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		<title>The Second Coil of Bahamut - Turn 4</title>
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		<updated>2026-04-06T01:02:13Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewriting most of the strategy guide using STDT tables&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 - Turn 4 (Savage)|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;
}} 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;
|Hard-hitting frontal cleave on the main enmity target. 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 on the main enmity target. 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 [[Common mechanics and markers#Proximity AoE|&#039;&#039;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 an 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 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 arrows— each of these players are then hit with small AoEs. 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 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;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Description&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;
&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;
!Name&lt;br /&gt;
!Attacks&lt;br /&gt;
!Description&lt;br /&gt;
|-&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 an AoE. This attack leaves a 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;
|&#039;&#039;&#039;Heavy Strike&#039;&#039;&#039;&lt;br /&gt;
|A 270 degree three-part shockwave cone AoE that deals high damage.&lt;br /&gt;
|-&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;
|&#039;&#039;&#039;Earthshock&#039;&#039;&#039;&lt;br /&gt;
|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; |&#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 high-damage tankbuster on the main enmity target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;&lt;br /&gt;
|A high-damage frontal cleave towards the main enmity target.&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 before Nael Deus Darnus begins 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 their 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 [[Common mechanics and markers#Epicentral Knockback|epicentral knockback]] created from a tower dropping on the center of the arena. This tower will repeatedly create 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 creating [[Common mechanics and markers#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 tankbusters, fire 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 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;
Once Nael is brought to 47% health, they will begin their final phase indicated by casting &#039;&#039;&#039;Bahamut&#039;s Favor&#039;&#039;&#039;.&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;
&lt;br /&gt;
===Phase 4: 47%-0%===&lt;br /&gt;
Once Nael reaches 47%, they will summon three dragons outside of the arena, as well as combine their 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 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;
!Description&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>
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		<updated>2026-04-05T22:13:50Z</updated>

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[[Category:Status Effect Icons]]&lt;br /&gt;
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		<summary type="html">&lt;p&gt;Pckables: Added categories&lt;/p&gt;
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&lt;div&gt;Garrote Debuff from Coils T9&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
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&lt;div&gt;Garrote Debuff from Coils T9&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
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		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Garrote Twist debuff from Coils T9&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1275946</id>
		<title>The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1275946"/>
		<updated>2026-04-05T20:23:52Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Moved a Biotower detail to Citation.&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 - Turn 3 (Savage)|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 3&lt;br /&gt;
| description = Your party activates the coil&#039;s lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 3.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 100&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 = Central Decks&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;
}} The raid is also known as &#039;&#039;&#039;T8&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Open the frontal bulkhead. 0/1&lt;br /&gt;
* Defeat the Avatar. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Surveillance Module]] (untargetable)&lt;br /&gt;
*[[Clockwork Bug (Enemy)|Clockwork Bug]]&lt;br /&gt;
*[[Clockwork Footman]]&lt;br /&gt;
*[[Clockwork Warrior]]&lt;br /&gt;
*[[Shaper-rook]]&lt;br /&gt;
Travel south from the entrance to Sector XII in the Lower Decks. Use the jump pad to go up to Sector VII in the Main Decks. Go south to the Frontal Bulkhead and open it to reach The Avatar boss.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[The Avatar]] ==&lt;br /&gt;
This fight has a 11m hard enrage timer after which The Avatar will wipe the party.&lt;br /&gt;
&lt;br /&gt;
While the Avatar will progress phases if enough damage is done, time is also a factor and The Avatar will change phases based on their &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The Avatar can not change phases if towers are active and charging. This can be used to skip phases entirely.&lt;br /&gt;
 When attempting this duty solo, The Avatar will instantly kill the player with &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; if allowed to reach Phase 2.&lt;br /&gt;
 Players must force this phase to be skipped by bringing The Avatar to 45% health while towers are still charging in order to skip to phase 3. Players can bring The Avatar to 76% and wait for the second set of towers to spawn to create an easier DPS check.&lt;br /&gt;
&lt;br /&gt;
=== Biotowers ===&lt;br /&gt;
The Avatar has four &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, one located at the North, East, South, and West edges of the room. Towers appear in pre-determined sets of two or three based on time and/or phase.&lt;br /&gt;
&lt;br /&gt;
Towers have a charge meter behind them, starting with one charge and instantly activating at five. Towers gain one charge every 15 seconds in Phase 1 and 2, and 20 seconds in Phase 3.&lt;br /&gt;
&lt;br /&gt;
When towers charge themselves, if two towers hold an equal amount of charges The Avatar will gain a stack of {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. If three towers are equal, The Avatar will gain two stacks of each buff.&lt;br /&gt;
&lt;br /&gt;
If two or more towers charge to maximum simultaneously, The Avatar will enrage and wipe the party with repeated casts of &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;. If the Avatar is forced to skip phases due to low health, this will also bypass the enrage.&lt;br /&gt;
&lt;br /&gt;
Players can forcefully charge towers by standing in the adjacent electrified fields. This will grant one charge per player in the field as well as inflict those players with a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
Manually charging a tower costs health, the HP cost increased per stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039;. The first charge deals 10%&amp;lt;ref&amp;gt;The first charge a player gives to a Biotower (before gaining a Languishing debuff) can have its damage reduced by defensive stats and abilities. Once players are inflicted with Languishing, defense is completely ignored.&amp;lt;/ref&amp;gt; of max health, then 20%, 40%, 70%, and finally 120% of max health until the debuff expires.&lt;br /&gt;
&lt;br /&gt;
There is a 20 second period between the last tower&#039;s natural activation (nobody running in to charge it) and when the next set of towers spawn. It&#039;s always 20 seconds, whether there are two or three towers.&lt;br /&gt;
&lt;br /&gt;
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; lasts 90 seconds, so you have to plan accordingly.&lt;br /&gt;
&lt;br /&gt;
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it&#039;s longer than the 90s debuff, you can have the same people activate the towers.{{evt|service=youtube|id=IeUiwRI6rqM|dimensions=350|align=right|description=Turn 8 Video Guide}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Tower Descriptions&lt;br /&gt;
!Visual&lt;br /&gt;
!Location&lt;br /&gt;
!Fully Charged Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DreadTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|North&lt;br /&gt;
|Summons one [[Clockwork Dreadnaught (Enemy)|&#039;&#039;&#039;Clockwork Dreadnaught&#039;&#039;&#039;]]. This enemy hits very hard with frequent frontal cleave attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8MineTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|East&lt;br /&gt;
|Creates 3 landmines in random areas. Mines become invisible a few seconds after creation. Touching a mine explodes it, inflicting knockback and ~2000 AoE damage.&lt;br /&gt;
&lt;br /&gt;
* After 15 seconds, The Avatar will force-detonate all existing mines, wiping the party.&lt;br /&gt;
* Knockback can be resisted using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DamageTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|South &amp;amp; West&lt;br /&gt;
|Deals ~2500 damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 75% or 2m40s ===&lt;br /&gt;
The Avatar&#039;s first phase is comprised of two sets of towers, but will skip to phase 2 early if brought to 75% before the second set of Biotowers appears.&lt;br /&gt;
&lt;br /&gt;
This boss stays immobile in the center of the room. If the main enmity target moves too far away from The Avatar, it will attack with ranged lasers that hit much harder than its melee attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave that deals heavy damage and applies {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. The debuff ticks for ~600 damage and can be cleansed with {{item icon|Esuna}}. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|A stack marker indicated with a &amp;quot;satellite-like&amp;quot; laser. Damage will be divided across all players near the marked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|An [[Common mechanics and markers#Intercept Tether|&#039;&#039;&#039;intercept tether&#039;&#039;&#039;]] from the boss to a non-tank player. The target explodes in a moderate AoE for ~1500 damage.&lt;br /&gt;
|}&lt;br /&gt;
Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to two important &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, and gives easy vision of the AoE biotowers to the healers.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 1 is:&lt;br /&gt;
&lt;br /&gt;
Set 1 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 2 (Mines + West Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|Always face The Avatar away from the party. Healers should {{item icon|Esuna}} the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; off the main tank whenever possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 1, players should charge the Dreadnaught Tower and have the off-tank hold aggro. Ensure the enemy is faced away from the group and have DPS take it down fast.&lt;br /&gt;
&lt;br /&gt;
* If Set 2, players should charge the Landmine tower. The off-tank should run into and detonate the mines, being careful not to get bounced into multiple mines at once. DPS can help detonate mines if careful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Have one player (preferably the off-tank) intercept the tether and run it away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|The group should stack behind The Avatar to spread out the damage equally.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Move the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss, staying away from whichever player is tethered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat until Phase 2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 75% - 45% or 2m40s - 7m ===&lt;br /&gt;
The Avatar adds two new deadly attacks to its arsenal. It is possible to skip this phase entirely by bringing The Avatar to 45% health while the second set of towers is up in Phase 1.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Debuffs the main tank with {{Status effect|debuff|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Brain Jack]]&#039;&#039;&#039;, causing them to run to the nearest player and attack them for 10 seconds. This does not effect enmity. Cast every 30 seconds and is always followed by &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|A [[Common mechanics and markers#Numbered Stack|&#039;&#039;&#039;Numbered Stack Marker&#039;&#039;&#039;]]. Binds two random players in place and marks them with a large or small circle. If an incorrect amount of players are in the circle, all inside are instantly killed.&lt;br /&gt;
&lt;br /&gt;
* The small circle requires two players inside, while the large one requires three. The bound players are included in the count.&lt;br /&gt;
|}&lt;br /&gt;
The most dangerous attack is &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; and will require the majority of the groups attention and effort.&amp;lt;blockquote&amp;gt;A common method to handle &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; is to have to entire group stack together prior to the attack, having one player assigned to be the third for the stack if needed. As it is random which two players are chosen, three players may need to be assigned and given a priority order.&lt;br /&gt;
&lt;br /&gt;
As the two bound players will meet the requirements for the small circle, only one player will need to be present if there is a large circle, standing on the very edge as to not be inside the small circle if present.&amp;lt;/blockquote&amp;gt;The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 3 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 4 (Mines + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 5 (Dread + Mines Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Opening&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Ensure the correct amount of people are standing in the circle. Failure to handle this mechanic is likely to lead to a wipe.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align: center&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 3, rush the Dreadnaught tower, but be mindful of the &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; that may occupy the off-tank.&lt;br /&gt;
* If Set 4, rush the Landmine tower. Likewise due to &#039;&#039;&#039;Brain Jack&#039;&#039;&#039;, DPS may want to aid in detonating mines.&lt;br /&gt;
* If Set 5, either tower is equally dangerous, but one must be chosen.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|An simple method to trivialize this debuff is to have one player stand under The Avatar but just barely out of &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039; range. The main-tank will then attack that player without turning the boss.&lt;br /&gt;
&lt;br /&gt;
* While an off-tank is an obvious choice for standing under The Avatar, they may be occupied with handling &#039;&#039;&#039;Biotowers&#039;&#039;&#039;. A magical DPS may be the best fit for this role.&lt;br /&gt;
* Alternatively, a tank-swap can occur instead, but both tanks will still be occupied until the {{Status effect|debuff|confused}} &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat Twice from Biotowers&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: 45% to 0% or 7m - 11m ===&lt;br /&gt;
The Avatar loses the ability to use &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;, but gains an equally dangerous new attack. Towers in this phase will now gain charges every 20 seconds instead of the previous 15.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A random non-tank is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. After the debuff expires, it deals party-wide damage &amp;lt;u&amp;gt;equal to twice the damage&amp;lt;/u&amp;gt; that the debuffed player took over its duration.&lt;br /&gt;
&lt;br /&gt;
* Shields from a {{Action icon|Scholar}} or {{Action icon|Sage}} will negate incoming damage, providing a safety net.&lt;br /&gt;
* After expiration, there is a 10 second safety window before &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; is cast on another player.&lt;br /&gt;
* &#039;&#039;&#039;Homing Missile&#039;&#039;&#039; will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; target the player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; first.&lt;br /&gt;
|}&lt;br /&gt;
This new attack will require the entire party&#039;s focus to deal with. The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; must intentionally avoid all mechanics and damage, as it can easily lead to a party wipe once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
AoE towers especially will need to be timed carefully to explode between &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
Due to the charge timers on towers lining up with Allagan Field, players can prepare two towers to auto-activate the instant Allagan Field expires by giving one +3 charges and a different tower +1 charge.&lt;br /&gt;
&lt;br /&gt;
Alternatively, players can wait until &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; expires and manually rush the remaining AoE tower charges in the safe 10 second window.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 3 is:&lt;br /&gt;
&lt;br /&gt;
Set 6 (Mines + West + South Tower): Send 3 players to West and 1 player to South. Ensure the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player is safely away from any landmines once they appear.&lt;br /&gt;
&lt;br /&gt;
Set 7 (Mines + Dread + South Tower): Send 2 players to the Dreadnaught tower and 1 player to South.&lt;br /&gt;
&lt;br /&gt;
Set 8 (Mines + West + South Tower): Handle the same as Set 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Biotower spawn timers do not line up equally with the rotation and thus have been omitted, but Biotower charge timers will always line up with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; timers. &amp;lt;u&amp;gt;Towers spawn or gain a charge when Allagan Field is at 20 seconds and 0 seconds.&amp;lt;/u&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Rotation (Biotowers Omitted)&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should be marked and run away from the group to a far corner. This player should avoid all mechanics until the debuff expires. Keep this player shielded at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Will attempt to tether to the player with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. Another player should immediately pick up this tether and move it away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All players except for the debuffed should stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A new player will be debuffed and must separate far from the group. Keep shields on them at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Grab this and move it away from the group and the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All other players stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[The Avatar]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Leg Gear Coffer (IL 110)}}&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|High Allagan Head Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Hand Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Foot Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Other Loot===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|32px|link=]] Treasure Coffer (X: 9.8 Y: 8.3)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|X-Potion}}&lt;br /&gt;
{{Drops table row|X-Ether}}&lt;br /&gt;
{{Drops table row|Hi-Elixir}}&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|Mapping the Realm: The Second Coil of Bahamut III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blades|roll=n}}&lt;br /&gt;
{{music table row|Boss|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the avatar1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I am reminded of the passages beneath Castrum Occidens. We must have traveled quite some distance below the surface. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; More of the same tunnels... Twelve be good! Surely they cannot continue all the way down from the upper floors?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Tis difficult to see inside, but I have a terrible feeling those corridors house more of the dreadful guardians you have already faced. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It is said that the Allagans excelled in the creation of chimerical beasts, and that the red moon teemed with a thousand thousand fantastical monstrosities─all to prevent the enemies of the ancient empire from releasing the elder primal. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I wonder, the creatures that prowl these halls─could they be the “beloved children” of which Nael spoke? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, this is yet another mystery to ponder upon our return. Shall we continue onwards?&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Common_mechanics_and_markers&amp;diff=1273863</id>
		<title>Common mechanics and markers</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Common_mechanics_and_markers&amp;diff=1273863"/>
		<updated>2026-04-01T05:36:04Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Numbered Stack */ Renamed to &amp;quot;Multi-Player Marker&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Many [[duties]] in the game use &#039;&#039;&#039;common markers&#039;&#039;&#039; to help communicate to players how to resolve certain mechanics without needing prior knowledge of the specific encounter.&lt;br /&gt;
&lt;br /&gt;
By understanding these markers, players will learn the game&#039;s encounter design &amp;quot;language&amp;quot; and be able to apply their knowledge to unfamiliar encounters.&lt;br /&gt;
&lt;br /&gt;
== Standard Area of Effects (AoE) ==&lt;br /&gt;
The most common type of attack, these attempt to damage players in an area of varying shapes and sizes. These are often indicated by bright orange highlights on the ground, but are sometimes indicated through cast names, enemy motions, or other visual warnings. &lt;br /&gt;
&lt;br /&gt;
In high-end content and higher-level normal-difficulty content, these orange telegraphs will often not appear until right before the attack resolves, requiring players to pay attention to the enemy&#039;s animation or cast name to determine where to avoid the attack. This is most often the case with content seen in &#039;&#039;Shadowbringers&#039;&#039; and later.&lt;br /&gt;
&lt;br /&gt;
In general, these attacks register (&amp;quot;snapshot&amp;quot;) when the telegraph disappears, not when the AoE animation finishes. However, some duties feature red-colored AoEs; these attacks will register substantially later than usual after disappearing, and players should mind their positions.&lt;br /&gt;
&lt;br /&gt;
=== Simple Circle AoE ===&lt;br /&gt;
An unmoving circle AoE of varying size. Will typically be placed directly under an enemy, a player, or preset locations around an arena. Players are generally expected to move out of the highlighted areas in time to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
=== Simple Donut AoE ===&lt;br /&gt;
An unmoving donut AoE of varying size. Will typically be placed directly under an enemy, a player, or preset locations around an arena. Players must to move into the epicenter of the AoE to avoid damage.&lt;br /&gt;
&lt;br /&gt;
=== Simple Line AoE ===&lt;br /&gt;
An unmoving rectangular AoE of varying size. Is often used to indicate an enemy firing a powerful projectile or preparing a running charge. Players are generally expected to side-step these attacks, as their length typically extend the full length of the arena.&lt;br /&gt;
&lt;br /&gt;
=== Simple Cone AoE ===&lt;br /&gt;
An unmoving conal AoE of varying size. Most often originates from the front of an enemy but, in some cases, can come from the rear or sides. Players are generally expected to circle around the enemy to escape danger. As cones expand outwards from its epicenter, these AoEs are easier to dodge by being closer to the enemy casting it.&lt;br /&gt;
&lt;br /&gt;
=== Cleave ===&lt;br /&gt;
A common term for an unmarked frontal cone AoE aimed at the highest enmity target. These are often undodgeable high-damage attacks only intended for the tanks to take— as such, it is common for DPS and healers to stay behind the boss at all times, while only the tank stays in front.&lt;br /&gt;
&lt;br /&gt;
=== Puddle ===&lt;br /&gt;
A long-lasting AoE that can apply damage, debuffs, or even buffs when stood inside. Generally a stage hazard that limits movement space. Will often be the after-effects of a Simple Circle AoE or a Spread Circle. Players will typically want to avoid standing in these, but can often control where Puddles are created.&lt;br /&gt;
&lt;br /&gt;
=== Landmine ===&lt;br /&gt;
A long-lasting mine that explodes if a player gets too close. Typically must be avoided, but in some cases must be exploded by a tank to avoid a larger explosion later. Sometimes will also knockback players hit by the explosion, which can cause chain reactions.&lt;br /&gt;
&lt;br /&gt;
=== Homing AoE ===&lt;br /&gt;
An attack that will drop multiple AoEs on a player sequentially. The player must continuously move in a certain direction to avoid the attack. Indicated by trailing yellow chevrons and a pulsating circle around the targeted player.&lt;br /&gt;
&lt;br /&gt;
=== Moving AoEs ===&lt;br /&gt;
Circle or line AoEs that will cascade outwards as follow-up AoEs in the direction(s) indicated by the arrows on the AoE telegraph.&lt;br /&gt;
&lt;br /&gt;
Circular moving AoEs are commonly referred to as &#039;&#039;&#039;exaflares&#039;&#039;&#039; by players.&lt;br /&gt;
&lt;br /&gt;
=== Radial Line AoE ===&lt;br /&gt;
An advanced variant of the Line AoE. This attack fires multiple (usually 4) line AoEs out from an epicenter in indicated directions, creating a starburst-like pattern. Indicated by a ring of chevrons on the ground pointing outwards. The size of this telegraph is usually much shorter than the length of the AoEs.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight AoE ===&lt;br /&gt;
A room-wide AoE that hits every player that has a direct, unblocked line of sight to the enemy casting this. Players must stand behind an object, often a large rock, to shield themselves from the incoming blast. Failure to take cover is often fatal.&lt;br /&gt;
&lt;br /&gt;
In later expansions, these attacks are telegraphed by a room-wide radial wave emanating from the center. Older duties will have no visual telegraph, typically only being indicated by a long 10 second cast.&lt;br /&gt;
&lt;br /&gt;
The most common and notable Line of Sight AoE is &#039;&#039;&#039;Ecliptic Meteor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Spread markers==&lt;br /&gt;
&lt;br /&gt;
Spread markers usually consist of an attack marker over a player and a circle that marks a specific area around that player. These markers will appear on multiple players in the party or alliance at the same time and indicate an attack dealing slight or medium damage. In high-end content and rarely in normal-difficulty content, these attacks also often apply a vulnerability to damage of the same type (often {{status effect|magic vulnerability up}} [[Magic Vulnerability Up]]) for a very short amount of time.&lt;br /&gt;
&lt;br /&gt;
Any player getting hit by two or more of these attacks will take a very high or lethal amount of damage due to the vulnerability, requiring the marked players to &#039;&#039;spread&#039;&#039; their positions across the arena to survive.&lt;br /&gt;
&lt;br /&gt;
=== Spread Circle ===&lt;br /&gt;
A circle AoE targeting and following a varying number of players. Often indicated by a colored arrow and circle on top of players, but in some cases are only indicated by a cast bar or debuff. Players will need to move away from the marked to minimize damage to themselves and the party.&lt;br /&gt;
&lt;br /&gt;
It is important to note that while having multiple players in a Spread Circle should be avoided, it is safe to have the edges of multiple Spread Circles overlap.&lt;br /&gt;
&lt;br /&gt;
=== Spread Line ===&lt;br /&gt;
A Line AoE targeting one or more players. Often indicated by a colored arrow or mark on the target, but in some cases may be a moving Simple Line AoE that is attached to a player. Players will need to spread in a circle around the boss to avoid overlapping attacks.&lt;br /&gt;
&lt;br /&gt;
==Stack markers==&lt;br /&gt;
Stack markers are indicated with multiple arrows pointing at a party member or location in the arena with a rhythmic high-pitched pulsing sound. They usually indicate an attack wherein unsurvivable damage is divided amongst party members into more manageable amounts, but are occasionally used to indicate positioning to evade a mechanic (for example, Xande&#039;s earthquake in {{i|Syrcus Tower}}).&lt;br /&gt;
&lt;br /&gt;
=== Standard Stack Marker ===&lt;br /&gt;
An circular attack that divides its damage across all players grouped under the marker. This is identified by one arrow pointing down and four arrows at 90-degree angles with a ring encircling the targeted character. The more players stand inside the ring around the marked player, the more the damage will be divided, making it much easier to survive and heal through.&lt;br /&gt;
&lt;br /&gt;
Starting in &#039;&#039;Heavensward&#039;&#039;&amp;lt;u&amp;gt;,&amp;lt;/u&amp;gt; multiple Stack Markers may appear simultaneously that inflict a form of {{Status effect|debuff|vulnerability up}} [[Vulnerability Up|&#039;&#039;&#039;Vulnerability&#039;&#039;&#039; &#039;&#039;&#039;Up&#039;&#039;&#039;]] to those hit. In these situations, Stack Markers must be split apart and the party divided into groups, as the debuff prevents players from surviving a second hit.&lt;br /&gt;
&lt;br /&gt;
=== Line Stack Marker ===&lt;br /&gt;
A Stack Marker that divides its damage across a straight line rather than a small circle. This is identified by the single orange arrow above and three orange arrows to either side of the targeted party member. Stand in the line AoE to share the damage. It is not necessary to be close to the targeted party member or even within the marker, but merely within the line AoE.&lt;br /&gt;
*Blue line AoE stack markers will target a fixed location instead of being directed at a player.&lt;br /&gt;
&lt;br /&gt;
=== Multi-Stack Marker ===&lt;br /&gt;
A Stack Marker attack that hits repeatedly in a short span of time. Identified by four orange inward-pointing arrows stacked on top of each other. Stand inside the ring to share the damage multiple times, staying in place until the attack ends completely. Healers will need to focus completely on repeatedly casting heals to keep themselves and the group alive.&lt;br /&gt;
&lt;br /&gt;
Commonly known as an &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;-style attack.&lt;br /&gt;
&lt;br /&gt;
=== Tankbuster Stack Marker ===&lt;br /&gt;
This is identified by a regular stack marker with a red coloration and a variable number of orbs above the targeted tank. The requisite number of tanks must position themselves inside the ring to share the damage.&lt;br /&gt;
&lt;br /&gt;
An example of this is &#039;&#039;&#039;Twin Pom Meteor&#039;&#039;&#039; in {{i|Thornmarch}}.&lt;br /&gt;
&lt;br /&gt;
=== Multi-Player Marker ===&lt;br /&gt;
An attack that requires an exact number of players to group together or else face punishment. Represented by a circle with a varying amount of spheres floating above it. The amount of spheres indicate the amount of players that must be inside the circle.&lt;br /&gt;
&lt;br /&gt;
=== Wild Charge ===&lt;br /&gt;
An advanced variant of the Line Stack Marker. One player is targeted and will take increased damage, requiring the group to stand in front of them to save their life. Additionally, the player closest to the boss often takes increased damage, requiring the tanks to be the closest to the boss while the DPS and Healers stand between them and the targeted player.&lt;br /&gt;
&lt;br /&gt;
==Tankbusters==&lt;br /&gt;
This marker warns of an incredibly powerful attack. Typically, it targets the player with the most enmity, and because it deals tremendous damage, most non-tank jobs are unlikely to survive it. Should you be targeted, your defensive abilities can help keep you safe.&lt;br /&gt;
&lt;br /&gt;
Tankbusters are often indicated with a high-pitched sound and a red arrow pointed down with some sort of marker encircling the tank, but are sometimes only indicated by the name of the enemy&#039;s spell or a visual tell.&lt;br /&gt;
&lt;br /&gt;
The official name for these indicators are &amp;quot;Lethal attack markers&amp;quot;, but this term is rarely used colloquially.&lt;br /&gt;
&lt;br /&gt;
=== Standard Tankbuster ===&lt;br /&gt;
The most common type and are indicated with red rings encircling the tank and a chevron pointing downwards. Tanks should use some form of mitigation and healers should be prepared to respond to the incoming damage.&lt;br /&gt;
&lt;br /&gt;
=== AoE Tankbuster ===&lt;br /&gt;
Will look similar to the standard tankbuster indicator with the addition of a solid red area on the ground originating from the tank. Players must move away from the targeted tank to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AoE tankbusters in older duties do not display the red area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some AoE tankbusters in newer high-end duties will not display the red area (indicating the exact AoE size) but will have a red ring that expands and contracts, indicating that the AoE size is untelegraphed.&lt;br /&gt;
&lt;br /&gt;
=== Caution Tankbusters ===&lt;br /&gt;
Will look similar to the standard tankbuster indicator with the addition of a yellow-and-black striped ring akin to caution tape. This typically indicates a line AoE or cone AoE aimed at the tank, but can also indicate a circle AoE tankbuster as well. Players should avoid standing near the marked tank entirely, as the AoE size is usually not indicated.&lt;br /&gt;
&lt;br /&gt;
==Tethers==&lt;br /&gt;
Tethers are lines of varying appearance attached between two entities— often a player and the boss, or two players together. Tether visuals will not always be consistent to their functionality across fights and expansions.&lt;br /&gt;
&lt;br /&gt;
=== Spread / Far Tether ===&lt;br /&gt;
A tether most often attached between two players. Typically deals continuous damage to the tethered players until they spread apart far enough to snap their bindings. When possible, player should start stacked with their expected tether partner before the tether is applied to reduce the distance they have to move.&lt;br /&gt;
&lt;br /&gt;
These types of tethers often appear as burning chains or vines. If the tether is blue with arrows pointing away from the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
&lt;br /&gt;
=== Paired / Close Tether ===&lt;br /&gt;
A tether most often attached between two players. Requires the tethered players to stay close together to survive. Moving too far apart often leads to continuous damage or instant defeat to both players.&lt;br /&gt;
&lt;br /&gt;
These types of tethers may appear as red and green chains (&amp;quot;Christmas tethers&amp;quot;). If the tether is green only with arrows pointing to the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
&lt;br /&gt;
=== Transferable Tether ===&lt;br /&gt;
These tethers are commonly yellow and have a pulsating circle attached to the target, indicating they can be transferred to a player by walking through it. Depending on the encounter, transferrable tethers have various effects, for example:&lt;br /&gt;
*A tether to an object or enemy that will cause a detrimental effect if the tether is not collected by a player.&lt;br /&gt;
*A tether to a player, indicating they will be targeted by an attack that may require the tethers to be handed off in a specific order, or for tanks to pick up the tethers because the attack is a tankbuster.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Tether ===&lt;br /&gt;
A tether from an enemy to a player. The tethered players will take damage based on how close they are to the enemy. Tethers will often change appearance to indicate once a safe distance has been reached. If the tether is too short, it will have a pink spiky appearance.&lt;br /&gt;
&lt;br /&gt;
=== Chase Tether ===&lt;br /&gt;
A tether from an enemy or attack to a player. Whatever is tethered to the player will chase them relentlessly, even ignoring enmity. In many cases, the player will want to find a way to avoid or break their tether.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Tether ===&lt;br /&gt;
A tether that immobilizes or stuns both attached players. Requires a third player to break the tether by running through it, freeing the two from their bindings.&lt;br /&gt;
&lt;br /&gt;
=== Magnetic Tethers ===&lt;br /&gt;
A tether that applies a {{Status effect|debuff|File:PositiveCharge debuff.png}} positive or {{Status effect|debuff|File:NegativeCharge debuff.png}} negative charge to the player and the other tethered target. If both charges are the same, the player will be pushed away from the target after some time. If the charges are opposite, the player will be drawn to the target.&lt;br /&gt;
&lt;br /&gt;
==Towers==&lt;br /&gt;
&lt;br /&gt;
Tower markers indicate an attack that will do damage to anyone standing inside of it. If there are not enough players inside a tower to take the attack, the tower explodes and deals a high amount of party-wide damage. Unlike [[#Stack markers|stacks]], the damage done by towers is usually not split between players.&lt;br /&gt;
&lt;br /&gt;
There are many variations of towers with non-standard visual indicators in the game. They are typically indicated by a small, stationary, circular glyph on the ground, but often have a tower-like structure inside them.&lt;br /&gt;
&lt;br /&gt;
As towers explode for often-fatal amounts of party-wide damage if empty, it is still advantageous to have a player stand in a tower that would defeat them in order to protect the rest of their party.&lt;br /&gt;
&lt;br /&gt;
=== Standard Tower ===&lt;br /&gt;
This tower deals varying amounts of damage and simply requires one player to stand inside. Often can be handled by any role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties may require tanks to handle towers despite a lack of unique marker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank Tower ===&lt;br /&gt;
This tower usually combines the visual indicator for a [[Common mechanics and markers#Tankbusters|tankbuster]] with the tower itself. It requires one player and deals a very high amount of damage, usually only allowing a tank to survive the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not display the tankbuster indicator on tank towers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Multi-player Tower ===&lt;br /&gt;
This tower usually has a visual indicator showing how many people are required to prevent the tower from exploding. Common indicators are small circles on the ground or tower-like structures appearing multiple times inside the marker. Some tower indicators visually react when a player steps inside of it.&lt;br /&gt;
&lt;br /&gt;
Multi-player towers may also be paired with a stack marker, indicating that damage will be split between all players in the tower.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Circle ===&lt;br /&gt;
These are single or multi-player towers that will disappear as soon as the requisite number of players stand inside. Unlike regular towers, which require those inside to wait, Summoning Circles can be left the instant their conditions are met.&lt;br /&gt;
&lt;br /&gt;
==Knockbacks==&lt;br /&gt;
Attacks that push players back a varying distance. These attacks often deal little-to-no damage themselves but attempt to push players into potentially lethal traps and AoEs.&lt;br /&gt;
&lt;br /&gt;
These attacks can often be completely resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, but not always. In newer duties (since [[patch 6.4]]), knockback telegraphs that cannot be resisted will usually be purple.&lt;br /&gt;
&lt;br /&gt;
Knockback attacks typically require players to run towards the source of the knockback or position themselves in such a way that they are pushed into a safe zone afterwards.&lt;br /&gt;
&lt;br /&gt;
{{i|Warrior|Warriors}} in particular should be aware of a duty&#039;s knockback mechanics, as {{i|Inner Release}} may interfere with being pushed into a safe zone.&lt;br /&gt;
&lt;br /&gt;
{{i|Paladin|Paladins}} should be wary of using {{Action icon|Cover}} during these attacks as it will cause them to take two instances of knockback instead of one, often leading to guaranteed death.&lt;br /&gt;
&lt;br /&gt;
=== Radial Knockback ===&lt;br /&gt;
A knockback originating from either the center of the room or the boss&#039;s current position, pushing all players away from the origin of attack. Often indicated by arrows on the ground pointing outwards in all directions.&lt;br /&gt;
&lt;br /&gt;
Players generally want to stand as close to the center as possible, as this attack is typically combined with a damaging edge or hole.&lt;br /&gt;
&lt;br /&gt;
=== Directional Knockback ===&lt;br /&gt;
A knockback that pushes players in a single indicated direction, often shown by arrows pointing in the direction players will be pushed. Players should move towards the source of the knockback and ensure they will not be pushed into any dangerous AoEs behind them.&lt;br /&gt;
&lt;br /&gt;
=== Epicentral Knockback ===&lt;br /&gt;
A blue circle will appear on the arena that will do a strong Radial Knockback, but standing inside the blue circle itself will deal high, if not fatal, damage. Players must stand as close to the circle as possible without stepping inside while also ensuring they&#039;re not being pushed into danger.&lt;br /&gt;
&lt;br /&gt;
=== Line Knockback ===&lt;br /&gt;
Similar to an epicentral knockback, but is bi-directional from a line AoE. The line AoE has a dark red telegraph.&lt;br /&gt;
&lt;br /&gt;
==Other mechanics==&lt;br /&gt;
&lt;br /&gt;
=== Proximity AoE ===&lt;br /&gt;
An attack that deals increasing damage based on how close the player is to it. Indicated by a spinning yellow circle pulsing purple waves outwards. Players should move as far away from these markers as possible, using the purple waves as a visual aid to find the farthest point.&lt;br /&gt;
&lt;br /&gt;
Some proximity AoEs will be lines, wherein players should move away from the glowing yellow area.&lt;br /&gt;
&lt;br /&gt;
=== Flare Marker ===&lt;br /&gt;
An attack that marks a player and deals damage to others based on their proximity to the marked. Indicated by three white arrows pointing outwards above the marked player. The marked player should run away from their party, or if not possible, the party should run from them.&lt;br /&gt;
&lt;br /&gt;
Some flares target tanks only and do tankbuster-level damage to them.&lt;br /&gt;
&lt;br /&gt;
=== Gaze ===&lt;br /&gt;
An attack that forces players to look away, or else suffer a potentially fatal debuff. Indicated by a purple eye, players should stop attacking and rotate their characters so that their backs are to the source of the Gaze.&lt;br /&gt;
&lt;br /&gt;
This attack often originates from an enemy, but can rarely be placed on other players or even the background. In the case that the Gaze is combined with an AoE, players can avoid it by either looking away or simply moving out of the AoE; it is not required to do both.&lt;br /&gt;
&lt;br /&gt;
Some gaze attacks resolve when a shrinking circle with gaze markers converges on the entity.&lt;br /&gt;
&lt;br /&gt;
If a gaze marker contains a question mark, players will need to look &#039;&#039;toward&#039;&#039; the entity to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
