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		<title>The Second Coil of Bahamut - Turn 4</title>
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		<updated>2026-06-17T13:23:46Z</updated>

		<summary type="html">&lt;p&gt;BoxAdmiral: Nael is unambiguously referred to in game as a woman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Coils notice}}&lt;br /&gt;
{{other uses|the level 50 challenge-mode [[raid]]|the level 50 (Savage) version|The Second Coil of Bahamut (Savage) - Turn 4|the second tier in general|The Second Coil of Bahamut|the [[Ultimate Raid]] involving [[Nael Deus Darnus]]|The Unending Coil of Bahamut (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 4&lt;br /&gt;
| description = At a depth of 6329 yalms, your exhausted yet determined fellowship enters the hulk&#039;s operations deck. An impossible scene unfolds before you, the surreal landscape bathed in a crimson glare and holding the promise of epic conflict...&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 4.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 105&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme/Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Raids (A Realm Reborn)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = North Shroud&lt;br /&gt;
| entrance-coordinates = 20,27&lt;br /&gt;
| location = The Holocharts&lt;br /&gt;
| region = The Black Shroud&lt;br /&gt;
| req-quest = Another Turn in the Coil&lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| release = &lt;br /&gt;
| echo = 20&lt;br /&gt;
| id-gt = 30010&lt;br /&gt;
| id-edb = 1fed5f286f0&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;T9&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
The Second Coil of Bahamut Turn 4 is also known as the &amp;quot;Turn 9&amp;quot; of Coil by players, which pits the players against [[Nael Deus Darnus]]. It is the hardest instance in [[patch 2.2]] of [[A Realm Reborn]], and a spiritual successor to the Rivenroad trial from [[Patch 1.23b|Legacy]]. The raid was first completed by the [[Free Company]] &#039;&#039;Order of the Blue Garter&#039;&#039; on Excalibur [[server]] on April 13, 2014.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Defeat [[Nael Deus Darnus]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Nael Deus Darnus]]===&lt;br /&gt;
{{evt|service=youtube|id=K_lnPoQNu7w|dimensions=350|align=right|description=MTQCapture Video Guide}}An extremely infamous and difficult fight, Nael Deus Darnus will test the party&#039;s ability to coordinate as a group to a high degree. A single person stepping slightly out-of-place will often result in the death of the entire party.&lt;br /&gt;
&lt;br /&gt;
This boss has four phases, with the second being a transitory invulnerability phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: 100%-65%===&lt;br /&gt;
The arena will be surrounded with a wall that causes instant-death to any that touch it for the entirety of the fight. Be careful when running near the edge.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Cleave|cleave]] attack. Cast between attacks and is not tied to attack rotation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensbeak&#039;&#039;&#039;&lt;br /&gt;
|A powerful casted [[tankbuster]]. The player is then debuffed with {{Status effect|debuff|File:Toxicosis icon1.png}} &#039;&#039;&#039;Raven Blight&#039;&#039;&#039; for 12 seconds.&lt;br /&gt;
&lt;br /&gt;
* When {{Status effect|debuff|File:Toxicosis icon1.png}} &#039;&#039;&#039;Raven Blight&#039;&#039;&#039; expires, the player explodes in an AoE— dealing high damage to themselves and anyone nearby.&lt;br /&gt;
* Is cast every 45-50 seconds and is not explicitly tied to attack rotation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stardust&#039;&#039;&#039;&lt;br /&gt;
|A random player that is not the main enmity target will get a yellow or purple marker. After a few seconds, the marker will disappear and a comet will drop on that location.&lt;br /&gt;
&lt;br /&gt;
* Comets do &#039;&#039;[[Other Mechanics#Proximity AoE|proximity damage]]&#039;&#039; based on their landing location. Targeted players have a few seconds to move before the marker disappears, then another few seconds to move from the drop point.&lt;br /&gt;
* If two comets are in close proximity to each other (~5 yalms), one will explode and wipe the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;&lt;br /&gt;
|Nael jumps to the farthest player and begins casting a [[Area of Effect#Simple Circle AoE|simple circle AoE]] around themselves that deals [[knockback]]. Always combined with &#039;&#039;&#039;Thermionic Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thermionic Beam&#039;&#039;&#039;&lt;br /&gt;
|A {{i|Stack marker}} indicated by a red marker on a player during &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raven Dive&#039;&#039;&#039;&lt;br /&gt;
|Nael jumps onto the highest enmity target after &#039;&#039;&#039;Thermionic Beam&#039;&#039;&#039;, dealing minor damage in an AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Simple Donut AoE|simple donut AoE]] centered on Nael. Damage dealt to players by this attack with heal the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;&lt;br /&gt;
|Four random players are marked with purple [[Area of Effect#Spread Circle|spread circle]] arrows. This attack may happen twice in rapid succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dalamud Dive&#039;&#039;&#039;&lt;br /&gt;
|A much stronger version of &#039;&#039;&#039;Raven Dive&#039;&#039;&#039; that will kill non-tanks. Always follows a &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
The key to surviving the first phase will be correctly placing the &#039;&#039;&#039;Stardust&#039;&#039;&#039; comets around the arena, as putting two comets too close to each other will instantly wipe the party.&lt;br /&gt;
&lt;br /&gt;
As Nael will repeatedly summon more comets as the fight progresses, Phase 1 has a soft DPS check to reach phase 2 before space runs out.&lt;br /&gt;
&lt;br /&gt;
A faster Phase 1 clear will result in an easier start to Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stardust&#039;&#039;&#039;&lt;br /&gt;
|Players should be prepared to run the comet to a safe spot away from the party and other comets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensbeak&#039;&#039;&#039;&lt;br /&gt;
|The tank should use a mitigation and preferably tank swap to avoid putting the rest of the party at risk of exploding once {{Status effect|debuff|File:Toxicosis icon1.png}} &#039;&#039;&#039;Raven Blight&#039;&#039;&#039; expires. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raven Dive + Iron Chariot&#039;&#039;&#039;&lt;br /&gt;
|The party should move out of the AoE and towards whichever player is marked for &#039;&#039;&#039;Thermionic Beam&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thermionic Beam&#039;&#039;&#039;&lt;br /&gt;
|All players except the tank debuffed with {{Status effect|debuff|File:Toxicosis icon1.png}} &#039;&#039;&#039;Raven Blight&#039;&#039;&#039; should stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raven Dive&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stardust&#039;&#039;&#039;&lt;br /&gt;
|With every cast, the safe spots for comets decreases. Have a plan for where you would want to run if you&#039;re marked before the cast happens.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;&lt;br /&gt;
|Melee players can stack on the boss while ranged can be at max range. Players will need to prepare to spread out the instance this cast finishes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;&lt;br /&gt;
|Spread out to avoid overlapping AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dalamud Dive&#039;&#039;&#039;&lt;br /&gt;
|The tank should avoid standing near other players, as this AoE will kill non-tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravensbeak&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stardust&#039;&#039;&#039;&lt;br /&gt;
|Move the comet to a safe spot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream x2&#039;&#039;&#039;&lt;br /&gt;
|Healers will need to be on their toes, as a lot of AoE damage will happen in rapid succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dalamud Dive&#039;&#039;&#039;&lt;br /&gt;
|Tanks should not stand near others.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Loop Repeat&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While this is accurate to the overall rotation for the first loop, the longer Phase 1 continues, the more offset &#039;&#039;&#039;Ravensbeak&#039;&#039;&#039; casts will be in relation to the other attacks. These mechanics will repeat until the boss is reduced to 65% HP.&lt;br /&gt;
[[File:NaelCometPlacements.png|center|thumb|Recommended spots to place Stardust comets. The &amp;quot;tails&amp;quot; aligning the edges of the floor&#039;s glyph can be used as markers.]]&lt;br /&gt;
&lt;br /&gt;
===Phase 2 - 65%===&lt;br /&gt;
Nael Deus Darnus will fly into the center of the arena and become invulnerable. Three random players will be targeted with &#039;&#039;&#039;&#039;&#039;Green Comet&#039;&#039;&#039;&#039;&#039; markers that, like &#039;&#039;&#039;Stardust&#039;&#039;&#039;, must be dropped away from other comets on the field.&lt;br /&gt;
&lt;br /&gt;
These &#039;&#039;&#039;&#039;&#039;Green Comets&#039;&#039;&#039;&#039;&#039; will transform into three enemies, each with a different color and set of abilities.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black|Phase 2 Enemies&lt;br /&gt;
!Appearance&lt;br /&gt;
!Name&lt;br /&gt;
!Attacks&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[File:RedDalamudSpawn.png|128x128px]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Red Dalamud Spawn&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Heart&#039;&#039;&#039;&lt;br /&gt;
|Targets a random player with a [[Area of Effect#Simple Circle AoE|simple circle AoE]]. This attack leaves a [[Area of Effect#Puddle|puddle]] on the ground that inflicts a ~1000 {{status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; damage-over-time debuff. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Heavy Strike&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Three 270 degree [[Area of Effect#Simple Cone AoE|simple cone AoEs]] in a wave pattern that deals high damage.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[File:BlueDalamudSpawn.png|128x128px]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Blue Dalamud Spawn&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Magnetism&#039;&#039;&#039;&lt;br /&gt;
|Pulls all players, comets, and other Dalamud Spawns towards this enemy in a ~10 yalm radius.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Earthshock&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|An [[interrupt|interruptible]] attack that inflicts {{status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; on all players for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:GreenDalamudSpawn.png|128x128px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Green Dalamud Spawn&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Demolish&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stone skull&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Cleave|cleave]] attack.&lt;br /&gt;
