Dynamis - Buburimu

#### General Info

* **Multiboxing is strictly forbidden in Dynamis.** It can crash your client and/or bring the server down.
* Do not one-shot statues. NMs are spawned so pop items are not used. You must attack Statues in order to spawn the necessary NMs to complete Dynamis.

 Entry
 Requirements
 Initial Time Allotment

#### Maps

WARNING: MAPS ARE INCOMPLETE!

 File:Strategy bub1.jpg
 File:Strategy bub2.jpg

#### Strategy

##### Basic Strategy

* Alliances camp on the beach area directly west of Mhaura. Mages on the upper edge of the cliff will not be affected by Dragon AoE abilities.
* (Order optional) Pull and clear Dragon NM Stollenwurm. This removes Apocalyptic Beast's Lodesong ability.
* (Order optional) Pull and clear Dragon NM Aitvaras. This removes Apocalyptic Beast's Voidsong ability. Alliances should make sure to reapply removed buffs after Aitvaras has been defeated.
* (Order optional) Pull and clear Dragon NM Tarasca. This removes Apocalyptic Beast's Heavy Stomp ability.
* (Order optional) Pull and clear Quadav NM Gi'Bhe Fleshfeaster. This removes Apocalyptic Beast's Benediction ability.
* It is not necessary to clear additional dragons prior to pulling Apocalyptic Beast. The remaining dragons will disappear once Apocalytpic Beast has been defeated.

##### Boss Strategy

 File:Bub boss.jpg
* Using the same camp, pull Apocalyptic Beast to the beach area at the bottom of the ramp, staying within casting range of mages at the top of the cliff.
* Certain abilities will be "removed" from Apocalyptic Beast, varying with the Dragon and Beastman NMs defeated prior to pull. Apocalyptic Beast will "use" them, but there will be no effect.
* Apocalyptic randomly uses dragon special abilities, and cycles through the two-hour abilities of each job as they are listed in the standard job list (eg., Mighty Strikes => Hundred Fists => Benediction => Manafont, etc.) every 45-75 seconds.
* Defeat Apocalyptic Beast.

**Defeating Apocalyptic Beast grants a 60-minute time extension and a small chance to receive 4 random 100-piece currencies.**

##### General Advice

* Due to the subjob restriction, players entering Dynamis-Buburimu while the restriction is in effect will automatically lose all buffs applied outside the Heiroglyphics. It is possible to clear the subjob restriction and allow players to enter Dynamis-Buburimu without losing buffs applied outside the zone.
* Terrain can be used to avoid certain AoE abilities. Use it to your advantage!
* To take full advantage of limited run time, kill only necessary NMs prior to fighting Apocalyptic Beast. It can be advantageous to have multiple players tracking and pulling NMs to be killed in quick succession.
* It is not possible for Apocalyptic Beast to have the effects of two job-related abilities simultaneously (ie., it cannot both have Mighty Strikes and Hundred Fists active, Hundred Fists would be used after Mighty Strikes wears off). Apocalyptic Beast begins cycling through job abilities on aggro.
* Apocalyptic Beast has some resistance to Stun.
* During Chainspell, Apocalyptic Beast will cast enfeebling -ga spells (eg., Blindga, Paralyga, Bindga,). During Manafont, it will cast series III -ga.

Clearing Nightmare Uragnites:

 File:Bub uragnites.jpg
* Nightmare Uragnites travel along east-west lines across the beach. Though each Uragnites travels at the same speed, the paths vary in length, thus it is possible to pull them safely without linking as they will not always be aligned with other uragnites on either side.
* As listed on the map, Nightmare Uragnites spawn either one or two additional uragnites when pulled (two or three total).
* Spawned Nightmare Uragnites appear along the path the pulled Uragnite travels, not in pre-specified positions. Pullers must be careful not to link additional Uragnites when pulling from the north or south edges back to the alliance.
* It is easiest to pull the groups of two Uragnites before pulling groups of three. Pulling becomes easier as the lines begin to thin.

* It is well worth the time waiting for Uragnites to be in a safe position rather than pull hastily and link the entire area. Pull a Nightmare Uragnite as it is approaching and Uragnites on either side are returning to the water.
* To limit exposure to Poison, Plague, and Gravity, supporting mages should camp on the cliffs while melee and tanks should fight below.
* After a significant amount of damage, Nightmare Uragnites enter their shell for a random length of time. During this period, they resist all forms of damage and begin to regenerate HP.
* Nightmare Uragnites use Venom Shell when damaged while it is inside its shell. Melee-heavy alliances face being constantly poisoned and plagued. Be prepared to use lots of Antidotes if necessary.
* If possible, TP should be saved until a Nightmare Uragnite is outside of its shell for greater potential damage.
* Nightmare Uragnites can easily be killed by groups of BLMs by coordinating their spell casting to land simultaneously. Early casts will cause the Uragnite to enter its shell, wasting potential damage and triggering Venom Shell when other spells later land. Nightmare Uragnites can be Aspired and Drained while it is in its shell with no resistance penalty.

#### Zone Item Drops

##### Relic Armor

Beastmen in Dynamis-Valkurm have a probability of dropping LV71-specific armor.