It is important to note that as player characters will automatically turn to face the enemy when performing an attack, it is recommended not to use any spells or abilities until the Gaze attack has ended.&lt;br /&gt;
&lt;br /&gt;
=== Red Light ===&lt;br /&gt;
Requires players to stop all movement and actions temporarily or else face punishment. Even auto-attacking is seen as an action, so players either need to face away from the boss or holster their weapons to ensure their characters hold still.&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;Acceleration Bomb&#039;&#039;&#039; by the community. Functions similarly to the debuff {{Status effect|debuff|pyretic}} &#039;&#039;&#039;[[Pyretic]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not have a visual indicator for this type of attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Green Light ===&lt;br /&gt;
Requires the players to move continuously during the duration of this attack or else face punishment, most commonly {{status effect|debuff|deep freeze}} [[Deep Freeze]]. Indicated by a right-facing arrow similar to a &amp;quot;play&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
These types of mechanics are often ice-aspected.&lt;br /&gt;
&lt;br /&gt;
=== Number Markers ===&lt;br /&gt;
Overhead markers consisting of 1-8 red or blue circles, indicating the order in which players will be targeted by an attack. One variant of these will be 1-4 markers consisting of either blue squares or purple triangles, indicating two different attack types.&lt;br /&gt;
&lt;br /&gt;
Commonly referred to as &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; by players.&lt;br /&gt;
&lt;br /&gt;
=== Rotating arrows ===&lt;br /&gt;
Spinning arrows that typically denote how a series of AoEs will move.&lt;br /&gt;
&lt;br /&gt;
Clockwise spinning arrows are orange, while counterclockwise spinning arrows are blue.&lt;br /&gt;
&lt;br /&gt;
An example of this type of attack is [[Philia|Philia&#039;s]] &#039;&#039;&#039;Fierce Beating&#039;&#039;&#039; in {{i|Holminster Switch}}.&lt;br /&gt;
&lt;br /&gt;
=== Analysis marker ===&lt;br /&gt;
A yellow ring will surround the player with one or more sectors empty. Players must face their character so their empty sector is hit by a directional attack, or they will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Yellow / orange / blue shape markers ===&lt;br /&gt;
Overhead yellow pyramid markers indicate that the sector (most commonly a tile) of the arena the player is on will detonate, requiring them to claim their own tile.&lt;br /&gt;
&lt;br /&gt;
Orange and blue markers are only found in some [[Eden]] savage raids, while yellow pyramids have been re-used in some high-end duties.&lt;br /&gt;
&lt;br /&gt;
=== Diamond markers ===&lt;br /&gt;
Indicates that either the closest or furthest X player(s) from the entity will be targeted by an attack. X varies based on the mechanic. Pink diamonds touching each other mean that the closest players will be targeted. Purple diamonds not touching each other mean that the furthest players will be targeted. Appears only in some high-end duties.&lt;br /&gt;
&lt;br /&gt;
=== Playstation markers ===&lt;br /&gt;
Overhead markers consisting of red circles, blue crosses, green triangles, and purple squares, identifying pairs of players for certain mechanics. Named after buttons in a Playstation controller. Appears only in some high-end duties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Common_mechanics_and_markers&amp;diff=1273774</id>
		<title>Common mechanics and markers</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Common_mechanics_and_markers&amp;diff=1273774"/>
		<updated>2026-03-31T23:41:10Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Line of Sight AoE to the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Many [[duties]] in the game use &#039;&#039;&#039;common markers&#039;&#039;&#039; to help communicate to players how to resolve certain mechanics without needing prior knowledge of the specific encounter.&lt;br /&gt;
&lt;br /&gt;
By understanding these markers, players will learn the game&#039;s encounter design &amp;quot;language&amp;quot; and be able to apply their knowledge to unfamiliar encounters.&lt;br /&gt;
&lt;br /&gt;
== Standard Area of Effects (AoE) ==&lt;br /&gt;
The most common type of attack, these attempt to damage players in an area of varying shapes and sizes. These are often indicated by bright orange highlights on the ground, but are sometimes indicated through cast names, enemy motions, or other visual warnings. &lt;br /&gt;
&lt;br /&gt;
In high-end content and higher-level normal-difficulty content, these orange telegraphs will often not appear until right before the attack resolves, requiring players to pay attention to the enemy&#039;s animation or cast name to determine where to avoid the attack. This is most often the case with content seen in &#039;&#039;Shadowbringers&#039;&#039; and later.&lt;br /&gt;
&lt;br /&gt;
In general, these attacks register (&amp;quot;snapshot&amp;quot;) when the telegraph disappears, not when the AoE animation finishes. However, some duties feature red-colored AoEs; these attacks will register substantially later than usual after disappearing, and players should mind their positions.&lt;br /&gt;
&lt;br /&gt;
=== Simple Circle AoE ===&lt;br /&gt;
An unmoving circle AoE of varying size. Will typically be placed directly under an enemy, a player, or preset locations around an arena. Players are generally expected to move out of the highlighted areas in time to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
=== Simple Donut AoE ===&lt;br /&gt;
An unmoving donut AoE of varying size. Will typically be placed directly under an enemy, a player, or preset locations around an arena. Players must to move into the epicenter of the AoE to avoid damage.&lt;br /&gt;
&lt;br /&gt;
=== Simple Line AoE ===&lt;br /&gt;
An unmoving rectangular AoE of varying size. Is often used to indicate an enemy firing a powerful projectile or preparing a running charge. Players are generally expected to side-step these attacks, as their length typically extend the full length of the arena.&lt;br /&gt;
&lt;br /&gt;
=== Simple Cone AoE ===&lt;br /&gt;
An unmoving conal AoE of varying size. Most often originates from the front of an enemy but, in some cases, can come from the rear or sides. Players are generally expected to circle around the enemy to escape danger. As cones expand outwards from its epicenter, these AoEs are easier to dodge by being closer to the enemy casting it.&lt;br /&gt;
&lt;br /&gt;
=== Cleave ===&lt;br /&gt;
A common term for an unmarked frontal cone AoE aimed at the highest enmity target. These are often undodgeable high-damage attacks only intended for the tanks to take— as such, it is common for DPS and healers to stay behind the boss at all times, while only the tank stays in front.&lt;br /&gt;
&lt;br /&gt;
=== Puddle ===&lt;br /&gt;
A long-lasting AoE that can apply damage, debuffs, or even buffs when stood inside. Generally a stage hazard that limits movement space. Will often be the after-effects of a Simple Circle AoE or a Spread Circle. Players will typically want to avoid standing in these, but can often control where Puddles are created.&lt;br /&gt;
&lt;br /&gt;
=== Landmine ===&lt;br /&gt;
A long-lasting mine that explodes if a player gets too close. Typically must be avoided, but in some cases must be exploded by a tank to avoid a larger explosion later. Sometimes will also knockback players hit by the explosion, which can cause chain reactions.&lt;br /&gt;
&lt;br /&gt;
=== Homing AoE ===&lt;br /&gt;
An attack that will drop multiple AoEs on a player sequentially. The player must continuously move in a certain direction to avoid the attack. Indicated by trailing yellow chevrons and a pulsating circle around the targeted player.&lt;br /&gt;
&lt;br /&gt;
=== Moving AoEs ===&lt;br /&gt;
Circle or line AoEs that will cascade outwards as follow-up AoEs in the direction(s) indicated by the arrows on the AoE telegraph.&lt;br /&gt;
&lt;br /&gt;
Circular moving AoEs are commonly referred to as &#039;&#039;&#039;exaflares&#039;&#039;&#039; by players.&lt;br /&gt;
&lt;br /&gt;
=== Radial Line AoE ===&lt;br /&gt;
An advanced variant of the Line AoE. This attack fires multiple (usually 4) line AoEs out from an epicenter in indicated directions, creating a starburst-like pattern. Indicated by a ring of chevrons on the ground pointing outwards. The size of this telegraph is usually much shorter than the length of the AoEs.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight AoE ===&lt;br /&gt;
A room-wide AoE that hits every player that has a direct, unblocked line of sight to the enemy casting this. Players must stand behind an object, often a large rock, to shield themselves from the incoming blast. Failure to take cover is often fatal.&lt;br /&gt;
&lt;br /&gt;
In later expansions, these attacks are telegraphed by a room-wide radial wave emanating from the center. Older duties will have no visual telegraph, typically only being indicated by a long 10 second cast.&lt;br /&gt;
&lt;br /&gt;
The most common and notable Line of Sight AoE is &#039;&#039;&#039;Ecliptic Meteor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Spread markers==&lt;br /&gt;
&lt;br /&gt;
Spread markers usually consist of an attack marker over a player and a circle that marks a specific area around that player. These markers will appear on multiple players in the party or alliance at the same time and indicate an attack dealing slight or medium damage. In high-end content and rarely in normal-difficulty content, these attacks also often apply a vulnerability to damage of the same type (often {{status effect|magic vulnerability up}} [[Magic Vulnerability Up]]) for a very short amount of time.&lt;br /&gt;
&lt;br /&gt;
Any player getting hit by two or more of these attacks will take a very high or lethal amount of damage due to the vulnerability, requiring the marked players to &#039;&#039;spread&#039;&#039; their positions across the arena to survive.&lt;br /&gt;
&lt;br /&gt;
=== Spread Circle ===&lt;br /&gt;
A circle AoE targeting and following a varying number of players. Often indicated by a colored arrow and circle on top of players, but in some cases are only indicated by a cast bar or debuff. Players will need to move away from the marked to minimize damage to themselves and the party.&lt;br /&gt;
&lt;br /&gt;
It is important to note that while having multiple players in a Spread Circle should be avoided, it is safe to have the edges of multiple Spread Circles overlap.&lt;br /&gt;
&lt;br /&gt;
=== Spread Line ===&lt;br /&gt;
A Line AoE targeting one or more players. Often indicated by a colored arrow or mark on the target, but in some cases may be a moving Simple Line AoE that is attached to a player. Players will need to spread in a circle around the boss to avoid overlapping attacks.&lt;br /&gt;
&lt;br /&gt;
==Stack markers==&lt;br /&gt;
Stack markers are indicated with multiple arrows pointing at a party member or location in the arena with a rhythmic high-pitched pulsing sound. They usually indicate an attack wherein unsurvivable damage is divided amongst party members into more manageable amounts, but are occasionally used to indicate positioning to evade a mechanic (for example, Xande&#039;s earthquake in {{i|Syrcus Tower}}).&lt;br /&gt;
&lt;br /&gt;
=== Standard Stack Marker ===&lt;br /&gt;
An circular attack that divides its damage across all players grouped under the marker. This is identified by one arrow pointing down and four arrows at 90-degree angles with a ring encircling the targeted character. The more players stand inside the ring around the marked player, the more the damage will be divided, making it much easier to survive and heal through.&lt;br /&gt;
&lt;br /&gt;
Starting in &#039;&#039;Heavensward&#039;&#039;&amp;lt;u&amp;gt;,&amp;lt;/u&amp;gt; multiple Stack Markers may appear simultaneously that inflict a form of {{Status effect|debuff|vulnerability up}} [[Vulnerability Up|&#039;&#039;&#039;Vulnerability&#039;&#039;&#039; &#039;&#039;&#039;Up&#039;&#039;&#039;]] to those hit. In these situations, Stack Markers must be split apart and the party divided into groups, as the debuff prevents players from surviving a second hit.&lt;br /&gt;
&lt;br /&gt;
=== Line Stack Marker ===&lt;br /&gt;
A Stack Marker that divides its damage across a straight line rather than a small circle. This is identified by the single orange arrow above and three orange arrows to either side of the targeted party member. Stand in the line AoE to share the damage. It is not necessary to be close to the targeted party member or even within the marker, but merely within the line AoE.&lt;br /&gt;
*Blue line AoE stack markers will target a fixed location instead of being directed at a player.&lt;br /&gt;
&lt;br /&gt;
=== Multi-Stack Marker ===&lt;br /&gt;
A Stack Marker attack that hits repeatedly in a short span of time. Identified by four orange inward-pointing arrows stacked on top of each other. Stand inside the ring to share the damage multiple times, staying in place until the attack ends completely. Healers will need to focus completely on repeatedly casting heals to keep themselves and the group alive.&lt;br /&gt;
&lt;br /&gt;
Commonly known as an &#039;&#039;&#039;Akh Morn&#039;&#039;&#039;-style attack.&lt;br /&gt;
&lt;br /&gt;
=== Tankbuster Stack Marker ===&lt;br /&gt;
This is identified by a regular stack marker with a red coloration and a variable number of orbs above the targeted tank. The requisite number of tanks must position themselves inside the ring to share the damage.&lt;br /&gt;
&lt;br /&gt;
An example of this is &#039;&#039;&#039;Twin Pom Meteor&#039;&#039;&#039; in {{i|Thornmarch}}.&lt;br /&gt;
&lt;br /&gt;
=== Numbered Stack ===&lt;br /&gt;
An attack that requires an exact number of players to group together or else face punishment. Indicated by a circle with a varying amount of spheres floating above it. The amount of spheres indicate the amount of players that must be inside the circle.&lt;br /&gt;
&lt;br /&gt;
=== Wild Charge ===&lt;br /&gt;
An advanced variant of the Line Stack Marker. One player is targeted and will take increased damage, requiring the group to stand in front of them to save their life. Additionally, the player closest to the boss often takes increased damage, requiring the tanks to be the closest to the boss while the DPS and Healers stand between them and the targeted player.&lt;br /&gt;
&lt;br /&gt;
==Tankbusters==&lt;br /&gt;
This marker warns of an incredibly powerful attack. Typically, it targets the player with the most enmity, and because it deals tremendous damage, most non-tank jobs are unlikely to survive it. Should you be targeted, your defensive abilities can help keep you safe.&lt;br /&gt;
&lt;br /&gt;
Tankbusters are often indicated with a high-pitched sound and a red arrow pointed down with some sort of marker encircling the tank, but are sometimes only indicated by the name of the enemy&#039;s spell or a visual tell.&lt;br /&gt;
&lt;br /&gt;
The official name for these indicators are &amp;quot;Lethal attack markers&amp;quot;, but this term is rarely used colloquially.&lt;br /&gt;
&lt;br /&gt;
=== Standard Tankbuster ===&lt;br /&gt;
The most common type and are indicated with red rings encircling the tank and a chevron pointing downwards. Tanks should use some form of mitigation and healers should be prepared to respond to the incoming damage.&lt;br /&gt;
&lt;br /&gt;
=== AoE Tankbuster ===&lt;br /&gt;
Will look similar to the standard tankbuster indicator with the addition of a solid red area on the ground originating from the tank. Players must move away from the targeted tank to avoid being hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AoE tankbusters in older duties do not display the red area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some AoE tankbusters in newer high-end duties will not display the red area (indicating the exact AoE size) but will have a red ring that expands and contracts, indicating that the AoE size is untelegraphed.&lt;br /&gt;
&lt;br /&gt;
=== Caution Tankbusters ===&lt;br /&gt;
Will look similar to the standard tankbuster indicator with the addition of a yellow-and-black striped ring akin to caution tape. This typically indicates a line AoE or cone AoE aimed at the tank, but can also indicate a circle AoE tankbuster as well. Players should avoid standing near the marked tank entirely, as the AoE size is usually not indicated.&lt;br /&gt;
&lt;br /&gt;
==Tethers==&lt;br /&gt;
Tethers are lines of varying appearance attached between two entities— often a player and the boss, or two players together. Tether visuals will not always be consistent to their functionality across fights and expansions.&lt;br /&gt;
&lt;br /&gt;
=== Spread / Far Tether ===&lt;br /&gt;
A tether most often attached between two players. Typically deals continuous damage to the tethered players until they spread apart far enough to snap their bindings. When possible, player should start stacked with their expected tether partner before the tether is applied to reduce the distance they have to move.&lt;br /&gt;
&lt;br /&gt;
These types of tethers often appear as burning chains or vines. If the tether is blue with arrows pointing away from the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
&lt;br /&gt;
=== Paired / Close Tether ===&lt;br /&gt;
A tether most often attached between two players. Requires the tethered players to stay close together to survive. Moving too far apart often leads to continuous damage or instant defeat to both players.&lt;br /&gt;
&lt;br /&gt;
These types of tethers may appear as red and green chains (&amp;quot;Christmas tethers&amp;quot;). If the tether is green only with arrows pointing to the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
&lt;br /&gt;
=== Transferable Tether ===&lt;br /&gt;
These tethers are commonly yellow and have a pulsating circle attached to the target, indicating they can be transferred to a player by walking through it. Depending on the encounter, transferrable tethers have various effects, for example:&lt;br /&gt;
*A tether to an object or enemy that will cause a detrimental effect if the tether is not collected by a player.&lt;br /&gt;
*A tether to a player, indicating they will be targeted by an attack that may require the tethers to be handed off in a specific order, or for tanks to pick up the tethers because the attack is a tankbuster.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Tether ===&lt;br /&gt;
A tether from an enemy to a player. The tethered players will take damage based on how close they are to the enemy. Tethers will often change appearance to indicate once a safe distance has been reached. If the tether is too short, it will have a pink spiky appearance.&lt;br /&gt;
&lt;br /&gt;
=== Chase Tether ===&lt;br /&gt;
A tether from an enemy or attack to a player. Whatever is tethered to the player will chase them relentlessly, even ignoring enmity. In many cases, the player will want to find a way to avoid or break their tether.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Tether ===&lt;br /&gt;
A tether that immobilizes or stuns both attached players. Requires a third player to break the tether by running through it, freeing the two from their bindings.&lt;br /&gt;
&lt;br /&gt;
=== Magnetic Tethers ===&lt;br /&gt;
A tether that applies a {{Status effect|debuff|File:PositiveCharge debuff.png}} positive or {{Status effect|debuff|File:NegativeCharge debuff.png}} negative charge to the player and the other tethered target. If both charges are the same, the player will be pushed away from the target after some time. If the charges are opposite, the player will be drawn to the target.&lt;br /&gt;
&lt;br /&gt;
==Towers==&lt;br /&gt;
&lt;br /&gt;
Tower markers indicate an attack that will do damage to anyone standing inside of it. If there are not enough players inside a tower to take the attack, the tower explodes and deals a high amount of party-wide damage. Unlike [[#Stack markers|stacks]], the damage done by towers is usually not split between players.&lt;br /&gt;
&lt;br /&gt;
There are many variations of towers with non-standard visual indicators in the game. They are typically indicated by a small, stationary, circular glyph on the ground, but often have a tower-like structure inside them.&lt;br /&gt;
&lt;br /&gt;
As towers explode for often-fatal amounts of party-wide damage if empty, it is still advantageous to have a player stand in a tower that would defeat them in order to protect the rest of their party.&lt;br /&gt;
&lt;br /&gt;
=== Standard Tower ===&lt;br /&gt;
This tower deals varying amounts of damage and simply requires one player to stand inside. Often can be handled by any role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties may require tanks to handle towers despite a lack of unique marker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank Tower ===&lt;br /&gt;
This tower usually combines the visual indicator for a [[Common mechanics and markers#Tankbusters|tankbuster]] with the tower itself. It requires one player and deals a very high amount of damage, usually only allowing a tank to survive the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not display the tankbuster indicator on tank towers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Multi-player Tower ===&lt;br /&gt;
This tower usually has a visual indicator showing how many people are required to prevent the tower from exploding. Common indicators are small circles on the ground or tower-like structures appearing multiple times inside the marker. Some tower indicators visually react when a player steps inside of it.&lt;br /&gt;
&lt;br /&gt;
Multi-player towers may also be paired with a stack marker, indicating that damage will be split between all players in the tower.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Circle ===&lt;br /&gt;
These are single or multi-player towers that will disappear as soon as the requisite number of players stand inside. Unlike regular towers, which require those inside to wait, Summoning Circles can be left the instant their conditions are met.&lt;br /&gt;
&lt;br /&gt;
==Knockbacks==&lt;br /&gt;
Attacks that push players back a varying distance. These attacks often deal little-to-no damage themselves but attempt to push players into potentially lethal traps and AoEs.&lt;br /&gt;
&lt;br /&gt;
These attacks can often be completely resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}, but not always. In newer duties (since [[patch 6.4]]), knockback telegraphs that cannot be resisted will usually be purple.&lt;br /&gt;
&lt;br /&gt;
Knockback attacks typically require players to run towards the source of the knockback or position themselves in such a way that they are pushed into a safe zone afterwards.&lt;br /&gt;
&lt;br /&gt;
{{i|Warrior|Warriors}} in particular should be aware of a duty&#039;s knockback mechanics, as {{i|Inner Release}} may interfere with being pushed into a safe zone.&lt;br /&gt;
&lt;br /&gt;
{{i|Paladin|Paladins}} should be wary of using {{Action icon|Cover}} during these attacks as it will cause them to take two instances of knockback instead of one, often leading to guaranteed death.&lt;br /&gt;
&lt;br /&gt;
=== Radial Knockback ===&lt;br /&gt;
A knockback originating from either the center of the room or the boss&#039;s current position, pushing all players away from the origin of attack. Often indicated by arrows on the ground pointing outwards in all directions.&lt;br /&gt;
&lt;br /&gt;
Players generally want to stand as close to the center as possible, as this attack is typically combined with a damaging edge or hole.&lt;br /&gt;
&lt;br /&gt;
=== Directional Knockback ===&lt;br /&gt;
A knockback that pushes players in a single indicated direction, often shown by arrows pointing in the direction players will be pushed. Players should move towards the source of the knockback and ensure they will not be pushed into any dangerous AoEs behind them.&lt;br /&gt;
&lt;br /&gt;
=== Epicentral Knockback ===&lt;br /&gt;
A blue circle will appear on the arena that will do a strong Radial Knockback, but standing inside the blue circle itself will deal high, if not fatal, damage. Players must stand as close to the circle as possible without stepping inside while also ensuring they&#039;re not being pushed into danger.&lt;br /&gt;
&lt;br /&gt;
=== Line Knockback ===&lt;br /&gt;
Similar to an epicentral knockback, but is bi-directional from a line AoE. The line AoE has a dark red telegraph.&lt;br /&gt;
&lt;br /&gt;
==Other mechanics==&lt;br /&gt;
&lt;br /&gt;
=== Proximity AoE ===&lt;br /&gt;
An attack that deals increasing damage based on how close the player is to it. Indicated by a spinning yellow circle pulsing purple waves outwards. Players should move as far away from these markers as possible, using the purple waves as a visual aid to find the farthest point.&lt;br /&gt;
&lt;br /&gt;
Some proximity AoEs will be lines, wherein players should move away from the glowing yellow area.&lt;br /&gt;
&lt;br /&gt;
=== Flare Marker ===&lt;br /&gt;
An attack that marks a player and deals damage to others based on their proximity to the marked. Indicated by three white arrows pointing outwards above the marked player. The marked player should run away from their party, or if not possible, the party should run from them.&lt;br /&gt;
&lt;br /&gt;
Some flares target tanks only and do tankbuster-level damage to them.&lt;br /&gt;
&lt;br /&gt;
=== Gaze ===&lt;br /&gt;
An attack that forces players to look away, or else suffer a potentially fatal debuff. Indicated by a purple eye, players should stop attacking and rotate their characters so that their backs are to the source of the Gaze.&lt;br /&gt;
&lt;br /&gt;
This attack often originates from an enemy, but can rarely be placed on other players or even the background. In the case that the Gaze is combined with an AoE, players can avoid it by either looking away or simply moving out of the AoE; it is not required to do both.&lt;br /&gt;
&lt;br /&gt;
Some gaze attacks resolve when a shrinking circle with gaze markers converges on the entity.&lt;br /&gt;
&lt;br /&gt;
If a gaze marker contains a question mark, players will need to look &#039;&#039;toward&#039;&#039; the entity to avoid the attack.&lt;br /&gt;
&lt;br /&gt;
It is important to note that as player characters will automatically turn to face the enemy when performing an attack, it is recommended not to use any spells or abilities until the Gaze attack has ended.&lt;br /&gt;
&lt;br /&gt;
=== Red Light ===&lt;br /&gt;
Requires players to stop all movement and actions temporarily or else face punishment. Even auto-attacking is seen as an action, so players either need to face away from the boss or holster their weapons to ensure their characters hold still.&lt;br /&gt;
&lt;br /&gt;
Often referred to as &#039;&#039;&#039;Acceleration Bomb&#039;&#039;&#039; by the community. Functions similarly to the debuff {{Status effect|debuff|pyretic}} &#039;&#039;&#039;[[Pyretic]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some older high-end duties do not have a visual indicator for this type of attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Green Light ===&lt;br /&gt;
Requires the players to move continuously during the duration of this attack or else face punishment, most commonly {{status effect|debuff|deep freeze}} [[Deep Freeze]]. Indicated by a right-facing arrow similar to a &amp;quot;play&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
These types of mechanics are often ice-aspected.&lt;br /&gt;
&lt;br /&gt;
=== Number Markers ===&lt;br /&gt;
Overhead markers consisting of 1-8 red or blue circles, indicating the order in which players will be targeted by an attack. One variant of these will be 1-4 markers consisting of either blue squares or purple triangles, indicating two different attack types.&lt;br /&gt;
&lt;br /&gt;
Commonly referred to as &#039;&#039;&#039;Limit Cut&#039;&#039;&#039; by players.&lt;br /&gt;
&lt;br /&gt;
=== Rotating arrows ===&lt;br /&gt;
Spinning arrows that typically denote how a series of AoEs will move.&lt;br /&gt;
&lt;br /&gt;
Clockwise spinning arrows are orange, while counterclockwise spinning arrows are blue.&lt;br /&gt;
&lt;br /&gt;
An example of this type of attack is [[Philia|Philia&#039;s]] &#039;&#039;&#039;Fierce Beating&#039;&#039;&#039; in {{i|Holminster Switch}}.&lt;br /&gt;
&lt;br /&gt;
=== Analysis marker ===&lt;br /&gt;
A yellow ring will surround the player with one or more sectors empty. Players must face their character so their empty sector is hit by a directional attack, or they will take heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Yellow / orange / blue shape markers ===&lt;br /&gt;
Overhead yellow pyramid markers indicate that the sector (most commonly a tile) of the arena the player is on will detonate, requiring them to claim their own tile.&lt;br /&gt;
&lt;br /&gt;
Orange and blue markers are only found in some [[Eden]] savage raids, while yellow pyramids have been re-used in some high-end duties.&lt;br /&gt;
&lt;br /&gt;
=== Diamond markers ===&lt;br /&gt;
Indicates that either the closest or furthest X player(s) from the entity will be targeted by an attack. X varies based on the mechanic. Pink diamonds touching each other mean that the closest players will be targeted. Purple diamonds not touching each other mean that the furthest players will be targeted. Appears only in some high-end duties.&lt;br /&gt;
&lt;br /&gt;
=== Playstation markers ===&lt;br /&gt;
Overhead markers consisting of red circles, blue crosses, green triangles, and purple squares, identifying pairs of players for certain mechanics. Named after buttons in a Playstation controller. Appears only in some high-end duties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1272922</id>
		<title>Alexander - The Fist of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1272922"/>
		<updated>2026-03-30T08:11:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2: 60% - 0% */ Removed extra word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Fist of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Fist of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Fist_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 215&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;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Fist of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Fist of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also known as &#039;&#039;&#039;A5S&#039;&#039;&#039;, it is the first sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Aggressive difficulty r6.png|32px|link=]] [[Faust]] and [[Hummelfaust]] ===&lt;br /&gt;
This raid starts with a mini-boss, first a twin pair of &#039;&#039;&#039;Faust&#039;&#039;&#039; and, afterwards, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039;. Their attacks and mechanics are simple, but serve as a DPS check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Faust&#039;&#039;&#039; will only use &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;, which is a frontal cleave tank-buster cast every 10 seconds. The second cast will be done twice in succession, and later casts three times in succession.&lt;br /&gt;
&lt;br /&gt;
Tanks simply have to face &#039;&#039;&#039;Faust&#039;&#039;&#039; away from the party while the DPS do their job.&lt;br /&gt;
&lt;br /&gt;
After 50 seconds, or once both &#039;&#039;&#039;Faust&#039;&#039;&#039; have died, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will drop a proximity marker on a random player and land in that spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will explode any living &#039;&#039;&#039;Faust&#039;&#039;&#039;, dealing party-wide damage based on their remaining health, and gain 1 stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; per 1% health remaining on the &#039;&#039;&#039;Faust&#039;&#039;&#039; (rounded up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Hummelfaust&#039;&#039;&#039; only has two abilities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;: A frontal cleave that gives a stack of {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 20 seconds. Hits twice initially, then three times, capping at four times in succession.&lt;br /&gt;
* &#039;&#039;&#039;Panzerschreck&#039;&#039;&#039;: Party-wide magic damage. The fourth cast is an &#039;&#039;&#039;Enrage&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
&lt;br /&gt;
The party has 90 seconds to kill &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; before it enrages. Tanks should face it away from the party and can swap every time a &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039; chain ends.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]]  [[Ratfinx Twinkledinks]]===&lt;br /&gt;
&lt;br /&gt;
The fight is quite short, but mechanically diverse. There are no major DPS checks but rather a large swathe of mechanics that can kill players and the entire party if mishandled. &lt;br /&gt;
 Note: When attempting this fight solo, a Tank invulnerability can be used in the short window prior to getting Concussion to be invulnerable to a follow-up Gobstraight. However, Gobcut ignores invulnerability and will instant-kill regardless of health/buffs when solo. Players will need to be able to kill Ratfinx before their second Guzzle which always ends with Gobcut.&lt;br /&gt;
&lt;br /&gt;
====Syringes/Puddles====&lt;br /&gt;
There are four colored syringes, one on each cardinal direction of the arena. In the center of the arena is an electric &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; with a purple ring AoE.&lt;br /&gt;
&lt;br /&gt;
When players step inside the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; ring, they will be dealt ~1300 damage per second, but causes each syringe to create a puddle in front of it.&lt;br /&gt;
&lt;br /&gt;
Every tick of damage taken from the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; makes the syringes fire for 3 seconds longer.&lt;br /&gt;
&lt;br /&gt;
Each syringe grants a different effect to players and enemies that stand in the puddle.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Syringe Effects&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Syringe Type&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Player Effect&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Enemy Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Green (North)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:NoHurtGoblixerBuff.png}} &#039;&#039;&#039;NoHurts Goblixer&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Grants a weak heal over time and cures [[File:Anti-coagulant Debuff.png|21x21px]] &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of {{status effect|buff|File:RegenBuff.png}} &#039;&#039;&#039;Rehabilitation&#039;&#039;&#039; for 15 seconds, restoring ~2000 health per stack every 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Red (East)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a gorilla.&lt;br /&gt;
&lt;br /&gt;
* Gives the [[File:BrowbeatAbility.png|24x24px]] &#039;&#039;&#039;Browbeat&#039;&#039;&#039; ability, which will knockback &#039;&#039;&#039;Smartbombs&#039;&#039;&#039; away from you.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Purple (West)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:SwiftkicksGoblixerBuff.png}} &#039;&#039;&#039;Swiftkicks Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a bird.&lt;br /&gt;
&lt;br /&gt;
* Players become immune to the damage of Ratfinx&#039;s &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
* Gives the [[File:WingCutterAbility.png|24x24px]] &#039;&#039;&#039;Wing Cutter&#039;&#039;&#039; ability, dealing 250 damage in a 6y arc.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|haste}} [[Haste (status effect)|Haste]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Blue (South)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039;, turning the player invisible for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Removes the tether from &#039;&#039;&#039;Gobbledygropers&#039;&#039;&#039;.&lt;br /&gt;
|The enemy becomes &#039;&#039;&#039;Invisible&#039;&#039;&#039; and untargetable for 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Taking a syringe buff will grant the player one stack of {{status effect|debuff|File:GoblixerOvergulpDebuff.png}} &#039;&#039;&#039;Goblixer Overgulp&#039;&#039;&#039;. This debuff lasts 180 seconds at one stack, but every additional stack reduces the timer by 20 seconds, to a minimum of 90 seconds.&lt;br /&gt;
&lt;br /&gt;
If this debuff expires or reaches 12 stacks, the player will be afflicted with {{status effect|debuff|File:GoblixerGrumblygutDebuff.png}} &#039;&#039;&#039;Goblixer Grumblygut&#039;&#039;&#039;, reducing movement speed and taking ~2800 damage every 3 seconds for 20 seconds. Any goblixer buffs are instantly cancelled.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;128&amp;quot; heights=&amp;quot;128&amp;quot; perrow=&amp;quot;4&amp;quot; caption=&amp;quot;The four syringe puddles that appear on the edges of the arena.&amp;quot;&amp;gt;&lt;br /&gt;
File:GreenSyringePuddle.png|Green (North)&lt;br /&gt;
File:RedSyringePuddle.png|Red (East)&lt;br /&gt;
File:PurpleSyringePuddle.png|Purple (West)&lt;br /&gt;
File:BlueSyringePuddle.png|Blue (South)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 60% or after 3 minutes. ===&lt;br /&gt;
Ratfinx has two phases which can be progressed through faster via damage, but will automatically progress over time.&lt;br /&gt;
&lt;br /&gt;
There are two different groups of attack Ratfinx will use: One series of attacks specific to giant form, and a different series of attacks only used when normal-size.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Attacks&lt;br /&gt;
!Size&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx grows &#039;&#039;&#039;giant&#039;&#039;&#039;, increasing damage dealt, reducing damage taken, and enabling the use of new attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a red arrow. Six seconds later, Ratfinx will throw a potion at them, creating a giant puddle at their location. This puddle inflicts {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; to those inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx drops two &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; in the center of the arena, which will explode in a near-arena-size AoE. Can be moved by a player with {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; can only be knocked away once. After one hit, they will be stuck in-place.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&lt;br /&gt;
|Spiky untargetable bombs dropped throughout the fight. Will explode in a + shape, leaving safe zones in the diagonals. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |A snake enemy. Will give itself &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; with its &#039;&#039;&#039;&#039;&#039;Steel Scales&#039;&#039;&#039;&#039;&#039; cast and will add stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; to random players in an AoE. Can be {{status effect|debuff|stun}} &#039;&#039;&#039;[[Stun|Stunned]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; instantly kills players at 8 stacks.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Giant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gobjab&#039;&#039;&#039;&lt;br /&gt;
|Adds a stack of {{status effect|debuff|File:HeadacheDebuff.png}} &#039;&#039;&#039;Headache&#039;&#039;&#039; to the main enmity target. At four stacks, the target gains {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, stunning them for 10 seconds and making further damage lethal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx winds up a giant punch at the main enmity target, dealing high damage and knockback in a straight line in front of him.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|A stack marker. Will split damage across all those in range. If less than 4 people are in the stack, it will instantly kill them instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039;. After 6 seconds, Ratfinx will dash at the player, dealing damage to the target and everyone inbetween based on their distance to Ratfinx.&lt;br /&gt;
&lt;br /&gt;
* If players take any damage from this attack, they will be afflicted with {{status effect|debuff|File:EnervationDebuff.png}} &#039;&#039;&#039;Enervation&#039;&#039;&#039; for 30 seconds, decreasing damage dealt and increasing damage taken. Shields from a [[Scholar|SCH]]/[[Sage|SGE]] are necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|Follows a &#039;&#039;&#039;Gobdash&#039;&#039;&#039;. Ratfinx will aim at a random player and deal lethal damage in a 180-degree frontal cone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx slams the ground four times, dealing massive damage, knockback, and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with every hit. Players with {{status effect|buff|File:SwiftkicksGoblixerBuff.png}} &#039;&#039;&#039;Swiftkicks Goblixer&#039;&#039;&#039; are immune to this attack.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will end this rotation early if brought to 60% health, however they will not end a &#039;&#039;&#039;Guzzle&#039;&#039;&#039; attack rotation early. Depending on preference, this can be favorable in order to reduce the health Ratfinx has going into the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Syringe&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Face Ratfinx towards the north wall. Ratfinx takes 50% less damage while giant, and be prepared to take heavy damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The attack chosen here is random. If &#039;&#039;&#039;Gobstraight&#039;&#039;&#039;, face Ratfinx 90 degrees away from the stunned tank. If &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, bring the stackmarker to the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Skipped if below 90% health. The &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; should run at least half the arena away from Ratfinx, and all other party members should move to not be between Ratfinx and his &#039;&#039;&#039;Prey&#039;&#039;&#039;. &amp;lt;u&amp;gt;Remember to shield the Prey&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Marked players should ideally drop these puddles on the west side. Avoid dropping these AoEs in the center, on the green (north) syringe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Cobra x2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Green (North)&#039;&#039;&lt;br /&gt;
|The off-tank should grab these immediately while DPS these adds ASAP. Stuns will help minimize their effect on the party. Any players inflicted with {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; &amp;lt;u&amp;gt;should run into the green syringe puddle&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Red (East)&#039;&#039;&lt;br /&gt;
|One designated player should &amp;lt;u&amp;gt;turn into a gorilla with the red puddle&amp;lt;/u&amp;gt; and knock the &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; into the &amp;lt;u&amp;gt;same corner the spiky &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; drops&amp;lt;/u&amp;gt;. All players should stack in the corner opposite to the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once this is cast, the rest of the rotation &amp;lt;u&amp;gt;can&#039;t be skipped&amp;lt;/u&amp;gt; regardless of health values.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Purple (West)&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;run into the purple syringe&amp;lt;/u&amp;gt; and become birds to dodge &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Four &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop one-after-another and explode in that same order. The first will always drop on a corner. Wait diagonal to that first bomb for it to explode, then fly into that corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash + Gobhook&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Shield the Prey and have them run away, avoiding being between them and Ratfinx. Once Ratfinx charges, all players should run towards him and stand behind him to dodge &#039;&#039;&#039;Gobhook&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Stack with the party away from the stunned tank.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 60% - 0% ===&lt;br /&gt;