|}&lt;br /&gt;
These &#039;&#039;&#039;Dalamud Spawn&#039;&#039;&#039; will absorb any nearby comets, growing in size and gaining a buff depending on the color of the comet absorbed. Red comets grant {{status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; while yellow comets grant {{status effect|buff|haste}} &#039;&#039;&#039;[[Haste]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a &#039;&#039;&#039;Dalamud Spawn&#039;&#039;&#039; absorbs a total of four comets, &#039;&#039;or absorbs another nearby Dalamud Spawn&#039;&#039;, it will grow enormous and become functionally invincible, wiping the party.&lt;br /&gt;
&lt;br /&gt;
However, if any comets are remaining when Phase 2 ends, they will explode and wipe the party.&lt;br /&gt;
&lt;br /&gt;
To succeed, players will need to not only keep all &#039;&#039;&#039;Dalamud Spawn&#039;&#039;&#039; separated from each other, but also bring them close enough to absorb comets without over-feeding them until all comets are removed.&lt;br /&gt;
&lt;br /&gt;
As there are three golems and only two tanks, one Dalamud Spawn will likely need to be tanked by a DPS or Healer. The &#039;&#039;&#039;Green Dalamud Spawn&#039;&#039;&#039; must be held by a tank, however, as its abilities will quickly kill a DPS or healer.&lt;br /&gt;
&lt;br /&gt;
Thirty seconds after spawning, all living &#039;&#039;&#039;Dalamud Spawn&#039;&#039;&#039; will exchange colors randomly with each other. Dead Dalamud Spawn can not exchange colors, thus removing that color from play.&lt;br /&gt;
&lt;br /&gt;
After sixty seconds have passed, six more &#039;&#039;&#039;Stardust&#039;&#039;&#039; comets will drop targeting random players, followed by another three &#039;&#039;&#039;&#039;&#039;Green Comets&#039;&#039;&#039;&#039;&#039;. Players will then have another minute to repeat the cleaning process.&lt;br /&gt;
&lt;br /&gt;
There are two common strategies to placing the six &#039;&#039;&#039;Stardust&#039;&#039;&#039; comets:&amp;lt;blockquote&amp;gt;The first strategy is simply to have all players spread out equally around the edges of the arena, pre-positioning to different meteor placement spots. This requires individual coordination from all players to take note of when they themselves or their neighbors get targeted. Players can get targeted multiple times in a row, so all players must have multiple potential spots to run to planned ahead of time.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;The second strategy, commonly referred to as &amp;quot;&#039;&#039;Mario Kart&#039;&#039;&amp;quot;, is to have all players stack together on the edge of the arena prior to the &#039;&#039;&#039;Stardust&#039;&#039;&#039; casts. Once the first marker appears, all players run together in the same direction circling the arena until all six comets are dropped.&lt;br /&gt;
&lt;br /&gt;
This creates a simpler &#039;&#039;&#039;Stardust&#039;&#039;&#039; phase but a slightly harder &#039;&#039;&#039;Dalamud Spawn&#039;&#039;&#039; phase as all comets will be grouped closely on one half of the arena. Additionally, if any player is too far in front or behind of the stack when running, they risk mis-aligning the comets and wiping the party.&amp;lt;/blockquote&amp;gt;Once another sixty seconds has passed, Nael will begin casting &#039;&#039;&#039;Megaflare&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megaflare&#039;&#039;&#039; deals high unavoidable party-wide damage and indicates the beginning of Phase 3. If any Dalamud Spawn are still alive at this point, they will merge and wipe the raid. Any remaining comets will be detonated and result in the same.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: 65%-47%===&lt;br /&gt;
The arena transforms, the glyph on the floor disappearing and being replaced with a scorched red floor. Nael gains a completely new set of attacks for this phase.&lt;br /&gt;
&lt;br /&gt;
Nael loses her frontal cleave attack from this phase onward, allowing DPS and Healers to stack in front of the boss if needed.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavensfall&#039;&#039;&#039;&lt;br /&gt;
|An unmarked [[Knockback#Epicentral Knockback|epicentral knockback]] created from a tower dropping on the center of the arena. This tower will repeatedly create [[Area of Effect#Simple Cone AoE|simple cone AoEs]] that deal high damage and inflict {{status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The AoE patterns created by the tower get more complex and difficult to dodge with every cast. The first will be two 90-degree cones, the second alternating cones, and finally the third will be a rotating wave pattern.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supernova&#039;&#039;&#039;&lt;br /&gt;
|Two random players will be targeted and hit by a black hole, hitting for ~450 damage and creating [[Area of Effect#Landmine|a landmine]]. Players who trigger these landmines are dealt ~4500 damage and inflicted with the {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; for 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;&lt;br /&gt;
|Hits the main enmity target twice in a row for medium damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding Coil&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a random player with {{Status effect|debuff|File:GarroteTwistDebuff.png}} &#039;&#039;&#039;Garrote Twist&#039;&#039;&#039;, a 60 second debuff that repeatedly inflicts stacks of {{Status effect|debuff|File:GarroteDebuff.png}} &#039;&#039;&#039;Garrote&#039;&#039;&#039;. If {{Status effect|debuff|File:GarroteDebuff.png}} &#039;&#039;&#039;Garrote&#039;&#039;&#039; reaches 9 stacks, the player will instantly die.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|File:GarroteTwistDebuff.png}} &#039;&#039;&#039;Garrote Twist&#039;&#039;&#039; can only be removed by absorbing one of the three white circles dropped by the &#039;&#039;&#039;Ghost of Meracydia&#039;&#039;&#039; on death.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost of Meracydia&#039;&#039;&#039;&lt;br /&gt;
|A dragon enemy that casts [[Tankbuster|tankbusters]], fire [[Area of Effect#Puddle|puddles]], and &#039;&#039;&#039;Binding Chain&#039;&#039;&#039;, which will slowly add stacks of {{Status effect|debuff|File:GarroteDebuff.png}} &#039;&#039;&#039;Garrote&#039;&#039;&#039; to random players until this enemy is killed.&lt;br /&gt;
&lt;br /&gt;
* On death, will cast a massive [[Area of Effect#Simple Circle AoE|simple circle AoE]] called &#039;&#039;&#039;&#039;&#039;Neurolink Burst&#039;&#039;&#039;&#039;&#039; that, if not escaped, inflicts 4 stacks of {{Status effect|debuff|File:GarroteDebuff.png}} &#039;&#039;&#039;Garrote&#039;&#039;&#039;.&lt;br /&gt;
* On death, will drop three single-use white circles that are absorbed when ran on top of. These clear {{Status effect|debuff|File:GarroteTwistDebuff.png}} &#039;&#039;&#039;Garrote Twist&#039;&#039;&#039; and all stacks of {{Status effect|debuff|File:GarroteDebuff.png}} &#039;&#039;&#039;Garrote&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
This phase the shortest and the simplest, but can still catch players off guard. The most dangerous attack is &#039;&#039;&#039;Heavensfall&#039;&#039;&#039;, which can instantly kill unaware players who are too close or too far from the center.&lt;br /&gt;
&lt;br /&gt;
Players will need to remain vigilant for {{Status effect|debuff|File:GarroteTwistDebuff.png}} &#039;&#039;&#039;Garrote Twist&#039;&#039;&#039; as, if left uncleansed for too long or kept into Phase 4, it will result in the debuffed player&#039;s death.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black|Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavensfall&#039;&#039;&#039;&lt;br /&gt;
|Avoid standing directly under the tower in the center, but standing too far will cause the knockback to push players into the death-wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supernova x2&#039;&#039;&#039;&lt;br /&gt;
|(Not cast for the first Heavensfall) — Players will have to avoid the landmines and the tower&#039;s AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;&lt;br /&gt;
|Healers be ready to keep the tank topped up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding Coil&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost of Meracydia&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should pick up this enemy and all DPS focus it down as fast as possible. Leave any white circles on the ground for people with {{Status effect|debuff|File:GarroteTwistDebuff.png}} &#039;&#039;&#039;Garrote Twist&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding Coil&#039;&#039;&#039;&lt;br /&gt;
|The player targeted by this should try to run and grab one of the white circles before the next &#039;&#039;&#039;Heavensfall&#039;&#039;&#039; cast.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Loop Repeat&lt;br /&gt;
|}&lt;br /&gt;
Once Nael is brought to 47% health, she will begin her final phase indicated by casting &#039;&#039;&#039;Bahamut&#039;s Favor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: 47%-0%===&lt;br /&gt;
Once Nael reaches 47%, she will summon three dragons outside of the arena, as well as combine her attacks from Phase 1 with a series of new attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black|Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bahamut&#039;s Favor&#039;&#039;&#039;&lt;br /&gt;
|Nael buffs themselves with a stack of {{status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; permanently. Always followed immediately by &#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;&lt;br /&gt;
|Attacks the main enmity target with high damage five times in rapid succession. The unmitigated damage of this attack can kill a tank twice-over.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ice Dragon&#039;&#039;&#039;&lt;br /&gt;
|Hits players with &#039;&#039;&#039;&#039;&#039;Iceballs&#039;&#039;&#039;&#039;&#039; in order of the party list, inflicting them with {{Status effect|debuff|ice resistance down}} &#039;&#039;&#039;Frostbitten&#039;&#039;&#039;. Frostbitten players are instantly killed by the next &#039;&#039;&#039;&#039;&#039;Iceball&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|debuff|ice resistance down}} &#039;&#039;&#039;Frostbitten&#039;&#039;&#039; is removed by being hit with a &#039;&#039;&#039;&#039;&#039;Fireball&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Dragon&#039;&#039;&#039;&lt;br /&gt;
|A random player is marked with a tether, then shot with a &#039;&#039;&#039;&#039;&#039;Fireball&#039;&#039;&#039;&#039;&#039; AoE. All players in the AoE are inflicted with &#039;&#039;&#039;{{Status effect|debuff|fire resistance down}} Scorched&#039;&#039;&#039;— making the next &#039;&#039;&#039;&#039;&#039;Fireball&#039;&#039;&#039;&#039;&#039; kill instantly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|fire resistance down}} Scorched&#039;&#039;&#039; is removed by being hit with an &#039;&#039;&#039;&#039;&#039;Iceball&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightning Dragon&#039;&#039;&#039;&lt;br /&gt;
