Appendix B: Run Dynamis (Delta Version) - GMT variant

This is an alternate method to resolving Run: Dynamis (Delta Version) that I personally prefer, although it is not done in PF. That being said, I still think it’s a better strat for statics.

This strat differs from the “Kinda Awk” strat by pairing one green tether with one blue tether together.

  1. Rocket Punches
  2. Oversampled Wave Cannon and Pile Pitch
  3. Hello, World

Note that this strat is not strictly superior to Awk- it has different failure conditions, although I think statics would get through Delta quicker and more consistently with this strat compared to Awk.

Clips

Here are some clips of this strat in action:

1. Rocket Punches

Tethers appear, splitting the party up into two groups:

  • Four players will have red/green tethers.
  • The other four players will have blue tethers.
    • Hello, Near World and Hello, Distant World will also appear on two players with a blue tether.

1. When the tethers appear, make a box in the center with the blue tethers alongside the bosses, and the red/green tethers making the sides.

Each corner should have a pair consisting of one player with a red/green tether, and one player with a blue tether.

All players face inwards to make the fists tidy and easy to identify (everyone on the top row faces down, everyone on the bottom row faces up.)

In this example, the corner pairs are MT+D3, ST+H1, D1+H2, and D2+D4

This is the part that distinguishes this strat from Awk:

2. Blue and yellow fists appear above each player.

Players need to adjust as needed to pair one blue fist with one yellow fist, and the party needs to determine which colour tethers are the ones adjusting.

Between the two red/green tethers and the two blue tethers:

  • One set of tethers will have fists of the same colour (blue + blue, and yellow + yellow).
  • The other set of tethers will each have one blue fist and one yellow fist.

The tethers with the blue + yellow fists will be the ones adjusting.

Red/green tethers adjust Blue tethers adjust

In this example, the red/green tethers have the blue + yellow fists, so the red/green tethers will adjust if needed.

  • MT and D1's corners each have one blue and one yellow fist, so they do not need to swap.
  • H1 and D4's corners have two blue fists and two yellow fists, so H1 and D4 will swap positions.

In this example, the blue tethers have the blue + yellow fists, so the blue tethers will adjust if needed.

  • D3 and ST's corners each have one blue and one yellow fist, so they do not need to swap.
  • H2 and D2's corners have two blue fists and two yellow fists, so H2 and D2 will swap positions.

At this point, most of the work is done, and the rest of the mechanic resolves fairly naturally.

3. Split off and form a trapezium, with the long side at Beetle Omega, and the short side at Final Omega.

4. The spinning arms appear around the arena.

5. The tethers will activate, immediately breaking the long blue tether (do not move!)

Wait for the fist AoEs to appear before splitting off (stretch your tethers).

  • Red/green tethers: Bait the spinning arms by the two bosses.
  • Long blue tethers: Bait the middle spinning arms.
  • Short blue tethers: Break your tether and move center to bait Beyond Defense.

2. Oversampled Wave Cannon and Pile Pitch

After baiting the outside arm lasers, players are split into two groups based on their tethers, with each tether group having different responsibilities.

  • Red/green tethered players will be taking monitor hits.
  • Blue tethered players will be handling Pile Pitch.

6. The outer arms will telegraph their AoEs targeting the closest player.

The Omega-M clone hits one of the two closest players with Beyond Defense.

7. The player with Oversampled Wave Cannon Loading points their monitors in the other direction of Final Omega's Oversampled Wave Cannon.

This creates a safe corridor for the three blue-tethered players that weren't hit by Beyond Defense to stack together to share Pile Pitch.

Note that the Pile Pitch stack may or may not include the player with Oversampled Wave Cannon Loading.

The player hit by Beyond Defense stands somewhere within this corridor, away from the Pile Pitch stack.

3. Hello, World

This is the last part of the mechanic, and is where players will finally resolve Hello, Near World and Hello, Distant World.

We decided to follow Kinda Awk’s spread positions, which doesn’t quite fit the strat, but it’s only a minor adjustment.

Also of note, we flipped the red/green tether roles- we let the red/green tether on the safe side of Omega stay where they are, and let the other pair break (this is reversed in Sfia’s GMT group).