Ratfinx doesn&#039;t add any new abilities, but rather a series of additional enemies that will be summoned throughout the phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 2 Enemies&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|A winged goblin chimera that tethers to one player, ignoring enmity. Frequently casts &#039;&#039;&#039;&#039;&#039;Lion&#039;s Breath&#039;&#039;&#039;&#039;&#039;, a high damage frontal cleave that will kill most non-tanks.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039; from the Blue (south) syringe will remove the tether, making this enemy attack its highest enmity target as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygawker&#039;&#039;&#039;&lt;br /&gt;
|A one-eyed goblin that casts the gaze attack &#039;&#039;&#039;Oogle&#039;&#039;&#039;. Failure to look away will inflict the player with &#039;&#039;&#039;{{status effect|debuff|file:stone curse icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039;, causing instant death to the next &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If left alive too long, will cast &#039;&#039;&#039;Bomb Toss&#039;&#039;&#039; at random party members, reducing everyone&#039;s max health with stacks of {{status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Supperation&#039;&#039;&#039; and likely causing a wipe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Yorn Pig&#039;&#039;&#039;&lt;br /&gt;
|Small rats that spawn in large groups. Will be eaten by the &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039; if nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|A giant minotaur with an extremely large amount of health. Will eat nearby &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; and &#039;&#039;&#039;Glassy-Eyed Cobras&#039;&#039;&#039;, gaining a &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each time.&lt;br /&gt;
&lt;br /&gt;
* Will occasionally attack with &#039;&#039;&#039;&#039;&#039;10-tonze Slash&#039;&#039;&#039;&#039;&#039;, a dodgeable frontal cone AoE with no marker.&lt;br /&gt;
&lt;br /&gt;
* Whenever the Minotaur eats, it will cast &#039;&#039;&#039;&#039;&#039;Disorienting Groan&#039;&#039;&#039;&#039;&#039;, which deals increased damage based on proximity to the Minotaur.&lt;br /&gt;
* If the Minotaur eats a &#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;, it will start accumulating stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;, killing it after a short amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|Is buffed with [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;, guaranteeing every attack is a critical hit. All it&#039;s attacks are frontal cleaves that must be faced away from the party.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will mix up prior mechanics with fakeouts and confusing bomb patterns to try to trip up the party. On top of this, additional enemies will spawn that must be handled with care as their abilities are lethal if they run amok.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Syringe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Blue (South)&#039;&#039;&lt;br /&gt;
|The tethered player should &amp;lt;u&amp;gt;move to the blue puddle&amp;lt;/u&amp;gt; while the off-tank starts building enmity. Once the tether is broken, the off-tank should turn the enemy away from the group while DPS kill it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Aim it away from important areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Red (East)&#039;&#039;&lt;br /&gt;
|The boss will attempt to fake-out the group by dropping a &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; on the &amp;lt;u&amp;gt;safe corner&amp;lt;/u&amp;gt; first, then one on the opposite. The party should move &amp;lt;u&amp;gt;towards&amp;lt;/u&amp;gt; the first &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; and knock the bombs to the opposite corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep the party healed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Start &amp;lt;u&amp;gt;running towards the purple puddle&amp;lt;/u&amp;gt; in preparation for &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost + Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Purple (West)&#039;&#039;&lt;br /&gt;
|Three &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop in random spots of the arena, leaving one area safe. Find the safe zone before the bombs explode.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut + Gobdash x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Two players will be marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; one after another, all while a third player has a stack marker. The first player marked must run away from the stack while the party stacks in a corner out of the way.&lt;br /&gt;
The second marked player should stack for &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, then move away from the stack— but not towards the first &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]].&#039;&#039;&#039; Remember to shield the &#039;&#039;&#039;Prey&#039;&#039;&#039; targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Run behind Ratfinx to dodge. It is a good idea to have the second &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; target not run too far from the group to give more time for everyone to dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Tank-swap after the {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|As before, stack or point the boss away depending on which attack is used.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Gobbledygawkers x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x6&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039; will spawn either in the North-west or South-east corner and must be immediately grabbed by the off-tank while the rest of the party moves away. &amp;lt;u&amp;gt;DPS should ignore the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;&amp;lt;/u&amp;gt; completely.&lt;br /&gt;
The main-tank must grab the aggro on the &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; to prevent them from running to the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;. DPS should focus on killing the &#039;&#039;&#039;Gobbledygawkers&#039;&#039;&#039; ASAP or else they may wipe the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep this away from the group. Putting this in the center is fine during this phase.&lt;br /&gt;
The off-tank holding enmity on the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; should move the other side of the arena now. If Northwest, they should move Northeast. If Southeast, they should move Southwest.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Green (North)&#039;&#039;&lt;br /&gt;
(if needed)&lt;br /&gt;
|Three &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; will spawn on the same initial spawning location as the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;, hence why it must be moved prior. Across from it, a &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039; will spawn.&lt;br /&gt;
The &#039;&#039;&#039;Minotaur&#039;&#039;&#039; must be brought to the &#039;&#039;&#039;Cobra&#039;&#039;&#039; to feast. This will cause the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; to start accumulating {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; and die after a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep the party alive. If DPS is nominal, the boss should die around here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle + Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The off-tank must grab the &#039;&#039;&#039;Shabti&#039;&#039;&#039; and use large mitigations to survive its [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;. All DPS must kill the &#039;&#039;&#039;Shabti&#039;&#039;&#039; as soon as possible before the main-tank gets {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Handle as normal.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 1}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Sins of the Father, Sins of the Son}}&lt;br /&gt;
{{music table row|Boss|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:AllaganField.png&amp;diff=1272921</id>
		<title>File:AllaganField.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:AllaganField.png&amp;diff=1272921"/>
		<updated>2026-03-30T07:59:46Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added to Status Effect Icons category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_1&amp;diff=1272919</id>
		<title>The Second Coil of Bahamut - Turn 1</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_1&amp;diff=1272919"/>
		<updated>2026-03-30T07:51:03Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Missing word&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 - Turn 1 (Savage)|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 1&lt;br /&gt;
| description = Your foray into the caverns beneath Castrum Occidens has led you to an unexpected revelation: the incomplete form of Bahamut, harbinger of the Calamity, slumbers deep within earth. Though seemingly a prisoner, the elder primal is gradually being regenerated by the massive, Ragnarok-class internment hulks that surround the unmoving entity. Alisaie reasons that if Bahamut&#039;s full restoration is to be prevented, then all three coils sustaining and repairing the dreadful being must be deactivated. Filled with new determination, you assemble a group of courageous comrades and set your sights on the fragment of Dalamud found int he North Shroud.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 1.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 90&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 = Dalamud&#039;s Shadow&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;
}} The raid is also known as &#039;&#039;&#039;T6&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Destroy the dark matter cluster. 0/2&lt;br /&gt;
* Defeat the rafflesia. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Lunar Golem]]&lt;br /&gt;
*[[Dark Matter Cluster (Enemy)|Dark Matter Cluster]]&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Rafflesia (Enemy)|Rafflesia]]===&lt;br /&gt;
{{evt|service=youtube|id=HVqe6D9UlkQ|dimensions=350|align=right|description=Video Guide}}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - 100% - 70%: ===&lt;br /&gt;
Rafflesia has three phases, with many attacks focused around player positioning and limiting movement space.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave attack that applies a stacking 35 second {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|Spawns 3 &#039;&#039;&#039;&#039;&#039;Dark Matter Bulbs&#039;&#039;&#039;&#039;&#039; at randomly selected preset locations. After a few seconds, the bulbs will sprout briar puddles that deal damage and slow all players on top of it.&lt;br /&gt;
The briar puddles will grow four times, eventually covering a substantial portion of the room.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Spread tethers attaching two to six players together with thorny vines. Tethered players take 300-500 per second until the tether is broken by the tethered players running far apart.&lt;br /&gt;
These tethers will only break by stretching them longer than their initial size; two players already at opposite ends of the platform becoming tethered will be unable to break the tether at all.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floral Trap&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with a yellow sign. After a few seconds, Rafflesia will turn towards the marked player and forcefully inhale any players in a frontal cone into melee range.&lt;br /&gt;
Players standing on &#039;&#039;&#039;Briars&#039;&#039;&#039; will not be pulled. {{Action icon|Surecast}} or {{Action icon|Arm&#039;s Length}} also resists the pull.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|Eats all players in front of the boss in melee range, granting Rafflesia a permanent {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; for every devoured player. Always used after &#039;&#039;&#039;Floral Trap&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spit&#039;&#039;&#039;&lt;br /&gt;
|Deals ~2000 party-wide damage and releases any players absorbed by &#039;&#039;&#039;Devour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players may get spat out in front of Rafflesia, which risks them being hit by &#039;&#039;&#039;Bloody Caress&#039;&#039;&#039; after.&lt;br /&gt;
|}&lt;br /&gt;
DPS and healers should try t o stay stacked together behind the boss to make &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; easier to break.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;Briary Growth&#039;&#039;&#039; is cast, any Dark Matter Bulbs on the outside edge of the arena should be ignored, while ones in the center of the arena should be killed &amp;lt;u&amp;gt;immediately&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Every second &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Floral Trap&#039;&#039;&#039;. During this, all players not marked with yellow should run to the opposite side of the boss with the main tank while the marked player runs to a &#039;&#039;&#039;Briar&#039;&#039;&#039; patch. Players must also stay away from Rafflesia until Devour finishes, as it will eat any player nearby regardless of whether they were hit by the inhale.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|Healers will need to be ready as attacks will hurt more as {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; is accumulated. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|The party should stack prior and spread out afterwards to break the tethers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|If there are any &#039;&#039;&#039;&#039;&#039;Dark Matter Bulbs&#039;&#039;&#039;&#039;&#039; in the center, they should be killed. The tank may need to more Rafflesia if a bulb spawns near them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|A tank swap should occur here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;Floral Trap&#039;&#039;&#039;&lt;br /&gt;
|The marked player should run to a briar puddle or use a knockback resist while the rest of the party runs to the opposite side of Rafflesia with the tank., breaking their tethers while running.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|Players should hold their positions until this cast is finished, as any player nearby risks being eaten.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Spit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Players should move back to the center and healers should use their AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|Spread out to break tethers&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|Heal the tank up quick as there will be another heavy tank-buster soon after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|Kill any Bulbs that spawn in the center.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Tank swap here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip &amp;amp; Floral Trap&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spit&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - 70% - 40%: ===&lt;br /&gt;
Rafflesia will retain its attacks from Phase 1, but add two new attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blighted Bouquet&#039;&#039;&#039;&lt;br /&gt;
|A &#039;&#039;&#039;[[Common mechanics and markers#Red Light|Red Light]]&#039;&#039;&#039; attack, dealing high damage to any player moving, attacking, or using any abilities when it finishes casting; enough to kill most players that aren&#039;t tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Viscid Emission&#039;&#039;&#039;&lt;br /&gt;
|Places a {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey&#039;&#039;&#039;-&#039;&#039;&#039;glazed&#039;&#039;&#039; debuff on a single player. Dark Matter Hornets will spawn and attack the {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey&#039;&#039;&#039;-&#039;&#039;&#039;glazed&#039;&#039;&#039; player regardless of aggression; it cannot be taunted away. This debuff is only removed by Rafflesia&#039;s &#039;&#039;&#039;Devour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If the person with {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey&#039;&#039;&#039;-&#039;&#039;&#039;glazed&#039;&#039;&#039; dies, Rafflesia will use &#039;&#039;&#039;Viscid Emission&#039;&#039;&#039; on another player, immediately spawning another Hornet.&lt;br /&gt;
* If the &#039;&#039;&#039;Dark Matter Hornet&#039;&#039;&#039; is not killed after a certain amount of time, it will use &#039;&#039;&#039;&#039;&#039;Sharp Sting&#039;&#039;&#039;&#039;&#039; and instantly kill its target.&lt;br /&gt;
|}&lt;br /&gt;
Watch out for &#039;&#039;&#039;Blighted Bouquet&#039;&#039;&#039; and sheathe your weapons when its cast starts. Dark Matter Hornets should be focused and killed immediately; if they are allowed to kill their target, the fight will become much more difficult.&lt;br /&gt;
&lt;br /&gt;
The player with {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey-glazed&#039;&#039;&#039; should intentionally stay on top of Rafflesia during &#039;&#039;&#039;Floral Trap&#039;&#039;&#039; to ensure they are &#039;&#039;&#039;Devoured&#039;&#039;&#039;, thus removing their debuff. If players fail to do this, they may be stuck with {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey-glazed&#039;&#039;&#039; in Phase 3 with no method to remove it.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|Tank swap if this is your third {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blighted Bouquet&#039;&#039;&#039;&lt;br /&gt;
|All players should sheath their weapons until the cast finishes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|As before, kill any bulbs in the center, ignoring any outside.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Tank swap at 3 stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;Floral Trap&#039;&#039;&#039;&lt;br /&gt;
|Marked player stands in a briar while the rest move to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Spit&#039;&#039;&#039; &lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Viscid Emission&#039;&#039;&#039;&lt;br /&gt;
|All DPS should focus on killing the &#039;&#039;&#039;&#039;&#039;Dark Matter Hornet&#039;&#039;&#039;&#039;&#039; as quickly as possible before it kills its target. Healers will need to keep the debuffed player alive to prevent it from being repeated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|Spread out to break the tethers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blighted Bouquet&#039;&#039;&#039;&lt;br /&gt;
|Sheathe your weapons.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip &amp;amp; Floral&#039;&#039;&#039; &#039;&#039;&#039;Trap&#039;&#039;&#039;&lt;br /&gt;
|The person afflicted with {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey&#039;&#039;&#039;-&#039;&#039;&#039;glazed&#039;&#039;&#039; should intentionally stand in the center and get eaten by Rafflesia. Failure to clear this debuff before Phase 3 will make the fight more difficult.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Spit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|Another Bloody Caress follows soon after, tank swap if needed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|Spread out to break the tethers.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - 40% - 0%: ===&lt;br /&gt;
Rafflesia will lose all prior attacks except &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; and gain a new set.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leafstorm&#039;&#039;&#039;&lt;br /&gt;
|Deals ~2000 damage to all players in party and spawns three &#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039;. Used at the start of the phase and every two minutes afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039;&lt;br /&gt;
|Enemies with ~6000 health each. At 50% health, &#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039; will move to the nearest &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; and attempt to devour all Honey in range. If successful, they will fully heal, gain a significant damage and health buff, and periodically cast &#039;&#039;&#039;Acid Ooze&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Rain&#039;&#039;&#039;&lt;br /&gt;
|Creates three circular AoE markers below randomly selected players. Each AoE will create an &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; enemy. Always cast shortly after &#039;&#039;&#039;Leafstorm&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;&lt;br /&gt;
|Slime enemies with ~50,000 health that will afflict the raid with a stacking debuff called {{Status effect|debuff|File:gold lung icon1.png}} &#039;&#039;&#039;Potent Acid&#039;&#039;&#039;. If attacked, these enemies will counter-attack with &amp;quot;&#039;&#039;&#039;&#039;&#039;Acid Spray&#039;&#039;&#039;&#039;&#039;&amp;quot; dealing ~900 damage to the attacker.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:gold lung icon1.png}} Potent Acid&#039;&#039;&#039; is a stacking debuff given every 10 seconds while any &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; is still on the field. Regardless of how many are alive, only one stack of {{Status effect|debuff|File:gold lung icon1.png}} &#039;&#039;&#039;Potent Acid&#039;&#039;&#039; will be added per cast, expiring once all &#039;&#039;&#039;Acidic Honeys&#039;&#039;&#039; are gone.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Acid Cloud&#039;&#039;&#039;&#039;&#039; damage is taken with every stack added, starting at &amp;lt;100 damage with 1 stack, increasing up to ~700 damage at 7 stacks. Every stack after 7 will double the damage. By 10 stacks, the raid will most likely wipe.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Acid Ooze&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Party-wide damage cast by &#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039; every 15 seconds after having devoured &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;. Deals ~2500 damage &amp;lt;u&amp;gt;per &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; eaten&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Regardless of one slug eating three Honey, or three slugs eating one honey each, three &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; worth of &#039;&#039;&#039;Acid Ooze&#039;&#039;&#039; casts simultaneously is enough to wipe the party instantly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swarm&#039;&#039;&#039;&lt;br /&gt;
|Adds 4 stacks of the &#039;&#039;&#039;{{Status effect|debuff|File:Swarm.png}}&#039;&#039;&#039; &#039;&#039;&#039;Swarm&#039;&#039;&#039; debuff for 6 seconds on the main tank. When the debuff timer hits 0, the tank will be hit for ~1000 damage per stack for a total of roughly 4000 damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotten Stench&#039;&#039;&#039;&lt;br /&gt;
|A Line Stack marker indicated by a blue circle above one player&#039;s head. Rafflesia fires a large beam at the marked player, splitting damage between all the players hit. Always combined with &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Some groups may want to tank-swap after &#039;&#039;&#039;{{Status effect|debuff|File:Swarm.png}}&#039;&#039;&#039; &#039;&#039;&#039;Swarm&#039;&#039;&#039; for safety, though it is not a requirement.&lt;br /&gt;
&lt;br /&gt;
The attack &#039;&#039;&#039;Rotten Stench&#039;&#039;&#039; being combined with &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; can be tricky, as it requires players to break tethers by running forward or back, rather than to the side. As long as players stay in a straight line, the attack should not deal fatal damage.&lt;br /&gt;
&lt;br /&gt;
The key mechanic in this phase is handling the &#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039; and the &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;. The stacking &#039;&#039;&#039;{{Status effect|debuff|File:gold lung icon1.png}} Potent Acid&#039;&#039;&#039; creates a &amp;lt;u&amp;gt;100 second timer&amp;lt;/u&amp;gt; to either clear all the &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; or kill Rafflesia before the damage wipes the party.&lt;br /&gt;
&lt;br /&gt;
There are multiple strategies for handling these adds.&amp;lt;blockquote&amp;gt;The easiest, most reliable strategy is to kill all three slugs immediately without letting them eat any &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;. A Magic-DPS &#039;&#039;&#039;{{Action icon|Limit break}}&#039;&#039;&#039; can be used the instant slugs spawn to hit Rafflesia and do significant damage to all three slugs. Once all slugs are dead, the party will have ~100 seconds to kill Rafflesia. This is easily accomplished with the current overall strength of jobs even at &#039;&#039;&#039;[[Minimum IL]]&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;A common, but now out-of-date method is to stack the party up prior to &#039;&#039;&#039;Acid Rain&#039;&#039;&#039; to ensure all three &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; spawn together. Afterwards, two slugs are killed and one weakened to be allowed to eat all three &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; at once. This slug, often dubbed the &amp;quot;&#039;&#039;Super Slug&#039;&#039;&amp;quot; would then need to be killed within 15 seconds before it cast &#039;&#039;&#039;Acid Ooze&#039;&#039;&#039; and wiped the party. This is an extremely tight DPS check, and a melee &#039;&#039;&#039;{{Action icon|Limit break}}&#039;&#039;&#039; was often saved for this.&lt;br /&gt;
&lt;br /&gt;
There is an argument to be made that if DPS is high enough to kill the &#039;&#039;Super Slug&#039;&#039; in time, then it would also be enough to kill Rafflesia in the 100 second &#039;&#039;&#039;{{Status effect|debuff|File:gold lung icon1.png}} Potent Acid&#039;&#039;&#039; window when using the first strategy.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;The likely intended strategy is to have the entire raid split around the room before &#039;&#039;&#039;Acid Rain&#039;&#039;&#039;, trying to ensure that &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; do not spawn near each other. Carefully damage one slug to 50%, let it eat one single &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;, and quickly kill it afterwards. Repeat individually for the remaining two slugs.&lt;br /&gt;
&lt;br /&gt;
With current job strength, this strategy is often considered too slow and overly safe.&amp;lt;/blockquote&amp;gt;Be warned that Rafflesia will spawn another group of Dark Matter Slugs and Acidic Honey two minutes after the prior set if not killed fast enough.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leafstorm&#039;&#039;&#039;&lt;br /&gt;
|Heal the party and handle the slugs using your preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Rain&#039;&#039;&#039;&lt;br /&gt;
|Pre-position based on your preferred strategy and avoid the AoEs after. &amp;lt;u&amp;gt;Avoid using AoE attacks&amp;lt;/u&amp;gt; as they may hit the &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; and prompt counter-attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swarm&#039;&#039;&#039;&lt;br /&gt;
|Tank swap can be used here for safety.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip + Rotten Stench&#039;&#039;&#039;&lt;br /&gt;
|Tethers should run forwards or back in a line so that they stay in-line with the boss and the marked target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swarm&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swarm&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip + Rotten Stench&#039;&#039;&#039;&lt;br /&gt;
|Tethers should run forwards or back in a line so that they stay in-line with the boss and the marked target.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Rafflesia (Enemy)|Rafflesia]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&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|High Allagan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Healing}}&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|Mapping the Realm: The Second Coil of Bahamut I}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blades|roll=n}}&lt;br /&gt;
{{music table row|Boss|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:rafflesia1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; How strange. Why could we not see all this before? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I suppose it is only to be expected that corrupted crystals should accompany a disturbance of this magnitude. After all, the fragment likely pierced the ground to a depth of many hundreds of yalms. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; The swirling aether leaking from the wound must warp the very air, creating a veil that hides these formations from view. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, it is not as if we expected this to be a straightforward task. Let&#039;s tread carefully, shall we, [Forename]?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &#039;Tis imperative that we win through to the depths of this structure, and disable the mechanism that powers Bahamut&#039;s regeneration. Of course, if we should chance to encounter my grandfather upon the way...I shall not let him go again─not while there is hope that he may yet be saved. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; ...But mayhap we should put such thoughts from our minds until after we have successfully gained entrance to the place. That opening up ahead appears a suitable point of ingress. &lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1272906</id>
		<title>The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1272906"/>
		<updated>2026-03-30T06:14:51Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 3: 45% to 0% or 7m - 11m */ Marked as wrong phase&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 - Turn 3 (Savage)|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 3&lt;br /&gt;
| description = Your party activates the coil&#039;s lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 3.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 100&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 = Central Decks&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;
}} The raid is also known as &#039;&#039;&#039;T8&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Open the frontal bulkhead. 0/1&lt;br /&gt;
* Defeat the Avatar. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Surveillance Module]] (untargetable)&lt;br /&gt;
*[[Clockwork Bug (Enemy)|Clockwork Bug]]&lt;br /&gt;
*[[Clockwork Footman]]&lt;br /&gt;
*[[Clockwork Warrior]]&lt;br /&gt;
*[[Shaper-rook]]&lt;br /&gt;
Travel south from the entrance to Sector XII in the Lower Decks. Use the jump pad to go up to Sector VII in the Main Decks. Go south to the Frontal Bulkhead and open it to reach The Avatar boss.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[The Avatar]] ==&lt;br /&gt;
This fight has a 11m hard enrage timer after which The Avatar will wipe the party.&lt;br /&gt;
&lt;br /&gt;
While the Avatar will progress phases if enough damage is done, time is also a factor and The Avatar will change phases based on their &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The Avatar can not change phases if towers are active and charging. This can be used to skip phases entirely.&lt;br /&gt;
 When attempting this duty solo, The Avatar will instantly kill the player with &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; if allowed to reach Phase 2.&lt;br /&gt;
 Players must force this phase to be skipped by bringing The Avatar to 45% health while towers are still charging in order to skip to phase 3. Players can bring The Avatar to 76% and wait for the second set of towers to spawn to create an easier DPS check.&lt;br /&gt;
&lt;br /&gt;
=== Biotowers ===&lt;br /&gt;
The Avatar has four &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, one located at the North, East, South, and West edges of the room. Towers appear in pre-determined sets of two or three based on time and/or phase.&lt;br /&gt;
&lt;br /&gt;
Towers have a charge meter behind them, starting with one charge and instantly activating at five. Towers gain one charge every 15 seconds in Phase 1 and 2, and 20 seconds in Phase 3.&lt;br /&gt;
&lt;br /&gt;
When towers charge themselves, if two towers hold an equal amount of charges The Avatar will gain a stack of {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. If three towers are equal, The Avatar will gain two stacks of each buff.&lt;br /&gt;
&lt;br /&gt;
If two or more towers charge to maximum simultaneously, The Avatar will enrage and wipe the party with repeated casts of &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;. If the Avatar is forced to skip phases due to low health, this will also bypass the enrage.&lt;br /&gt;
&lt;br /&gt;
Players can forcefully charge towers by standing in the adjacent electrified fields. This will grant one charge per player in the field as well as inflict those players with a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
Manually charging a tower costs health, the HP cost increased per stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039;. The first charge deals 10% of max health, then 20%, 40%, 70%, and finally 120% of max health until the debuff expires. The damage of the first charge can be reduced by defensive stats and abilities, however, the second charge onward can not.&lt;br /&gt;
&lt;br /&gt;
There is a 20 second period between the last tower&#039;s natural activation (nobody running in to charge it) and when the next set of towers spawn. It&#039;s always 20 seconds, whether there are two or three towers.&lt;br /&gt;
&lt;br /&gt;
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; lasts 90 seconds, so you have to plan accordingly.&lt;br /&gt;
&lt;br /&gt;
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it&#039;s longer than the 90s debuff, you can have the same people activate the towers.{{evt|service=youtube|id=IeUiwRI6rqM|dimensions=350|align=right|description=Turn 8 Video Guide}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Tower Descriptions&lt;br /&gt;
!Visual&lt;br /&gt;
!Location&lt;br /&gt;
!Fully Charged Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DreadTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|North&lt;br /&gt;
|Summons one [[Clockwork Dreadnaught (Enemy)|&#039;&#039;&#039;Clockwork Dreadnaught&#039;&#039;&#039;]]. This enemy hits very hard with frequent frontal cleave attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8MineTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|East&lt;br /&gt;
|Creates 3 landmines in random areas. Mines become invisible a few seconds after creation. Touching a mine explodes it, inflicting knockback and ~2000 AoE damage.&lt;br /&gt;
&lt;br /&gt;
* After 15 seconds, The Avatar will force-detonate all existing mines, wiping the party.&lt;br /&gt;
* Knockback can be resisted using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DamageTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|South &amp;amp; West&lt;br /&gt;
|Deals ~2500 damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 75% or 2m40s ===&lt;br /&gt;
The Avatar&#039;s first phase is comprised of two sets of towers, but will skip to phase 2 early if brought to 75% before the second set of Biotowers appears.&lt;br /&gt;
&lt;br /&gt;
This boss stays immobile in the center of the room. If the main enmity target moves too far away from The Avatar, it will attack with ranged lasers that hit much harder than its melee attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave that deals heavy damage and applies {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. The debuff ticks for ~600 damage and can be cleansed with {{item icon|Esuna}}. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|A stack marker indicated with a &amp;quot;satellite-like&amp;quot; laser. Damage will be divided across all players near the marked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|An [[Common mechanics and markers#Intercept Tether|&#039;&#039;&#039;intercept tether&#039;&#039;&#039;]] from the boss to a non-tank player. The target explodes in a moderate AoE for ~1500 damage.&lt;br /&gt;
|}&lt;br /&gt;
Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to two important &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, and gives easy vision of the AoE biotowers to the healers.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 1 is:&lt;br /&gt;
&lt;br /&gt;
Set 1 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 2 (Mines + West Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|Always face The Avatar away from the party. Healers should {{item icon|Esuna}} the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; off the main tank whenever possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 1, players should charge the Dreadnaught Tower and have the off-tank hold aggro. Ensure the enemy is faced away from the group and have DPS take it down fast.&lt;br /&gt;
&lt;br /&gt;
* If Set 2, players should charge the Landmine tower. The off-tank should run into and detonate the mines, being careful not to get bounced into multiple mines at once. DPS can help detonate mines if careful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Have one player (preferably the off-tank) intercept the tether and run it away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|The group should stack behind The Avatar to spread out the damage equally.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Move the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss, staying away from whichever player is tethered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat until Phase 2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 75% - 45% or 2m40s - 7m ===&lt;br /&gt;
The Avatar adds two new deadly attacks to its arsenal. It is possible to skip this phase entirely by bringing The Avatar to 45% health while the second set of towers is up in Phase 1.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Debuffs the main tank with {{Status effect|debuff|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Brain Jack]]&#039;&#039;&#039;, causing them to run to the nearest player and attack them for 10 seconds. This does not effect enmity. Cast every 30 seconds and is always followed by &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|A [[Common mechanics and markers#Numbered Stack|&#039;&#039;&#039;Numbered Stack Marker&#039;&#039;&#039;]]. Binds two random players in place and marks them with a large or small circle. If an incorrect amount of players are in the circle, all inside are instantly killed.&lt;br /&gt;
&lt;br /&gt;
* The small circle requires two players inside, while the large one requires three. The bound players are included in the count.&lt;br /&gt;
|}&lt;br /&gt;
The most dangerous attack is &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; and will require the majority of the groups attention and effort.&amp;lt;blockquote&amp;gt;A common method to handle &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; is to have to entire group stack together prior to the attack, having one player assigned to be the third for the stack if needed. As it is random which two players are chosen, three players may need to be assigned and given a priority order.&lt;br /&gt;
&lt;br /&gt;
As the two bound players will meet the requirements for the small circle, only one player will need to be present if there is a large circle, standing on the very edge as to not be inside the small circle if present.&amp;lt;/blockquote&amp;gt;The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 3 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 4 (Mines + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 5 (Dread + Mines Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Opening&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Ensure the correct amount of people are standing in the circle. Failure to handle this mechanic is likely to lead to a wipe.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align: center&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 3, rush the Dreadnaught tower, but be mindful of the &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; that may occupy the off-tank.&lt;br /&gt;
* If Set 4, rush the Landmine tower. Likewise due to &#039;&#039;&#039;Brain Jack&#039;&#039;&#039;, DPS may want to aid in detonating mines.&lt;br /&gt;
* If Set 5, either tower is equally dangerous, but one must be chosen.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|An simple method to trivialize this debuff is to have one player stand under The Avatar but just barely out of &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039; range. The main-tank will then attack that player without turning the boss.&lt;br /&gt;
&lt;br /&gt;
* While an off-tank is an obvious choice for standing under The Avatar, they may be occupied with handling &#039;&#039;&#039;Biotowers&#039;&#039;&#039;. A magical DPS may be the best fit for this role.&lt;br /&gt;
* Alternatively, a tank-swap can occur instead, but both tanks will still be occupied until the {{Status effect|debuff|confused}} &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat Twice from Biotowers&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: 45% to 0% or 7m - 11m ===&lt;br /&gt;
The Avatar loses the ability to use &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;, but gains an equally dangerous new attack. Towers in this phase will now gain charges every 20 seconds instead of the previous 15.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A random non-tank is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. After the debuff expires, it deals party-wide damage &amp;lt;u&amp;gt;equal to twice the damage&amp;lt;/u&amp;gt; that the debuffed player took over its duration.&lt;br /&gt;
&lt;br /&gt;
* Shields from a {{Action icon|Scholar}} or {{Action icon|Sage}} will negate incoming damage, providing a safety net.&lt;br /&gt;
* After expiration, there is a 10 second safety window before &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; is cast on another player.&lt;br /&gt;
* &#039;&#039;&#039;Homing Missile&#039;&#039;&#039; will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; target the player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; first.&lt;br /&gt;
|}&lt;br /&gt;
This new attack will require the entire party&#039;s focus to deal with. The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; must intentionally avoid all mechanics and damage, as it can easily lead to a party wipe once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
AoE towers especially will need to be timed carefully to explode between &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
Due to the charge timers on towers lining up with Allagan Field, players can prepare two towers to auto-activate the instant Allagan Field expires by giving one +3 charges and a different tower +1 charge.&lt;br /&gt;
&lt;br /&gt;
Alternatively, players can wait until &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; expires and manually rush the remaining AoE tower charges in the safe 10 second window.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 3 is:&lt;br /&gt;
&lt;br /&gt;
Set 6 (Mines + West + South Tower): Send 3 players to West and 1 player to South. Ensure the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player is safely away from any landmines once they appear.&lt;br /&gt;
&lt;br /&gt;
Set 7 (Mines + Dread + South Tower): Send 2 players to the Dreadnaught tower and 1 player to South.&lt;br /&gt;
&lt;br /&gt;