|One player is debuffed with &#039;&#039;&#039;{{Status effect|debuff|lightning resistance down}} Thunderstruck&#039;&#039;&#039; for five seconds. When this debuff expires, the inflicted will burst in a small AoE, damaging other nearby players and inflicting them with a 20 second {{status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cauterize&#039;&#039;&#039;&lt;br /&gt;
|Two players are marked with a dark-green circle one after the other. When these markers disappear, the dragons on the outside of the arena will attack those locations with giant [[Area of Effect#Simple Line AoE|Line AoE]] charges that deal heavy damage and [[knockback]].&lt;br /&gt;
&lt;br /&gt;
* The location the dragons will charge is where the targeted player is standing when the marker disappears.&lt;br /&gt;
* It is possible for the targeted players to dodge the attack by using {{Action icon|Sprint}} to run the instant the marker disappears.&lt;br /&gt;
|}&lt;br /&gt;
[[File:NaelDragonDives.png|alt=The positions of dragons and where to stand to aim them away from the group.|thumb|356x356px|The three potential dragon positions and where players marked by Cauterize should stand.]]The three dragons will attack separately from Nael but still follow a strict timing. The &#039;&#039;&#039;Fire Dragon&#039;&#039;&#039; and &#039;&#039;&#039;Lightning Dragon&#039;&#039;&#039; always attack &#039;&#039;at the same time&#039;&#039;. The &#039;&#039;&#039;Ice Dragon&#039;&#039;&#039; fires between three to four &#039;&#039;&#039;&#039;&#039;Iceballs&#039;&#039;&#039;&#039;&#039; between every &#039;&#039;&#039;&#039;&#039;Fireball&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The biggest hurdle will be handling the dragon&#039;s debuffs between Nael&#039;s onslaught of attacks, as well as &#039;&#039;&#039;Cauterize&#039;&#039;&#039;&#039;&#039;—&#039;&#039; all of which can quickly result in a party wipe.&lt;br /&gt;
&lt;br /&gt;
The three dragons will appear in one of three random patterns, only changing after a &#039;&#039;&#039;Cauterize&#039;&#039;&#039;. As these patterns determine &#039;&#039;where&#039;&#039; dragons will charge from for Cauterize, it is important to take note of which pattern the dragons are in at the start of the phase.&lt;br /&gt;
&lt;br /&gt;
Players will need to take note of who is marked first and second, and which exact position those players need to run to based on the dragon&#039;s placement pattern, all in order to prevent the dragons from charging through the center of the arena and knocking the party into the death-wall.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black|Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bahamut&#039;s Favor&#039;&#039;&#039;&lt;br /&gt;
|Will follow up immediately with a tankbuster. Tanks and/or healers will need to be prepared.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;&lt;br /&gt;
|Tanks will either need to use several large mitigations to survive this, an invulnerability, or a will-timed tank swap between swings.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raven Dive&#039;&#039;&#039;&lt;br /&gt;
|Will jump on the farthest player. Players may want to stay near the boss to prevent Nael from moving too far.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;&lt;br /&gt;
|A donut AoE where one player will be inflicted with &#039;&#039;&#039;{{Status effect|lightning resistance down}} Thunderstruck&#039;&#039;&#039;. The debuffed player should move to the opposite side of the boss while the party stacks safely together away and from them.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;&lt;br /&gt;
|Start spreading out in preparation for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supernova x3&#039;&#039;&#039;&lt;br /&gt;
|Players should spread out a short distance away from the boss to leave space clear for everyone to stack for the follow-up &#039;&#039;&#039;Thermionic Beam&#039;&#039;&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thermionic Beam&#039;&#039;&#039;&lt;br /&gt;
|Once the third &#039;&#039;&#039;Supernova&#039;&#039;&#039; is cast, all players should immediately run together to stack. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bahamut&#039;s Claw&#039;&#039;&#039;&lt;br /&gt;
|Once again, tanks should use heavy mitigations, an invulnerability, or a well-timed tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cauterize&#039;&#039;&#039;&lt;br /&gt;
|The first marked player should run to their designated point based on the dragon placement while the rest of the group stays in the center. The second player moves to their point once marked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Stream / Lunar Dynamo&#039;&#039;&#039;&lt;br /&gt;
|On the first rotation, players will need to spread out for &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039;. On the second rotation, Nael will instead require players to stack for &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Loop Repeat&lt;br /&gt;
|}&lt;br /&gt;
The boss will cycle through these attacks with the dragons firing attacks and debuffs in a set order until around 13 minutes where the boss enrages. When the boss enrages, players will have to kill the boss before the &#039;&#039;&#039;Megaflare&#039;&#039;&#039; cast finishes, or the party will be wiped.&lt;br /&gt;
=== Solo Unsync ===&lt;br /&gt;
This duty may be soloed unsynced by most jobs at around level 90, and possibly earlier for DPS jobs. There are two DPS checks that must be fulfilled:&lt;br /&gt;
* &#039;&#039;&#039;Phase 2:&#039;&#039;&#039; Golems must be killed before they are able to merge. There is a small window of opportunity after they spawn where they are idle and a player must be able to oneshot them. If they are allowed to merge, the resulting golem will be almost invincible and a reset via the death wall will be needed.&lt;br /&gt;
* &#039;&#039;&#039;Phase 3:&#039;&#039;&#039; Nael Deus Darnus must be burned down as fast as possible before the dragons are able to apply two stacks of ice or fire, which is instant death.&lt;br /&gt;
&lt;br /&gt;
==== Blue mage solo setup ====&lt;br /&gt;
A {{BLU}} [[Blue Mage]] can clear the duty solo unsynced at level 70 within phase 2, using the following setup:&lt;br /&gt;
* Full set of [[Augmented Scaevan Armor]] and [[Augmented Scaevan Accessories]].&lt;br /&gt;
* Prior to entering the duty, use {{action icon|Aetheric Mimicry}} to mimic a DPS.&lt;br /&gt;
* Once inside the duty, cast {{action icon|Basic Instinct}}.&lt;br /&gt;
* Damage the boss until about 66% HP - get as low as possible without hitting the phase change threshold of 65%.&lt;br /&gt;
* After the boss&#039;s HP has been lowered, use the following combo of spells: {{action icon|Tingle}}, {{action icon|Moon Flute}}, {{action icon|Whistle}}, {{action icon|Off-guard}}, and finally {{action icon|Final Sting}}. The boss should instantly die from Final Sting&#039;s damage, skipping phases 3 and 4.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|High Allagan Weapons}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Nael Deus Darnus]]===&lt;br /&gt;
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|White Raven Armor Fragment}}&lt;br /&gt;
{{Drops table header}} Drops directly from boss, must be &#039;&#039;&#039;synced&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Weaponry}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Body Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Chest Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|Faded Copy of Rise of the White Raven}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 2====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s High Allagan Arms (IL 115)}}&lt;br /&gt;
{{Drops table row|High Allagan Battleaxe}}&lt;br /&gt;
{{Drops table row|High Allagan Guillotine}}&lt;br /&gt;
{{Drops table row|High Allagan Spear}}&lt;br /&gt;
{{Drops table row|High Allagan Baghnakhs}}&lt;br /&gt;
{{Drops table row|High Allagan Cleavers}}&lt;br /&gt;
{{Drops table row|High Allagan Composite Bow}}&lt;br /&gt;
{{Drops table row|High Allagan Pistol}}&lt;br /&gt;
{{Drops table row|High Allagan Staff}}&lt;br /&gt;
{{Drops table row|High Allagan Grimoire of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Crook}}&lt;br /&gt;
{{Drops table row|High Allagan Grimoire of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Star Globe}}&lt;br /&gt;
{{Drops table row|High Allagan Weapon Coffer (IL 115)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|In Another Bind I}}&lt;br /&gt;
{{achievement table row|In Another Bind II}}&lt;br /&gt;
{{achievement table row|In Another Bind III}}&lt;br /&gt;
{{achievement table row|Mightier than the Raven}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phases 1-2|Tempest}}&lt;br /&gt;
{{music table row|Phases 3-4|Rise of the White Raven}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; That...that surely cannot be Dalamud!? How─ Where are we!?&lt;br /&gt;
&lt;br /&gt;
====If played 1.0====&lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; Your companion knows this place well. For it was here that {{alternatives|f=she|m=he}} slew Nael van Darnus.&lt;br /&gt;
&lt;br /&gt;
====If did not play 1.0====&lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; The final resting place of Nael van Darnus.&lt;br /&gt;
&lt;br /&gt;
====Both====&lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; This is a grave for the undeserving. &lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; And for the crime of trespassing upon my god&#039;s sanctuary, this place shall serve as your grave too!&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;gt;&amp;gt; No! &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; In the hour of his failure, Nael van Darnus felt the currents of aether begin to bear away his essence. But before oblivion could claim the last of him, a divine will reached out...and I was born. &lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; Then did the words of my god resound in mine ears... &lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; “Bring unto mine enemies crushing defeat, that they might know despair without end! And claim thee thus the victory which thou wert once denied!”&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; ...&#039;Twould seem that little remained of Nael&#039;s essence when Bahamut plucked him from the brink of oblivion. And the result was this strange...simulacrum. Nevertheless, her aura bespeaks great power. She channels the rage of the elder primal himself...&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; Lord Bahamut! Thy wish is my command! None shall &#039;scape Thine unquenchable fury!&lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; Come, ye dull, unthinking beasts...bare your teeth! &lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; They will avail you naught in the calamity to come!&lt;br /&gt;
