aggroing The House. This is why it essential for your puller to have flee, so they can make sure they have enough time to find a suitable place to die. When starting this pull, send a WHM back the way the rest of the group came and wait for the puller to die at a safe distance, you will need their flee again soon.
Image
After you've dispatched Haa Pevi, head back to your camp at position #8. If your sac puller from Haa Pevi isn't back and ready yet, have another puller with flee aggro the statue at the top of Koru-Moru's Manor and train the mobs to the old camp #9 position. Since this NM will usually start off by casting a long -ga or IV spell, add a RDM to your voker group. As soon as the whole train has aggro on the puller, have the RDM run up and ES + Silence Xoo Kaza the Solemn as the vokers grab hate and pull him off the train back to camp #8. With all blm mobs, use poison to counter act his Sleepga I and IIs.

When done, depending on how much time is on the clock, you may or may not want to go for the TK to the far north. The statue is located at the doors to Toraimarai Canal, and when aggrod, pops about 2 or 3 statues on the path back to him. One strategy to get this TK with ease, is to take a small blm party, train and die to the position overlooking the TK statue, rr up and time nuke the statue after dropping your glass. If you are running under 20mins left on your clock, I strongly adivise not going for this TK, as it will take you just as much time as it rewards to work your way to it.

Once done with this part of the zone, head back to camp sites 6 and 7. There should be some statue repops on the bridge to Heaven's Tower, clear them and then have all your group, minus your pulling group to head back to AH island.

Image

This second to last sac pull can get very bloody, very fast, Loo Hepe the Eyepiercer is located at the zone line to Heaven's Tower. Your sac puller must flee into that small doorway, aggro the mobs inside and then pull all the way to AH island and then south to the bridge headed to the moghouse entrance. Place several vokers on this path in case the sac puller gets stunned or slept and dies before he's able to get the train past the AH. Pull eyepiercer to the group and then wait for the train to path back off of AH island.
Image
The mega boss should now be popped just south of the Auction House windows. Keeping your camp at #3, sac pull the train west and yank the mega boss off the train to the group. Your sac puller has two choices, they can pull west and then south toward the moghouse, or west towards Koru-Moru's bridge. If you are running short on time, the train from Eyepiercer may still be pathing back, so training the mega boss mobs towards moghouse should always be a safe bet. Beware, as soon as the mega boss dies, several repops occur in the zone, including the main landing on AH island as well as south of AH. Killing the mega boss earns you another 30 minute extension. You should be easily able to farm south back towards your entry point at the mog house exit.
75DRK-75RDM-75NIN-75BLM-75THF-63SAM-48MNK

铁87.3 * 金53 * 擦E0 * ??60 * ??60 * ??60 * 药52 * 渔44

User avatar
Kirakun
Angry Taru
Posts: 5150
Joined: Wed 1969 Dec 31 19:00 EST
Location: New York City

#2 Post by Kirakun »

http://lastexile.club-tra.net/v-web/bul ... ed127418a6

I move this old sticky back from the archive. Reference for whoever is pulling
ImageImage
Image

User avatar
Lazyazn
Serket Rider
Posts: 301
Joined: Mon 2004 Dec 27 14:10 EST

#3 Post by Lazyazn »

so who IS pulling again?











art on nin w/ new toy gonna pull?
Image
Image
Image

User avatar
Lazyazn
Serket Rider
Posts: 301
Joined: Mon 2004 Dec 27 14:10 EST

#4 Post by Lazyazn »

this one's strat looks weird for it goes all the way around windurst
Image
Image
Image

Post Reply