Set 8 (Mines + West + South Tower): Handle the same as Set 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Biotower spawn timers do not line up equally with the rotation and thus have been omitted, but Biotower charge timers will always line up with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; timers. &amp;lt;u&amp;gt;Towers spawn or gain a charge when Allagan Field is at 20 seconds and 0 seconds.&amp;lt;/u&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Rotation (Biotowers Omitted)&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should be marked and run away from the group to a far corner. This player should avoid all mechanics until the debuff expires. Keep this player shielded at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Will attempt to tether to the player with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. Another player should immediately pick up this tether and move it away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All players except for the debuffed should stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A new player will be debuffed and must separate far from the group. Keep shields on them at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Grab this and move it away from the group and the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All other players stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[The Avatar]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Leg Gear Coffer (IL 110)}}&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|High Allagan Head Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Hand Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Foot Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Other Loot===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|32px|link=]] Treasure Coffer (X: 9.8 Y: 8.3)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|X-Potion}}&lt;br /&gt;
{{Drops table row|X-Ether}}&lt;br /&gt;
{{Drops table row|Hi-Elixir}}&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|Mapping the Realm: The Second Coil of Bahamut III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blades|roll=n}}&lt;br /&gt;
{{music table row|Boss|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the avatar1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I am reminded of the passages beneath Castrum Occidens. We must have traveled quite some distance below the surface. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; More of the same tunnels... Twelve be good! Surely they cannot continue all the way down from the upper floors?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Tis difficult to see inside, but I have a terrible feeling those corridors house more of the dreadful guardians you have already faced. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It is said that the Allagans excelled in the creation of chimerical beasts, and that the red moon teemed with a thousand thousand fantastical monstrosities─all to prevent the enemies of the ancient empire from releasing the elder primal. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I wonder, the creatures that prowl these halls─could they be the “beloved children” of which Nael spoke? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, this is yet another mystery to ponder upon our return. Shall we continue onwards?&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1272905</id>
		<title>The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1272905"/>
		<updated>2026-03-30T06:13:34Z</updated>

		<summary type="html">&lt;p&gt;Pckables: fixed broken action icons&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 - Turn 3 (Savage)|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 3&lt;br /&gt;
| description = Your party activates the coil&#039;s lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 3.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 100&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 = Central Decks&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;
}} The raid is also known as &#039;&#039;&#039;T8&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Open the frontal bulkhead. 0/1&lt;br /&gt;
* Defeat the Avatar. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Surveillance Module]] (untargetable)&lt;br /&gt;
*[[Clockwork Bug (Enemy)|Clockwork Bug]]&lt;br /&gt;
*[[Clockwork Footman]]&lt;br /&gt;
*[[Clockwork Warrior]]&lt;br /&gt;
*[[Shaper-rook]]&lt;br /&gt;
Travel south from the entrance to Sector XII in the Lower Decks. Use the jump pad to go up to Sector VII in the Main Decks. Go south to the Frontal Bulkhead and open it to reach The Avatar boss.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[The Avatar]] ==&lt;br /&gt;
This fight has a 11m hard enrage timer after which The Avatar will wipe the party.&lt;br /&gt;
&lt;br /&gt;
While the Avatar will progress phases if enough damage is done, time is also a factor and The Avatar will change phases based on their &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The Avatar can not change phases if towers are active and charging. This can be used to skip phases entirely.&lt;br /&gt;
 When attempting this duty solo, The Avatar will instantly kill the player with &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; if allowed to reach Phase 2.&lt;br /&gt;
 Players must force this phase to be skipped by bringing The Avatar to 45% health while towers are still charging in order to skip to phase 3. Players can bring The Avatar to 76% and wait for the second set of towers to spawn to create an easier DPS check.&lt;br /&gt;
&lt;br /&gt;
=== Biotowers ===&lt;br /&gt;
The Avatar has four &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, one located at the North, East, South, and West edges of the room. Towers appear in pre-determined sets of two or three based on time and/or phase.&lt;br /&gt;
&lt;br /&gt;
Towers have a charge meter behind them, starting with one charge and instantly activating at five. Towers gain one charge every 15 seconds in Phase 1 and 2, and 20 seconds in Phase 3.&lt;br /&gt;
&lt;br /&gt;
When towers charge themselves, if two towers hold an equal amount of charges The Avatar will gain a stack of {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. If three towers are equal, The Avatar will gain two stacks of each buff.&lt;br /&gt;
&lt;br /&gt;
If two or more towers charge to maximum simultaneously, The Avatar will enrage and wipe the party with repeated casts of &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;. If the Avatar is forced to skip phases due to low health, this will also bypass the enrage.&lt;br /&gt;
&lt;br /&gt;
Players can forcefully charge towers by standing in the adjacent electrified fields. This will grant one charge per player in the field as well as inflict those players with a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
Manually charging a tower costs health, the HP cost increased per stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039;. The first charge deals 10% of max health, then 20%, 40%, 70%, and finally 120% of max health until the debuff expires. The damage of the first charge can be reduced by defensive stats and abilities, however, the second charge onward can not.&lt;br /&gt;
&lt;br /&gt;
There is a 20 second period between the last tower&#039;s natural activation (nobody running in to charge it) and when the next set of towers spawn. It&#039;s always 20 seconds, whether there are two or three towers.&lt;br /&gt;
&lt;br /&gt;
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; lasts 90 seconds, so you have to plan accordingly.&lt;br /&gt;
&lt;br /&gt;
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it&#039;s longer than the 90s debuff, you can have the same people activate the towers.{{evt|service=youtube|id=IeUiwRI6rqM|dimensions=350|align=right|description=Turn 8 Video Guide}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Tower Descriptions&lt;br /&gt;
!Visual&lt;br /&gt;
!Location&lt;br /&gt;
!Fully Charged Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DreadTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|North&lt;br /&gt;
|Summons one [[Clockwork Dreadnaught (Enemy)|&#039;&#039;&#039;Clockwork Dreadnaught&#039;&#039;&#039;]]. This enemy hits very hard with frequent frontal cleave attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8MineTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|East&lt;br /&gt;
|Creates 3 landmines in random areas. Mines become invisible a few seconds after creation. Touching a mine explodes it, inflicting knockback and ~2000 AoE damage.&lt;br /&gt;
&lt;br /&gt;
* After 15 seconds, The Avatar will force-detonate all existing mines, wiping the party.&lt;br /&gt;
* Knockback can be resisted using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DamageTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|South &amp;amp; West&lt;br /&gt;
|Deals ~2500 damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 75% or 2m40s ===&lt;br /&gt;
The Avatar&#039;s first phase is comprised of two sets of towers, but will skip to phase 2 early if brought to 75% before the second set of Biotowers appears.&lt;br /&gt;
&lt;br /&gt;
This boss stays immobile in the center of the room. If the main enmity target moves too far away from The Avatar, it will attack with ranged lasers that hit much harder than its melee attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave that deals heavy damage and applies {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. The debuff ticks for ~600 damage and can be cleansed with {{item icon|Esuna}}. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|A stack marker indicated with a &amp;quot;satellite-like&amp;quot; laser. Damage will be divided across all players near the marked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|An [[Common mechanics and markers#Intercept Tether|&#039;&#039;&#039;intercept tether&#039;&#039;&#039;]] from the boss to a non-tank player. The target explodes in a moderate AoE for ~1500 damage.&lt;br /&gt;
|}&lt;br /&gt;
Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to two important &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, and gives easy vision of the AoE biotowers to the healers.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 1 is:&lt;br /&gt;
&lt;br /&gt;
Set 1 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 2 (Mines + West Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|Always face The Avatar away from the party. Healers should {{item icon|Esuna}} the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; off the main tank whenever possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 1, players should charge the Dreadnaught Tower and have the off-tank hold aggro. Ensure the enemy is faced away from the group and have DPS take it down fast.&lt;br /&gt;
&lt;br /&gt;
* If Set 2, players should charge the Landmine tower. The off-tank should run into and detonate the mines, being careful not to get bounced into multiple mines at once. DPS can help detonate mines if careful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Have one player (preferably the off-tank) intercept the tether and run it away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|The group should stack behind The Avatar to spread out the damage equally.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Move the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss, staying away from whichever player is tethered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat until Phase 2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 75% - 45% or 2m40s - 7m ===&lt;br /&gt;
The Avatar adds two new deadly attacks to its arsenal. It is possible to skip this phase entirely by bringing The Avatar to 45% health while the second set of towers is up in Phase 1.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Debuffs the main tank with {{Status effect|debuff|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Brain Jack]]&#039;&#039;&#039;, causing them to run to the nearest player and attack them for 10 seconds. This does not effect enmity. Cast every 30 seconds and is always followed by &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|A [[Common mechanics and markers#Numbered Stack|&#039;&#039;&#039;Numbered Stack Marker&#039;&#039;&#039;]]. Binds two random players in place and marks them with a large or small circle. If an incorrect amount of players are in the circle, all inside are instantly killed.&lt;br /&gt;
&lt;br /&gt;
* The small circle requires two players inside, while the large one requires three. The bound players are included in the count.&lt;br /&gt;
|}&lt;br /&gt;
The most dangerous attack is &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; and will require the majority of the groups attention and effort.&amp;lt;blockquote&amp;gt;A common method to handle &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; is to have to entire group stack together prior to the attack, having one player assigned to be the third for the stack if needed. As it is random which two players are chosen, three players may need to be assigned and given a priority order.&lt;br /&gt;
&lt;br /&gt;
As the two bound players will meet the requirements for the small circle, only one player will need to be present if there is a large circle, standing on the very edge as to not be inside the small circle if present.&amp;lt;/blockquote&amp;gt;The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 3 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 4 (Mines + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 5 (Dread + Mines Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Opening&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Ensure the correct amount of people are standing in the circle. Failure to handle this mechanic is likely to lead to a wipe.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align: center&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 3, rush the Dreadnaught tower, but be mindful of the &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; that may occupy the off-tank.&lt;br /&gt;
* If Set 4, rush the Landmine tower. Likewise due to &#039;&#039;&#039;Brain Jack&#039;&#039;&#039;, DPS may want to aid in detonating mines.&lt;br /&gt;
* If Set 5, either tower is equally dangerous, but one must be chosen.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|An simple method to trivialize this debuff is to have one player stand under The Avatar but just barely out of &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039; range. The main-tank will then attack that player without turning the boss.&lt;br /&gt;
&lt;br /&gt;
* While an off-tank is an obvious choice for standing under The Avatar, they may be occupied with handling &#039;&#039;&#039;Biotowers&#039;&#039;&#039;. A magical DPS may be the best fit for this role.&lt;br /&gt;
* Alternatively, a tank-swap can occur instead, but both tanks will still be occupied until the {{Status effect|debuff|confused}} &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat Twice from Biotowers&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: 45% to 0% or 7m - 11m ===&lt;br /&gt;
The Avatar loses the ability to use &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;, but gains an equally dangerous new attack. Towers in this phase will now gain charges every 20 seconds instead of the previous 15.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A random non-tank is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. After the debuff expires, it deals party-wide damage &amp;lt;u&amp;gt;equal to twice the damage&amp;lt;/u&amp;gt; that the debuffed player took over its duration.&lt;br /&gt;
&lt;br /&gt;
* Shields from a {{Action icon|Scholar}} or {{Action icon|Sage}} will negate incoming damage, providing a safety net.&lt;br /&gt;
* After expiration, there is a 10 second safety window before &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; is cast on another player.&lt;br /&gt;
* &#039;&#039;&#039;Homing Missile&#039;&#039;&#039; will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; target the player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; first.&lt;br /&gt;
|}&lt;br /&gt;
This new attack will require the entire party&#039;s focus to deal with. The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; must intentionally avoid all mechanics and damage, as it can easily lead to a party wipe once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
AoE towers especially will need to be timed carefully to explode between &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
Due to the charge timers on towers lining up with Allagan Field, players can prepare two towers to auto-activate the instant Allagan Field expires by giving one +3 charges and a different tower +1 charge.&lt;br /&gt;
&lt;br /&gt;
Alternatively, players can wait until &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; expires and manually rush the remaining AoE tower charges in the safe 10 second window.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 6 (Mines + West + South Tower): Send 3 players to West and 1 player to South. Ensure the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player is safely away from any landmines once they appear.&lt;br /&gt;
&lt;br /&gt;
Set 7 (Mines + Dread + South Tower): Send 2 players to the Dreadnaught tower and 1 player to South.&lt;br /&gt;
&lt;br /&gt;
Set 8 (Mines + West + South Tower): Handle the same as Set 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Biotower spawn timers do not line up equally with the rotation and thus have been omitted, but Biotower charge timers will always line up with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; timers. &amp;lt;u&amp;gt;Towers spawn or gain a charge when Allagan Field is at 20 seconds and 0 seconds.&amp;lt;/u&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Rotation (Biotowers Omitted)&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should be marked and run away from the group to a far corner. This player should avoid all mechanics until the debuff expires. Keep this player shielded at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Will attempt to tether to the player with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. Another player should immediately pick up this tether and move it away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All players except for the debuffed should stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A new player will be debuffed and must separate far from the group. Keep shields on them at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Grab this and move it away from the group and the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All other players stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[The Avatar]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Leg Gear Coffer (IL 110)}}&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|High Allagan Head Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Hand Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Foot Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Other Loot===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|32px|link=]] Treasure Coffer (X: 9.8 Y: 8.3)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|X-Potion}}&lt;br /&gt;
{{Drops table row|X-Ether}}&lt;br /&gt;
{{Drops table row|Hi-Elixir}}&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|Mapping the Realm: The Second Coil of Bahamut III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blades|roll=n}}&lt;br /&gt;
{{music table row|Boss|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the avatar1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I am reminded of the passages beneath Castrum Occidens. We must have traveled quite some distance below the surface. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; More of the same tunnels... Twelve be good! Surely they cannot continue all the way down from the upper floors?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Tis difficult to see inside, but I have a terrible feeling those corridors house more of the dreadful guardians you have already faced. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It is said that the Allagans excelled in the creation of chimerical beasts, and that the red moon teemed with a thousand thousand fantastical monstrosities─all to prevent the enemies of the ancient empire from releasing the elder primal. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I wonder, the creatures that prowl these halls─could they be the “beloved children” of which Nael spoke? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, this is yet another mystery to ponder upon our return. Shall we continue onwards?&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1272904</id>
		<title>The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1272904"/>
		<updated>2026-03-30T06:11:48Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Removed unusual spacing&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 - Turn 3 (Savage)|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 3&lt;br /&gt;
| description = Your party activates the coil&#039;s lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 3.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 100&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 = Central Decks&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;
}} The raid is also known as &#039;&#039;&#039;T8&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Open the frontal bulkhead. 0/1&lt;br /&gt;
* Defeat the Avatar. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Surveillance Module]] (untargetable)&lt;br /&gt;
*[[Clockwork Bug (Enemy)|Clockwork Bug]]&lt;br /&gt;
*[[Clockwork Footman]]&lt;br /&gt;
*[[Clockwork Warrior]]&lt;br /&gt;
*[[Shaper-rook]]&lt;br /&gt;
Travel south from the entrance to Sector XII in the Lower Decks. Use the jump pad to go up to Sector VII in the Main Decks. Go south to the Frontal Bulkhead and open it to reach The Avatar boss.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[The Avatar]] ==&lt;br /&gt;
This fight has a 11m hard enrage timer after which The Avatar will wipe the party.&lt;br /&gt;
&lt;br /&gt;
While the Avatar will progress phases if enough damage is done, time is also a factor and The Avatar will change phases based on their &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The Avatar can not change phases if towers are active and charging. This can be used to skip phases entirely.&lt;br /&gt;
 When attempting this duty solo, The Avatar will instantly kill the player with &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; if allowed to reach Phase 2.&lt;br /&gt;
 Players must force this phase to be skipped by bringing The Avatar to 45% health while towers are still charging in order to skip to phase 3. Players can bring The Avatar to 76% and wait for the second set of towers to spawn to create an easier DPS check.&lt;br /&gt;
&lt;br /&gt;
=== Biotowers ===&lt;br /&gt;
The Avatar has four &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, one located at the North, East, South, and West edges of the room. Towers appear in pre-determined sets of two or three based on time and/or phase.&lt;br /&gt;
&lt;br /&gt;
Towers have a charge meter behind them, starting with one charge and instantly activating at five. Towers gain one charge every 15 seconds in Phase 1 and 2, and 20 seconds in Phase 3.&lt;br /&gt;
&lt;br /&gt;
When towers charge themselves, if two towers hold an equal amount of charges The Avatar will gain a stack of {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. If three towers are equal, The Avatar will gain two stacks of each buff.&lt;br /&gt;
&lt;br /&gt;
If two or more towers charge to maximum simultaneously, The Avatar will enrage and wipe the party with repeated casts of &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;. If the Avatar is forced to skip phases due to low health, this will also bypass the enrage.&lt;br /&gt;
&lt;br /&gt;
Players can forcefully charge towers by standing in the adjacent electrified fields. This will grant one charge per player in the field as well as inflict those players with a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
Manually charging a tower costs health, the HP cost increased per stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039;. The first charge deals 10% of max health, then 20%, 40%, 70%, and finally 120% of max health until the debuff expires. The damage of the first charge can be reduced by defensive stats and abilities, however, the second charge onward can not.&lt;br /&gt;
&lt;br /&gt;
There is a 20 second period between the last tower&#039;s natural activation (nobody running in to charge it) and when the next set of towers spawn. It&#039;s always 20 seconds, whether there are two or three towers.&lt;br /&gt;
&lt;br /&gt;
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; lasts 90 seconds, so you have to plan accordingly.&lt;br /&gt;
&lt;br /&gt;
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it&#039;s longer than the 90s debuff, you can have the same people activate the towers.{{evt|service=youtube|id=IeUiwRI6rqM|dimensions=350|align=right|description=Turn 8 Video Guide}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Tower Descriptions&lt;br /&gt;
!Visual&lt;br /&gt;
!Location&lt;br /&gt;
!Fully Charged Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DreadTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|North&lt;br /&gt;
|Summons one [[Clockwork Dreadnaught (Enemy)|&#039;&#039;&#039;Clockwork Dreadnaught&#039;&#039;&#039;]]. This enemy hits very hard with frequent frontal cleave attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8MineTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|East&lt;br /&gt;
|Creates 3 landmines in random areas. Mines become invisible a few seconds after creation. Touching a mine explodes it, inflicting knockback and ~2000 AoE damage.&lt;br /&gt;
&lt;br /&gt;
* After 15 seconds, The Avatar will force-detonate all existing mines, wiping the party.&lt;br /&gt;
* Knockback can be resisted using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DamageTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|South &amp;amp; West&lt;br /&gt;
|Deals ~2500 damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 75% or 2m40s ===&lt;br /&gt;
The Avatar&#039;s first phase is comprised of two sets of towers, but will skip to phase 2 early if brought to 75% before the second set of Biotowers appears.&lt;br /&gt;
&lt;br /&gt;
This boss stays immobile in the center of the room. If the main enmity target moves too far away from The Avatar, it will attack with ranged lasers that hit much harder than its melee attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave that deals heavy damage and applies {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. The debuff ticks for ~600 damage and can be cleansed with {{item icon|Esuna}}. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|A stack marker indicated with a &amp;quot;satellite-like&amp;quot; laser. Damage will be divided across all players near the marked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|An [[Common mechanics and markers#Intercept Tether|&#039;&#039;&#039;intercept tether&#039;&#039;&#039;]] from the boss to a non-tank player. The target explodes in a moderate AoE for ~1500 damage.&lt;br /&gt;
|}&lt;br /&gt;
Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to two important &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, and gives easy vision of the AoE biotowers to the healers.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 1 is:&lt;br /&gt;
&lt;br /&gt;
Set 1 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 2 (Mines + West Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|Always face The Avatar away from the party. Healers should {{item icon|Esuna}} the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; off the main tank whenever possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 1, players should charge the Dreadnaught Tower and have the off-tank hold aggro. Ensure the enemy is faced away from the group and have DPS take it down fast.&lt;br /&gt;
&lt;br /&gt;
* If Set 2, players should charge the Landmine tower. The off-tank should run into and detonate the mines, being careful not to get bounced into multiple mines at once. DPS can help detonate mines if careful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Have one player (preferably the off-tank) intercept the tether and run it away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|The group should stack behind The Avatar to spread out the damage equally.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Move the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss, staying away from whichever player is tethered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat until Phase 2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 75% - 45% or 2m40s - 7m ===&lt;br /&gt;
The Avatar adds two new deadly attacks to its arsenal. It is possible to skip this phase entirely by bringing The Avatar to 45% health while the second set of towers is up in Phase 1.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Debuffs the main tank with {{Status effect|debuff|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Brain Jack]]&#039;&#039;&#039;, causing them to run to the nearest player and attack them for 10 seconds. This does not effect enmity. Cast every 30 seconds and is always followed by &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|A [[Common mechanics and markers#Numbered Stack|&#039;&#039;&#039;Numbered Stack Marker&#039;&#039;&#039;]]. Binds two random players in place and marks them with a large or small circle. If an incorrect amount of players are in the circle, all inside are instantly killed.&lt;br /&gt;
&lt;br /&gt;
* The small circle requires two players inside, while the large one requires three. The bound players are included in the count.&lt;br /&gt;
|}&lt;br /&gt;
The most dangerous attack is &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; and will require the majority of the groups attention and effort.&amp;lt;blockquote&amp;gt;A common method to handle &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; is to have to entire group stack together prior to the attack, having one player assigned to be the third for the stack if needed. As it is random which two players are chosen, three players may need to be assigned and given a priority order.&lt;br /&gt;
&lt;br /&gt;
As the two bound players will meet the requirements for the small circle, only one player will need to be present if there is a large circle, standing on the very edge as to not be inside the small circle if present.&amp;lt;/blockquote&amp;gt;The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 3 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 4 (Mines + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 5 (Dread + Mines Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Opening&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Ensure the correct amount of people are standing in the circle. Failure to handle this mechanic is likely to lead to a wipe.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align: center&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 3, rush the Dreadnaught tower, but be mindful of the &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; that may occupy the off-tank.&lt;br /&gt;
* If Set 4, rush the Landmine tower. Likewise due to &#039;&#039;&#039;Brain Jack&#039;&#039;&#039;, DPS may want to aid in detonating mines.&lt;br /&gt;
* If Set 5, either tower is equally dangerous, but one must be chosen.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|An simple method to trivialize this debuff is to have one player stand under The Avatar but just barely out of &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039; range. The main-tank will then attack that player without turning the boss.&lt;br /&gt;
&lt;br /&gt;
* While an off-tank is an obvious choice for standing under The Avatar, they may be occupied with handling &#039;&#039;&#039;Biotowers&#039;&#039;&#039;. A magical DPS may be the best fit for this role.&lt;br /&gt;
* Alternatively, a tank-swap can occur instead, but both tanks will still be occupied until the {{Status effect|debuff|confused}} &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat Twice from Biotowers&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: 45% to 0% or 7m - 11m ===&lt;br /&gt;
The Avatar loses the ability to use &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;, but gains an equally dangerous new attack. Towers in this phase will now gain charges every 20 seconds instead of the previous 15.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A random non-tank is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. After the debuff expires, it deals party-wide damage &amp;lt;u&amp;gt;equal to twice the damage&amp;lt;/u&amp;gt; that the debuffed player took over its duration.&lt;br /&gt;
&lt;br /&gt;
* Shields from a [[Scholar|{{Action icon|Scholar}}]] or [[Sage|{{Action icon|Sage}}]] will negate incoming damage, providing a safety net.&lt;br /&gt;
* After expiration, there is a 10 second safety window before &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; is cast on another player.&lt;br /&gt;
* &#039;&#039;&#039;Homing Missile&#039;&#039;&#039; will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; target the player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; first.&lt;br /&gt;
|}&lt;br /&gt;
This new attack will require the entire party&#039;s focus to deal with. The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; must intentionally avoid all mechanics and damage, as it can easily lead to a party wipe once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
AoE towers especially will need to be timed carefully to explode between &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
Due to the charge timers on towers lining up with Allagan Field, players can prepare two towers to auto-activate the instant Allagan Field expires by giving one +3 charges and a different tower +1 charge.&lt;br /&gt;
&lt;br /&gt;
Alternatively, players can wait until &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; expires and manually rush the remaining AoE tower charges in the safe 10 second window.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 6 (Mines + West + South Tower): Send 3 players to West and 1 player to South. Ensure the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player is safely away from any landmines once they appear.&lt;br /&gt;
&lt;br /&gt;
Set 7 (Mines + Dread + South Tower): Send 2 players to the Dreadnaught tower and 1 player to South.&lt;br /&gt;
&lt;br /&gt;
Set 8 (Mines + West + South Tower): Handle the same as Set 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Biotower spawn timers do not line up equally with the rotation and thus have been omitted, but Biotower charge timers will always line up with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; timers. &amp;lt;u&amp;gt;Towers spawn or gain a charge when Allagan Field is at 20 seconds and 0 seconds.&amp;lt;/u&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Rotation (Biotowers Omitted)&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should be marked and run away from the group to a far corner. This player should avoid all mechanics until the debuff expires. Keep this player shielded at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Will attempt to tether to the player with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. Another player should immediately pick up this tether and move it away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All players except for the debuffed should stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A new player will be debuffed and must separate far from the group. Keep shields on them at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Grab this and move it away from the group and the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All other players stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[The Avatar]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Leg Gear Coffer (IL 110)}}&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|High Allagan Head Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Hand Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Foot Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Other Loot===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|32px|link=]] Treasure Coffer (X: 9.8 Y: 8.3)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|X-Potion}}&lt;br /&gt;
{{Drops table row|X-Ether}}&lt;br /&gt;
{{Drops table row|Hi-Elixir}}&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|Mapping the Realm: The Second Coil of Bahamut III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blades|roll=n}}&lt;br /&gt;
{{music table row|Boss|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the avatar1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I am reminded of the passages beneath Castrum Occidens. We must have traveled quite some distance below the surface. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; More of the same tunnels... Twelve be good! Surely they cannot continue all the way down from the upper floors?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Tis difficult to see inside, but I have a terrible feeling those corridors house more of the dreadful guardians you have already faced. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It is said that the Allagans excelled in the creation of chimerical beasts, and that the red moon teemed with a thousand thousand fantastical monstrosities─all to prevent the enemies of the ancient empire from releasing the elder primal. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I wonder, the creatures that prowl these halls─could they be the “beloved children” of which Nael spoke? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, this is yet another mystery to ponder upon our return. Shall we continue onwards?&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1272903</id>
		<title>The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=1272903"/>
		<updated>2026-03-30T06:09:16Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote the page to use STDT tables and condensed abilities and strategies together. Fixed status effect templates.&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 - Turn 3 (Savage)|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 3&lt;br /&gt;
| description = Your party activates the coil&#039;s lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 3.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 100&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 = Central Decks&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;
}} The raid is also known as &#039;&#039;&#039;T8&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Open the frontal bulkhead. 0/1&lt;br /&gt;
* Defeat the Avatar. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Surveillance Module]] (untargetable)&lt;br /&gt;
*[[Clockwork Bug (Enemy)|Clockwork Bug]]&lt;br /&gt;
*[[Clockwork Footman]]&lt;br /&gt;
*[[Clockwork Warrior]]&lt;br /&gt;
*[[Shaper-rook]]&lt;br /&gt;
Travel south from the entrance to Sector XII in the Lower Decks. Use the jump pad to go up to Sector VII in the Main Decks. Go south to the Frontal Bulkhead and open it to reach The Avatar boss.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] [[The Avatar]] ==&lt;br /&gt;
This fight has a 11m hard enrage timer after which The Avatar will wipe the party.&lt;br /&gt;
&lt;br /&gt;
While the Avatar will progress phases if enough damage is done, time is also a factor and The Avatar will change phases based on their &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The Avatar can not change phases if towers are active and charging. This can be used to skip phases entirely.&lt;br /&gt;
 When attempting this duty solo, The Avatar will instantly kill the player with &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; if allowed to reach Phase 2.&lt;br /&gt;
 Players must force this phase to be skipped by bringing The Avatar to 45% health while towers are still charging in order to skip to phase 3. Players can bring The Avatar to 76% and wait for the second set of towers to spawn to create an easier DPS check.&lt;br /&gt;
&lt;br /&gt;
=== Biotowers ===&lt;br /&gt;
The Avatar has four &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, one located at the North, East, South, and West edges of the room. Towers appear in pre-determined sets of two or three based on time and/or phase.&lt;br /&gt;
&lt;br /&gt;
Towers have a charge meter behind them, starting with one charge and instantly activating at five. Towers gain one charge every 15 seconds in Phase 1 and 2, and 20 seconds in Phase 3.&lt;br /&gt;
&lt;br /&gt;
When towers charge themselves, if two towers hold an equal amount of charges The Avatar will gain a stack of {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. If three towers are equal, The Avatar will gain two stacks of each buff.&lt;br /&gt;
&lt;br /&gt;
If two or more towers charge to maximum simultaneously, The Avatar will enrage and wipe the party with repeated casts of &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;. If the Avatar is forced to skip phases due to low health, this will also bypass the enrage.&lt;br /&gt;
&lt;br /&gt;
Players can forcefully charge towers by standing in the adjacent electrified fields. This will grant one charge per player in the field as well as inflict those players with a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
Manually charging a tower costs health, the HP cost increased per stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039;. The first charge deals 10% of max health, then 20%, 40%, 70%, and finally 120% of max health until the debuff expires. The damage of the first charge can be reduced by defensive stats and abilities, however, the second charge onward can not.&lt;br /&gt;
&lt;br /&gt;
There is a 20 second period between the last tower&#039;s natural activation (nobody running in to charge it) and when the next set of towers spawn. It&#039;s always 20 seconds, whether there are two or three towers.&lt;br /&gt;
&lt;br /&gt;
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;Languishing&#039;&#039;&#039; lasts 90 seconds, so you have to plan accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it&#039;s longer than the 90s debuff, you can have the same people activate the towers.{{evt|service=youtube|id=IeUiwRI6rqM|dimensions=350|align=right|description=Turn 8 Video Guide}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Tower Descriptions&lt;br /&gt;
!Visual&lt;br /&gt;
!Location&lt;br /&gt;
!Fully Charged Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DreadTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|North&lt;br /&gt;
|Summons one [[Clockwork Dreadnaught (Enemy)|&#039;&#039;&#039;Clockwork Dreadnaught&#039;&#039;&#039;]]. This enemy hits very hard with frequent frontal cleave attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8MineTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|East&lt;br /&gt;
|Creates 3 landmines in random areas. Mines become invisible a few seconds after creation. Touching a mine explodes it, inflicting knockback and ~2000 AoE damage.&lt;br /&gt;
&lt;br /&gt;
* After 15 seconds, The Avatar will force-detonate all existing mines, wiping the party.&lt;br /&gt;
* Knockback can be resisted using {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T8DamageTower.png|122x122px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|South &amp;amp; West&lt;br /&gt;
|Deals ~2500 damage to the entire party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 75% or 2m40s ===&lt;br /&gt;
The Avatar&#039;s first phase is comprised of two sets of towers, but will skip to phase 2 early if brought to 75% before the second set of Biotowers appears.&lt;br /&gt;
&lt;br /&gt;
This boss stays immobile in the center of the room. If the main enmity target moves too far away from The Avatar, it will attack with ranged lasers that hit much harder than its melee attack.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave that deals heavy damage and applies {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;. The debuff ticks for ~600 damage and can be cleansed with {{item icon|Esuna}}. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|A stack marker indicated with a &amp;quot;satellite-like&amp;quot; laser. Damage will be divided across all players near the marked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|An [[Common mechanics and markers#Intercept Tether|&#039;&#039;&#039;intercept tether&#039;&#039;&#039;]] from the boss to a non-tank player. The target explodes in a moderate AoE for ~1500 damage.&lt;br /&gt;
|}&lt;br /&gt;
Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to two important &#039;&#039;&#039;Biotowers&#039;&#039;&#039;, and gives easy vision of the AoE biotowers to the healers.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 1 is:&lt;br /&gt;
&lt;br /&gt;
Set 1 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 2 (Mines + West Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|Always face The Avatar away from the party. Healers should {{item icon|Esuna}} the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; off the main tank whenever possible.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 1, players should charge the Dreadnaught Tower and have the off-tank hold aggro. Ensure the enemy is faced away from the group and have DPS take it down fast.&lt;br /&gt;
&lt;br /&gt;
* If Set 2, players should charge the Landmine tower. The off-tank should run into and detonate the mines, being careful not to get bounced into multiple mines at once. DPS can help detonate mines if careful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Have one player (preferably the off-tank) intercept the tether and run it away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|The group should stack behind The Avatar to spread out the damage equally.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Move the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss, staying away from whichever player is tethered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat until Phase 2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 75% - 45% or 2m40s - 7m ===&lt;br /&gt;
The Avatar adds two new deadly attacks to its arsenal. It is possible to skip this phase entirely by bringing The Avatar to 45% health while the second set of towers is up in Phase 1.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Debuffs the main tank with {{Status effect|debuff|confused}} &#039;&#039;&#039;[[Confused (Status Effect)|Brain Jack]]&#039;&#039;&#039;, causing them to run to the nearest player and attack them for 10 seconds. This does not effect enmity. Cast every 30 seconds and is always followed by &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|A [[Common mechanics and markers#Numbered Stack|&#039;&#039;&#039;Numbered Stack Marker&#039;&#039;&#039;]]. Binds two random players in place and marks them with a large or small circle. If an incorrect amount of players are in the circle, all inside are instantly killed.&lt;br /&gt;
&lt;br /&gt;
* The small circle requires two players inside, while the large one requires three. The bound players are included in the count.&lt;br /&gt;
|}&lt;br /&gt;
The most dangerous attack is &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; and will require the majority of the groups attention and effort.&amp;lt;blockquote&amp;gt;A common method to handle &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; is to have to entire group stack together prior to the attack, having one player assigned to be the third for the stack if needed. As it is random which two players are chosen, three players may need to be assigned and given a priority order.&lt;br /&gt;
&lt;br /&gt;
As the two bound players will meet the requirements for the small circle, only one player will need to be present if there is a large circle, standing on the very edge as to not be inside the small circle if present.&amp;lt;/blockquote&amp;gt;The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 3 (Dread + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 4 (Mines + West Tower)&lt;br /&gt;
&lt;br /&gt;
Set 5 (Dread + Mines Tower)&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Opening&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Ensure the correct amount of people are standing in the circle. Failure to handle this mechanic is likely to lead to a wipe.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align: center&amp;quot;|Loop&lt;br /&gt;
|&#039;&#039;&#039;Biotowers&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* If Set 3, rush the Dreadnaught tower, but be mindful of the &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; that may occupy the off-tank.&lt;br /&gt;
* If Set 4, rush the Landmine tower. Likewise due to &#039;&#039;&#039;Brain Jack&#039;&#039;&#039;, DPS may want to aid in detonating mines.&lt;br /&gt;
* If Set 5, either tower is equally dangerous, but one must be chosen.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|An simple method to trivialize this debuff is to have one player stand under The Avatar but just barely out of &#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039; range. The main-tank will then attack that player without turning the boss.&lt;br /&gt;
&lt;br /&gt;
* While an off-tank is an obvious choice for standing under The Avatar, they may be occupied with handling &#039;&#039;&#039;Biotowers&#039;&#039;&#039;. A magical DPS may be the best fit for this role.&lt;br /&gt;
* Alternatively, a tank-swap can occur instead, but both tanks will still be occupied until the {{Status effect|debuff|confused}} &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brain Jack&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Place the tether away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|Stack behind the boss.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Repeat Twice from Biotowers&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: 45% to 0% or 7m - 11m ===&lt;br /&gt;
The Avatar loses the ability to use &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039;, but gains an equally dangerous new attack. Towers in this phase will now gain charges every 20 seconds instead of the previous 15.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A random non-tank is debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. After the debuff expires, it deals party-wide damage &amp;lt;u&amp;gt;equal to twice the damage&amp;lt;/u&amp;gt; that the debuffed player took over its duration.&lt;br /&gt;
&lt;br /&gt;
* Shields from a [[Scholar|{{Action icon|Scholar}}]] or [[Sage|{{Action icon|Sage}}]] will negate incoming damage, providing a safety net.&lt;br /&gt;
* After expiration, there is a 10 second safety window before &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; is cast on another player.&lt;br /&gt;
* &#039;&#039;&#039;Homing Missile&#039;&#039;&#039; will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; target the player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; first.&lt;br /&gt;
|}&lt;br /&gt;
This new attack will require the entire party&#039;s focus to deal with. The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; must intentionally avoid all mechanics and damage, as it can easily lead to a party wipe once the debuff expires.&lt;br /&gt;
&lt;br /&gt;
AoE towers especially will need to be timed carefully to explode between &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; casts.&lt;br /&gt;
&lt;br /&gt;
Due to the charge timers on towers lining up with Allagan Field, players can prepare two towers to auto-activate the instant Allagan Field expires by giving one +3 charges and a different tower +1 charge.&lt;br /&gt;
&lt;br /&gt;
Alternatively, players can wait until &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; expires and manually rush the remaining AoE tower charges in the safe 10 second window.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biotower&#039;&#039;&#039; rotation for Phase 2 is:&lt;br /&gt;
&lt;br /&gt;
Set 6 (Mines + West + South Tower): Send 3 players to West and 1 player to South. Ensure the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player is safely away from any landmines once they appear.&lt;br /&gt;
&lt;br /&gt;
Set 7 (Mines + Dread + South Tower): Send 2 players to the Dreadnaught tower and 1 player to South.&lt;br /&gt;
&lt;br /&gt;
Set 8 (Mines + West + South Tower): Handle the same as Set 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Biotower spawn timers do not line up equally with the rotation and thus have been omitted, but Biotower charge timers will always line up with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; timers. &amp;lt;u&amp;gt;Towers spawn or gain a charge when Allagan Field is at 20 seconds and 0 seconds.&amp;lt;/u&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Rotation (Biotowers Omitted)&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|The player debuffed with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}}&#039;&#039;&#039; &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; should be marked and run away from the group to a far corner. This player should avoid all mechanics until the debuff expires. Keep this player shielded at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Will attempt to tether to the player with &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039;. Another player should immediately pick up this tether and move it away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All players except for the debuffed should stack together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allagan Field&#039;&#039;&#039;&lt;br /&gt;
|A new player will be debuffed and must separate far from the group. Keep shields on them at all times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Homing Missile&#039;&#039;&#039;&lt;br /&gt;
|Grab this and move it away from the group and the &#039;&#039;&#039;{{Status effect|debuff|File:AllaganField.png}} Allagan Field&#039;&#039;&#039; player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039;&lt;br /&gt;
|All other players stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffusion Ray x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[The Avatar]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Leg Gear Coffer (IL 110)}}&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|High Allagan Head Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Hand Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Foot Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Other Loot===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|32px|link=]] Treasure Coffer (X: 9.8 Y: 8.3)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|X-Potion}}&lt;br /&gt;
{{Drops table row|X-Ether}}&lt;br /&gt;
{{Drops table row|Hi-Elixir}}&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|Mapping the Realm: The Second Coil of Bahamut III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blades|roll=n}}&lt;br /&gt;
{{music table row|Boss|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the avatar1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I am reminded of the passages beneath Castrum Occidens. We must have traveled quite some distance below the surface. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; More of the same tunnels... Twelve be good! Surely they cannot continue all the way down from the upper floors?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Tis difficult to see inside, but I have a terrible feeling those corridors house more of the dreadful guardians you have already faced. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It is said that the Allagans excelled in the creation of chimerical beasts, and that the red moon teemed with a thousand thousand fantastical monstrosities─all to prevent the enemies of the ancient empire from releasing the elder primal. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I wonder, the creatures that prowl these halls─could they be the “beloved children” of which Nael spoke? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, this is yet another mystery to ponder upon our return. Shall we continue onwards?&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:T8DamageTower.png&amp;diff=1272883</id>
		<title>File:T8DamageTower.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:T8DamageTower.png&amp;diff=1272883"/>
		<updated>2026-03-30T04:01:28Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Defensive Reaction tower from coils T8&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:T8MineTower.png&amp;diff=1272882</id>
		<title>File:T8MineTower.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:T8MineTower.png&amp;diff=1272882"/>
		<updated>2026-03-30T04:00:44Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Landmine tower from Coils T8&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:T8DreadTower.png&amp;diff=1272881</id>
		<title>File:T8DreadTower.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:T8DreadTower.png&amp;diff=1272881"/>
		<updated>2026-03-30T03:59:52Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clockwork Dreadnaught tower from Coils T8&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1272839</id>
		<title>Alexander - The Fist of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1272839"/>
		<updated>2026-03-29T23:26:23Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Minor updates to abilities and icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Fist of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Fist of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Fist_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 215&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;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Fist of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Fist of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also known as &#039;&#039;&#039;A5S&#039;&#039;&#039;, it is the first sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Aggressive difficulty r6.png|32px|link=]] [[Faust]] and [[Hummelfaust]] ===&lt;br /&gt;
This raid starts with a mini-boss, first a twin pair of &#039;&#039;&#039;Faust&#039;&#039;&#039; and, afterwards, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039;. Their attacks and mechanics are simple, but serve as a DPS check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Faust&#039;&#039;&#039; will only use &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;, which is a frontal cleave tank-buster cast every 10 seconds. The second cast will be done twice in succession, and later casts three times in succession.&lt;br /&gt;
&lt;br /&gt;
Tanks simply have to face &#039;&#039;&#039;Faust&#039;&#039;&#039; away from the party while the DPS do their job.&lt;br /&gt;
&lt;br /&gt;
After 50 seconds, or once both &#039;&#039;&#039;Faust&#039;&#039;&#039; have died, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will drop a proximity marker on a random player and land in that spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will explode any living &#039;&#039;&#039;Faust&#039;&#039;&#039;, dealing party-wide damage based on their remaining health, and gain 1 stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; per 1% health remaining on the &#039;&#039;&#039;Faust&#039;&#039;&#039; (rounded up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Hummelfaust&#039;&#039;&#039; only has two abilities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;: A frontal cleave that gives a stack of {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 20 seconds. Hits twice initially, then three times, capping at four times in succession.&lt;br /&gt;
* &#039;&#039;&#039;Panzerschreck&#039;&#039;&#039;: Party-wide magic damage. The fourth cast is an &#039;&#039;&#039;Enrage&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
&lt;br /&gt;
The party has 90 seconds to kill &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; before it enrages. Tanks should face it away from the party and can swap every time a &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039; chain ends.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]]  [[Ratfinx Twinkledinks]]===&lt;br /&gt;
&lt;br /&gt;
The fight is quite short, but mechanically diverse. There are no major DPS checks but rather a large swathe of mechanics that can kill players and the entire party if mishandled. &lt;br /&gt;
 Note: When attempting this fight solo, a Tank invulnerability can be used in the short window prior to getting Concussion to be invulnerable to a follow-up Gobstraight. However, Gobcut ignores invulnerability and will instant-kill regardless of health/buffs when solo. Players will need to be able to kill Ratfinx before their second Guzzle which always ends with Gobcut.&lt;br /&gt;
&lt;br /&gt;
====Syringes/Puddles====&lt;br /&gt;
There are four colored syringes, one on each cardinal direction of the arena. In the center of the arena is an electric &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; with a purple ring AoE.&lt;br /&gt;
&lt;br /&gt;
When players step inside the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; ring, they will be dealt ~1300 damage per second, but causes each syringe to create a puddle in front of it.&lt;br /&gt;
&lt;br /&gt;
Every tick of damage taken from the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; makes the syringes fire for 3 seconds longer.&lt;br /&gt;
&lt;br /&gt;
Each syringe grants a different effect to players and enemies that stand in the puddle.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Syringe Effects&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Syringe Type&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Player Effect&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Enemy Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Green (North)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:NoHurtGoblixerBuff.png}} &#039;&#039;&#039;NoHurts Goblixer&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Grants a weak heal over time and cures [[File:Anti-coagulant Debuff.png|21x21px]] &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of {{status effect|buff|File:RegenBuff.png}} &#039;&#039;&#039;Rehabilitation&#039;&#039;&#039; for 15 seconds, restoring ~2000 health per stack every 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Red (East)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a gorilla.&lt;br /&gt;
&lt;br /&gt;
* Gives the [[File:BrowbeatAbility.png|24x24px]] &#039;&#039;&#039;Browbeat&#039;&#039;&#039; ability, which will knockback &#039;&#039;&#039;Smartbombs&#039;&#039;&#039; away from you.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Purple (West)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:SwiftkicksGoblixerBuff.png}} &#039;&#039;&#039;Swiftkicks Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a bird.&lt;br /&gt;
&lt;br /&gt;
* Players become immune to the damage of Ratfinx&#039;s &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
* Gives the [[File:WingCutterAbility.png|24x24px]] &#039;&#039;&#039;Wing Cutter&#039;&#039;&#039; ability, dealing 250 damage in a 6y arc.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|haste}} [[Haste (status effect)|Haste]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Blue (South)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039;, turning the player invisible for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Removes the tether from &#039;&#039;&#039;Gobbledygropers&#039;&#039;&#039;.&lt;br /&gt;
|The enemy becomes &#039;&#039;&#039;Invisible&#039;&#039;&#039; and untargetable for 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Taking a syringe buff will grant the player one stack of {{status effect|debuff|File:GoblixerOvergulpDebuff.png}} &#039;&#039;&#039;Goblixer Overgulp&#039;&#039;&#039;. This debuff lasts 180 seconds at one stack, but every additional stack reduces the timer by 20 seconds, to a minimum of 90 seconds.&lt;br /&gt;
&lt;br /&gt;
If this debuff expires or reaches 12 stacks, the player will be afflicted with {{status effect|debuff|File:GoblixerGrumblygutDebuff.png}} &#039;&#039;&#039;Goblixer Grumblygut&#039;&#039;&#039;, reducing movement speed and taking ~2800 damage every 3 seconds for 20 seconds. Any goblixer buffs are instantly cancelled.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;128&amp;quot; heights=&amp;quot;128&amp;quot; perrow=&amp;quot;4&amp;quot; caption=&amp;quot;The four syringe puddles that appear on the edges of the arena.&amp;quot;&amp;gt;&lt;br /&gt;
File:GreenSyringePuddle.png|Green (North)&lt;br /&gt;
File:RedSyringePuddle.png|Red (East)&lt;br /&gt;
File:PurpleSyringePuddle.png|Purple (West)&lt;br /&gt;
File:BlueSyringePuddle.png|Blue (South)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 60% or after 3 minutes. ===&lt;br /&gt;
Ratfinx has two phases which can be progressed through faster via damage, but will automatically progress over time.&lt;br /&gt;
&lt;br /&gt;
There are two different groups of attack Ratfinx will use: One series of attacks specific to giant form, and a different series of attacks only used when normal-size.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Attacks&lt;br /&gt;
!Size&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx grows &#039;&#039;&#039;giant&#039;&#039;&#039;, increasing damage dealt, reducing damage taken, and enabling the use of new attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a red arrow. Six seconds later, Ratfinx will throw a potion at them, creating a giant puddle at their location. This puddle inflicts {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; to those inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx drops two &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; in the center of the arena, which will explode in a near-arena-size AoE. Can be moved by a player with {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; can only be knocked away once. After one hit, they will be stuck in-place.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&lt;br /&gt;
|Spiky untargetable bombs dropped throughout the fight. Will explode in a + shape, leaving safe zones in the diagonals. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |A snake enemy. Will give itself &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; with its &#039;&#039;&#039;&#039;&#039;Steel Scales&#039;&#039;&#039;&#039;&#039; cast and will add stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; to random players in an AoE. Can be {{status effect|debuff|stun}} &#039;&#039;&#039;[[Stun|Stunned]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; instantly kills players at 8 stacks.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Giant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gobjab&#039;&#039;&#039;&lt;br /&gt;
|Adds a stack of {{status effect|debuff|File:HeadacheDebuff.png}} &#039;&#039;&#039;Headache&#039;&#039;&#039; to the main enmity target. At four stacks, the target gains {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, stunning them for 10 seconds and making further damage lethal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx winds up a giant punch at the main enmity target, dealing high damage and knockback in a straight line in front of him.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|A stack marker. Will split damage across all those in range. If less than 4 people are in the stack, it will instantly kill them instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039;. After 6 seconds, Ratfinx will dash at the player, dealing damage to the target and everyone inbetween based on their distance to Ratfinx.&lt;br /&gt;
&lt;br /&gt;
* If players take any damage from this attack, they will be afflicted with {{status effect|debuff|File:EnervationDebuff.png}} &#039;&#039;&#039;Enervation&#039;&#039;&#039; for 30 seconds, decreasing damage dealt and increasing damage taken. Shields from a [[Scholar|SCH]]/[[Sage|SGE]] are necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|Follows a &#039;&#039;&#039;Gobdash&#039;&#039;&#039;. Ratfinx will aim at a random player and deal lethal damage in a 180-degree frontal cone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx slams the ground four times, dealing massive damage, knockback, and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; with every hit. Players with {{status effect|buff|File:SwiftkicksGoblixerBuff.png}} &#039;&#039;&#039;Swiftkicks Goblixer&#039;&#039;&#039; are immune to this attack.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will end this rotation early if brought to 60% health, however they will not end a &#039;&#039;&#039;Guzzle&#039;&#039;&#039; attack rotation early. Depending on preference, this can be favorable in order to reduce the health Ratfinx has going into the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Syringe&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Face Ratfinx towards the north wall. Ratfinx takes 50% less damage while giant, and be prepared to take heavy damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The attack chosen here is random. If &#039;&#039;&#039;Gobstraight&#039;&#039;&#039;, face Ratfinx 90 degrees away from the stunned tank. If &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, bring the stackmarker to the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Skipped if below 90% health. The &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; should run at least half the arena away from Ratfinx, and all other party members should move to not be between Ratfinx and his &#039;&#039;&#039;Prey&#039;&#039;&#039;. &amp;lt;u&amp;gt;Remember to shield the Prey&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Marked players should ideally drop these puddles on the west side. Avoid dropping these AoEs in the center, on the green (north) syringe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Cobra x2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Green (North)&#039;&#039;&lt;br /&gt;
|The off-tank should grab these immediately while DPS these adds ASAP. Stuns will help minimize their effect on the party. Any players inflicted with {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; &amp;lt;u&amp;gt;should run into the green syringe puddle&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Red (East)&#039;&#039;&lt;br /&gt;
|One designated player should &amp;lt;u&amp;gt;turn into a gorilla with the red puddle&amp;lt;/u&amp;gt; and knock the &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; into the &amp;lt;u&amp;gt;same corner the spiky &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; drops&amp;lt;/u&amp;gt;. All players should stack in the corner opposite to the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once this is cast, the rest of the rotation &amp;lt;u&amp;gt;can&#039;t be skipped&amp;lt;/u&amp;gt; regardless of health values.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Purple (West)&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;run into the purple syringe&amp;lt;/u&amp;gt; and become birds to dodge &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Four &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop one-after-another and explode in that same order. The first will always drop on a corner. Wait diagonal to that first bomb for it to explode, then fly into that corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash + Gobhook&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Shield the Prey and have them run away, avoiding being between them and Ratfinx. Once Ratfinx charges, all players should run towards him and stand behind him to dodge &#039;&#039;&#039;Gobhook&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Stack with the party away from the stunned tank.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 60% - 0% ===&lt;br /&gt;
Ratfinx doesn&#039;t add any new abilities, but rather a series of additional enemies that will be summoned throughout the phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 2 Enemies&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|A winged goblin chimera that tethers to one player, ignoring enmity. Frequently casts &#039;&#039;&#039;&#039;&#039;Lion&#039;s Breath&#039;&#039;&#039;&#039;&#039;, a high damage frontal cone attach that will kill most non-tanks.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039; from the Blue (south) syringe will remove the tether, making this enemy attack its highest enmity target as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygawker&#039;&#039;&#039;&lt;br /&gt;
|A one-eyed goblin that casts the gaze attack &#039;&#039;&#039;Oogle&#039;&#039;&#039;. Failure to look away will inflict the player with &#039;&#039;&#039;{{status effect|debuff|file:stone curse icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039;, causing instant death to the next &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If left alive too long, will cast &#039;&#039;&#039;Bomb Toss&#039;&#039;&#039; at random party members, reducing everyone&#039;s max health with stacks of {{status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Supperation&#039;&#039;&#039; and likely causing a wipe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Yorn Pig&#039;&#039;&#039;&lt;br /&gt;
|Small rats that spawn in large groups. Will be eaten by the &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039; if nearby.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|A giant minotaur with an extremely large amount of health. Will eat nearby &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; and &#039;&#039;&#039;Glassy-Eyed Cobras&#039;&#039;&#039;, gaining a &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each time.&lt;br /&gt;
&lt;br /&gt;
* Will occasionally attack with &#039;&#039;&#039;&#039;&#039;10-tonze Slash&#039;&#039;&#039;&#039;&#039;, a dodgeable frontal cone AoE with no marker.&lt;br /&gt;
&lt;br /&gt;
* Whenever the Minotaur eats, it will cast &#039;&#039;&#039;&#039;&#039;Disorienting Groan&#039;&#039;&#039;&#039;&#039;, which deals increased damage based on proximity to the Minotaur.&lt;br /&gt;
* If the Minotaur eats a &#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;, it will start accumulating stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;, killing it after a short amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|Is buffed with [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;, guaranteeing every attack is a critical hit. All it&#039;s attacks are frontal cleaves that must be faced away from the party.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will mix up prior mechanics with fakeouts and confusing bomb patterns to try to trip up the party. On top of this, additional enemies will spawn that must be handled with care as their abilities are lethal if they run amok.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Syringe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Blue (South)&#039;&#039;&lt;br /&gt;
|The tethered player should &amp;lt;u&amp;gt;move to the blue puddle&amp;lt;/u&amp;gt; while the off-tank starts building enmity. Once the tether is broken, the off-tank should turn the enemy away from the group while DPS kill it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Aim it away from important areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Red (East)&#039;&#039;&lt;br /&gt;
|The boss will attempt to fake-out the group by dropping a &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; on the &amp;lt;u&amp;gt;safe corner&amp;lt;/u&amp;gt; first, then one on the opposite. The party should move &amp;lt;u&amp;gt;towards&amp;lt;/u&amp;gt; the first &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; and knock the bombs to the opposite corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep the party healed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Start &amp;lt;u&amp;gt;running towards the purple puddle&amp;lt;/u&amp;gt; in preparation for &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost + Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Purple (West)&#039;&#039;&lt;br /&gt;
|Three &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop in random spots of the arena, leaving one area safe. Find the safe zone before the bombs explode.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut + Gobdash x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Two players will be marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; one after another, all while a third player has a stack marker. The first player marked must run away from the stack while the party stacks in a corner out of the way.&lt;br /&gt;
The second marked player should stack for &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, then move away from the stack— but not towards the first &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]].&#039;&#039;&#039; Remember to shield the &#039;&#039;&#039;Prey&#039;&#039;&#039; targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Run behind Ratfinx to dodge. It is a good idea to have the second &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; target not run too far from the group to give more time for everyone to dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Tank-swap after the {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|As before, stack or point the boss away depending on which attack is used.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Gobbledygawkers x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x6&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039; will spawn either in the North-west or South-east corner and must be immediately grabbed by the off-tank while the rest of the party moves away. &amp;lt;u&amp;gt;DPS should ignore the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;&amp;lt;/u&amp;gt; completely.&lt;br /&gt;
The main-tank must grab the aggro on the &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; to prevent them from running to the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;. DPS should focus on killing the &#039;&#039;&#039;Gobbledygawkers&#039;&#039;&#039; ASAP or else they may wipe the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep this away from the group. Putting this in the center is fine during this phase.&lt;br /&gt;
The off-tank holding enmity on the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; should move the other side of the arena now. If Northwest, they should move Northeast. If Southeast, they should move Southwest.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Green (North)&#039;&#039;&lt;br /&gt;
(if needed)&lt;br /&gt;
|Three &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; will spawn on the same initial spawning location as the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;, hence why it must be moved prior. Across from it, a &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039; will spawn.&lt;br /&gt;
The &#039;&#039;&#039;Minotaur&#039;&#039;&#039; must be brought to the &#039;&#039;&#039;Cobra&#039;&#039;&#039; to feast. This will cause the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; to start accumulating {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; and die after a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep the party alive. If DPS is nominal, the boss should die around here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle + Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The off-tank must grab the &#039;&#039;&#039;Shabti&#039;&#039;&#039; and use large mitigations to survive its [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;. All DPS must kill the &#039;&#039;&#039;Shabti&#039;&#039;&#039; as soon as possible before the main-tank gets {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Handle as normal.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 1}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Sins of the Father, Sins of the Son}}&lt;br /&gt;
{{music table row|Boss|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1272836</id>
		<title>Alexander - The Fist of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1272836"/>
		<updated>2026-03-29T23:18:33Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Syringes/Puddles */ added gallery captions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Fist of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Fist of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Fist_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 215&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;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Fist of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Fist of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also known as &#039;&#039;&#039;A5S&#039;&#039;&#039;, it is the first sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Aggressive difficulty r6.png|32px|link=]] [[Faust]] and [[Hummelfaust]] ===&lt;br /&gt;
This raid starts with a mini-boss, first a twin pair of &#039;&#039;&#039;Faust&#039;&#039;&#039; and, afterwards, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039;. Their attacks and mechanics are simple, but serve as a DPS check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Faust&#039;&#039;&#039; will only use &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;, which is a frontal cleave tank-buster cast every 10 seconds. The second cast will be done twice in succession, and later casts three times in succession.&lt;br /&gt;
&lt;br /&gt;
Tanks simply have to face &#039;&#039;&#039;Faust&#039;&#039;&#039; away from the party while the DPS do their job.&lt;br /&gt;
&lt;br /&gt;
After 50 seconds, or once both &#039;&#039;&#039;Faust&#039;&#039;&#039; have died, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will drop a proximity marker on a random player and land in that spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will explode any living &#039;&#039;&#039;Faust&#039;&#039;&#039;, dealing party-wide damage based on their remaining health, and gain 1 stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; per 1% health remaining on the &#039;&#039;&#039;Faust&#039;&#039;&#039; (rounded up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Hummelfaust&#039;&#039;&#039; only has two abilities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;: A frontal cleave that gives a stack of {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 20 seconds. Hits twice initially, then three times, capping at four times in succession.&lt;br /&gt;
* &#039;&#039;&#039;Panzerschreck&#039;&#039;&#039;: Party-wide magic damage. The fourth cast is an &#039;&#039;&#039;Enrage&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
&lt;br /&gt;
The party has 90 seconds to kill &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; before it enrages. Tanks should face it away from the party and can swap every time a &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039; chain ends.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]]  [[Ratfinx Twinkledinks]]===&lt;br /&gt;
&lt;br /&gt;
The fight is quite short, but mechanically diverse. There are no major DPS checks but rather a large swathe of mechanics that can kill players and the entire party if mishandled. &lt;br /&gt;
 Note: When attempting this fight solo, a Tank invulnerability can be used in the short window prior to getting Concussion to be invulnerable to a follow-up Gobstraight. However, Gobcut ignores invulnerability and will instant-kill regardless of health/buffs when solo. Players will need to be able to kill Ratfinx before their second Guzzle which always ends with Gobcut.&lt;br /&gt;
&lt;br /&gt;
====Syringes/Puddles====&lt;br /&gt;
There are four colored syringes, one on each cardinal direction of the arena. In the center of the arena is an electric &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; with a purple ring AoE.&lt;br /&gt;
&lt;br /&gt;
When players step inside the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; ring, they will be dealt ~1300 damage per second, but causes each syringe to create a puddle in front of it.&lt;br /&gt;
&lt;br /&gt;
Every tick of damage taken from the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; makes the syringes fire for 3 seconds longer.&lt;br /&gt;
&lt;br /&gt;
Each syringe grants a different effect to players and enemies that stand in the puddle.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Syringe Effects&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Syringe Type&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Player Effect&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Enemy Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Green (North)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:NoHurtGoblixerBuff.png}} &#039;&#039;&#039;NoHurts Goblixer&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Grants a weak heal over time and cures [[File:Anti-coagulant Debuff.png|21x21px]] &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of {{status effect|buff|File:RegenBuff.png}} &#039;&#039;&#039;Rehabilitation&#039;&#039;&#039; for 15 seconds, restoring ~2000 health per stack every 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Red (East)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a gorilla.&lt;br /&gt;
&lt;br /&gt;
* Gives the [[File:BrowbeatAbility.png|24x24px]] &#039;&#039;&#039;Browbeat&#039;&#039;&#039; ability, which will knockback &#039;&#039;&#039;Smartbombs&#039;&#039;&#039; away from you.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Purple (West)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:SwiftkicksGoblixerBuff.png}} &#039;&#039;&#039;Swiftkicks Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a bird.&lt;br /&gt;
&lt;br /&gt;
* Players become immune to the damage of Ratfinx&#039;s &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
* Gives the [[File:WingCutterAbility.png|24x24px]] &#039;&#039;&#039;Wing Cutter&#039;&#039;&#039; ability, dealing 250 damage in a 6y arc.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|haste}} [[Haste (status effect)|Haste]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Blue (South)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039;, turning the player invisible for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Removes the tether from &#039;&#039;&#039;Gobbledygropers&#039;&#039;&#039;.&lt;br /&gt;
|The enemy becomes &#039;&#039;&#039;Invisible&#039;&#039;&#039; and untargetable for 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Taking a syringe buff will grant the player one stack of {{status effect|debuff|File:GoblixerOvergulpDebuff.png}} &#039;&#039;&#039;Goblixer Overgulp&#039;&#039;&#039;. This debuff lasts 180 seconds at one stack, but every additional stack reduces the timer by 20 seconds, to a minimum of 90 seconds.&lt;br /&gt;
&lt;br /&gt;
If this debuff expires or reaches 12 stacks, the player will be afflicted with {{status effect|debuff|File:GoblixerGrumblygutDebuff.png}} &#039;&#039;&#039;Goblixer Grumblygut&#039;&#039;&#039;, reducing movement speed and taking ~2800 damage every 3 seconds for 20 seconds. Any goblixer buffs are instantly cancelled.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;128&amp;quot; heights=&amp;quot;128&amp;quot; perrow=&amp;quot;4&amp;quot; caption=&amp;quot;The four syringe puddles that appear on the edges of the arena.&amp;quot;&amp;gt;&lt;br /&gt;
File:GreenSyringePuddle.png|Green (North)&lt;br /&gt;
File:RedSyringePuddle.png|Red (East)&lt;br /&gt;
File:PurpleSyringePuddle.png|Purple (West)&lt;br /&gt;
File:BlueSyringePuddle.png|Blue (South)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 60% or after 3 minutes. ===&lt;br /&gt;
Ratfinx has two phases which can be progressed through faster via damage, but will automatically progress over time.&lt;br /&gt;
&lt;br /&gt;
There are two different groups of attack Ratfinx will use: One series of attacks specific to giant form, and a different series of attacks only used when normal-size.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Attacks&lt;br /&gt;
!Size&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx grows &#039;&#039;&#039;giant&#039;&#039;&#039;, increasing damage dealt, reducing damage taken, and enabling the use of new attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a red arrow. Six seconds later, Ratfinx will throw a potion at them, creating a giant puddle at their location. This puddle inflicts {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; to those inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx drops two &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; in the center of the arena, which will explode in a near-arena-size AoE. A player with {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039; must knock these away to an opposite corner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; can only be knocked away once. After one hit, they will be stuck in-place.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&lt;br /&gt;