&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Poor creature. Would that you had never been born. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; You had surrendered your physical form, and collapsed into aether... But Bahamut denied you death, and imprisoned what little was left of you in an aetherial shell resembling...what, I wonder? Images from your memory, perhaps? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; But that shell is now broken. And your primal deity seems disinclined to sustain your existence.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Nael Deus Darnus:&#039;&#039;&#039; My “primal deity”? I kneel to no eikon! What need have I to beg the favor of such filth!?&lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; I am Nael van Darnus! Legatus of the VIIth Legion... &lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; No... A moment... My thoughts are clouded...and this body is not mine own. Could it be that you spoke the truth? Was I ensorcelled by the lesser moon&#039;s ancient prisoner? ...That will not happen again.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; You speak as if Bahamut no longer controlled you! But that&#039;s impossible! Once a primal ensnares a mind, it cannot be freed! &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Unless... Unless Bahamut simply relinquished his claim. What need has he of a broken spirit bound for the aetherial realm?&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; Ohhh...that I should fall prey to the very influence I sought to purge from the land. The irony is galling. &lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; But do not assume that all of my actions were chosen for me. It was &#039;&#039;my&#039;&#039; will that the Meteor project be resurrected─mine and none other. &lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; Yet it seems that my grand designs were destined to fail. Even the ungentle release of death was denied me...&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Nael, please. You must tell us more of the Calamity. I must know the truth of what has befallen the world...and what has become of my grandfather, Archon Louisoix.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; You are Louisoix&#039;s grandchild? Ah, the fates are generous with their cruelty.&lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; Continue on, if you would have your answers─they await you at the terminus of your path. But know that this path leads only to despair. The light of truth was ever harsh and unforgiving...&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Why do you say this? Grandfather will be freed once we put a stop to Bahamut&#039;s restoration, will he not? What are you not telling us!?&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; Steel yourself, child. Only unbending resolve and merciless strength can conquer what lies ahead. &lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; The weak can do naught but weep under the pall of their own misery. As did the frail child I once was...&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;???:&#039;&#039;&#039; Silence, chattering raven. Your wretched wings are broken, and you shall soar no more.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Nael Van Darnus:&#039;&#039;&#039; My crimson moon... Your brilliance sears mine eyes...&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I recognize that voice, [Forename]. But never would he say such words...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Come, let us finish what we came to do. All will be put aright when the final hulk lies dormant. Grandfather will be himself again...I&#039;m sure of it. &lt;br /&gt;
 &lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Bahamut regenerates more swiftly than I had anticipated. Let us hope that disabling this coil will serve to slow the process. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; The display seems...different, but the controls appear to mimic the mechanism we found in the La Noscean hulk. It shouldn&#039;t pose a problem.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; ...[Forename], forgive me. The moment I beheld Nael&#039;s transformation, hope wilted in my heart. I did not believe you could stand against the manifestation of Bahamut&#039;s power. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; For all your fabled strength and skill, I felt certain then that I was going to lose you─just as I lost my grandfather. Even he, a man for whom naught seemed impossible, was humbled before Bahamut&#039;s might. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; And yet, look how far we have come. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &#039;Tis incredible the feats of which we are capable─our boundless potential.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &#039;Twas this capacity for greatness, I believe, that Grandfather so dearly wished to protect. With all that has occurred, I have come to understand that much at least. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &#039;Tis done. Shall we make our way back to the surface and gather our thoughts? We have seen much that will benefit from Urianger&#039;s learned perspective. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather!? It &#039;&#039;is&#039;&#039; you! Then...why?&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Louisoix:&#039;&#039;&#039; Abandon this quest, Alisaie. I will not countenance further sabotage of the coils.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; “Sabotage”? But...but we must disable the coils if we are to prevent Bahamut&#039;s revival!&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Lousioix:&#039;&#039;&#039; Your defiance seals your fate.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No... No, you are not who I thought you were... My grandfather would &#039;&#039;never&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Lousioix:&#039;&#039;&#039; Foolish girl. &lt;br /&gt;
 &#039;&#039;&#039;Lousioix:&#039;&#039;&#039; How could the White Raven allow herself to be bested by such sniveling opponents? &lt;br /&gt;
 &#039;&#039;&#039;Lousioix:&#039;&#039;&#039; Listen well. We all exist at the pleasure of one divine will. &lt;br /&gt;
 &#039;&#039;&#039;Lousioix:&#039;&#039;&#039; And the word of Lord Bahamut is absolute!&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Lousioix:&#039;&#039;&#039; Scurry back into your holes, vermin. You have been granted this one reprieve. But should you be so foolish as to crawl into my lord&#039;s domain again, I will crush the life from you myself.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; That light in Grandfather&#039;s eyes... He has suffered the same fate as Nael. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; My grandsire is no more. That was naught but a phantom that profanes his noble memory... &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This mockery must be expunged! I will not rest until I free Grandfather&#039;s soul from Bahamut&#039;s tyranny. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Do you hear me, Bahamut? Your time is at an end! Eorzea─and my family─will be avenged!&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>BoxAdmiral</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lost_Blood_Rage&amp;diff=1339944</id>
		<title>Lost Blood Rage</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lost_Blood_Rage&amp;diff=1339944"/>
		<updated>2026-06-16T12:46:43Z</updated>

		<summary type="html">&lt;p&gt;BoxAdmiral: /* Notes */ Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Lost Blood Rage&lt;br /&gt;
| icon = Lost Blood Rage.png&lt;br /&gt;
| description = Increases damage dealt by 15% and reduces damage taken by 5% per stack. Stacks increase with each use of a dash attack while effect is active, to a maximum of 4. &lt;br /&gt;
| facts = {{action fact|Duration|18}}{{action fact|Maximum stacks grant the effect of Blood Rush.}}{{action fact|Blood Rush Effect|Increases damage dealt by 60%, shortens recast times by 75%, and gradually restores HP and MP. Recast time reduction does not apply to charged actions.}}{{action fact|Duration|30}}{{action fact|Can only be executed while in combat.}}&lt;br /&gt;
| acquired = tank&lt;br /&gt;
| level = 80&lt;br /&gt;
| type = ability&lt;br /&gt;
| lost-action-type = defensive&lt;br /&gt;
| number = 6&lt;br /&gt;
| uses = 10&lt;br /&gt;
| weight = 25&lt;br /&gt;
| mp-cost =&lt;br /&gt;
| tp-cost =&lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 180&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits =&lt;br /&gt;
| actions =&lt;br /&gt;
| req-quest =&lt;br /&gt;
| unlock-item = Forgotten Fragment of Cunning&lt;br /&gt;
| targeting =&lt;br /&gt;
| pvp =&lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
It is a [[Defensive Lost Actions|Defensive]] [[Lost Action]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Upon increasing the number of Lost Blood Rage stacks currently held, the duration of all existing stacks are reset.&lt;br /&gt;
&lt;br /&gt;
Note that despite not dealing damage, [[Lost Impetus]] is treated as a &amp;quot;dash attack&amp;quot; for the purposes of Lost Blood Rage. This in combination with the recast-reducing effects of Blood Rush allows for continuous, if costly, uptime of Blood Rush and/or Lost Blood Rage.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|5.55}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lost Actions]] [[Category:Defensive Lost Actions]]&lt;/div&gt;</summary>
		<author><name>BoxAdmiral</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lost_Blood_Rage&amp;diff=1339943</id>
		<title>Lost Blood Rage</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lost_Blood_Rage&amp;diff=1339943"/>
		<updated>2026-06-16T12:43:48Z</updated>

		<summary type="html">&lt;p&gt;BoxAdmiral: Address potential confusion on how Lost Blood Rage stacks could function. Add mention of synergy with Lost Impetus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Lost Blood Rage&lt;br /&gt;
| icon = Lost Blood Rage.png&lt;br /&gt;
| description = Increases damage dealt by 15% and reduces damage taken by 5% per stack. Stacks increase with each use of a dash attack while effect is active, to a maximum of 4. &lt;br /&gt;
| facts = {{action fact|Duration|18}}{{action fact|Maximum stacks grant the effect of Blood Rush.}}{{action fact|Blood Rush Effect|Increases damage dealt by 60%, shortens recast times by 75%, and gradually restores HP and MP. Recast time reduction does not apply to charged actions.}}{{action fact|Duration|30}}{{action fact|Can only be executed while in combat.}}&lt;br /&gt;
| acquired = tank&lt;br /&gt;
| level = 80&lt;br /&gt;
| type = ability&lt;br /&gt;
| lost-action-type = defensive&lt;br /&gt;
| number = 6&lt;br /&gt;
| uses = 10&lt;br /&gt;
| weight = 25&lt;br /&gt;
| mp-cost =&lt;br /&gt;
| tp-cost =&lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 180&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits =&lt;br /&gt;
| actions =&lt;br /&gt;
| req-quest =&lt;br /&gt;
| unlock-item = Forgotten Fragment of Cunning&lt;br /&gt;
| targeting =&lt;br /&gt;
| pvp =&lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