8. The "beetle" Omega lights up to cleave one side of the arena. Move in to the safe side.

The green-tether pair on Beetle Omega's safe side

Position to receive Hello, Distant World:

  • The player towards Beetle Omega stands on Beetle Omega.
  • The player away from Beetle Omega goes to the intercardinal mark away from Beetle Omega, and three more notches away.
The green-tether pair on Beetle Omega's unsafe side
  1. Break the tether when the tether's debuff timer reaches 15 seconds.
  2. Position to receive Hello, Near World:
    • The player towards Beetle Omega goes to the edge, at the intercardinal position towards Beetle Omega.
    • The player away from Beetle Omega goes to the marker at the intercardinal position.
Hello, Near World Stand three rings from the center along the cardinal between the two bosses.
Hello, Distant World Stand at the edge along the cardinal between the two bosses.
The two remaining blue-tethers with no debuff Go to the edge of the arena at the intercardinal mark away from Beetle Omega, and three notches towards Beetle Omega- you will not be getting Dynamis stacks this round.

With everyone in position, the cleave resolves together with Hello, Near World and Hello, Distant World.

9. Break the final red/green tether when the tether's debuff timer reaches 2 seconds.


Frequently Asked Questions

[Delta] Although PF does Kinda Awk, my static switched from Kinda Awk to GMT. Why?

I had originally started with Kinda Awk's strat because at a first glance, it looked simple and easy to execute. In addition, PF over in Mana had started adopting Sara-chan's strat, which does the same thing in principle (except Sara-chan breaks the first blue tether after baiting fists, instead of before).

I also didn't fully understand GMT's strat at the time (I wasn't aware that the fists spawn in BB/YY and BY/BY combinations), and so I decided not to go with GMT when I couldn't figure out how to resolve a theoretical "worst-case" configuration that will never actually happen in-game.

However, when my group actually got to progging Delta with Awk, we kept wiping, particularly on the blue-tether side.

Common complaints with Kinda Awk's strat were:

  • There isn't that much time (one second) between when the first blue tether breaks, and when players have to stack together.
  • The fists were generally in the way, so it was hard to see the AoEs on the ground.
  • People were forgetting if they were the inner or outer pair after stacking together.
  • We were taking turns wiping the party as members got blue tethers for the first time, despite reviewing what happened as a group.
  • There is an implicit distance between the four blue-tethered players:

    • The inner pair needs to be short enough so that they do not break.
    • The outer pair must be far enough that they break immediately...
    • ...but not so far that they cannot move to stack on the inner pair in time.

    Groups have been using Beetle Omega's legs as a guide for the long blue-tether to help with this.

Delta was still inconsistent even after 10-12 pulls, so we swapped strats. After simulating GMT, we went back and cleared Delta the second time we saw it, and we have never wiped to Unmitigated Rocket Punch since.

The main benefits of GMT are as follows:

  • It shares one advantage Awk has over Sara-chan by breaking the first blue tether immediately.
  • Fists are baited in the middle of the arena (where the eye beam hits), which are completely out of the way.
  • You have much more time to resolve fists.
  • It's harder to confuse your roles since GMT's pairs are one red/green and one blue tether- your tether points in the direction you're supposed to go to next after the fist AoEs appear.
  • All players move together with the same cues, regardless of their tether. This is important as this far into the fight, we want to eliminate as many special cases as we can to avoid players taking turns wiping the party to "the first time they get X".
  • Players are reacting to one less thing (the blue tether breaking), since you start off stacked in pairs.
  • There is no chance you accidentally break a green tether if the spinning fists force you to bait inwards.
  • Resolving the green tethers for Swivel Cannon/Hello, World feels very natural since one green tether pair is already on Beetle Omega's safe side.

Perhaps we hadn't given Awk a fair chance before switching strats, or that the issues pointed above can be mitigated by looking at castbars, debuff timers, more practice, etc. and are non-issues once familiar with the strat.

However, watching other groups prog and run into the same issues we had, I am convinced that GMT's strat is by far the better way to handle this mechanic.


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