|Spiky untargetable bombs dropped throughout the fight. Will explode in a + shape— avoid the blast by standing diagonal to them. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |A snake enemy. Will give itself &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; with its &#039;&#039;&#039;&#039;&#039;Steel Scales&#039;&#039;&#039;&#039;&#039; cast and will add stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; to random players in an AoE. Can be {{status effect|debuff|stun}} &#039;&#039;&#039;[[Stun|Stunned]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; instantly kills players at 8 stacks.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Giant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gobjab&#039;&#039;&#039;&lt;br /&gt;
|Adds a stack of {{status effect|debuff|File:HeadacheDebuff.png}} &#039;&#039;&#039;Headache&#039;&#039;&#039; to the main enmity target. At four stacks, the target gains {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, stunning them for 10 seconds and making further damage lethal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx winds up a giant punch at the main enmity target, dealing high damage and knockback in a straight line in front of him.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|A stack marker. Will split damage across all those in range. If less than 4 people are in the stack, it will instantly kill them instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039;. After 6 seconds, Ratfinx will dash at the player, dealing damage to the target and everyone inbetween based on their distance to Ratfinx.&lt;br /&gt;
&lt;br /&gt;
* If players take any damage from this attack, they will be afflicted with {{status effect|debuff|File:EnervationDebuff.png}} &#039;&#039;&#039;Enervation&#039;&#039;&#039; for 30 seconds, decreasing damage dealt and increasing damage taken. Shields from a [[Scholar|SCH]]/[[Sage|SGE]] are necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|Follows a &#039;&#039;&#039;Gobdash&#039;&#039;&#039;. Ratfinx will aim at a random player and deal lethal damage in a 180-degree frontal cone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx slams the ground four times, dealing massive damage and knockback to all &amp;lt;u&amp;gt;players on the ground&amp;lt;/u&amp;gt; while inflicting {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those hit.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will end this rotation early if brought to 60% health, however they will not end a &#039;&#039;&#039;Guzzle&#039;&#039;&#039; attack rotation early. Depending on preference, this can be favorable in order to reduce the health Ratfinx has going into the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Syringe&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Face Ratfinx towards the north wall. Ratfinx takes 50% less damage while giant, and be prepared to take heavy damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The attack chosen here is random. If &#039;&#039;&#039;Gobstraight&#039;&#039;&#039;, face Ratfinx 90 degrees away from the stunned tank. If &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, bring the stackmarker to the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Skipped if below 90% health. The &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; should run at least half the arena away from Ratfinx, and all other party members should move to not be between Ratfinx and his &#039;&#039;&#039;Prey&#039;&#039;&#039;. &amp;lt;u&amp;gt;Remember to shield the Prey&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Marked players should ideally drop these puddles on the west side. Avoid dropping these AoEs in the center, on the green (north) syringe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Cobra x2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Green (North)&#039;&#039;&lt;br /&gt;
|The off-tank should grab these immediately while DPS these adds ASAP. Stuns will help minimize their effect on the party. Any players inflicted with {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; &amp;lt;u&amp;gt;should run into the green syringe puddle&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Red (East)&#039;&#039;&lt;br /&gt;
|One designated player should &amp;lt;u&amp;gt;turn into a gorilla with the red puddle&amp;lt;/u&amp;gt; and knock the &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; into the &amp;lt;u&amp;gt;same corner the spiky &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; drops&amp;lt;/u&amp;gt;. All players should stack in the corner opposite to the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once this is cast, the rest of the rotation &amp;lt;u&amp;gt;can&#039;t be skipped&amp;lt;/u&amp;gt; regardless of health values.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Purple (West)&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;run into the purple syringe&amp;lt;/u&amp;gt; and become birds to dodge &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Four &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop one-after-another and explode in that same order. The first will always drop on a corner. Wait diagonal to that first bomb for it to explode, then fly into that corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash + Gobhook&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Shield the Prey and have them run away, avoiding being between them and Ratfinx. Once Ratfinx charges, all players should run towards him and stand behind him to dodge &#039;&#039;&#039;Gobhook&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Stack with the party away from the stunned tank.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 60% - 0% ===&lt;br /&gt;
Ratfinx doesn&#039;t add any new abilities, but rather a series of additional enemies that will be summoned throughout the phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 2 Enemies&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|A winged goblin chimera that tethers to one player, ignoring enmity. Frequently casts &#039;&#039;&#039;&#039;&#039;Lion&#039;s Breath&#039;&#039;&#039;&#039;&#039;, a high damage frontal cone attach that will kill most non-tanks.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039; from the Blue (south) syringe will remove the tether, making this enemy attack its highest enmity target as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygawker&#039;&#039;&#039;&lt;br /&gt;
|A one-eyed goblin that casts the gaze attack &#039;&#039;&#039;Oogle&#039;&#039;&#039;. Failure to look away will inflict the player with &#039;&#039;&#039;{{status effect|debuff|petrification}}&#039;&#039;&#039; &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039;, causing instant death to the next &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If left alive too long, will cast &#039;&#039;&#039;Bomb Toss&#039;&#039;&#039; at random party members, reducing everyone&#039;s max health with stacks of {{status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Supperation&#039;&#039;&#039; and likely causing a wipe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Yorn Pig&#039;&#039;&#039;&lt;br /&gt;
|Small rats that spawn in large groups. Must be kept away from the &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|A giant minotaur with an extremely large amount of health. Will eat nearby &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; and &#039;&#039;&#039;Glassy-Eyed Cobras&#039;&#039;&#039;, gaining a &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each time.&lt;br /&gt;
&lt;br /&gt;
* Will occasionally attack with &#039;&#039;&#039;&#039;&#039;10-tonze Slash&#039;&#039;&#039;&#039;&#039;, a dodgeable frontal cleave with no AoE marker.&lt;br /&gt;
&lt;br /&gt;
* Whenever the Minotaur eats, it will cast &#039;&#039;&#039;&#039;&#039;Disorienting Groan&#039;&#039;&#039;&#039;&#039;, which deals increased damage based on proximity to the Minotaur.&lt;br /&gt;
* If the Minotaur eats a &#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;, it will start accumulating stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;, killing it after a short amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|Is buffed with [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;, guaranteeing every attack is a critical hit. All it&#039;s attacks are frontal cleaves that must be faced away from the party.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will mix up prior mechanics with fakeouts and confusing bomb patterns to try to trip up the party. On top of this, additional enemies will spawn that must be handled with care as their abilities are lethal if they run amok.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Syringe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Blue (South)&#039;&#039;&lt;br /&gt;
|The tethered player should &amp;lt;u&amp;gt;move to the blue puddle&amp;lt;/u&amp;gt; while the off-tank starts building enmity. Once the tether is broken, the off-tank should turn the enemy away from the group while DPS kill it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Aim it away from important areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Red (East)&#039;&#039;&lt;br /&gt;
|The boss will attempt to fake-out the group by dropping a &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; on the &amp;lt;u&amp;gt;safe corner&amp;lt;/u&amp;gt; first, then one on the opposite. The party should move &amp;lt;u&amp;gt;towards&amp;lt;/u&amp;gt; the first &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; and knock the bombs to the opposite corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep the party healed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Start &amp;lt;u&amp;gt;running towards the purple puddle&amp;lt;/u&amp;gt; in preparation for &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost + Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Purple (West)&#039;&#039;&lt;br /&gt;
|Three &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop in random spots of the arena, leaving one area safe. Find the safe zone before the bombs explode.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut + Gobdash x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Two players will be marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; one after another, all while a third player has a stack marker. The first player marked must run away from the stack while the party stacks in a corner out of the way.&lt;br /&gt;
The second marked player should stack for &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, then move away from the stack— but not towards the first &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]].&#039;&#039;&#039; Remember to shield the &#039;&#039;&#039;Prey&#039;&#039;&#039; targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Run behind Ratfinx to dodge. It is a good idea to have the second &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; target not run too far from the group to give more time for everyone to dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Tank-swap after the {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|As before, stack or point the boss away depending on which attack is used.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Gobbledygawkers x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x6&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039; will spawn either in the North-west or South-east corner and must be immediately grabbed by the off-tank while the rest of the party moves away. &amp;lt;u&amp;gt;DPS should ignore the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;&amp;lt;/u&amp;gt; completely.&lt;br /&gt;
The main-tank must grab the aggro on the &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; to prevent them from running to the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;. DPS should focus on killing the &#039;&#039;&#039;Gobbledygawkers&#039;&#039;&#039; ASAP or else they may wipe the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep this away from the group. Putting this in the center is fine during this phase.&lt;br /&gt;
The off-tank holding enmity on the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; should move the other side of the arena now. If Northwest, they should move Northeast. If Southeast, they should move Southwest.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Green (North)&#039;&#039;&lt;br /&gt;
(if needed)&lt;br /&gt;
|Three &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; will spawn on the same initial spawning location as the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;, hence why it must be moved prior. Across from it, a &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039; will spawn.&lt;br /&gt;
The &#039;&#039;&#039;Minotaur&#039;&#039;&#039; must be brought to the &#039;&#039;&#039;Cobra&#039;&#039;&#039; to feast. This will cause the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; to start accumulating {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; and die after a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep the party alive. If DPS is nominal, the boss should die around here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle + Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The off-tank must grab the &#039;&#039;&#039;Shabti&#039;&#039;&#039; and use large mitigations to survive its [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;. All DPS must kill the &#039;&#039;&#039;Shabti&#039;&#039;&#039; as soon as possible before the main-tank gets {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Handle as normal.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 1}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Sins of the Father, Sins of the Son}}&lt;br /&gt;
{{music table row|Boss|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6_(Extreme)&amp;diff=1272468</id>
		<title>Containment Bay P1T6 (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6_(Extreme)&amp;diff=1272468"/>
		<updated>2026-03-29T06:53:18Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Removed table colors, added class icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 60 challenge-mode [[trial]]|the optional story-mode level 60 trial|Containment Bay P1T6|the level 90 [[Faux Hollows]] trial|Containment Bay P1T6 (Unreal)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay P1T6 (Extreme)&lt;br /&gt;
| description = A new tomestone discovered by [[Unukalhai]] contains records of ancient battles with [[Sophia]]─specialized data which will enable [[Azys Lla]]&#039;s miraculous reality augmentation technologies to generate a simulacrum of the Goddess at the height of her power. Have you the strength to overcome this challenge, as the champions of [[Allag]] once did? Enter the combat simulation, and test the limits of your might!&lt;br /&gt;
| image = Containment_Bay_P1T6_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 235&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Containment Bay P1T6&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| entrance = Azys Lla&lt;br /&gt;
| entrance-coordinates = 25.4, 22.5, 8.4&lt;br /&gt;
| req-quest = A Deific Simulacrum&lt;br /&gt;
| patch = 3.4&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Containment Bay P1T6 (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{evt|service=youtube|id=JLbcy7OXHjk|dimensions=350|align=right|description=Containment Bay P1T6 (Sophia) Extreme}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] The Goddess: [[Sophia]]===&lt;br /&gt;
Please note that players can fall off the arena to their death but can be resurrected after a moderate delay. The party should assign pairs of players, each comprising one tank/healer and one DPS, for a future mechanic.&lt;br /&gt;
&lt;br /&gt;
Sophia utilizes the following moves and mechanics throughout a total of three phases. Bear in mind that certain abilities, if not dodged successfully, can inflict a stack of {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, increasing the damage an afflicted player will take for up to two minutes.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black |Sophia&#039;s Attacks (Phase 1 and 3)&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder II&#039;&#039;&#039;&lt;br /&gt;
|Frontal cone attack. Can be side-stepped. Deals moderate magic damage and inflicts {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Donut AoE. Safespot is directly under Sophia. Deals moderate magic damage and inflicts {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|AoE centered on Sophia. Deals moderate magic damage and inflicts {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gnosis&#039;&#039;&#039;&lt;br /&gt;
|Sophia sends her Barbelo to a random spot on the arena to cast Gnosis, dealing magic damage and &amp;lt;u&amp;gt;massive knockback&amp;lt;/u&amp;gt; to all players.&lt;br /&gt;
&lt;br /&gt;
* Knockback can be resisted with {{action icon|Arm&#039;s Length}} or {{action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Hard-hitting tank-buster with no cast bar, instead indicated by Sophia surrounding herself with green wind aether.&lt;br /&gt;
&lt;br /&gt;
* Inflicts {{status effect|debuff|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down|Lightning Resistance Down II]]&#039;&#039;&#039; and has a very minor knockback. A tank swap is recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aion Teleos&#039;&#039;&#039;&lt;br /&gt;
|Four invincible duplicates of Sophia. When Sophia casts an attack, one to three will tether to Sophia and memorize that attack.&lt;br /&gt;
There are two potential patterns:&lt;br /&gt;
&lt;br /&gt;
* Two clones copy &#039;&#039;&#039;Thunder III&#039;&#039;&#039; and two copy &#039;&#039;&#039;Aero III&#039;&#039;&#039;. Stand under one of the Thunder III clones for safety.&lt;br /&gt;
* One clone copies &#039;&#039;&#039;Thunder II&#039;&#039;&#039; and three copy &#039;&#039;&#039;Aero III&#039;&#039;&#039;. Either stand behind the Thunder II clone or in an empty corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execute&#039;&#039;&#039;&lt;br /&gt;
|Sophia commands all Aion Teleos to use their memorized attacks simultaneously. These duplicates vanish afterwards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - 100% to 84% or Rotation End. ===&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;Thunder II&#039;&#039;&#039;&lt;br /&gt;
|Face Sophia away from the party initially. Side-step to avoid this attack completely before returning to your position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gnosis&#039;&#039;&#039;&lt;br /&gt;
|All players should run towards Barbelo and position themselves to not be knocked off the arena. {{action icon|Arm&#039;s Length}} or {{action icon|Surecast}} is recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Provoke}} once you see green aether gathering. Skipped if Sophia hits 91% health.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aion Teleos&#039;&#039;&#039;&lt;br /&gt;
|If it&#039;s a Thunder III pattern, move to one of the clones that copied it. If it&#039;s the Thunder II pattern, move behind that clone or to an empty corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Provoke}} once you see green aether gathering. Skipped if Sophia hits 84% health.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cloudy Heavens&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable magic damage to the entire party. Starts Phase 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - The Three Demiurges ===&lt;br /&gt;
All players are inflicted with an 80-second {{status effect|debuff|File:Eternal doom icon1.png}} &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039;, which can only be cured by defeating all three Demiurges. Sophia will teleport to the north edge of the arena and becomes untargetable and invulnerable. &lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039; expires &amp;lt;u&amp;gt;or players are fatally injured&amp;lt;/u&amp;gt;, they will not die but rather be inflicted with {{status effect|debuff|File:Zombification icon1.png}} &#039;&#039;&#039;Zombification&#039;&#039;&#039; for 20 seconds. Zombies attack other party members with no control over their movement or actions.&lt;br /&gt;
&lt;br /&gt;
The three Demiurges will spawn in the center: a paladin (The First), a healer (The Second), and a lancer (The Third).&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black |The Three Demiurges&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Name&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Abilities&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid grey; text-align: center;&amp;quot; |&#039;&#039;&#039;{{Action icon|Paladin|x}} The First Demiurge&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Vertical Kenoma&#039;&#039;&#039;: Gain&#039;s a {{status effect|debuff|File:Directional parry icon1.png}} &#039;&#039;&#039;Directional Parry&#039;&#039;&#039; to its front and back for 6 seconds. Players who attack in this direction are knocked back and given {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot;|Must be tanked.&lt;br /&gt;
Low Priority. Save for last.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Horizontal Kenoma&#039;&#039;&#039;: The same as Vertical Kenoma but instead protects the sides. Attack from the front or back.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Infusion&#039;&#039;&#039;: A line stack aimed at a random player. Damage is divided across those standing in the center of the line with more dealt to the first hit. Those to the side are knocked back instead.&lt;br /&gt;
* As players are zombified instead of killed during this phase, letting the target take this attack alone is an efficient alternative.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid grey; text-align: center&amp;quot; |&#039;&#039;&#039;{{Action icon|White Mage|x}}&#039;&#039;&#039; &#039;&#039;&#039;The Second Demiurge&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Divine Spark&#039;&#039;&#039;: A gaze attack that inflicts {{status effect|debuff|confuse}} &#039;&#039;&#039;[[Confused (Status Effect)|Confuse]].&#039;&#039;&#039; Look away to avoid.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center&amp;quot;|High priority. Should be killed first.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Cure II&#039;&#039;&#039;: Will cast this to heal The First Demiurge or The Third Demiurge if they are injured.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid grey; text-align: center&amp;quot; |&#039;&#039;&#039;{{Action icon|Lancer|x}} The Third Demiurge&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ring of Pain&#039;&#039;&#039;: A small AoE cast where its standing. Creates a long-lasting ice patch on the ground that inflicts {{status effect|debuff|frostbite}} &#039;&#039;&#039;[[Frostbite (status effect)|Frostbite]]&#039;&#039;&#039;.&lt;br /&gt;
* Try to bring this enemy over towards the edges to prevent ice patches from being in the way.&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot;|Must be Tanked.&lt;br /&gt;
Medium priority and should be killed second.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gnostic Spear&#039;&#039;&#039;: A small line AoE that deals high damage and inflicts {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gnostic Rant&#039;&#039;&#039;: A cast that deals damage and inflicts  {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; in a massive 270 degree cone in front of it. Ideally, move and face this enemy to the edge.&lt;br /&gt;
* Often cast soon after a Ring of Pain, making dodging this attack difficult. Plan carefully and be ready to adjust.&lt;br /&gt;
|}&lt;br /&gt;
Once all three Demiurges are slain, or 80 seconds have passed, Sophia will summon her &#039;&#039;&#039;&#039;&#039;Scales of Revelation&#039;&#039;&#039;&#039;&#039;. All players should &amp;lt;u&amp;gt;run to the far east edge&amp;lt;/u&amp;gt; of the platform.&lt;br /&gt;
&lt;br /&gt;
She will first tip the platform to the west, knocking all players across 75% of the platform in that direction. She will then quickly do the same in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Finally, she will cast &#039;&#039;&#039;The Scales of Wisdom&#039;&#039;&#039;, dealing high magic damage to the entire party. If any Demiurges are still alive, this will wipe the party.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black |Sophia&#039;s Attacks (Phase 3 Unique)&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Quasar}}&#039;&#039;&#039;&lt;br /&gt;
|Creates a number of tethers to the balancing scales on the &amp;lt;u&amp;gt;east and west&amp;lt;/u&amp;gt; side of the area. Each tether represents a meteor falling into that scale.&lt;br /&gt;
Once the meteors hit the scales, all players will be massively knocked back towards whichever side is heavier (can not be resisted).&lt;br /&gt;
&lt;br /&gt;
* Meteor colors can be seen as they are falling into the scales on the east and west side. Orange have a value of 1 while Blue have a value of 3.&lt;br /&gt;
* Scales will tip 10 seconds after the tethers appear.&lt;br /&gt;
* Sometimes will instead drop proximity flares on every player — forcing them to relocate far away from where they were standing to avoid damage.&lt;br /&gt;
** Stacking prior to Quasars can make these proximity flares easier to manage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cintamani&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party. Always cast three times in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light Dew&#039;&#039;&#039;&lt;br /&gt;
|Barbelo is summoned to the north or south side of the arena, dealing high damage and {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any player in front of it. Used in combination with &#039;&#039;&#039;Quasar&#039;&#039;&#039; and &#039;&#039;&#039;Execute&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Onrush&#039;&#039;&#039;&lt;br /&gt;
|Sophia moves to the east or west side of the platform and charges straight across, dealing high damage and {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any player in front of it. Covers half the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dischordant Cleansing&#039;&#039;&#039;&lt;br /&gt;
|Half the living players are marked with a black circle, the other half a white circle. Black circles inflict {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]],&#039;&#039;&#039; while white circles inflict {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]].&#039;&#039;&#039; &lt;br /&gt;
* Stacking with &amp;lt;u&amp;gt;one player of the opposite color&amp;lt;/u&amp;gt; will prevent these debuffs from applying.&lt;br /&gt;
* If two players of the same color stack on each other, they will explode, dealing magic damage to the party and inflicting their circle&#039;s debuff to everyone.&lt;br /&gt;
* If there are an odd number of players alive, one will be left without a partner and have to accept the debuff.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Quasar knockback mechanics:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;{{action icon|Quasar}}&#039;&#039;&#039; will knockback players to the east or west based on the weight difference in the scales. There are two knockback strengths: &amp;lt;u&amp;gt;weak, and strong.&amp;lt;/u&amp;gt;&lt;br /&gt;
[[File:SophiaArenaMarkers.jpg|alt=An image showing marker locations for Sophia&#039;s scale tipping.|thumb|327x327px|Red Markers for Strong Knockback. Yellow markers for Weak Knockback.]]If &#039;&#039;&#039;Quasar&#039;&#039;&#039; were to call down two orange meteors on one side (2) and one blue on the other (3), the heavier side will be tilted lightly — causing players to slide 75% of the platform&#039;s length to the heavier side.&lt;br /&gt;
&lt;br /&gt;
A larger difference, such as two orange (2) against a blue and an orange (4), would cause a strong knockback that pushes player across almost the entirety (95% of the length) of the platform.&lt;br /&gt;
&lt;br /&gt;
An easy way to determine the the position and strength of the tilt is to use the following rules.&lt;br /&gt;
*Always go &#039;&#039;&#039;opposite the blue meteor&#039;&#039;&#039;.&lt;br /&gt;
*If there is an &#039;&#039;&#039;odd&#039;&#039;&#039; total number of tethers, the knockback will be &#039;&#039;&#039;weak&#039;&#039;&#039; (~75% the length the arena).&lt;br /&gt;
*If there is an &#039;&#039;&#039;even&#039;&#039;&#039; total number of tethers, the knockback will be &#039;&#039;&#039;strong&#039;&#039;&#039; (~95% the length of the arena).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;In phase 3, Sophia has three groups of attacks before reaching her looping attack rotation.&lt;br /&gt;
&lt;br /&gt;
This first attack group will be skipped or end early if Sophia goes below 76% health. The second attack group will be skipped or end early below 67% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black |Phase 3 Rotation&lt;br /&gt;
!&lt;br /&gt;
! style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Attack &lt;br /&gt;
! style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Strategy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Opening 1&lt;br /&gt;
(&amp;gt;76%)&lt;br /&gt;
|&#039;&#039;&#039;Quasar&#039;&#039;&#039;&lt;br /&gt;
|Scales are always equal here, but also drops proximity flares on all players. Stack prior and then move away as a group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Move out of the AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar&#039;&#039;&#039;&lt;br /&gt;
|Will be an uneven scale with a &#039;&#039;&#039;weak&#039;&#039;&#039; knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Opening 2&lt;br /&gt;
(&amp;gt;67%)&lt;br /&gt;
|&#039;&#039;&#039;Thunder II&#039;&#039;&#039;&lt;br /&gt;
|Sidestep as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar + Onrush&#039;&#039;&#039;&lt;br /&gt;
|Will be an uneven scale with a &#039;&#039;&#039;strong&#039;&#039;&#039; knockback. Run all the way to the VERY edge of the platform opposite to the blue meteors.&lt;br /&gt;
&lt;br /&gt;
* Sophia will also move to a random edge of the platform and prepare to charge across. Don&#039;t be in front of Sophia.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Discordant Cleansing&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Players should find their closest partner without stacking with the same color. Do not forget the Main Tank.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Opening 3&lt;br /&gt;
|&#039;&#039;&#039;Aion Teleos + Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with. Summons clones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Stand inside Sophia to dodge. Two clones on opposite corners will memorize this attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoE around Sophia. The remaining two clones will memorize this attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Be ready to tank-swap after.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Execute + Light Dew&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Barbelo will face one of the two Thunder III safe-spots. The party will have to move to other remaining safe corner.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Loop&lt;br /&gt;
|&#039;&#039;&#039;Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar + Light Dew&#039;&#039;&#039;&lt;br /&gt;
|Will be a weak or strong weight difference at random. As the platform tips, Barbelo will appear towards the heavier side.&lt;br /&gt;
&lt;br /&gt;
* Light Dew is not a concern if knockback is strong.&lt;br /&gt;
* If knockback is weak, players will need to stand at the 75% point to avoid Barbelo&#039;s Light Dew but not fall off the side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Stand on top of Sophia to dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar + Light Dew + Onrush&#039;&#039;&#039;&lt;br /&gt;
|Similar to the previous Quasar, but Sophia will also charge across one half of the platform.&lt;br /&gt;
&lt;br /&gt;
* Stand in the correct spot so the knockback dodges Light Dew, while additionally moving to the half of the arena not covered by Onrush.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder II&#039;&#039;&#039;&lt;br /&gt;
|Sidestep as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discordant Cleansing + Gnosis&#039;&#039;&#039;&lt;br /&gt;
|After pairing opposite colored circles, run towards Barbelo or use {{action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discordant Cleansing + Quasar&#039;&#039;&#039;&lt;br /&gt;
|After pairing opposite colored circles, run towards the lighter side. This scale is always a &#039;&#039;&#039;weak&#039;&#039;&#039; knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aion Teleos + Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with. Clones are summoned, but copyable abilities aren&#039;t used yet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder II + Aero III&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. One clone will copy Thunder II, the rest Aero III. All players should stack together in a corner to prep for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar&#039;&#039;&#039;&lt;br /&gt;
|Drops proximity flares on all players, no scales are tipped. Run away to mitigate damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap. Make sure you don&#039;t get knocked off the platform after dodging the previous Quasar.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discordant Cleansing + Execute&#039;&#039;&#039;&lt;br /&gt;
|After pairing opposite colored circles, run behind the Thunder II clone or to an empty corner.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |&#039;&#039;&#039;Rotation Loop Point&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Enrage&#039;&#039;&#039;: Each party member will receive all white or all black markers with none of the other color, making them impossible to resolve. This will be coupled with a &#039;&#039;&#039;Cintamani&#039;&#039;&#039; that will wipe the party if anyone survives the failed markers.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Sophic Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Goddess Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Sophic Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Sophia Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Sophic Arms (IL 255)}}&lt;br /&gt;
{{Drops table row|Sophic Axe}}&lt;br /&gt;
{{Drops table row|Sophic Edge}}&lt;br /&gt;
{{Drops table row|Sophic Pike}}&lt;br /&gt;
{{Drops table row|Sophic Fists}}&lt;br /&gt;
{{Drops table row|Sophic Katana}}&lt;br /&gt;
{{Drops table row|Sophic Points}}&lt;br /&gt;
{{Drops table row|Sophic Bow}}&lt;br /&gt;
{{Drops table row|Sophic Fire}}&lt;br /&gt;
{{Drops table row|Sophic Pole}}&lt;br /&gt;
{{Drops table row|Sophic Word}}&lt;br /&gt;
{{Drops table row|Sophic Rapier}}&lt;br /&gt;
{{Drops table row|Sophic Cane}}&lt;br /&gt;
{{Drops table row|Sophic Song}}&lt;br /&gt;
{{Drops table row|Sophic Star}}&lt;br /&gt;
{{Drops table row|Sophic Bead Fragment}}&lt;br /&gt;
{{Drops table row|Sophic Weapon Coffer (IL 255)}}&lt;br /&gt;
{{Drops table row|Sophic Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Equilibrium}}&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|Sophia&#039;s Choice}}&lt;br /&gt;
{{achievement table row|Mightier than the Goddess}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Battle to the Death - Heavensward}}&lt;br /&gt;
{{music table row|Phase 2|Equilibrium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Containment bay p1t61.jpg&lt;br /&gt;
containment bay p1t63.jpg&lt;br /&gt;
containment bay p1t64.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; The unenlightened come...&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Daughter, be the bearer of my wisdom.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Where one doth not suffice...&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Hear the echos of truth!&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Spread the glory of my Word!&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; To me, my faithful.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Even in death there is no release.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Come forth, Scales of Revelation!&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; I would know the weight of your souls.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Can you bring...equilibrium?&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Know you the full weight of death.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; I shall tip back the balance...&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Sin must be balanced with suffering.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; My revelations are lost...&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9_(Extreme)&amp;diff=1272467</id>
		<title>Containment Bay Z1T9 (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9_(Extreme)&amp;diff=1272467"/>
		<updated>2026-03-29T06:47:44Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Removed table coloring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 60 challenge-mode [[trial]]|the optional story-mode level 60 [[trial]]|Containment Bay Z1T9}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay Z1T9 (Extreme)&lt;br /&gt;
| description = You hold a tomestone recovered from the research facility of [[Azys Lla]]. According to [[Unukalhai]], this recording device contains the data required to generate a simulacrum of [[Zurvan]] at the peak of his original, unmitigated power─the final trial of a program designed to test the mightiest of [[Allag]]&#039;s elite champions. If you would subject yourself to the dangers of this ancient challenge, you need only approach the verification node and stretch forth your hand...&lt;br /&gt;
| image = Containment_Bay_Z1T9_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 250&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| location = Containment Bay Z1T9&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| entrance = Azys Lla&lt;br /&gt;
| entrance-coordinates = 25.4, 22.5, 8.4&lt;br /&gt;
| req-quest = A Demonic Duplicate&lt;br /&gt;
| patch = 3.5&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Containment Bay Z1T9 (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{evt|service=youtube|id=WdtOPon2eQk|dimensions=350|align=right|description=Containment Bay Z1T9 (Zurvan) Extreme Video Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] The Demon: [[Zurvan]]===&lt;br /&gt;
====Caged Phase:====&lt;br /&gt;
Zurvan starts the fight chained to the center of a circular platform, unable to move.&lt;br /&gt;
&lt;br /&gt;
15 seconds into the fight, Zurvan will destroy the &amp;lt;u&amp;gt;eastern&amp;lt;/u&amp;gt; quadrant of the arena. 10 seconds later he will destroy the &amp;lt;u&amp;gt;northern&amp;lt;/u&amp;gt; quadrant, and then finally the &amp;lt;u&amp;gt;western&amp;lt;/u&amp;gt; quadrant.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Caged Phase Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|Frontal cleaves towards the main enmity target. The main tank should stand on the north side of the arena to start.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare Star&#039;&#039;&#039;&lt;br /&gt;
|AoEs are placed under random players, which explode a few seconds after. The group should stack to the far edge of the quadrant as to allow melee to dodge while remaining in attack range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|By now most platforms are gone, but avoid joining the group at the south quadrant until the west quadrant begins to glow.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare Star&#039;&#039;&#039;&lt;br /&gt;
|Same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Purge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party. Transition to phase 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - 100% - 75% ===&lt;br /&gt;
Zurvan descends, unbound from his chains.&lt;br /&gt;
&lt;br /&gt;
The arena transforms, now having a deadly ring of fire that deals [[File:Unique Damage.png|16x16px]]9999 damage to those who step outside.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Normal Variant)&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a blue circle. After a few seconds, Zurvan will fire a large line AoE towards the target, inflicting damage and a 20 second incurable {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding|Bleed]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Soar&#039;&#039;&#039;&lt;br /&gt;
|Three line AoEs will appear across the arena. Those hit will take moderate damage and a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Always sets up &#039;&#039;&#039;Twin Spirit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top: 1px solid grey&amp;quot;|&#039;&#039;&#039;Twin Spirit&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-top: 1px solid grey&amp;quot;|Three &#039;&#039;&#039;Twin Spirits&#039;&#039;&#039; appear on the edge of the arena preparing to charge straight across the center. Deals moderate damage and inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* This attack is always paired with &#039;&#039;&#039;Flame Halberd&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Flame Halberd&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The six non-healers are marked with &#039;&#039;&#039;Flame Halberd&#039;&#039;&#039;, large AoE fireballs that must be separated around the edges of the room. Deals moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* There is &amp;lt;u&amp;gt;not enough space&amp;lt;/u&amp;gt; in the arena for the two unmarked healers to avoid damage. Healers will &amp;lt;u&amp;gt;need&amp;lt;/u&amp;gt; to stand in one player&#039;s fireball.&lt;br /&gt;
* Fireballs leave lava patches on the ground afterwards that give {{status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]]&#039;&#039;&#039; while inside. Move out of them quickly.&lt;br /&gt;
* Always paired with &#039;&#039;&#039;Twin Spirit&#039;&#039;&#039;. Spread around the room&#039;s edges but avoid standing in the Twin Spirit&#039;s path.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demonic Dive&#039;&#039;&#039;&lt;br /&gt;
|One of the two healers is marked with a stack marker. Avoid any lava patches and move towards the center to group up.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Cool Flame&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The other healer is marked with an orange arrow and should &amp;lt;u&amp;gt;avoid&amp;lt;/u&amp;gt; stacking for Demonic Dive, as this attack deals AoE damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demon&#039;s Claw&#039;&#039;&#039;&lt;br /&gt;
|The main tank is dealt a heavy half-arena knockback (can&#039;t be resisted) and inflicted with {{status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Claw Variant)&#039;&#039;&#039;&lt;br /&gt;
|The stunned main tank is targeted by a line stack AoE. The rest of the party must stand in the AoE to divide damage and save the tank&#039;s life.&lt;br /&gt;
&lt;br /&gt;
* Deals increased damage to the player closest to Zurvan. Ensure the second tank is up front.&lt;br /&gt;
|}&#039;&#039;&#039;Soar, Twin Spirit, and Flame Halberd positioning:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;Soar has two potential attack patterns. Zurvan sends three copies of himself from the center towards the edge of the room; the locations these copies are sent are where the three &#039;&#039;&#039;Twin Spirits&#039;&#039;&#039; will charge from.[[File:Containment bay z1t9 (extreme) img2.png|357x357px|right]]&lt;br /&gt;
* If Soar was in a equal three-pronged pattern, the following Twin Spirit will cut the arena &amp;lt;u&amp;gt;equally into sixths&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Each player marked with Flame Halberd should take a different safe spot. The healers can choose any.&lt;br /&gt;
* If Soar was in an asymmetrical pattern across the center, the following Twin Spirit will split the arena in &amp;lt;u&amp;gt;two halves&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Three DPS/tanks should move to one half of the arena and the other three to the other half, distancing themselves equally along the edge.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;Damage from the cage phase carries over to this phase. As a result, groups will almost always skip the first rotation of attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 1 Rotation&lt;br /&gt;