It is a [[Defensive Lost Actions|Defensive]] [[Lost Action]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Upon increasing the number of Lost Blood Rage stacks currently held, the duration of all existing stacks are reset.&lt;br /&gt;
&lt;br /&gt;
Note that despite not dealing damage, [[Lost Impetus]] is treated as a &amp;quot;dash attack&amp;quot; for the purposes of Lost Blood Rage. In combination with the recast-reducing effects of Lost Blood Rush this allows for continuous, if costly, uptime of Blood Rush and/or Lost Blood Rage.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|5.55}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lost Actions]] [[Category:Defensive Lost Actions]]&lt;/div&gt;</summary>
		<author><name>BoxAdmiral</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lost_Chainspell&amp;diff=1338534</id>
		<title>Lost Chainspell</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lost_Chainspell&amp;diff=1338534"/>
		<updated>2026-06-15T02:42:47Z</updated>

		<summary type="html">&lt;p&gt;BoxAdmiral: Corrected Recast time 190s -&amp;gt; 90s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Lost Chainspell&lt;br /&gt;
| icon = Lost_Chainspell.png&lt;br /&gt;
| description = Temporarily eliminates cast time for all spells. &lt;br /&gt;
| facts = {{action fact|Duration|30}}{{action fact|additional|Magic Burst}}{{action fact|Magic Burst Effect|Increases spell damage by 45% while increasing MP cost}}{{action fact|duration|30}}{{action fact|Spirit of the Ordained Effect|Raises Magic Burst spell damage increase to 100% and nullifies additional MP cost}}{{action fact|Spirit of the Watcher Effect|Lost Chainspell duration is extended to 90s}}{{action fact|Can only be executed while in combat.}}&lt;br /&gt;
| acquired = healer, magic ranged dps&lt;br /&gt;
| level = 80&lt;br /&gt;
| type = ability&lt;br /&gt;
| lost-action-type = offensive&lt;br /&gt;
| number = 11&lt;br /&gt;
| uses = 20&lt;br /&gt;
| weight = 20&lt;br /&gt;
| mp-cost =&lt;br /&gt;
| tp-cost =&lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 90&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits =&lt;br /&gt;
| actions =&lt;br /&gt;
| req-quest =&lt;br /&gt;
| unlock-item = Forgotten Fragment of Artistry&lt;br /&gt;
| targeting = self&lt;br /&gt;
| pvp =&lt;br /&gt;
| patch = 5.55&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
It is a [[Offensive Lost Actions|Offensive]] [[Lost Action]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|5.55}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lost Actions]] [[Category:Offensive Lost Actions]]&lt;/div&gt;</summary>
		<author><name>BoxAdmiral</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift_(Extreme)&amp;diff=1202842</id>
		<title>Cinder Drift (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Cinder_Drift_(Extreme)&amp;diff=1202842"/>
		<updated>2026-02-11T12:08:20Z</updated>

		<summary type="html">&lt;p&gt;BoxAdmiral: /* (Phase 1) Ruby Weapon&amp;#039;s Abilities */ The cast is named Negative Affect, not Negative Effect. Look at the enmity list in the video. And the entire phase is themed around emotions, why would this move not follow that theme.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the optional story-mode level 80 [[trial]]|the level 80 challenge-mode [[trial]]|Cinder Drift}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = Garlond Ironworks attracts a fair number of mechanically-minded lunatics, and even goes so far as to offer some of them employment. One in particular has taken it upon himself to craft likenesses of [[Garlean]] warmachina, including that of the recently defeated Ruby Weapon. A restored [[Allagan]] device uses it as a basis to project images of a foe far more ferocious than the one you had previously laid low, and your mind is filled with visions of what might have been.&lt;br /&gt;
| image = Cinder Drift (Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| duty-finder = High-end Trials (Shadowbringers)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Cinder Drift&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| entrance = Eorzean Alliance Headquarters&lt;br /&gt;
| entrance-coordinates = 6.2, 6.1&lt;br /&gt;
| req-quest = Weapon of Choice&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Cinder Drift (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Guide==&lt;br /&gt;
{{evt|service=youtube|id=tO3jau5upVg|dimensions=350|align=right|description=Video guide by MTQcapture}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] Mark III Anti-Eikon Warmachina: [[The Ruby Weapon]]===&lt;br /&gt;
====(Phase 1) Ruby Weapon&#039;s Abilities====&lt;br /&gt;
Your showdown with the &#039;&#039;&#039;Mark III Anti-Eikon Warmachina&#039;&#039;&#039; - otherwise known as The Ruby Weapon, an iconic boss from Final Fantasy VII - takes place within in a circular arena containing no death-walls or fatal drops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;: Unleashes unavoidable raid-wide damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Bits&#039;&#039;&#039;: Spawns several mechanical adds around the edges of the platform. The adds are reminiscent of the &#039;bits&#039; summoned during previous fights with the Ultima weapon - flying gadgets that will continuously shoot straight-line AoEs at random players that must be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;: Causes Ruby Weapon to plunge its elongated claws into the ground whilst hovering in the air, indicating the arrival of a mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Helioclaw&#039;&#039;&#039;: One of two abilities used during &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; - causes three AoE circles to form beneath Ruby Weapon, as well as a tri-lined &amp;quot;fan&amp;quot; pattern on the ground. Just like normal mode, the AoE circles beneath Ruby Weapon will eventually explode while travelling in the direction of the pattern shown on the floor, except this time, there will be two rounds of &#039;&#039;&#039;Helioclaw&#039;&#039;&#039; back-to-back. However, players will also have to contend with &#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; which will still be actively shooting straight-line AoEs at random players. To avoid, players should quickly recognize where the (very small) safe spots are located during each round of &#039;&#039;&#039;Helioclaw&#039;&#039;&#039;, but before standing in a safe spot, bait the &#039;&#039;&#039;Magitek Bits&#039;&#039;&#039; into shooting somewhere else. If players move to a safe spot without baiting the bits, they risk being shot for major damage by the bits, or take massive damage from &#039;&#039;&#039;Helioclaw&#039;&#039;&#039; if choosing to dodge the bits into an unsafe area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stamp&#039;&#039;&#039;: Causes Ruby Weapon to stomp on its primary target with a vicious tank-buster. Unlike normal mode, &#039;&#039;&#039;Stamp&#039;&#039;&#039; will also inflict a &#039;&#039;&#039;Blunt Vulnerability&#039;&#039;&#039; debuff, essentially boosting Ruby Weapon&#039;s damage against that target for a hefty duration. As a result, tanks will need to swap after each &#039;&#039;&#039;Stamp&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;: Causes Ruby Weapon to plunge its elongated claws into the ground once again, indicating the arrival of another mini-phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;: Forms eight cracks in the floor which begin travelling in cardinal and inter-cardinal directions, alternating between long and short distances, with long cracks reaching the outer edge of the arena, and short cracks stopping beyond halfway to the edges. Eventually, an AoE circle will also spawn directly under Ruby Weapon, exploding for massive damage against anyone standing within its hit-box. Simultaneously, AoE circles will also explode at the end of all eight cracks that were formed (with no visual telegraph), forcing participants to figure out safe spots for themselves. A good rule-of-thumb is to stand at the edge of Ruby Weapon&#039;s hit-box, directly on top of a long crack on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once the explosions have detonated, Ruby Weapon will cast one of two possible abilities: &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039;&#039;&#039;. Bear in mind that the ability will be entirely random and will always overlap with another mechanic, &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Liquefaction&#039;&#039;&#039;: Causes the entire arena (except for the cracks formed by &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;) to degrade into swirling quicksand that slowly pulls all players into the ground. To avoid being dragged to an early grave, players must stand on the cracks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Undermine&#039;&#039;&#039;: Causes all cracks to explode after a brief delay, indicated by a glowing red telegraph surrounding all crack lines. To avoid, players must move away from the cracks or stand between them.&lt;br /&gt;
&lt;br /&gt;
*Regardless of which ability is chosen, all players will also have to contend with &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;, marking all raid members with a large circular AoE mark. Whilst &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; is underway, all marked players will periodically drop up to three mines on the ground (the same size as the &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; marker itself), and each drop of a mine will also inflict a stacking &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039; debuff. Due to &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; reducing the number of safe areas in the arena, as well as the stacking &#039;&#039;&#039;Magic Vulnerability&#039;&#039;&#039; against all players, the entire raid must co-ordinate themselves so that their three mines are dropped in a manner that allows everyone to avoid the other mechanics safely. Should any player walk into a mine (no matter who it belonged to), the mine will explode and likely result in a gruesome death.&lt;br /&gt;
&lt;br /&gt;
*If &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; is underway, the only available safe spots are on top of &#039;&#039;&#039;Flexiclaw&#039;&#039;&#039; cracks. As a result, players should each be assigned a crack to stand on and use these to slowly drop each of their three &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039;&#039;s along their assigned crack. If done correctly, all players will finish dropping their spheres whilst standing close to (or inside) Ruby Weapon&#039;s hit-box, with enough space for everyone to get there without colliding with a mine. &lt;br /&gt;
&lt;br /&gt;