* Warrior's Mufflers (WAR Hands)
* Melee Hose (MNK Legs)
* Cleric's Cap (WHM Head)
* Sorcerer's Gloves (BLM Hands)
* Duelist's Gloves (RDM Hands)
* Assassin's Vest (THF Body)
* Valor Gauntlets (PLD Hands)
* Abyss Gauntlets (DRK Hands)
* Monster Jackcoat (BST Body)
* Bard's Roundlet (BRD Head)
* Scout's Braccae (RNG Legs)
* Saotome Haidate (SAM Legs)
* Koga Kyahan (NIN Feet)
* Wyrm Greaves (DRG Feet)
* Summoner's Bracers (SMN Hands)
* Mirage Shalwar (BLU Legs)
* Commodore Gants (COR Hands)
* Pantin Babouches (PUP Feet)
* Etoile Tiara (DNC Head)
* Argute Loafers (SCH Feet)

##### Relic Armor -1

Nightmare enemies have a probability of dropping a random armor -1 item when defeated:

* Warrior's Mufflers -1 (WAR)
* Melee Gloves -1 (MNK)
* Cleric's Mitts -1 (WHM)
* Sorcerer's Gloves -1 (BLM)
* Duelist's Gloves -1 (RDM)
* Assassin's Armlets -1 (THF)
* Valor Gauntlets -1 (PLD)
* Abyss Gauntlets -1 (DRK)
* Monster Gloves -1 (BST)
* Bard's Cuffs -1 (BRD)
* Scout's Bracers -1 (RNG)
* Saotome Kote -1 (SAM)
* Koga Tekko -1 (NIN)
* Wyrm Finger Gauntlets -1 (DRG)
* Summoner's Bracers -1 (SMN)
* Mirage Bazubands -1 (BLU)
* Commodore Gants -1 (COR)
* Pantin Dastanas -1 (PUP)
* Etoile Bangles -1 (DNC)
* Argute Bracers -1 (SCH)

##### Relic Accessories

 Pantin Cape (PUP)  Sorcerer's Belt (BLM) Scout's Belt (RNG) Warrior's Stone (WAR) O. Bronzepiece | Nightmare Bunny Nightmare Eft Nightmare Mandragora

##### Currency

* One Byne Bill
* One Hundred Byne Bill
* Tukuku Whiteshell
* Lungo-Nango Jadeshell
* Ordelle Bronzepiece
* Montiont Silverpiece

##### General & Synthesis Items

* Gold Beastcoin
* Mythril Beastcoin

#### Abilities

* Foot Kick - ST Damage (critical)
* Whirl Claws - AoE damage (LARGE range, up to 3 shadows, very heavy damage)
* Wild Carrot - HP Restore (varies with current HP)
* Crispy Candle - LoS Damage (fire-based)
* Frypan - AoE Damage, Stun
* Goblin Rush - ST Damage, Knockback
* Paralysis Shower - LoS Paralyze
* Smokescreen - LoS Blind
* Goblin Dice - Randomly one of the following (NMs only)
	+ AoE Virus (not Plague)
	+ AoE Dispel (removes one effect on players)
	+ AoE Poison (-10HP/3s?)
	+ AoE Silence and Slow (Slow must be Erased)
	+ AoE Sleep
	+ AoE Damage (magic-based?)
	+ AoE TP Reset
	+ AoE Revitalize (players' abilities restored)
 Nightmare Cockatrice
 * Baleful Gaze - LoS Petrify
* Poison Pick - ST Poison (-5HP/3s)
* Sound Blast - AoE INT Down (INT-20, diminishes)
* Sound Vacuum - AoE Mute (~35s, can't remove with Echo Drops/Silena)
* Arm Block - Defense Boost
* Battle Dance - AoE Damage, DEX Down
* Howl - Warcry
* Shoulder Attack - ST Damage
* Slam Dunk - ST Damage, Bind
 Nightmare Crab
 * Bubble Curtain - Magic Defense Bonus
* Bubble Shower - AoE STR Down (STR-15, diminishes)
* Big Scissors - ST Damage
* Scissor Guard - Protect
* Howl - Warcry
* Shell Bash - ST Damage, Stun
* Shell Guard - Defense Boost
* Ore Toss - ST Damage
 Nightmare Crawler
 * Cocoon - Defense Bonus
* Poison Breath - LoS Poison (-5HP/3s)
* Sticky Thread - LoS Slow (overwrites Haste)
* Feather Storm - ST Damage, Poison
* Howl - Warcry
* Parry - Defense Boost
* Sweep - AoE Damage, Stun
 Nightmare Dhalmel
 * Berserk - Berserk
* Cold Stare - LoS Silence
* Healing Breeze - AoE HP Restore (sizable range, will wake up nearby enemies)
* Sonic Wave - LoS DEF Down (-?%DEF)
* Stomping - ST Damage
* Whistle - AoE AGI Boost (self and surrounding enemies)
* Numbing Noise - AoE Stun (~5s)
 Nightmare Mandragora
 * Dream Flower - AoE Sleep (cannot remove with Poison/Venom)
* Head Butt - ST Damage (critical?)
* Leaf Dagger - ST Damage, Poison (-?HP/3s)
* Scream - AoE MND Down (MND-20, diminishes), Terror (~5s)
* Wild Oats - ST Damage, VIT Down (-?VIT)
* Blindside Barrage - LoS damage
* Broadside Barrage - LoS damage
* Helldive - ST damage
 Nightmare Scorpion
 * Critical Bite - ST Damage (critical)
* Earthbreaker - AoE damage, Stun (large range)
* Evasion - Evasion Boost
* Stasis - ST Paralyze
* Venom Breath - LoS Poison (-50HP/3s)
* Venom Sting - ST Poison (-100HP/3s)
* Venom Storm - AoE Damage, Poison (-20HP/3s)
* Venom Shell - AoE Poison/Gravity (-35HP/3s)
* Palsynyxis - ST Paralyze
* Suctorial Tentacle - ST Bind

##### Targeting Order

* SMN > BLM > BST > BST's Pet
* WAR = THF = RDM = PLD = DRK = BRD = RNG = SAM = DRK > MNK
* WHM > NIN

#### Other Resources

* Original Strategy/Discussion: Dynamis-Buburimu
* FFXIclopedia Entry: Dynamis-Buburimu