! style=&amp;quot;border: 1px solid grey&amp;quot; |Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |100% - 90%&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|Face Zurvan away from the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Normal)&#039;&#039;&#039;&lt;br /&gt;
|The marked player should move to Zurvan&#039;s side. The rest of the party should avoid standing near the marked player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Rotation loop point until brought below 90% health.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align: center&amp;quot; |90% - 75%&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|Face Zurvan away from the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Soar&#039;&#039;&#039;&lt;br /&gt;
|Avoid the line AoEs. [[:File:Containment bay z1t9 (extreme) img2.png|Pre-position in preparation]] for the follow up Flame Halberd AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Spirit + Flame Halberd&#039;&#039;&#039;&lt;br /&gt;
|Spread any Flame Halberd AoEs across the safe zones. Healers will have to choose one AoE to stand inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demonic Dive + Cool Flame&#039;&#039;&#039;&lt;br /&gt;
|The healer marked with the stack marker should run towards the center along with the group.&lt;br /&gt;
The healer marked with the orange arrow should find a spot away from the group but still avoid lava patches.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|Face Zurvan away from the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Demons Claw&#039;&#039;&#039;&lt;br /&gt;
|The tank should stand in a spot that prevents them from getting knocked back into the wall and killed.&lt;br /&gt;
&lt;br /&gt;
* If Zurvan is in the very center of the room, the tank may have to stand dead center on top of Zurvan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Claw)&#039;&#039;&#039;&lt;br /&gt;
|The second tank should stand closest to Zurvan in the line AoE; the rest of the party should be in the middle of the AoE.&lt;br /&gt;
Rotation loop point until brought below 75% health.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - 75% - 60% ===&lt;br /&gt;
Zurvan will move to the center of the arena and cast &#039;&#039;&#039;&#039;&#039;Ice and Fire&#039;&#039;&#039;&#039;&#039;, putting a patch of ice directly below himself, preventing players from moving through him. This ice patch inflicts &#039;&#039;&#039;{{status effect|debuff|heavy}} [[Heavy|Leaden]]&#039;&#039;&#039; and &#039;&#039;&#039;{{status effect|debuff|frostbite}} [[Frostbite (status effect)|Frostbite]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Zurvan will not move out of the center of the arena at all during this phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Attacks&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Four seconds after this cast ends, AoE ice patches will explode where players were standing at the time the cast ended. Deals high magic damage and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
The ice patches remain for six seconds and inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy|Leaden]]&#039;&#039;&#039; and {{status effect|debuff|frostbite}} &#039;&#039;&#039;[[Frostbite (status effect)|Frostbite]]&#039;&#039;&#039; to those that step inside.&lt;br /&gt;
&lt;br /&gt;
* DPS and healers should stack behind the boss for the cast, then, when the cast finishes, the entire group rotates 90 degrees clockwise around Zurvan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biting Halberd&#039;&#039;&#039;&lt;br /&gt;
|Zurvan faces a random player and casts a 270 degree frontal cone attack. Deals high magic damage and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Has a 5 second cast time.&lt;br /&gt;
All players must run behind Zurvan before the cast finishes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
|A large AoE centered around Zurvan. Deals high magic damage and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
All players must run to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ciclicle&#039;&#039;&#039;&lt;br /&gt;
|A donut AoE centered on Zurvan. Deals high magic damage and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
All players must run towards Zurvan.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Note&#039;&#039;&#039;: Certain points in Zurvan&#039;s rotation will randomly choose between the above three attacks.&lt;br /&gt;
These will be denoted as &amp;lt;u&amp;gt;Ice Attacks&amp;lt;/u&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Rotation&lt;br /&gt;
! style=&amp;quot;border: 1px solid grey&amp;quot; |Phase&lt;br /&gt;
! style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Attack&lt;br /&gt;
! style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Strategy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid grey; text-align: center&amp;quot; |Opener&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Metal Cutter x3&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The main tank should remain split from the party.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center&amp;quot;|75% - 60% Loop&lt;br /&gt;
|&#039;&#039;&#039;Biting Halberd&#039;&#039;&#039;&lt;br /&gt;
|Will likely target one of the DPS/Healers. Be prepared to run completely around to the back side of Zurvan. Avoid the center.&lt;br /&gt;
Once the cast finishes, the main tank should move to the opposite side to prevent Zurvan from turning.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
|DPS and Healers should stack directly behind Zurvan until this cast finishes, afterwards everyone should rotate around Zurvan 90 degrees clockwise to dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter&#039;&#039;&#039;&lt;br /&gt;
|Prevents the main tank from stacking on the group for Southern Cross.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Random &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|Will either be &#039;&#039;&#039;Biting Halberd&#039;&#039;&#039;, &#039;&#039;&#039;Tail End&#039;&#039;&#039;, or &#039;&#039;&#039;Ciclicle&#039;&#039;&#039; at random. Adjust accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|If Biting Halberd was the previous attack, the Main Tank should ensure they quickly move away from the group.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot; |If Zurvan is above 68% HP, this rotation will loop infinitely.&lt;br /&gt;
Phase 3 will start after 1 rotation when below 60% health, or after 2 rotations when between 60 - 68%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - The Execrated ===&lt;br /&gt;
Zurvan leaves the arena and summons three sets of enemies. All enemies must be killed to progress to the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |The Execrated Abilities&lt;br /&gt;
!Enemy Name&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Execrated Thew&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|None&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|These small enemies do nothing but auto-attack damage. Tanks can pick them up with little fear.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right: none&amp;quot;|&#039;&#039;&#039;Execrated Will&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Hard Thrust&#039;&#039;&#039;&lt;br /&gt;
|A physical-damage tank-buster that always critically hits. Ensure tanks hold enmity on these.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center; border-left: none&amp;quot;|&#039;&#039;&#039;Berserk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Grants the Execrated Will a stack of {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. Cast roughly every 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right: none&amp;quot;|&#039;&#039;&#039;Execrated Wit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center; border-left: none&amp;quot;|&#039;&#039;&#039;Meracydian Meteor&#039;&#039;&#039;&lt;br /&gt;
|A long cast that, if completed, drops a meteor on the arena — instantly defeating the party. These enemies must be killed immediately.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center; border-left: none&amp;quot;|&#039;&#039;&#039;Comet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Small AoEs randomly dropped around the arena while the Execrated Wit is alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execrated Wile&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Meracydian Fear&#039;&#039;&#039;&lt;br /&gt;
|Gaze attack. If players do not look away, they will be inflicted with a 10 second {{status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;. Hysteric players will more than likely run outside the arena and die.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black&amp;quot; |&#039;&#039;&#039;Phase 3 Strategy&#039;&#039;&#039;:&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Group&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Enemies&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Strategy&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|First Group&lt;br /&gt;
|&lt;br /&gt;
* Execrated Will x1&lt;br /&gt;
* Execrated Thew x3&lt;br /&gt;
|All enemies can be easily grouped up and killed with AoE abilities.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Second Group&lt;br /&gt;
|&lt;br /&gt;
* Execrated Will x2&lt;br /&gt;
* Execrated Wit x1&lt;br /&gt;
* Execrated Wile x1&lt;br /&gt;
|Each tank should take one Execrated Will each.&lt;br /&gt;
DPS should immediately focus on killing the Wit before it can finish casting &#039;&#039;&#039;Meteor&#039;&#039;&#039;. All players should avoid the Wile&#039;s &#039;&#039;&#039;Fear&#039;&#039;&#039; gaze during this time. Once the Wit is dead, kill the Wile, then finally the Wills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Third Group&lt;br /&gt;
|&lt;br /&gt;
* Execrated Will x1&lt;br /&gt;
* Execrated Wit x1&lt;br /&gt;
* Execrated Wile x1&lt;br /&gt;
* Execrated Thew x3&lt;br /&gt;
|One tank should pick up the Will, the other can take the Wile and Thews.&lt;br /&gt;
Like before, kill the Wit immediately while avoiding Wile&#039;s gaze attack. Kill the Wile, then the Will, and finally the Thews if they are still alive.&lt;br /&gt;
|}&lt;br /&gt;
Once all enemies are dead, Zurvan will cast &#039;&#039;&#039;Ahura Mazda&#039;&#039;&#039;. This is a long cutscene attack that deals high physical damage to the entire party.&lt;br /&gt;
&lt;br /&gt;
Zurvan will then begin their final phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 ===&lt;br /&gt;
Zurvan will use all prior attacks in combination, as well as add a couple new attacks into the mix. There is no more ice patch underneath Zurvan any more, so players are free to move under and through him to dodge.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Infinite Fire &amp;amp; Ice&#039;&#039;&#039;&lt;br /&gt;
|Four living players will be given {{status effect|debuff|File:InfiniteFireZurvan.png}} &#039;&#039;&#039;Infinite Fire&#039;&#039;&#039; and four {{status effect|debuff|File:InfiniteIceZurvan.png}} &#039;&#039;&#039;Infinite Ice&#039;&#039;&#039;. Players will then be tethered to a random partner with a matching debuff.&lt;br /&gt;
Tethered players must stay close together (boss hitbox range) at all times. If separated too far, the tether will turn purple and turn into {{status effect|debuff|File:InfiniteAnguishZurvan.png}} &#039;&#039;&#039;Infinite Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|debuff|File:InfiniteAnguishZurvan.png}} &#039;&#039;&#039;Infinite Anguish&#039;&#039;&#039; deals continuous damage over time and increases damage taken until the two tethered players are brought close together again.&lt;br /&gt;
* Players that were dead prior, or die after, will lose their debuff — making a later mechanic more difficult.&lt;br /&gt;
** Though dead players will lose their debuff, their partner will still retain theirs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tyrfing&#039;&#039;&#039;&lt;br /&gt;
|A multi-strike tankbuster. Stabs the main tank five times, then blasts them with &#039;&#039;&#039;&#039;&#039;Fire III&#039;&#039;&#039;&#039;&#039; for a high magic damage AoE. Use large mitigations.&lt;br /&gt;
&lt;br /&gt;
* Every time this spell is cast, Zurvan adds one additional stab to the first part of the combo.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Broken Seal&#039;&#039;&#039;&lt;br /&gt;
|Eight towers spawn around the arena: Four blue circles and four red circles. These towers match the color of &#039;&#039;&#039;Infinite Fire &amp;amp; Ice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each tower must be occupied by a player with a &amp;lt;u&amp;gt;debuff of the same matching color&amp;lt;/u&amp;gt;. If multiple players are dead, a wipe is likely.&lt;br /&gt;
* Standing in the wrong colored tower will deal high magic damage. This will likely kill the player, but the tower will count as occupied.&lt;br /&gt;
** If players are missing debuffs from being resurrected, they will be treated as having the wrong color debuff.&lt;br /&gt;
* If a tower is left empty, it will explode and deal high magic damage and {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to all players.&lt;br /&gt;
** If all eight towers were left unoccupied but players still remain alive, Zurvan will &#039;&#039;&#039;Enrage&#039;&#039;&#039;.&lt;br /&gt;
* There are [[:File:Containment bay z1t9 (extreme) img1.png|three patterns]] &#039;&#039;&#039;Broken Seal&#039;&#039;&#039; can appear in. Each pattern will have a specific &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt; that follows.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The pattern for &#039;&#039;&#039;Broken Seal&#039;&#039;&#039; will be chosen at random, however the follow-up &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt; will always correspond with the Broken Seal pattern.[[File:Containment bay z1t9 (extreme) img1.png|558x558px|center|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Pattern 1 (Double Cross) will always be followed by &#039;&#039;&#039;Biting Halberd&#039;&#039;&#039;&lt;br /&gt;
* Pattern 2 (Inner Ring) will always be followed by &#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
* Pattern 3 (Outer Ring) will always be followed by &#039;&#039;&#039;Ciclicle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Infinite Fire &amp;amp; Ice&#039;&#039;&#039;&lt;br /&gt;
|The player tethered to the main tank will need to stand close to the boss to avoid {{status effect|debuff|File:InfiniteAnguishZurvan.png}} &#039;&#039;&#039;Infinite Anguish&#039;&#039;&#039;. Alternatively, this player can stand to Zurvan&#039;s side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Normal)&#039;&#039;&#039;&lt;br /&gt;
|The marked player should move to Zurvan&#039;s side. All other players should avoid that side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tyrfing&#039;&#039;&#039;&lt;br /&gt;
|Tanks should use a large mitigation/invulnerability. Healers should be ready to keep the tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
|Stand together until the cast completes, then rotate 90 degrees clockwise to avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter&#039;&#039;&#039;&lt;br /&gt;
|Don&#039;t stand with the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Broken Seal + &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A random pattern will be chosen for towers, which will determine the &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt; that follows. Move with your tether to an empty tower matching your debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Infinite Fire &amp;amp; Ice&#039;&#039;&#039;&lt;br /&gt;
|Repeat of prior&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Normal)&#039;&#039;&#039;&lt;br /&gt;
|Marked player moves to Zurvan&#039;s side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tyrfing&#039;&#039;&#039;&lt;br /&gt;
|Tank should use heavy mitigation. Will now stab +1 more times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter&#039;&#039;&#039;&lt;br /&gt;
|Don&#039;t stand near main tank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Broken Seal + &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Handle as before, pay attention to the &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt; that happens immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Soar&#039;&#039;&#039;&lt;br /&gt;
|Every second &#039;&#039;&#039;Broken Seal&#039;&#039;&#039; is followed by a Soar combo. [[:File:Containment bay z1t9 (extreme) img2.png|Identify the pattern]] and pre-position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Spirit + Flame Halberd&#039;&#039;&#039;&lt;br /&gt;
|Spread out in safe zones while healers attempt to stand in only one &#039;&#039;&#039;Flame Halberd&#039;&#039;&#039; AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demonic Dive + Cool Flame&#039;&#039;&#039;&lt;br /&gt;
|Players not marked for &#039;&#039;&#039;Cool Flame&#039;&#039;&#039; should run towards the center to stack for &#039;&#039;&#039;Demonic Dive&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Demons Claw&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stand in a spot that prevents them from being knocked into the wall, likely being the dead center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Claw)&#039;&#039;&#039;&lt;br /&gt;
|The second tank should stand closest to Zurvan while the rest of the party stands in the midpoint of the Line AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |This rotation then loops from the beginning.&lt;br /&gt;
After the 5th cast of &#039;&#039;&#039;Broken Seal&#039;&#039;&#039;, Zurvan will &#039;&#039;&#039;Enrage&#039;&#039;&#039; with a long cast of Flame Halberd that wipes the party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Zurvanite Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Demon Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Demonic Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Zurvan Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Zurvanite Arms (IL 265)}}&lt;br /&gt;
{{Drops table row|Zurvanite Axe}}&lt;br /&gt;
{{Drops table row|Zurvanite Edge}}&lt;br /&gt;
{{Drops table row|Zurvanite Pike}}&lt;br /&gt;
{{Drops table row|Zurvanite Fists}}&lt;br /&gt;
{{Drops table row|Zurvanite Katana}}&lt;br /&gt;
{{Drops table row|Zurvanite Points}}&lt;br /&gt;
{{Drops table row|Zurvanite Bow}}&lt;br /&gt;
{{Drops table row|Zurvanite Fire}}&lt;br /&gt;
{{Drops table row|Zurvanite Pole}}&lt;br /&gt;
{{Drops table row|Zurvanite Word}}&lt;br /&gt;
{{Drops table row|Zurvanite Rapier}}&lt;br /&gt;
{{Drops table row|Zurvanite Cane}}&lt;br /&gt;
{{Drops table row|Zurvanite Song}}&lt;br /&gt;
{{Drops table row|Zurvanite Star}}&lt;br /&gt;
{{Drops table row|Zurvanite Carapace Fragment}}&lt;br /&gt;
{{Drops table row|Zurvanite Weapon Coffer (IL 265)}}&lt;br /&gt;
{{Drops table row|Demonic Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Infinity}}&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|Zurvan Safari}}&lt;br /&gt;
{{achievement table row|Mightier than the Demon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Battle to the Death - Heavensward}}&lt;br /&gt;
{{music table row|Phase 2|Penultimania|roll=n}}&lt;br /&gt;
{{music table row|Phase 3|Infinity}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
zurvan1.jpg&lt;br /&gt;
zurvan2.jpg&lt;br /&gt;
zurvan3.jpg&lt;br /&gt;
zurvan4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 &#039;&#039;&#039;Restrainment Node:&#039;&#039;&#039; Initiating final disengagement sequence.&lt;br /&gt;
 All non—combat personnel are advised to evacuate.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Mine age of slumber is at an end.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; A thousand thousand suns may set...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; But the insult of mine imprisonment...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Hath been etched upon mine eternal memory.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; I am come to mete out justice.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; To bestow the blessings of victory unending.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; I am Zurvan.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; He who standeth above all other gods.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; He who shall bring slaughter and ruin!&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Restrainment Node:&#039;&#039;&#039; Disengagement sequence complete.&lt;br /&gt;
 Subject: Zurvan is released from containment.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Good and evil, the war eternal...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; The fires of anger roar and howl...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; My doubt is fled!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; By sorrow&#039;s chill doth all become ice...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; I am beyond your petty morality!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Death&#039;s gaze is fixed upon you.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; I shall rise above all!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Bear witness to my will!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Frozen in time, mine armor of flame.&lt;br /&gt;
 Unto eternity&#039;s end, my righteous reign!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Bow to mine infallbile judgment!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; What manner of mortals withstand such punishment?&lt;br /&gt;
 By battle, then, shall your fate be decided!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Hath mine equivication cost me this contest!?&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; If such is my fate...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Arm_of_the_Son_(Savage)&amp;diff=1272466</id>
		<title>Alexander - The Arm of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Arm_of_the_Son_(Savage)&amp;diff=1272466"/>
		<updated>2026-03-29T06:34:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: changing gallery settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Arm of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Arm of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Arm_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&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;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Electrocution Gallery, The Arm of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Arm of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also called &#039;&#039;&#039;A7S&#039;&#039;&#039;, it&#039;s the third section of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Quickthinx Allthoughts]]===&lt;br /&gt;
This fight requires players to pay attention to various mechanics and tells to avoid receiving heavy debuffs and wiping the party. Many of the mechanics in this fight are similar to the Normal fight but will have tighter timings or additional mechanics added on.&lt;br /&gt;
&lt;br /&gt;
Quickthinx has a few attack sets that can be skipped with high DPS, but otherwise goes through a single attack rotation that ends with an enrage.&lt;br /&gt;
&lt;br /&gt;
The arena is broken up into one large circle in the center and four smaller squares in each corner. Outside of these arenas are spikes which, when stood on, inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and a weak {{Status effect|debuff|File:Flesh wound icon1.png}} &#039;&#039;&#039;[[Bleeding|Flesh Wound]]&#039;&#039;&#039; damage-over-time debuff. The damage from these spikes is negligible as long as they are not stood on during an attack— players will be required to run over them repeatedly throughout the fight.&lt;br /&gt;
&lt;br /&gt;
Additionally, should a player die at any point in this fight, Quickthinx will gain a stack of {{Status effect|buff|File:High wire icon1.png}} &#039;&#039;&#039;High Wire&#039;&#039;&#039; for 30 seconds, increasing their damage by ~12.5% per stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-fight Setup&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Each player will want to be assigned a unique cardinal or inter-cardinal position to spread out for bombs. Tanks may want to swap their positions based on who is actively tanking at the time.&lt;br /&gt;
&lt;br /&gt;
A spot for {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should be assigned (center recommended).&lt;br /&gt;
&lt;br /&gt;
An assigned corner and a rotation direction (clockwise or counter-clockwise) should be decided for when the center circle becomes electrified in phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Quickthinx Allthoughts Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment&#039;&#039;&#039;&lt;br /&gt;
|A large {{Action icon|Magic Hammer}} AoE appears under two players. If not dodged, inflicts an 80 second {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff and drains 5000 MP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party. Inflicts a stack of {{Status effect|debuff|File:Lightning resistance down icon2.png}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039; for 15 seconds (maximum of 2 stacks), increasing the damage of &#039;&#039;&#039;Sizzle&#039;&#039;&#039; attacks by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|A random player is marked with a purple arrow. That player is then shot with a &amp;lt;u&amp;gt;lightning&amp;lt;/u&amp;gt; beam, dealing damage to them and any other players in a line. Inflicts {{status effect|debuff|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom&#039;&#039;&#039;&lt;br /&gt;
|Attacks the main enmity target with repeated physical damage, each shot inflicting {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Debuffs do not apply if the damage is shielded/prevented.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Bombs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Bombs are chained to either one or all players. These bombs explode in a large AoE and inflict a stack of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; each. Taking two bomb blasts is often lethal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|One player is targeted with a tether and another is marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, and two of the corners become &#039;&#039;&#039;Jails&#039;&#039;&#039; of four potential colors (&#039;&#039;&#039;Jails&#039;&#039;&#039; explained separately below).&lt;br /&gt;
The tethered player will be pulled into the &#039;&#039;&#039;Jail&#039;&#039;&#039; the tether originates from, while the {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; player will get grabbed alongside any other nearby players and dropped into the other jail.&lt;br /&gt;
&lt;br /&gt;
* Both the tether and the &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; debuff can be passed to other players— the tether by interception and the &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; by touching the marked player.&lt;br /&gt;
** When &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; is passed to a new player, the previous player will be marked with {{Status effect|debuff|File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039;, preventing them from being marked again.&lt;br /&gt;
* Both players grabbed into &#039;&#039;&#039;Jail&#039;&#039;&#039; will be hit with a &amp;lt;u&amp;gt;magic&amp;lt;/u&amp;gt; explosion. This explosion will kill any players with {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; from a prior &#039;&#039;&#039;Bomb&#039;&#039;&#039;.&lt;br /&gt;
* When the boss flies into the air at the end of the initial cast, players in melee range will be inflicted with {{Status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, reducing max health and increasing damage taken.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Panzer doll&#039;&#039;&#039;&lt;br /&gt;
|A small doll spawned alongside &#039;&#039;&#039;Jails&#039;&#039;&#039;. Attacks with high magic-damage damage and must be picked up by a tank. Self-destructs after 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sturm doll&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A giant doll spawned alongside &#039;&#039;&#039;Jails&#039;&#039;&#039;. Will attempt to cast &#039;&#039;&#039;&#039;&#039;Kugelblitz&#039;&#039;&#039;&#039;&#039; which, if not stunned, inflicts the entire party with {{status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; for 20 seconds. Self-destructs after 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A random healer is marked with a red arrow. This player is then shot with a &amp;lt;u&amp;gt;fire&amp;lt;/u&amp;gt; beam, inflicting them and any other players in a line with {{Status effect|debuff|File:Searing wind icon1.png}} &#039;&#039;&#039;&#039;&#039;Searing Wind&#039;&#039;&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Searing wind icon1.png}} Searing Wind&#039;&#039;&#039;&#039;&#039; functions exactly the same as in &#039;&#039;&#039;[[The Bowl of Embers (Extreme)|Bowl of Embers (Extreme)]]&#039;&#039;&#039;: Debuffed players will repeatedly burst in a large AoE, damaging and knocking back nearby party members.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|The spikes around the arena retract, &#039;&#039;&#039;&#039;&#039;Shanoa the Cat&#039;&#039;&#039;&#039;&#039; appears, and two giant metal balls begin rolling randomly around the arena. Players hit by will take heavy damage and be knocked back.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;&#039;&#039;Shanoa&#039;&#039;&#039;&#039;&#039; will create a &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; which flies towards Quickthinx. If this &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; is not killed before it reaches the boss, he will heal 1.5% HP and be buffed with four stacks of {{Status effect|buff|File:High wire icon1.png}} &#039;&#039;&#039;High Wire&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; is vulnerable to &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electrocution Field&#039;&#039;&#039;&lt;br /&gt;
|The circular center platform is electrified, dealing high {{status effect|debuff|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; damage and forcing players to move to the four corners for safety.&lt;br /&gt;
|}&lt;br /&gt;
Jails always appear in pre-set pairs based on phase and will never repeat the same type twice in a row. While the order of which pair appears first and second is random, the attack prior to &#039;&#039;&#039;Zoomdoom&#039;&#039;&#039; will &amp;lt;u&amp;gt;always target a job type matching the upcoming jails&amp;lt;/u&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Phase 1&#039;&#039;&#039;: Tanks and Healers (white+green), and casters with melee (red+purple).&lt;br /&gt;
*&#039;&#039;&#039;Phase 3&#039;&#039;&#039;: Casters and Healers (red+green), and tanks with melee (white+purple).&lt;br /&gt;
*&#039;&#039;&#039;Phase 6&#039;&#039;&#039;: Casters and Tanks (red+white), and melee with healers (purple+green).&lt;br /&gt;
While the tether only ever grabs one person, the {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; will grab &amp;lt;u&amp;gt;all players&amp;lt;/u&amp;gt; in an AoE around the target. If multiple players are grabbed, the jail will spawn an additional enemy for &amp;lt;u&amp;gt;each grabbed player&amp;lt;/u&amp;gt;. It is critical that only one player is grabbed by {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; or else the jail will often result in the death of all inside.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Jail Types&lt;br /&gt;
!Color&lt;br /&gt;
!Ideal Job&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Tank&lt;br /&gt;
|The player is dropped into a freezing room with an enemy that must be killed to escape. This enemy casts a single tank-buster AoE, then attempts to push the player into the walls. Touching the walls will [[File:Deep Freeze icon1.png|21x21px]] &#039;&#039;&#039;[[Deep Freeze|Freeze]]&#039;&#039;&#039; the player for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Healer&lt;br /&gt;
|The player is dropped into a jail spewing poison gas for 20 seconds. All players are poisoned, dealing damage over time and reducing healing unless the jailed person stands on the spewing vent, ensuring only they are poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Magic DPS&lt;br /&gt;
|The player is attacked by a slime buffed with {{status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039;. The player inside is inflicted with [[File:Pyretic icon1.png|21x21px]] &#039;&#039;&#039;[[Pyretic]]&#039;&#039;&#039; until the &#039;&#039;&#039;&#039;&#039;Padlock&#039;&#039;&#039;&#039;&#039; on the outside is broken by the rest of the party. Breaking the &#039;&#039;&#039;&#039;&#039;Padlock&#039;&#039;&#039;&#039;&#039; is top priority.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purple&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Melee DPS&lt;br /&gt;
|The player is inflicted with &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Throttle_icon1.png}}&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; and must kill the &#039;&#039;&#039;&#039;&#039;Alarum&#039;&#039;&#039;&#039;&#039; buffed with {{status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039; within 20 seconds else all players inside the cage will die.&lt;br /&gt;
|}&lt;br /&gt;
When &#039;&#039;&#039;Zoomdoom&#039;&#039;&#039; is cast, the players tethered and targeted by {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; will &amp;lt;u&amp;gt;always be incorrect&amp;lt;/u&amp;gt;. No matter the jail types, players will need to swap the targets to not only the correct job type but also avoid the player who was targeted by the bomb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The explosion from the tether jail is large enough that it reaches the center arena. Players with {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should avoid being near the tether jail entirely.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;60&amp;quot; perrow=&amp;quot;4&amp;quot; caption=&amp;quot;The four jails and their icons&amp;quot;&amp;gt;&lt;br /&gt;
File:WhiteJail.png|White&lt;br /&gt;
File:GreenJail.png|Green&lt;br /&gt;
File:RedJail.png|Red&lt;br /&gt;
File:PurpleJail.png|Purple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Quickthinx Allthoughts Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center; background: #ffffff; color: black&amp;quot;|&#039;&#039;&#039;Opening&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs. This is even more vital as a caster as these will significantly drain your MP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|The marked player should stand off to the side while others move out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Heal the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Bomb (All players)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Assign players to the cardinals and inter-cardinals. Players at inter-cardinals should run their bombs across the spikes and stand in the corner while cardinals stand at the edge of the circle.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; style=&amp;quot;text-align:center; background: #F0F0F0; color: black&amp;quot; |&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Skipped if below 74%)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|The chained player should move the bomb away from the others. If a DPS is chained, jails will be &#039;&#039;&#039;red+purple&#039;&#039;&#039;. If a healer is chained, jails will be &#039;&#039;&#039;white+green&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Players should move away from Quickthinx to avoid {{Status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. The player that wants to be in the {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; jail should swap in the center while the rest move to the edges.&lt;br /&gt;
Whoever was chained to the bomb &amp;lt;u&amp;gt;can not&amp;lt;/u&amp;gt; enter a jail as they will die to the explosion. Off-tanks should grab whichever &#039;&#039;&#039;Doll&#039;&#039;&#039; appears and these enemies should be killed quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x4&#039;&#039;&#039;&lt;br /&gt;
|Shield healers can attempt to minimize &#039;&#039;&#039;Vulnerability&#039;&#039;&#039; debuffs with shields, but otherwise tanks should swap at three stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|Will be on the opposite job type as the previous bomb.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Will be the two jail types that were not present previously. Swap jail targets as necessary and burn down the &#039;&#039;&#039;Doll,&#039;&#039;&#039; stunning it if necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|The targeted player should split away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; background: #D9D9D9; color: black&amp;quot;|&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Skipped if below 64%)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x5 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|Be ready to tank swap. The spikes will retract and the boss will need to be dragged away from both &#039;&#039;&#039;Weight of the Worlds&#039;&#039;&#039; and &#039;&#039;&#039;Shanoa&#039;&#039;&#039; regularly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|All DPS should focus on destroying the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and the off-tank should &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; it while the main-tank moves Quickthinx away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|A healer will be targeted should move away from the group to prevent multiple players from being debuffed. The healer must stay far away from the rest of the party until the debuff expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Once again, focus the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039;. The boss should be moved back to the center afterwards as the spikes will return soon after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; style=&amp;quot;text-align:center; background: #CCCCCC; color: black&amp;quot;|&#039;&#039;&#039;Phase 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|If a healer gets the bomb, Jails will be &#039;&#039;&#039;red+green&#039;&#039;&#039;. If a DPS gets the bomb, jails will be &#039;&#039;&#039;purple+white&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Move away from boss and pass tether and &#039;&#039;&#039;Prey&#039;&#039;&#039; accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Will be the jails that were missing previously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x5&#039;&#039;&#039;&lt;br /&gt;
|Prepare to tank-swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|Large amount of healing will be required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|Start spreading out to cardinals and inter-cardinals for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (All players)&#039;&#039;&#039;&lt;br /&gt;
|Handle as done in the opening.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Be prepared to tank-swap or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; style=&amp;quot;text-align:center; background: #C2C2C2; color: black&amp;quot;|&#039;&#039;&#039;Phase 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|The healer targeted by this should move to a separate corner by themselves while the rest of the party moves to a chosen corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electrocution Field&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the corner of one of the corner squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x4&#039;&#039;&#039;&lt;br /&gt;
|As a stack, rotate around the edges of the square in the same direction so that there is always a safe area to stand.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Healers will need to get whatever healing they can before the next round of AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x4&#039;&#039;&#039;&lt;br /&gt;
|Rotate around the edges a second time. The &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Searing wind icon1.png}}&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Searing Wind&#039;&#039;&#039;&#039;&#039; has the option to run across the spikes and join the group here, but they must be quick.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|Players should use any damage-down debuffs at their disposal against the boss. Healers will need to work hard to keep the party alive here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|This beam will hurt a lot due to the {{Status effect|debuff|File:Lightning resistance down icon2.png}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039; debuffs. Shield the target in preparation.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|More heavy AoE healing needed.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; background: #B5B5B5; color: black&amp;quot;|&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|Once again, a healer will need to separate from the group. Avoid hitting other players with this.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Kill the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and keep the boss away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|Invulnerability is recommended here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|Another healer will be targeted here. Be careful if the boss is moving a lot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Kill the final &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and move back to the center.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Heavy AoE heals required.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;text-align:center; background: #A8A8A8; color: black&amp;quot;|&#039;&#039;&#039;Phase 6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam / Bomb (Two Players)&#039;&#039;&#039;&lt;br /&gt;
|If the off tank is targeted by &#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;, the &#039;&#039;&#039;red+white&#039;&#039;&#039; Jails spawn. If a bomb drops on a DPS and healer, the &#039;&#039;&#039;purple+green&#039;&#039;&#039; Jails spawn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|Be prepared for a lot of healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam / Bomb (Two Players)&#039;&#039;&#039;&lt;br /&gt;
|Will be whichever attack was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Jails will be the two that weren&#039;t present earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|If an invulnerability is still available, it should be used here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|Kill the boss before the 10 second cast finishes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 3}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Leg Gear Coffer (IL 240)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Head Gear Coffer (IL 240)}}&lt;br /&gt;
{{Drops table row|Midan Hand Gear Coffer (IL 240)}}&lt;br /&gt;
{{Drops table row|Midan Foot Gear Coffer (IL 240)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Arm_of_the_Son_(Savage)&amp;diff=1272465</id>
		<title>Alexander - The Arm of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Arm_of_the_Son_(Savage)&amp;diff=1272465"/>
		<updated>2026-03-29T06:33:47Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Removed some background colors. Added image gallery of the jail icons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Arm of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Arm of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Arm_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&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;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Electrocution Gallery, The Arm of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Arm of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also called &#039;&#039;&#039;A7S&#039;&#039;&#039;, it&#039;s the third section of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Quickthinx Allthoughts]]===&lt;br /&gt;
This fight requires players to pay attention to various mechanics and tells to avoid receiving heavy debuffs and wiping the party. Many of the mechanics in this fight are similar to the Normal fight but will have tighter timings or additional mechanics added on.&lt;br /&gt;
&lt;br /&gt;
Quickthinx has a few attack sets that can be skipped with high DPS, but otherwise goes through a single attack rotation that ends with an enrage.&lt;br /&gt;