*If &#039;&#039;&#039;Undermine&#039;&#039;&#039; is underway, all cracks are completely unsafe, meaning that the only available safe spots are in between cracks or at the outer edges of the arena. Due to the size of &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; mines, the raid should divide into even groups and utilize the safe spots to drop their mines safely. If a safe spot is too crowded, players may collide with mines or risk being slain by the exploding cracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Assigning each player to cardinal or inter-cardinal locations before the battle is a great way of ensuring that everyone has a safe spot (crack) during &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; and/or can divide easily into safe spots during &#039;&#039;&#039;Undermine&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; + &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; / &#039;&#039;&#039;Undermine&#039;&#039;&#039; has concluded, Ruby Weapon will retract its claws and the fight resumes as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039;: Causes Ruby Weapon to face a random player and charge up a massive straight-line AoE that will slaughter anyone standing in its path. As the name implies, &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; is indicated by a swelling of red energy. Once you see Ruby Weapon charging up, move behind it as soon as possible. As soon as &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; has concluded, the raid will be bombarded with another cast of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;, the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;: Causes Ruby Weapon to plunge its elongated claws into the ground yet again, except this time, &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will be cast immediately, turning the outer edges of the arena into quicksand, indicated by multiple circle markers on the ground. To avoid being sucked under the earth, all participants must stand in the centre of the arena - the only part of the arena that is safe to stand on during this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensflight&#039;&#039;&#039;: Causes Ruby Weapon to leap to the outer edge of the battlefield and begin charging up. After a delay, Ruby Weapon will repeatedly dash across the arena in different directions, inflicting high damage to anyone caught in its path. Whilst charging up, telegraphs will display the order (and direction) of Ruby Weapon&#039;s flight, giving players a brief opportunity to discern safe locations. However, &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will persist during this time, forcing the raid to stay in the arena centre and use very limited space to avoid the dash attacks. Anyone caught in Ruby Weapon&#039;s path will suffer high damage, so watch out!&lt;br /&gt;
&lt;br /&gt;
After half of the dashes have been performed, Ruby Weapon will cease charging and extend one of its claws (indicated by Ruby Weapon landing near a claw-like icon), then resume dashing. From here on, players must now avoid being on the claw-side of Ruby Weapon during the remaining &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes. Near the end of &#039;&#039;&#039;Ravensflight&#039;&#039;&#039;, Ruby Weapon will also hit a &#039;quicksand&#039; icon which essentially inverts &#039;&#039;&#039;Liquefaction&#039;&#039;&#039;. When this happens, the outer edge of the arena will become safe, whereas the arena centre will become quicksand instead for a brief period. As such, the final safe spot will always be at the outer edge of the arena.&lt;br /&gt;
&lt;br /&gt;
Once all &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have been performed, the arena will normalize and the fight returns to normal after another cast of &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - the unavoidable raid-wide AoE - followed by another &#039;&#039;&#039;Stamp&#039;&#039;&#039; - the vicious tank-buster that applies &#039;&#039;&#039;Blunt Vulnerability&#039;&#039;&#039;, forcing another tank swap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039;: Causes Ruby Weapon to dash to the edge of the arena and prepare to swipe the entire arena with its extended claws. Unlike normal mode, &#039;&#039;&#039;Ruby Dynamics&#039;&#039;&#039; comes with absolutely no telegraph. To avoid, players must move within Ruby Weapon&#039;s hitbox as soon as they notice Ruby Weapon extending its claws. However, two players will also be marked with stack-mark AoEs due to &#039;&#039;&#039;Homing Laser&#039;&#039;&#039;, forcing the raid to split into two groups and help soak each marker. Due to being forced to stand within Ruby Weapon&#039;s hitbox to avoid the claw attack at the same time, participants will have limited space to work with. To avoid both mechanics, simply have the two stack-marked players stand at opposite sides of Ruby Weapon&#039;s hit-box and ensure that enough players are standing in each stack marker to soak the damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Homing Laser&#039;&#039;&#039; + &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039;: Marks the entire raid with large AoE circles, forcing everyone to spread out. After a brief delay, all circles will explode simultaneously for high damage. As always, make sure not to overlap other players with your own AoE circle. At the same time, Ruby Weapon will prepare to walk through the centre of the arena while swiping left and right with its claws, slicing anyone in its path into ribbons. To avoid both mechanics, the raid should divide into two groups (4x4) and spread out at the outer edges of the arena. This gives all participants enough space to avoid overlapping their &#039;&#039;&#039;Homing Laser&#039;&#039;&#039; AoE markers and also leaves enough room for Ruby Weapon to charge through the centre without hitting anyone via &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Charge&#039;&#039;&#039;: Spawns proximity markers at the east and west of the arena during the end of &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039;. To avoid, players should run into Ruby Weapon&#039;s hitbox as soon as &#039;&#039;&#039;Cut &amp;amp; Run&#039;&#039;&#039; has concluded. After a brief delay, Ruby Weapon will then cast &#039;&#039;&#039;Ruby Ray&#039;&#039;&#039; (the massive straight-line AoE aimed at a random player), and &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039;, the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexiclaw&#039;&#039;&#039;: Ruby Weapon plunges its elongated claws into the ground once more, followed by &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;, causing eight cracks to travel in cardinal and inter-cardinal directions just like earlier, except this time, Ruby Weapon will follow-up with &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; or &#039;&#039;&#039;Undermine&#039;&#039;&#039; (whichever was NOT randomly cast beforehand). For example, if &#039;&#039;&#039;Ravensclaw&#039;&#039;&#039; was followed by &#039;&#039;&#039;Undermine&#039;&#039;&#039; earlier in the battle, then &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; will be used here instead, or vice-versa. Similarly to before, all players will have to contend with &#039;&#039;&#039;Ruby Sphere&#039;&#039;&#039; - forcing all players to use the limited number of safe spots to distribute 3x mines each.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Liquefaction&#039;&#039;&#039;: Turns the arena centre into quicksand, leaving the outer edges safe to stand on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravensflight&#039;&#039;&#039;: Causes Ruby Weapon to repeatedly dash across the arena in different directions (just like earlier), inflicting high damage to anyone caught in its path. Players can use the telegraphs on the ground to discern the direction of each dash and pre-position themselves into safe locations.&lt;br /&gt;
&lt;br /&gt;
Unlike before, Ruby Weapon will hit a &#039;quicksand&#039; icon during the earliest dashes, inverting &#039;&#039;&#039;Liquefaction&#039;&#039;&#039; quicksand so that the outer edges will become unsafe whilst turning the arena centre from quicksand into a safe location. After dodging the initial dashes, players must be ready to move from the outer edges to the centre. Soon after, Ruby Weapon will once again hit a &#039;claw&#039; marker, extending either its left or right claw before continuing to dash across the arena. From here on, players must now avoid being on the claw side of Ruby Weapon during the remaining &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes.&lt;br /&gt;
&lt;br /&gt;
Once all &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have been performed, the arena will normalize, followed by another &#039;&#039;&#039;Optimized Ultima&#039;&#039;&#039; - the unavoidable raid-wide AoE.&lt;br /&gt;
&lt;br /&gt;
Ruby Weapon will begin to enrage after the second set of &#039;&#039;&#039;Ravensflight&#039;&#039;&#039; dashes have resolved, giving the raid a window of opportunity to defeat Ruby Weapon before the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Once Ruby Weapon is defeated, players are treated to a transitional animation into a new phase. Just like normal mode, reaching the next phase serves as a checkpoint. As a result, wiping during the second phase will simply restart the fight at the beginning of the phase (rather than force the group to restart from the first phase).&lt;br /&gt;
&lt;br /&gt;
====(Phase 2) Nael Deus Darnus Abilities====&lt;br /&gt;
Contrary to normal mode, the outer edge of the arena during phase 2 will become a &#039;death wall&#039; - slaying any player who touches it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Project&#039;&#039;&#039; - starts a background timer that eventually leads to the summoning of Dalamud. The timer&#039;s progress will be indicated via text-comments throughout the course of the battle. Players will also notice the backdrop gradually undergoing various changes. At the timers climax, Dalamud crashes down into the background, resulting in a catastrophic spectacle that heavily damages the entire raid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Personae&#039;&#039;&#039; - spawns two Nael-themed adds - each called &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; - which must be tanked away from each other, one add per tank. If the adds are kept close together, they will tether to one-another and become completely invulnerable to damage until they are separated.&lt;br /&gt;
&lt;br /&gt;
Unlike normal mode, all players (and each add) will be also afflicted with either an &#039;&#039;&#039;orange&#039;&#039;&#039; (Rage) or &#039;&#039;&#039;blue&#039;&#039;&#039; (Grief). As a result, each add can only be harmed by players of the opposite colour. For example, one add will be &#039;&#039;&#039;orange&#039;&#039;&#039; and one will be &#039;&#039;&#039;blue&#039;&#039;&#039; - so half of the raid (blue) will need to focus on the orange add, whereas the other half of the raid (orange) will need to contend with the blue add. If you attack an add of the same colour, the add will be completely invulnerable to your damage. Whilst these adds are alive, Nael van Darnus will remain untargetable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; - causes all damage dealers to be marked with a blue-circle AoE shortly after the adds arrive. These circles will eventually inflict high damage to all marked players (and anyone else caught in their AoE circles), so be sure to spread out and avoid overlapping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greater Memory&#039;&#039;&#039; - provides both adds with &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Once buffed, each add will cast either &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039; (a point-blank AoE underneath each add) or &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039;, a large donut-AoE centred around each add. Bear in mind that these attacks can be of any combination and will be executed simultaneously. For example, one add might cast &#039;&#039;&#039;Lunar Dynamo&#039;&#039;&#039; while the other casts &#039;&#039;&#039;Iron Chariot&#039;&#039;&#039;. As such, each add should be kept far enough apart so that dodging either of these attacks will not put players at risk of being hit by mechanics from the other add. &lt;br /&gt;
