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        <s:name>General Dynamis Strategy</s:name>
        <s:content>Dynamis zones are limited to 64 people.  More specifically, only 64 hourglasses may be traded for entry into a dynamis zone (a 65th trade cannot occur even if there&apos;s less than 64 people inside the zone).  &#xD;&#xA;&#xD;&#xA;There are six dynamis zones total:&#xD;&#xA;&#xD;&#xA;- [Dynamis Bastok]&#xD;&#xA;- [Dynamis Windurst]&#xD;&#xA;- [Dynamis San d&apos;Oria]&#xD;&#xA;- [Dynamis Jeuno]&#xD;&#xA;- [Dynamis Beaucedine]&#xD;&#xA;- [Dynamis Xarcabard]&#xD;&#xA;&#xD;&#xA;After defeating the Mega Boss for each zone, a ??? will appear where the Mega Boss died, examining this ??? will enable you to obtain a special key item for the zone.  In order to gain access to Dynamis Beaucedine, you must collect all four key items from Dynamis Bastok, Dynamis Windurst, Dynamis San d&apos;Oria, Dynamis Jeuno.  In order to gain access to Dynamis Xarcabard, you must first obtain the key item from Dynamis Beaucedine.&#xD;&#xA;&#xD;&#xA;----&#xD;&#xA;&#xD;&#xA;General Dynamis Preparation&#xD;&#xA;&#xD;&#xA;- Items: Before entering dynamis, make sure your gobbiebag is property stocked with any potions you&apos;ll need during battle.  These include poison pots to counteract sleep, echo drops for any person wishing to cast spells/songs/ninjitsu, and holy water for tanks to counteract curse.&#xD;&#xA;&#xD;&#xA;- Party Setup:  In general dyanmis alliances are made up of 3 types of parties, tank parties, mage parties and melee parties.&#xD;&#xA;&#xD;&#xA;-- Tank party: Tank, Tank, Tank, Refresher, Healer, Healer.  The general setup for this party is pldx3, rdm, whmx2, however, in dynamis, any job that can take a little damage and use provoke or blink to stay alive can be used to fill the Tank role (???/war, nin/???).&#xD;&#xA;&#xD;&#xA;-- Mage party: Refresher, Mage, Mage, Mage, Mage, Mage.  Mage parties are usually refreshed with a brd or two rdms and the rest of the party is filled to the gills with blm and smns.  Make no mistake, these parties are your major firepower, do your best to keep them alive and they will do their best to end battles quickly.&#xD;&#xA;&#xD;&#xA;-- Melee party: Healer, Melee, Melee, Melee, Melee, Melee.  Any job here with cure spells can is suitable for the task of healer.  Most hate during dynamis should be focused on the tanks, so more advanced melee parties can often survive with minimal healing or even jobs with healing subjobs (drg/whm comes to mind...)&#xD;&#xA;&#xD;&#xA;----&#xD;&#xA;&#xD;&#xA;Dynamis Monsters&#xD;&#xA;&#xD;&#xA;In general, there are two types of monsters in dynamis (excluding NMs and Mega Bosses).  These are statues and beastmen.  Beastmen are what you&apos;d expect, except in dynamis, beastmen have the ability to use their two hour abilities.  Beastmen are fairly easy to sleep en mass, as long as the sleepers have relatively high enfeeb.&#xD;&#xA;&#xD;&#xA;The second type of monster, statues, are slower moving stone like caricatures of beastmen.  Some do cast spells, but for the most part, they only melee and are easily kited by any job type.  They can easily be dispatched by 1 or 2 level 75 mages from afar.  It&apos;s important to note, once statues gain tp, they have very deadly AoE physical attacks.  Because of this, most dynamis groups prefer for mages to kill statues and at all costs avoid engaging statues in melee combat.&#xD;&#xA;&#xD;&#xA;----&#xD;&#xA;&#xD;&#xA;General Fighting Strategy&#xD;&#xA;&#xD;&#xA;In dynamis, the best way to survive is to manage your firepower adequately, you want to be able to take down mobs fast, but also be able to move from mob to mob at an adequate pace to avoid running out of time.  Because of this most dynamis strategies revolve around the idea of having one or two players responsible for choosing the target for the group to focus on.  This player(s) is often referred to as the &quot;assist&quot;.  Using the /assist command in a macro, and turning off the game&apos;s autotarget allows everyone to focus on the assist&apos;s target in a timely fasion.&#xD;&#xA;&#xD;&#xA;Another role often used is that of a &apos;puller&apos;.  This person is responsible for aggravating a monster and pulling it and it&apos;s spawn to camp.  Though it&apos;s a fairly dangerous job, it&apos;s important to realize the importance of a knowledgable puller.  A puller for a group, must know the spawn locations of beastmen and their agro radio in relation to other spawns.  Pulling a mob at the wrong time can easily result in bringing too many mobs to camp.  When this happens, skilled pullers can often handle the situation by moving the monsters away from group, yet allowing the tanks to provoke any needed mobs to be killed by the group before training the rest of the monsters to a safe spot to die (a.k.a death pull).&#xD;&#xA;&#xD;&#xA;In general, dynamis zones require the killing of a prerequisite number of NMs in the zone before the Mega Boss will appear. Winning effectively at dynamis then becomes being able to move thru the zone in a timely manner, in order to reach these NMs and popping the Mega Boss before the time limit is up.  If that wasn&apos;t enough, some specific mobs in dynamis also give you time bonuses for killing them.  Learning which mobs are timekeepers and which timekeepers are worth persuing is part of the fun and puzzle of dynamis, enjoy!&#xD;&#xA;&#xD;&#xA;----&#xD;&#xA;&#xD;&#xA;Death&#xD;&#xA;&#xD;&#xA;A full alliance wipe in dynamis can be a costly thing, not only is experience lost, but time on your glass is spent not fighting, but instead raising the dead and resting.  Expect to die alot in dynamis, especially if you fill any important roles in the group (puller, sleeper, tank). Also, be prepared to accept a raise II or I, so that everyone in the group is back up to fighting shape in a timely manner.&#xD;&#xA;&#xD;&#xA;</s:content>
        <s:mTime>2005-08-23 11:34:41.081</s:mTime>
        <s:cTime>2004-09-30 13:44:37.651</s:cTime>
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