Run: Dynamis
P5 is split up into three “trios”- Delta, Sigma, and Omega. Each trio involves a series of mechanics before ending with Hello, World debuffs resolving that give players stacks of Dynamis, needed to clear the final phase.
There are two strategies to resolve this- either you put like tethers together (Kinda Awk), or not (GMT).
Solar Ray
There are four Solar Rays in this phase. These are two-hit tankbusters that also apply Magic Vulnerability, forcing either a tank swap, or invuln.
They also hit extremely hard (base damage is a little under three times a tank’s max HP).
Two of these will be taken with invulnerabilities, and the other two with mitigations; however, which two will depend on your party composition.
If your party does not have a WAR:
Before Delta | Invuln (PLD > GNB > DRK) |
Before Sigma | Invuln (GNB > DRK) |
Before Omega | Tank swap:
* Use Rampart when the Arm Lasers go off at the end of Sigma. |
Before Blind Faith | Tank swap:
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If your party has a WAR:
Before Delta | Hallowed Ground > Superbolide > Tank swap + Full buffs |
Before Sigma | Living Dead > Tank swap + Full buffs |
Before Omega | Holmgang |
Before Blind Faith | Tank swap + Full buffs |
Run: Dynamis (Delta Version) - Kinda Awk
Run: Dynamis (Delta Version) can be broken down into three parts:
1. Rocket Punches (Kinda Awk)
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. Split off into your initial positions:
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2. Blue and yellow fists appear above each player. Identify whether you and the player standing next to you from the other tether have the different-coloured fists. If both fists are the same colour, then the inner tether pair swaps positions. In this example, since H2 and D3 share the same-coloured fists, H2 and D2 will swap sides. There is no swap needed for the bottom group. | |
3. Arms appear on the outside of the arena, and telegraph which direction they will spin. | |
4. The tethers activate. This will break the outer blue-tether. Stack with your fist partner. | |
5. The fist telegraphs will appear together with the Eye's beam. The Reconstructed Omega will telegraph monitors on one side. One of the blue-tethered players will also get Monitors. Move to your assigned spinning fist.
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2. Oversampled Wave Cannon and Pile Pitch (Kinda Awk)
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 (Kinda Awk)
This is the last part of the mechanic, and is where players will finally resolve Hello, Near World and Hello, Distant World.
The “big puzzle” over the course of Delta, Sigma, and Omega is to resolve the Hello, Worlds such that each player ends the phase with 3 stacks of Dynamis.
[Click to Expand] Hello, World explanation
Hello, Near World
All three players hit gain one stack of Dynamis. If an AoE hits two players at the same time, or the player with Hello, Near World dies, the party wipes. | |
Hello, Distant World
All three players hit gain one stack of Dynamis. If an AoE hits two players at the same time, or the player with Hello, Distant World dies, the party wipes. |
8. The "beetle" Omega lights up to cleave one side of the arena Move in to the safe side.
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9. The cleave resolves, along with Hello, Near World and Hello, Distant World. Break the final red/green tether when the tether's debuff timer reaches 2 seconds. |
Run: Dynamis (Delta Version) - GMT-style
This strat uses GMT’s strat as a base, which pairs one green and one blue tether together for Rocket Punches, and is my preferred strat for Run: Dynamis (Delta Version).
Run: Dynamis (Delta Version) can be broken down into three parts:
Here are some clips of this strat in action:
1. Rocket Punches (GMT-style)
1. When the tethers appear, make a box with the blue tethers alongside the bosses, and the green tethers making the sides. Each corner now has a pair consisting of one player with a red/green tether, and one player with a blue tether. (In this example, the starting pairs are MT+D3, ST+H1, D1+H2, and D2+D4). All players face inwards (everyone on the top row faces down, everyone on the bottom row faces up.) This is done to make the fists tidy and easy to identify. | |
2. Blue and yellow fists appear above each player. Players adjust as needed to pair one blue fist with one yellow fist, and the party needs to determine which colour tethers will adjust if there's a need to. Between the two red/green tethers and the two blue tethers:
The tethers with the blue + yellow fists will adjust if needed. In the first example, green tethers have the blue + yellow fists, so green tethers will adjust if needed (H1 and D4). In the second example, blue tethers have the blue + yellow fists, so blue tethers will adjust if needed (H2 and D2). | |
3. Split off and form a trapezium, with the long side at Beetle Omega (long enough to trigger the blue tethers), and the short side at Final Omega. | |
4. The spinning arms appear around the arena. | |
5. The tethers will activate, breaking the long blue tether (do not move!) When the fist AoEs appear under each player, split off (stretch your tethers).