**&#039;&#039;&#039;&amp;lt;u&amp;gt;WARNING:&amp;lt;/u&amp;gt; If you are hit by either Iron Chariot or Lunar Dynamo, you will also receive a heavy knockback that is likely to throw you into the outer wall and KO you immediately. Position accordingly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Affect&#039;&#039;&#039; - spawns two floating heads of Nael that will each tether themselves to two of the furthest players and begin travelling towards them. If a floating head reaches a tethered player, that player will immediately be slain. Instead, tethered players must lure their floating head so that it collides with each &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; add, as doing so will not only destroy the floating head, but also remove &#039;&#039;&#039;Greater Memory&#039;&#039;&#039; (damage up) from the add, reducing its damage. However, all damage-dealers will have to contend with an additional cast of &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; (AoE markers) whilst &#039;&#039;&#039;Negative Affect&#039;&#039;&#039; is in play.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raven&#039;s Claw&#039;&#039;&#039; - causes both &#039;&#039;&#039;Raven&#039;s Image&#039;&#039;&#039; adds to simultaneously assault their primary target with a devastating 5-hit tank-buster. Due to being a multi-hit combo rather than a single blow, tanks may be caught off-guard by the staggered damage. Make sure to utilize mitigation cooldowns!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Change Of Heart&#039;&#039;&#039; - inverses the colour of both &#039;&#039;&#039;Raven&#039;&#039;&#039; add debuffs from blue to orange (or vice versa), forcing the entire raid to swap their attention from their original add to the other. As a result, tanks will have to be especially careful as this requires a full tank-swap which, if sloppily executed, may result in adds moving close together and becoming completely invulnerable to attacks until separated once again.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;&#039;Change of Heart&#039;&#039;&#039; has been executed, the adds will enter a mechanical loop until they are both defeated. Once both adds have been slain, the raid can turn its attention to Nael Van Darnus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Negative Aura&#039;&#039;&#039; - causes Nael to charge a gaze-attack which will inflict &#039;&#039;&#039;confusion&#039;&#039;&#039; on any player who looks directly at her when it is fully cast. Simply look away to avoid losing control of your character.&lt;br /&gt;
&lt;br /&gt;
At this point, the invisible &#039;&#039;&#039;Meteor Project&#039;&#039;&#039; timer will conclude, causing a noticeable change of atmosphere and background, with Dalamud fully visible as it hurtles towards the ground. By now, both adds should either be slain (or close to death). Once Dalamud has fully descended, the entire raid will take tremendous damage. Assuming the raid survives, Nael will recast &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;, creating a new background timer that will lead to another summoning of Dalamud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Mine&#039;&#039;&#039; - causes Nael to consecutively tag players from 1-8 with a large circular marker. After a brief delay, players (in order from 1-8) will drop a proximity marker at their location. One by one, small comets will eventually land at the proximity marker dropped by each player, inflicting damage to the entire raid depending on how close they were to the impact zone of each comet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; - causes Nael to summon an enormous meteor that will slowly descend into the battlefield over time. To avoid a fiery death, players must make sure that they hide behind a &#039;&#039;&#039;Meteor Mine&#039;&#039;&#039; (comet) when the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; hits the ground. However, due to the arena edge being a &#039;&#039;&#039;Death Wall&#039;&#039;&#039; and the fact that Nael will soon cast an AoE knockback before the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; detonates, a good method of dealing with the overlap is to have all players from 1-7 spread out and drop their comets at the outer-edge of the arena, whilst the eight and final comet is dropped at the edge of Nael&#039;s hitbox (away from the deathwall). Once all proximity markers are present, the entire raid should move into Nael&#039;s hitbox and prepare to mitigate the damage inflicted by the comets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screech&#039;&#039;&#039; - inflicts a raid-wide knockback from the arena centre, punting the entire raid outward towards the death wall. Seeing as the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; will collide with the ground shortly afterward, players should aim themselves so that they are pushed behind the 8th comet (which was dropped just outside of Nael&#039;s hitbox). If players aim themselves incorrectly or are too far away during the knockback, they risk being slain by the &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039; explosion, or by being pushed into the death wall. It is worth noting that &#039;&#039;&#039;Knockback Immunity&#039;&#039;&#039; cooldowns will negate the knockback, allowing players to pre-position themselves behind the 8th comet ahead of time and simply nullify the knockback of &#039;&#039;&#039;Screech&#039;&#039;&#039; entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Burst&#039;&#039;&#039; - causes all comets to explode in the order they were dropped, inflicting major damage on anyone close by. Seeing as the comets explode in order from one to eight (and assuming you have utilized a strategy that allowed you to hide behind the eighth comet to avoid &#039;&#039;&#039;Magitek Meteor&#039;&#039;&#039;, all other comets around the arena will explode first, giving everyone plenty of opportunity to move into a safe location away from the explosion of the eighth comet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; - creates two small circle-telegraphs within the arena that will slowly move in a direction indicated by arrows within the circle. After travelling a short distance, comets will land at the final location. If a comet is allowed to hit the platform, the raid will immediately be wiped. To prevent this, players must &#039;catch&#039; the comets by standing within the circle-telegraphs after they have stopped moving. However, &#039;catching&#039; a comet will inflict continuous damage to the players and render them unable to act. Players who did not catch a comet will need to destroy the caught comets in order to save their teammates from being crushed to death. It is wise to have each tank pop spare mitigation cooldowns and catch a comet each - leaving damage-dealers free to nuke them down and healers free to keep the tanks alive until both comets have been destroyed. Bear in mind the &#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; will always overlap with &#039;&#039;&#039;Bradamante&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bradamante&#039;&#039;&#039; - causes Nael to mark two players with orange markers and eventually shoot straight-line AoEs in their direction. Due to being executed while the raid is trying to destroy &#039;&#039;&#039;Mark II Magitek Meteor&#039;&#039;&#039; comets held by other players, anyone marked by &#039;&#039;&#039;Bradamante&#039;&#039;&#039; must make sure that they angle themselves away from the comet-catchers so that the straight-line AoEs are not fired in their direction.&lt;br /&gt;
&lt;br /&gt;
By now, the &#039;&#039;&#039;Meteor Project Timer (2)&#039;&#039;&#039; will be nearing completion, causing Dalamud to descend once again and inflict massive raid-wide damage. Assuming the raid survives the ordeal, Nael van Darnus will refresh the timer with a third and final &#039;&#039;&#039;Meteor Project&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrage&#039;&#039;&#039; - causes Nael to bombard the raid with two bouts of unavoidable raid-wide damage that will require heavy healing/shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Stream (x2)&#039;&#039;&#039; - causes all damage dealers (or all tanks and healers) to be marked with a blue-circle AoE, just like earlier, eventually inflicting high damage to the marked players and anyone else caught in the AoE circles. Once the first wave of &#039;&#039;&#039;Meteor Stream&#039;&#039;&#039; has concluded, the remaining four players will be marked with a second wave of AoE circles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrage&#039;&#039;&#039; - Nael blasts the raid with two more bouts of unavoidable raid-wide damage one final time.&lt;br /&gt;
&lt;br /&gt;
If Nael has not been defeated by the second &#039;&#039;&#039;Outrage&#039;&#039;&#039;, Dalamud&#039;s fall will obliterate the raid and force you to restart the fight from the beginning of the phase.&lt;br /&gt;
&lt;br /&gt;
==Unsynced guide==&lt;br /&gt;
{{evt|service=youtube|id=TGVsBsg_IXA|dimensions=350|align=right|description=Video guide by Moonshadow Fantasy}}&lt;br /&gt;
With a level 90 or higher unrestricted party, the following mechanics are of concern:&lt;br /&gt;
*&#039;&#039;&#039;Ravensclaw&#039;&#039;&#039;: Assign each player to a cardinal or intercardinal spot.&lt;br /&gt;
**&#039;&#039;&#039;Undermine:&#039;&#039;&#039; Players with the long crack pointed at them move left. Drop off three AoEs at the back of the arena and move to the center.&lt;br /&gt;
**&#039;&#039;&#039; Liquefaction:&#039;&#039;&#039; Players stand on the cracks, dropping off the overlapping AoEs as they move towards the center.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ray&#039;&#039;&#039;: Stand behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Add phase:&#039;&#039;&#039; Attack the add with the opposite color to your own debuff (red attacks blue and vice versa). Keep the adds apart.&lt;br /&gt;
**&#039;&#039;&#039;WARNING: The knockback effect for failing these mechanics will still immediately KO you if you hit the wall.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Iron Chariot:&#039;&#039;&#039; The add casts an AoE around itself, move away&lt;br /&gt;
**&#039;&#039;&#039;Lunar Dynamo:&#039;&#039;&#039; The add casts a donut AoE around itself, move into its hitbox.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Ruby Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Ruby Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Ruby Gwiber Trumpet}} at [[C&#039;intana]] in [[Mor Dhona]] (X:22.7 Y:6.7).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Ruby Weapon Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Ruby Arms (IL 485)}}&lt;br /&gt;
{{Drops table row|Ruby Battleaxe}}&lt;br /&gt;