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2. Oversampled Wave Cannon and Pile Pitch (GMT-style)
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 (Sprint is very useful here!) 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 (GMT-style)
This is the last part of the mechanic, and is where players will finally resolve Hello, Near World and Hello, Distant World.
The “big puzzle” over the course of Delta, Sigma, and Omega is to resolve the Hello, Worlds such that each player ends the phase with 3 stacks of Dynamis.
We decided to follow Kinda Awk’s spread positions, which doesn’t quite fit the strat, but it’s only a minor adjustment.
8. The "beetle" Omega lights up to cleave one side of the arena. Move in to the safe side.
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9. The cleave resolves, along with Hello, Near World and Hello, Distant World. Break the final red/green tether when the tether's debuff timer reaches 2 seconds. |
Frequently Asked Questions
[Solar Ray] Can you mitigate both Solar Ray and Run: Dynamis?
Only healer 120s mitigations last long enough (20 seconds) to cover both Solar Ray and Run: Dynamis. |
[Solar Ray] If we don't have a WAR, why aren't we alternating between invulning and mitigating Solar Ray? (Alternatively, why spend Living Dead on the second Solar Ray instead of the third?) Wouldn't that be easier?
This is a tradeoff to prepare for P6. You can alternate between invulning and mitigating Solar Rays in P5, but doing so leads to problems later on in P6. First, only two tanks can invuln the Solar Ray before Run: Dynamis (Omega) and have their invuln back in P6- DRK and WAR, so if your party is PLD + GNB, you're out of luck and have to invuln the first two Solar Rays. This means we are left with DRK + (PLD/GNB), and we have to make a choice whether the Living Dead the second Solar Ray (before Sigma), or the third Solar Ray (before Omega). If a DRK spends Living Dead on the third Solar Ray, Living Dead will only be available for the final tankbuster in P6, leading to the following base mitigation plan:
This, however, has the following problems:
By not alternating between invulning and mitigating Solar Rays in P5, you get to do a much simpler base mitigation plan in P6 where things are more hectic:
Note that this doesn't apply if your party has a WAR, as WAR is the only tank that can invuln the Solar Ray before Run: Dynamis (Omega) and have it back up for a Wave Cannon. |
[Solar Ray] If we have DRK + WAR, why do we use Living Dead at the second Solar Ray (before Sigma) instead of following PLD and GNB and invulning the first?
This is a matter of convenience- the interval between Delta and Sigma is a 2-minute window, and spending Living Dead here means fewer buttons to press during the burst window. |
[Delta (Awk)] Is there a reason why blue tethers go opposite Final Omega instead of beside it, or is this an arbitrary choice?
Putting the blue tethers opposite Final Omega gives them the best vantage point for Final Omega's Oversampled Wave Cannon. This is important, as the blue tether players will be the ones resolving Beyond Defense → Pile Pitch together with Final Omega's (and a player's) Oversampled Wave Cannon. |
[Hello, World] Can Hello, World jump back to the original player?
Yes. If the original player with Hello, Near World or Hello, Distant World is the nearest (or furthest) player after the first bounce, it will bounce back to the original player, killing them. |
[Hello, World] What happens if a player that already has three stacks of Dynamis gets a Hello, World jump?
Nothing- Dynamis is capped at three stacks. |
[Delta (GMT)] Why did we switch from Awk to GMT?
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 understood 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 in the end, will never happen in-game. However, when my group actually got to progging Delta, we kept wiping to the initial fist bait, particularly on the blue-tether side. Common complaints were:
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:
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 the better way to handle this mechanic. |
Troubleshooting
[Delta] The blue/yellow fists AoEs are missing and we get hit by Unmitigated Explosion- what happened?
The fist AoEs only appear if and only if a blue fist is correctly stacked with a yellow fist. This is done pair-wise, so players who have fist AoEs did it correctly. |