{{Drops table row|Ruby Greatsword}}&lt;br /&gt;
{{Drops table row|Ruby Sawback}}&lt;br /&gt;
{{Drops table row|Ruby Partisan}}&lt;br /&gt;
{{Drops table row|Ruby Cesti}}&lt;br /&gt;
{{Drops table row|Ruby Samurai Blade}}&lt;br /&gt;
{{Drops table row|Ruby Daggers}}&lt;br /&gt;
{{Drops table row|Ruby Bow}}&lt;br /&gt;
{{Drops table row|Ruby Knifelock}}&lt;br /&gt;
{{Drops table row|Ruby Chakrams}}&lt;br /&gt;
{{Drops table row|Ruby Rod}}&lt;br /&gt;
{{Drops table row|Ruby Index}}&lt;br /&gt;
{{Drops table row|Ruby Hanger}}&lt;br /&gt;
{{Drops table row|Ruby Cane}}&lt;br /&gt;
{{Drops table row|Ruby Codex}}&lt;br /&gt;
{{Drops table row|Ruby Astrometer}}&lt;br /&gt;
{{Drops table row|Ruby Plating}}&lt;br /&gt;
{{Drops table row|Ruby Weapon Coffer (IL 485)}}&lt;br /&gt;
{{Drops table row|Ruby Gwiber Trumpet}}&lt;br /&gt;
{{Drops table row|Faded Copy of Ultima (The Primals)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Seeing Red}}&lt;br /&gt;
{{achievement table row|Mightier than Ruby}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Ultima (The Primals)}}&lt;br /&gt;
{{music table row|Phase 2|Rise of the White Raven (Orchestral Version)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
Cinder Drift EX.png&lt;br /&gt;
Cinder Drift boss.png&lt;br /&gt;
File:cinder drift1.jpg&lt;br /&gt;
File:The Ruby Weapon render.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;br /&gt;
[[Category:The Sorrow of Werlyt]]&lt;/div&gt;</summary>
		<author><name>BoxAdmiral</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Cuff_of_the_Father_(Savage)&amp;diff=972173</id>
		<title>Alexander - The Cuff of the Father (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Cuff_of_the_Father_(Savage)&amp;diff=972173"/>
		<updated>2025-07-23T11:32:09Z</updated>

		<summary type="html">&lt;p&gt;BoxAdmiral: Info about Charge and Recharge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Cuff of the Father|the first tier of [[Alexander]] in general|Alexander: Gordias}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Cuff of the Father (Savage)&lt;br /&gt;
| description = What fun is there in merely restating the facts? Never one to be content with the truth, the wandering minstrel has taken the liberty of retelling the tale of your journey into Alexander with his trademark embellishments. Some may question the value of such entertainment, but none can deny the skill with which he weaves his tapestry of song and verse, immersing you in memory...&lt;br /&gt;
| image = Alexander_-_The_Cuff_of_the_Father_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 195&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = normal&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Heavensward)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| location = Hangar 12, The Cuff of the Father&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Song of Steam and Steel&lt;br /&gt;
| stone-sky-sea = The Cuff of the Father (Savage)&lt;br /&gt;
| patch = 3.05&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also known as &#039;&#039;&#039;A2S&#039;&#039;&#039;, it is the second sector of [[Alexander: Gordias (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{#ev:youtube|XSstMu3f9d4|400|right|A2S Guide}}&lt;br /&gt;
This fight consists of nine waves of enemies and has a hard enrage timer of 10mins 30sec. Each wave will spawn several enemies and focusing down specific enemies that can debuff players while using AoE damage to burn down everything else is key. Like the Normal version of this fight, players can use the Gobwalkers to stun/debuff enemies, and explode to deal damage. Assign players to tanks before the fight.&lt;br /&gt;
&lt;br /&gt;
When Magitek Gobwidow G-IXs cast Bangyzoom, nearby Gordian Soldiers receive a debuff named &#039;&#039;&#039;Charge&#039;&#039;&#039;. Soldiers that are slain with Charge explode for heavy damage in a large area. This can be prevented by tanking Soldiers and Gobwidows on opposite ends of the arena, or by killing Charge&#039;d Soldiers under the effect of &#039;&#039;&#039;Temporary Insanity&#039;&#039;&#039; applied by the Magitek Gobwalker G-VII&#039;s 2nd ability, Cracklyplume.&lt;br /&gt;
&lt;br /&gt;
The Gobwalker&#039;s 5th ability, &#039;&#039;&#039;Recharge&#039;&#039;&#039;, may only be used on enemy Gobwalkers that are suffering from the &#039;&#039;&#039;Severe Damage&#039;&#039;&#039; debuff. Enemy Gobwalkers are granted this debuff upon dropping below 15% health, additonally causing them to be unable to move and take moderate damage over time.&lt;br /&gt;
&lt;br /&gt;
===Wave 1===&lt;br /&gt;
2 &#039;&#039;&#039;Gordian Soldiers&#039;&#039;&#039; will spawn. Simply stack the enemies and burn them down. At low HP they will drop bombs that can explode and wipe the party, so kill the bombs at once.&lt;br /&gt;
&lt;br /&gt;
===Wave 2===&lt;br /&gt;
2 &#039;&#039;&#039;Gordian Soldiers&#039;&#039;&#039;, 1 &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; and 1 &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; will spawn. Snipers attack their target relentlessly, and the Hardmind will give enemies &#039;&#039;&#039;Magic Vulnerability Down&#039;&#039;&#039;, so focus on the Hardmind first. After this phase the first assigned player can enter their tank.&lt;br /&gt;
&lt;br /&gt;
===Wave 3===&lt;br /&gt;
A soldier, sniper and a Hardmind will spawn in the north, while a  &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; and a soldier will spawn in the southwest. The Hardhelm will buff enemies with &#039;&#039;&#039;Physical Vulnerability Down&#039;&#039;&#039;. Players should stack enemies and use the Gobwalker to stun the Hardmind and Hardhelm and burn them down first to prevent enemies from being buffed. After the enemies are dead, move to the center for the next mob.&lt;br /&gt;
&lt;br /&gt;
===Wave 4===&lt;br /&gt;
2 Soldiers, 2 Snipers spawn in the center, while an enemy &#039;&#039;&#039;Gobwalker&#039;&#039;&#039; will spawn in the northeast. Stun the middle group and burn them down quickly. The Gobwalker can&#039;t be stunned, so players don&#039;t need to wait for it to move to the middle of the room. The enemy Gobwalker will cause &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuffs on the main tank, so take it out quickly. The player in the Gobwalker should remember to use &#039;&#039;&#039;Recharge&#039;&#039;&#039; on the enemy Gobwalker when it&#039;s HP drops to 15% or below to restore energy to their machine.&lt;br /&gt;
&lt;br /&gt;
===Wave 5===&lt;br /&gt;
A &#039;&#039;&#039;Magitek Gobwidow Tank&#039;&#039;&#039; will spawn in the north and the southeast, and 2 Soldiers in the southwest. At this point the tanks should split, one grabbing the Gobwidow tank in the north, with the other grabbing the tank and enemies in the south. The party should take out the tank in the north first while the tank in the south focuses on burning down the Soldiers as much as possible. The Gobwidow tanks will mark their main targets with with &#039;&#039;&#039;Prey&#039;&#039;&#039; and soon after use &#039;&#039;&#039;Boomcanon&#039;&#039;&#039;, dealing damaged based on their current HP. Healers should keep tanks topped off so this attack deals very little damage. Be sure to have the Gobwidow in the north destroyed before the next phase.&lt;br /&gt;
&lt;br /&gt;
===Wave 6===&lt;br /&gt;
1 Hardhelm will spawn in the southwest, and a &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; and a Gobwalker will spawn in the north. The north tank will grab the Doll and the Gobwalker. The south tank should grab the Hardhelm and the player in the Gobwalker should stun the Hardhelm and the Soldiers and the party should burn them down immediately, stunning again if necessary.&lt;br /&gt;
By this point the north tank will be taking stacks of &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; from the Gobwalker and cleave damage from the Jagd Doll, so be sure to mitigate. The south tank should bring the Gobwidow up to the north and pull the enemies off the north tank at around 4 or 5 stacks. Burn down the Gobwalker first to minimize the number of stacks on the tank, then the Jagd Doll to minimize damage, then finally the Gobwidow. The Gobwalker player can detonate their walker to help with damage and add additional vulnerability debuffs at this point.&lt;br /&gt;
&lt;br /&gt;
===Wave 7===&lt;br /&gt;
4 Jagd Dolls will spawn, and tanks should split them, keeping them close to each other to maintain high raid damage while turning them away to avoid stacking the cleave damage. Focus down the dolls of the off tank and move to the southwest in preparation for the next wave.&lt;br /&gt;
&lt;br /&gt;
===Wave 8===&lt;br /&gt;
2 Soldiers and 2 Snipers will spawn in the southwest, while a Hardhelm will spawn in the north and a Hardmind in the southeast. A lot of damage will come out here, so healers may pull aggro. &#039;&#039;&#039;Cover&#039;&#039;&#039; them if necessary. The off tank should pull the Hardmind and Hardhelm into the corner to stack with enemies, and the other assigned Gobwalker players should get in their machines and stun the enemies to keep them from buffing enemies. Once the Hardmind and Hardhelm are dead, one of the walkers can explode to deal damage and debuffs to help finish off enemies and burn down the Jagd Doll. After the last Doll dies, the final wave will spawn.&lt;br /&gt;
&lt;br /&gt;
===Wave 9===&lt;br /&gt;
2 Gobwidows will spawn, one in the north, one in the south. A Gobwalker will spawn in the north, a Doll in the south, and 2 Soldiers and 2 Snipers in the southeast corner. Tanks will grab the north and south mobs and drag them to the southeast corner to stack enemies. The last walker player can stun enemies and the party should use all their powerful AoEs. Popping Limit Breaks is also effective here. Destroy the enemy Gobwalker first, the Jagd Doll, then finally the Gobwidows. Players can detonate at this point as there are no bombs in this phase. Players simply need to defeat the enemies before the hard enrage timer to win the encounter.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Gordian Manifesto - Page 2}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Gordian Head Gear Coffer (IL 210)}}&lt;br /&gt;
{{Drops table row|Gordian Hand Gear Coffer (IL 210)}}&lt;br /&gt;
{{Drops table row|Gordian Foot Gear Coffer (IL 210)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Gordian Head Gear Coffer (IL 210)}}&lt;br /&gt;
{{Drops table row|Gordian Hand Gear Coffer (IL 210)}}&lt;br /&gt;
{{Drops table row|Gordian Foot Gear Coffer (IL 210)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>BoxAdmiral</name></author>
	</entry>
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