&lt;br /&gt;
The arena is broken up into one large circle in the center and four smaller squares in each corner. Outside of these arenas are spikes which, when stood on, inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and a weak {{Status effect|debuff|File:Flesh wound icon1.png}} &#039;&#039;&#039;[[Bleeding|Flesh Wound]]&#039;&#039;&#039; damage-over-time debuff. The damage from these spikes is negligible as long as they are not stood on during an attack— players will be required to run over them repeatedly throughout the fight.&lt;br /&gt;
&lt;br /&gt;
Additionally, should a player die at any point in this fight, Quickthinx will gain a stack of {{Status effect|buff|File:High wire icon1.png}} &#039;&#039;&#039;High Wire&#039;&#039;&#039; for 30 seconds, increasing their damage by ~12.5% per stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-fight Setup&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Each player will want to be assigned a unique cardinal or inter-cardinal position to spread out for bombs. Tanks may want to swap their positions based on who is actively tanking at the time.&lt;br /&gt;
&lt;br /&gt;
A spot for {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should be assigned (center recommended).&lt;br /&gt;
&lt;br /&gt;
An assigned corner and a rotation direction (clockwise or counter-clockwise) should be decided for when the center circle becomes electrified in phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Quickthinx Allthoughts Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment&#039;&#039;&#039;&lt;br /&gt;
|A large {{Action icon|Magic Hammer}} AoE appears under two players. If not dodged, inflicts an 80 second {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff and drains 5000 MP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party. Inflicts a stack of {{Status effect|debuff|File:Lightning resistance down icon2.png}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039; for 15 seconds (maximum of 2 stacks), increasing the damage of &#039;&#039;&#039;Sizzle&#039;&#039;&#039; attacks by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|A random player is marked with a purple arrow. That player is then shot with a &amp;lt;u&amp;gt;lightning&amp;lt;/u&amp;gt; beam, dealing damage to them and any other players in a line. Inflicts {{status effect|debuff|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom&#039;&#039;&#039;&lt;br /&gt;
|Attacks the main enmity target with repeated physical damage, each shot inflicting {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Debuffs do not apply if the damage is shielded/prevented.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Bombs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Bombs are chained to either one or all players. These bombs explode in a large AoE and inflict a stack of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; each. Taking two bomb blasts is often lethal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|One player is targeted with a tether and another is marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, and two of the corners become &#039;&#039;&#039;Jails&#039;&#039;&#039; of four potential colors (&#039;&#039;&#039;Jails&#039;&#039;&#039; explained separately below).&lt;br /&gt;
The tethered player will be pulled into the &#039;&#039;&#039;Jail&#039;&#039;&#039; the tether originates from, while the {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; player will get grabbed alongside any other nearby players and dropped into the other jail.&lt;br /&gt;
&lt;br /&gt;
* Both the tether and the &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; debuff can be passed to other players— the tether by interception and the &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; by touching the marked player.&lt;br /&gt;
** When &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; is passed to a new player, the previous player will be marked with {{Status effect|debuff|File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039;, preventing them from being marked again.&lt;br /&gt;
* Both players grabbed into &#039;&#039;&#039;Jail&#039;&#039;&#039; will be hit with a &amp;lt;u&amp;gt;magic&amp;lt;/u&amp;gt; explosion. This explosion will kill any players with {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; from a prior &#039;&#039;&#039;Bomb&#039;&#039;&#039;.&lt;br /&gt;
* When the boss flies into the air at the end of the initial cast, players in melee range will be inflicted with {{Status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, reducing max health and increasing damage taken.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Panzer doll&#039;&#039;&#039;&lt;br /&gt;
|A small doll spawned alongside &#039;&#039;&#039;Jails&#039;&#039;&#039;. Attacks with high magic-damage damage and must be picked up by a tank. Self-destructs after 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sturm doll&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A giant doll spawned alongside &#039;&#039;&#039;Jails&#039;&#039;&#039;. Will attempt to cast &#039;&#039;&#039;&#039;&#039;Kugelblitz&#039;&#039;&#039;&#039;&#039; which, if not stunned, inflicts the entire party with {{status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; for 20 seconds. Self-destructs after 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A random healer is marked with a red arrow. This player is then shot with a &amp;lt;u&amp;gt;fire&amp;lt;/u&amp;gt; beam, inflicting them and any other players in a line with {{Status effect|debuff|File:Searing wind icon1.png}} &#039;&#039;&#039;&#039;&#039;Searing Wind&#039;&#039;&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Searing wind icon1.png}} Searing Wind&#039;&#039;&#039;&#039;&#039; functions exactly the same as in &#039;&#039;&#039;[[The Bowl of Embers (Extreme)|Bowl of Embers (Extreme)]]&#039;&#039;&#039;: Debuffed players will repeatedly burst in a large AoE, damaging and knocking back nearby party members.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|The spikes around the arena retract, &#039;&#039;&#039;&#039;&#039;Shanoa the Cat&#039;&#039;&#039;&#039;&#039; appears, and two giant metal balls begin rolling randomly around the arena. Players hit by will take heavy damage and be knocked back.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;&#039;&#039;Shanoa&#039;&#039;&#039;&#039;&#039; will create a &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; which flies towards Quickthinx. If this &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; is not killed before it reaches the boss, he will heal 1.5% HP and be buffed with four stacks of {{Status effect|buff|File:High wire icon1.png}} &#039;&#039;&#039;High Wire&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; is vulnerable to &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electrocution Field&#039;&#039;&#039;&lt;br /&gt;
|The circular center platform is electrified, dealing high {{status effect|debuff|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; damage and forcing players to move to the four corners for safety.&lt;br /&gt;
|}&lt;br /&gt;
Jails always appear in pre-set pairs based on phase and will never repeat the same type twice in a row. While the order of which pair appears first and second is random, the attack prior to &#039;&#039;&#039;Zoomdoom&#039;&#039;&#039; will &amp;lt;u&amp;gt;always target a job type matching the upcoming jails&amp;lt;/u&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Phase 1&#039;&#039;&#039;: Tanks and Healers (white+green), and casters with melee (red+purple).&lt;br /&gt;
*&#039;&#039;&#039;Phase 3&#039;&#039;&#039;: Casters and Healers (red+green), and tanks with melee (white+purple).&lt;br /&gt;
*&#039;&#039;&#039;Phase 6&#039;&#039;&#039;: Casters and Tanks (red+white), and melee with healers (purple+green).&lt;br /&gt;
While the tether only ever grabs one person, the {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; will grab &amp;lt;u&amp;gt;all players&amp;lt;/u&amp;gt; in an AoE around the target. If multiple players are grabbed, the jail will spawn an additional enemy for &amp;lt;u&amp;gt;each grabbed player&amp;lt;/u&amp;gt;. It is critical that only one player is grabbed by {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; or else the jail will often result in the death of all inside.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Jail Types&lt;br /&gt;
!Color&lt;br /&gt;
!Ideal Job&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;White&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Tank&lt;br /&gt;
|The player is dropped into a freezing room with an enemy that must be killed to escape. This enemy casts a single tank-buster AoE, then attempts to push the player into the walls. Touching the walls will [[File:Deep Freeze icon1.png|21x21px]] &#039;&#039;&#039;[[Deep Freeze|Freeze]]&#039;&#039;&#039; the player for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Healer&lt;br /&gt;
|The player is dropped into a jail spewing poison gas for 20 seconds. All players are poisoned, dealing damage over time and reducing healing unless the jailed person stands on the spewing vent, ensuring only they are poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Magic DPS&lt;br /&gt;
|The player is attacked by a slime buffed with {{status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039;. The player inside is inflicted with [[File:Pyretic icon1.png|21x21px]] &#039;&#039;&#039;[[Pyretic]]&#039;&#039;&#039; until the &#039;&#039;&#039;&#039;&#039;Padlock&#039;&#039;&#039;&#039;&#039; on the outside is broken by the rest of the party. Breaking the &#039;&#039;&#039;&#039;&#039;Padlock&#039;&#039;&#039;&#039;&#039; is top priority.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purple&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Melee DPS&lt;br /&gt;
|The player is inflicted with &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Throttle_icon1.png}}&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; and must kill the &#039;&#039;&#039;&#039;&#039;Alarum&#039;&#039;&#039;&#039;&#039; buffed with {{status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039; within 20 seconds else all players inside the cage will die.&lt;br /&gt;
|}&lt;br /&gt;
When &#039;&#039;&#039;Zoomdoom&#039;&#039;&#039; is cast, the players tethered and targeted by {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; will &amp;lt;u&amp;gt;always be incorrect&amp;lt;/u&amp;gt;. No matter the jail types, players will need to swap the targets to not only the correct job type but also avoid the player who was targeted by the bomb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The explosion from the tether jail is large enough that it reaches the center arena. Players with {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should avoid being near the tether jail entirely.&amp;lt;gallery mode=&amp;quot;packed-overlay&amp;quot; heights=&amp;quot;60&amp;quot; perrow=&amp;quot;4&amp;quot; caption=&amp;quot;The four jails and their icons&amp;quot;&amp;gt;&lt;br /&gt;
File:WhiteJail.png|White&lt;br /&gt;
File:GreenJail.png|Green&lt;br /&gt;
File:RedJail.png|Red&lt;br /&gt;
File:PurpleJail.png|Purple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Quickthinx Allthoughts Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center; background: #ffffff; color: black&amp;quot;|&#039;&#039;&#039;Opening&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs. This is even more vital as a caster as these will significantly drain your MP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|The marked player should stand off to the side while others move out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Heal the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Bomb (All players)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Assign players to the cardinals and inter-cardinals. Players at inter-cardinals should run their bombs across the spikes and stand in the corner while cardinals stand at the edge of the circle.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; style=&amp;quot;text-align:center; background: #F0F0F0; color: black&amp;quot; |&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Skipped if below 74%)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|The chained player should move the bomb away from the others. If a DPS is chained, jails will be &#039;&#039;&#039;red+purple&#039;&#039;&#039;. If a healer is chained, jails will be &#039;&#039;&#039;white+green&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Players should move away from Quickthinx to avoid {{Status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. The player that wants to be in the {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; jail should swap in the center while the rest move to the edges.&lt;br /&gt;
Whoever was chained to the bomb &amp;lt;u&amp;gt;can not&amp;lt;/u&amp;gt; enter a jail as they will die to the explosion. Off-tanks should grab whichever &#039;&#039;&#039;Doll&#039;&#039;&#039; appears and these enemies should be killed quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x4&#039;&#039;&#039;&lt;br /&gt;
|Shield healers can attempt to minimize &#039;&#039;&#039;Vulnerability&#039;&#039;&#039; debuffs with shields, but otherwise tanks should swap at three stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|Will be on the opposite job type as the previous bomb.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Will be the two jail types that were not present previously. Swap jail targets as necessary and burn down the &#039;&#039;&#039;Doll,&#039;&#039;&#039; stunning it if necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|The targeted player should split away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; background: #D9D9D9; color: black&amp;quot;|&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Skipped if below 64%)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x5 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|Be ready to tank swap. The spikes will retract and the boss will need to be dragged away from both &#039;&#039;&#039;Weight of the Worlds&#039;&#039;&#039; and &#039;&#039;&#039;Shanoa&#039;&#039;&#039; regularly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|All DPS should focus on destroying the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and the off-tank should &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; it while the main-tank moves Quickthinx away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|A healer will be targeted should move away from the group to prevent multiple players from being debuffed. The healer must stay far away from the rest of the party until the debuff expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Once again, focus the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039;. The boss should be moved back to the center afterwards as the spikes will return soon after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; style=&amp;quot;text-align:center; background: #CCCCCC; color: black&amp;quot;|&#039;&#039;&#039;Phase 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|If a healer gets the bomb, Jails will be &#039;&#039;&#039;red+green&#039;&#039;&#039;. If a DPS gets the bomb, jails will be &#039;&#039;&#039;purple+white&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Move away from boss and pass tether and &#039;&#039;&#039;Prey&#039;&#039;&#039; accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Will be the jails that were missing previously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x5&#039;&#039;&#039;&lt;br /&gt;
|Prepare to tank-swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|Large amount of healing will be required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|Start spreading out to cardinals and inter-cardinals for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (All players)&#039;&#039;&#039;&lt;br /&gt;
|Handle as done in the opening.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Be prepared to tank-swap or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; style=&amp;quot;text-align:center; background: #C2C2C2; color: black&amp;quot;|&#039;&#039;&#039;Phase 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|The healer targeted by this should move to a separate corner by themselves while the rest of the party moves to a chosen corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electrocution Field&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the corner of one of the corner squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x4&#039;&#039;&#039;&lt;br /&gt;
|As a stack, rotate around the edges of the square in the same direction so that there is always a safe area to stand.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Healers will need to get whatever healing they can before the next round of AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x4&#039;&#039;&#039;&lt;br /&gt;
|Rotate around the edges a second time. The &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Searing wind icon1.png}}&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Searing Wind&#039;&#039;&#039;&#039;&#039; has the option to run across the spikes and join the group here, but they must be quick.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|Players should use any damage-down debuffs at their disposal against the boss. Healers will need to work hard to keep the party alive here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|This beam will hurt a lot due to the {{Status effect|debuff|File:Lightning resistance down icon2.png}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039; debuffs. Shield the target in preparation.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|More heavy AoE healing needed.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; background: #B5B5B5; color: black&amp;quot;|&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|Once again, a healer will need to separate from the group. Avoid hitting other players with this.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Kill the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and keep the boss away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|Invulnerability is recommended here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|Another healer will be targeted here. Be careful if the boss is moving a lot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Kill the final &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and move back to the center.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Heavy AoE heals required.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;text-align:center; background: #A8A8A8; color: black&amp;quot;|&#039;&#039;&#039;Phase 6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam / Bomb (Two Players)&#039;&#039;&#039;&lt;br /&gt;
|If the off tank is targeted by &#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;, the &#039;&#039;&#039;red+white&#039;&#039;&#039; Jails spawn. If a bomb drops on a DPS and healer, the &#039;&#039;&#039;purple+green&#039;&#039;&#039; Jails spawn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|Be prepared for a lot of healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam / Bomb (Two Players)&#039;&#039;&#039;&lt;br /&gt;
|Will be whichever attack was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Jails will be the two that weren&#039;t present earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|If an invulnerability is still available, it should be used here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|Kill the boss before the 10 second cast finishes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 3}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Leg Gear Coffer (IL 240)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Head Gear Coffer (IL 240)}}&lt;br /&gt;
{{Drops table row|Midan Hand Gear Coffer (IL 240)}}&lt;br /&gt;
{{Drops table row|Midan Foot Gear Coffer (IL 240)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:PurpleJail.png&amp;diff=1272461</id>
		<title>File:PurpleJail.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:PurpleJail.png&amp;diff=1272461"/>
		<updated>2026-03-29T06:26:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Purple Jail icon from A7S&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:RedJail.png&amp;diff=1272459</id>
		<title>File:RedJail.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:RedJail.png&amp;diff=1272459"/>
		<updated>2026-03-29T06:26:04Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Red Jail Icon from A7S&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:GreenJail.png&amp;diff=1272458</id>
		<title>File:GreenJail.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:GreenJail.png&amp;diff=1272458"/>
		<updated>2026-03-29T06:25:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Green Jail Icon from A7S&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:WhiteJail.png&amp;diff=1272457</id>
		<title>File:WhiteJail.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:WhiteJail.png&amp;diff=1272457"/>
		<updated>2026-03-29T06:25:01Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;White Jail Icon from A7S&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1272456</id>
		<title>Alexander - The Fist of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1272456"/>
		<updated>2026-03-29T06:11:59Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Removed table colors, added gallery, added syringe tab for tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Fist of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Fist of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Fist_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 215&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;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Fist of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Fist of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also known as &#039;&#039;&#039;A5S&#039;&#039;&#039;, it is the first sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Aggressive difficulty r6.png|32px|link=]] [[Faust]] and [[Hummelfaust]] ===&lt;br /&gt;
This raid starts with a mini-boss, first a twin pair of &#039;&#039;&#039;Faust&#039;&#039;&#039; and, afterwards, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039;. Their attacks and mechanics are simple, but serve as a DPS check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Faust&#039;&#039;&#039; will only use &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;, which is a frontal cleave tank-buster cast every 10 seconds. The second cast will be done twice in succession, and later casts three times in succession.&lt;br /&gt;
&lt;br /&gt;
Tanks simply have to face &#039;&#039;&#039;Faust&#039;&#039;&#039; away from the party while the DPS do their job.&lt;br /&gt;
&lt;br /&gt;
After 50 seconds, or once both &#039;&#039;&#039;Faust&#039;&#039;&#039; have died, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will drop a proximity marker on a random player and land in that spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will explode any living &#039;&#039;&#039;Faust&#039;&#039;&#039;, dealing party-wide damage based on their remaining health, and gain 1 stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; per 1% health remaining on the &#039;&#039;&#039;Faust&#039;&#039;&#039; (rounded up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Hummelfaust&#039;&#039;&#039; only has two abilities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;: A frontal cleave that gives a stack of {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 20 seconds. Hits twice initially, then three times, capping at four times in succession.&lt;br /&gt;
* &#039;&#039;&#039;Panzerschreck&#039;&#039;&#039;: Party-wide magic damage. The fourth cast is an &#039;&#039;&#039;Enrage&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
&lt;br /&gt;
The party has 90 seconds to kill &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; before it enrages. Tanks should face it away from the party and can swap every time a &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039; chain ends.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]]  [[Ratfinx Twinkledinks]]===&lt;br /&gt;
&lt;br /&gt;
The fight is quite short, but mechanically diverse. There are no major DPS checks but rather a large swathe of mechanics that can kill players and the entire party if mishandled. &lt;br /&gt;
 Note: When attempting this fight solo, a Tank invulnerability can be used in the short window prior to getting Concussion to be invulnerable to a follow-up Gobstraight. However, Gobcut ignores invulnerability and will instant-kill regardless of health/buffs when solo. Players will need to be able to kill Ratfinx before their second Guzzle which always ends with Gobcut.&lt;br /&gt;
&lt;br /&gt;
====Syringes/Puddles====&lt;br /&gt;
There are four colored syringes, one on each cardinal direction of the arena. In the center of the arena is an electric &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; with a purple ring AoE.&lt;br /&gt;
&lt;br /&gt;
When players step inside the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; ring, they will be dealt ~1300 damage per second, but causes each syringe to create a puddle in front of it.&lt;br /&gt;
&lt;br /&gt;
Every tick of damage taken from the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; makes the syringes fire for 3 seconds longer.&lt;br /&gt;
&lt;br /&gt;
Each syringe grants a different effect to players and enemies that stand in the puddle.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Syringe Effects&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Syringe Type&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Player Effect&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Enemy Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Green (North)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:NoHurtGoblixerBuff.png}} &#039;&#039;&#039;NoHurts Goblixer&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Grants a weak heal over time and cures [[File:Anti-coagulant Debuff.png|21x21px]] &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of {{status effect|buff|File:RegenBuff.png}} &#039;&#039;&#039;Rehabilitation&#039;&#039;&#039; for 15 seconds, restoring ~2000 health per stack every 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Red (East)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a gorilla.&lt;br /&gt;
&lt;br /&gt;
* Gives the [[File:BrowbeatAbility.png|24x24px]] &#039;&#039;&#039;Browbeat&#039;&#039;&#039; ability, which will knockback &#039;&#039;&#039;Smartbombs&#039;&#039;&#039; away from you.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid black&amp;quot;|&#039;&#039;&#039;Purple (West)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:SwiftkicksGoblixerBuff.png}} &#039;&#039;&#039;Swiftkicks Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a bird.&lt;br /&gt;
&lt;br /&gt;
* Players become immune to the damage of Ratfinx&#039;s &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
* Gives the [[File:WingCutterAbility.png|24x24px]] &#039;&#039;&#039;Wing Cutter&#039;&#039;&#039; ability, dealing 250 damage in a 6y arc.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|haste}} [[Haste (status effect)|Haste]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Blue (South)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-right: 1px solid grey&amp;quot;|Grants {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039;, turning the player invisible for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Removes the tether from &#039;&#039;&#039;Gobbledygropers&#039;&#039;&#039;.&lt;br /&gt;
|The enemy becomes &#039;&#039;&#039;Invisible&#039;&#039;&#039; and untargetable for 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Taking a syringe buff will grant the player one stack of {{status effect|debuff|File:GoblixerOvergulpDebuff.png}} &#039;&#039;&#039;Goblixer Overgulp&#039;&#039;&#039;. This debuff lasts 180 seconds at one stack, but every additional stack reduces the timer by 20 seconds, to a minimum of 90 seconds.&lt;br /&gt;
&lt;br /&gt;
If this debuff expires or reaches 12 stacks, the player will be afflicted with {{status effect|debuff|File:GoblixerGrumblygutDebuff.png}} &#039;&#039;&#039;Goblixer Grumblygut&#039;&#039;&#039;, reducing movement speed and taking ~2800 damage every 3 seconds for 20 seconds. Any goblixer buffs are instantly cancelled.&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=&amp;quot;128&amp;quot; heights=&amp;quot;128&amp;quot; perrow=&amp;quot;4&amp;quot; caption=&amp;quot;The four syringe puddles that appear on the edges of the arena.&amp;quot;&amp;gt;&lt;br /&gt;
File:GreenSyringePuddle.png&lt;br /&gt;
File:RedSyringePuddle.png&lt;br /&gt;
File:PurpleSyringePuddle.png&lt;br /&gt;
File:BlueSyringePuddle.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 60% or after 3 minutes. ===&lt;br /&gt;
Ratfinx has two phases which can be progressed through faster via damage, but will automatically progress over time.&lt;br /&gt;
&lt;br /&gt;
There are two different groups of attack Ratfinx will use: One series of attacks specific to giant form, and a different series of attacks only used when normal-size.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Attacks&lt;br /&gt;
!Size&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx grows &#039;&#039;&#039;giant&#039;&#039;&#039;, increasing damage dealt, reducing damage taken, and enabling the use of new attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a red arrow. Six seconds later, Ratfinx will throw a potion at them, creating a giant puddle at their location. This puddle inflicts {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; to those inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx drops two &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; in the center of the arena, which will explode in a near-arena-size AoE. A player with {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039; must knock these away to an opposite corner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; can only be knocked away once. After one hit, they will be stuck in-place.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&lt;br /&gt;
|Spiky untargetable bombs dropped throughout the fight. Will explode in a + shape— avoid the blast by standing diagonal to them. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |A snake enemy. Will give itself &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; with its &#039;&#039;&#039;&#039;&#039;Steel Scales&#039;&#039;&#039;&#039;&#039; cast and will add stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; to random players in an AoE. Can be {{status effect|debuff|stun}} &#039;&#039;&#039;[[Stun|Stunned]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; instantly kills players at 8 stacks.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Giant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gobjab&#039;&#039;&#039;&lt;br /&gt;
|Adds a stack of {{status effect|debuff|File:HeadacheDebuff.png}} &#039;&#039;&#039;Headache&#039;&#039;&#039; to the main enmity target. At four stacks, the target gains {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, stunning them for 10 seconds and making further damage lethal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx winds up a giant punch at the main enmity target, dealing high damage and knockback in a straight line in front of him.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|A stack marker. Will split damage across all those in range. If less than 4 people are in the stack, it will instantly kill them instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039;. After 6 seconds, Ratfinx will dash at the player, dealing damage to the target and everyone inbetween based on their distance to Ratfinx.&lt;br /&gt;
&lt;br /&gt;
* If players take any damage from this attack, they will be afflicted with {{status effect|debuff|File:EnervationDebuff.png}} &#039;&#039;&#039;Enervation&#039;&#039;&#039; for 30 seconds, decreasing damage dealt and increasing damage taken. Shields from a [[Scholar|SCH]]/[[Sage|SGE]] are necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|Follows a &#039;&#039;&#039;Gobdash&#039;&#039;&#039;. Ratfinx will aim at a random player and deal lethal damage in a 180-degree frontal cone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx slams the ground four times, dealing massive damage and knockback to all &amp;lt;u&amp;gt;players on the ground&amp;lt;/u&amp;gt; while inflicting {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those hit.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will end this rotation early if brought to 60% health, however they will not end a &#039;&#039;&#039;Guzzle&#039;&#039;&#039; attack rotation early. Depending on preference, this can be favorable in order to reduce the health Ratfinx has going into the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Syringe&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Face Ratfinx towards the north wall. Ratfinx takes 50% less damage while giant, and be prepared to take heavy damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The attack chosen here is random. If &#039;&#039;&#039;Gobstraight&#039;&#039;&#039;, face Ratfinx 90 degrees away from the stunned tank. If &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, bring the stackmarker to the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Skipped if below 90% health. The &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; should run at least half the arena away from Ratfinx, and all other party members should move to not be between Ratfinx and his &#039;&#039;&#039;Prey&#039;&#039;&#039;. &amp;lt;u&amp;gt;Remember to shield the Prey&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Marked players should ideally drop these puddles on the west side. Avoid dropping these AoEs in the center, on the green (north) syringe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Cobra x2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Green (North)&#039;&#039;&lt;br /&gt;
|The off-tank should grab these immediately while DPS these adds ASAP. Stuns will help minimize their effect on the party. Any players inflicted with {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; &amp;lt;u&amp;gt;should run into the green syringe puddle&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Red (East)&#039;&#039;&lt;br /&gt;
|One designated player should &amp;lt;u&amp;gt;turn into a gorilla with the red puddle&amp;lt;/u&amp;gt; and knock the &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; into the &amp;lt;u&amp;gt;same corner the spiky &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; drops&amp;lt;/u&amp;gt;. All players should stack in the corner opposite to the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once this is cast, the rest of the rotation &amp;lt;u&amp;gt;can&#039;t be skipped&amp;lt;/u&amp;gt; regardless of health values.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Purple (West)&#039;&#039;&lt;br /&gt;
|All players should &amp;lt;u&amp;gt;run into the purple syringe&amp;lt;/u&amp;gt; and become birds to dodge &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Four &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop one-after-another and explode in that same order. The first will always drop on a corner. Wait diagonal to that first bomb for it to explode, then fly into that corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash + Gobhook&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Shield the Prey and have them run away, avoiding being between them and Ratfinx. Once Ratfinx charges, all players should run towards him and stand behind him to dodge &#039;&#039;&#039;Gobhook&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Stack with the party away from the stunned tank.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 60% - 0% ===&lt;br /&gt;
Ratfinx doesn&#039;t add any new abilities, but rather a series of additional enemies that will be summoned throughout the phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 2 Enemies&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|A winged goblin chimera that tethers to one player, ignoring enmity. Frequently casts &#039;&#039;&#039;&#039;&#039;Lion&#039;s Breath&#039;&#039;&#039;&#039;&#039;, a high damage frontal cone attach that will kill most non-tanks.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039; from the Blue (south) syringe will remove the tether, making this enemy attack its highest enmity target as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygawker&#039;&#039;&#039;&lt;br /&gt;
|A one-eyed goblin that casts the gaze attack &#039;&#039;&#039;Oogle&#039;&#039;&#039;. Failure to look away will inflict the player with &#039;&#039;&#039;{{status effect|debuff|petrification}}&#039;&#039;&#039; &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039;, causing instant death to the next &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If left alive too long, will cast &#039;&#039;&#039;Bomb Toss&#039;&#039;&#039; at random party members, reducing everyone&#039;s max health with stacks of {{status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Supperation&#039;&#039;&#039; and likely causing a wipe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Yorn Pig&#039;&#039;&#039;&lt;br /&gt;
|Small rats that spawn in large groups. Must be kept away from the &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|A giant minotaur with an extremely large amount of health. Will eat nearby &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; and &#039;&#039;&#039;Glassy-Eyed Cobras&#039;&#039;&#039;, gaining a &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each time.&lt;br /&gt;
&lt;br /&gt;
* Will occasionally attack with &#039;&#039;&#039;&#039;&#039;10-tonze Slash&#039;&#039;&#039;&#039;&#039;, a dodgeable frontal cleave with no AoE marker.&lt;br /&gt;
&lt;br /&gt;
* Whenever the Minotaur eats, it will cast &#039;&#039;&#039;&#039;&#039;Disorienting Groan&#039;&#039;&#039;&#039;&#039;, which deals increased damage based on proximity to the Minotaur.&lt;br /&gt;
* If the Minotaur eats a &#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;, it will start accumulating stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;, killing it after a short amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|Is buffed with [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;, guaranteeing every attack is a critical hit. All it&#039;s attacks are frontal cleaves that must be faced away from the party.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will mix up prior mechanics with fakeouts and confusing bomb patterns to try to trip up the party. On top of this, additional enemies will spawn that must be handled with care as their abilities are lethal if they run amok.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Syringe&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Blue (South)&#039;&#039;&lt;br /&gt;
|The tethered player should &amp;lt;u&amp;gt;move to the blue puddle&amp;lt;/u&amp;gt; while the off-tank starts building enmity. Once the tether is broken, the off-tank should turn the enemy away from the group while DPS kill it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Aim it away from important areas.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Red (East)&#039;&#039;&lt;br /&gt;
|The boss will attempt to fake-out the group by dropping a &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; on the &amp;lt;u&amp;gt;safe corner&amp;lt;/u&amp;gt; first, then one on the opposite. The party should move &amp;lt;u&amp;gt;towards&amp;lt;/u&amp;gt; the first &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; and knock the bombs to the opposite corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep the party healed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Start &amp;lt;u&amp;gt;running towards the purple puddle&amp;lt;/u&amp;gt; in preparation for &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost + Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Purple (West)&#039;&#039;&lt;br /&gt;
|Three &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop in random spots of the arena, leaving one area safe. Find the safe zone before the bombs explode.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut + Gobdash x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Two players will be marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; one after another, all while a third player has a stack marker. The first player marked must run away from the stack while the party stacks in a corner out of the way.&lt;br /&gt;
The second marked player should stack for &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, then move away from the stack— but not towards the first &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]].&#039;&#039;&#039; Remember to shield the &#039;&#039;&#039;Prey&#039;&#039;&#039; targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Run behind Ratfinx to dodge. It is a good idea to have the second &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; target not run too far from the group to give more time for everyone to dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Tank-swap after the {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|As before, stack or point the boss away depending on which attack is used.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Gobbledygawkers x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x6&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039; will spawn either in the North-west or South-east corner and must be immediately grabbed by the off-tank while the rest of the party moves away. &amp;lt;u&amp;gt;DPS should ignore the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;&amp;lt;/u&amp;gt; completely.&lt;br /&gt;
The main-tank must grab the aggro on the &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; to prevent them from running to the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;. DPS should focus on killing the &#039;&#039;&#039;Gobbledygawkers&#039;&#039;&#039; ASAP or else they may wipe the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep this away from the group. Putting this in the center is fine during this phase.&lt;br /&gt;
The off-tank holding enmity on the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; should move the other side of the arena now. If Northwest, they should move Northeast. If Southeast, they should move Southwest.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Green (North)&#039;&#039;&lt;br /&gt;
(if needed)&lt;br /&gt;
|Three &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; will spawn on the same initial spawning location as the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;, hence why it must be moved prior. Across from it, a &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039; will spawn.&lt;br /&gt;
The &#039;&#039;&#039;Minotaur&#039;&#039;&#039; must be brought to the &#039;&#039;&#039;Cobra&#039;&#039;&#039; to feast. This will cause the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; to start accumulating {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; and die after a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Keep the party alive. If DPS is nominal, the boss should die around here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle + Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The off-tank must grab the &#039;&#039;&#039;Shabti&#039;&#039;&#039; and use large mitigations to survive its [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;. All DPS must kill the &#039;&#039;&#039;Shabti&#039;&#039;&#039; as soon as possible before the main-tank gets {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Handle as normal.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 1}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Sins of the Father, Sins of the Son}}&lt;br /&gt;
{{music table row|Boss|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:RedSyringePuddle.png&amp;diff=1272424</id>
		<title>File:RedSyringePuddle.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:RedSyringePuddle.png&amp;diff=1272424"/>
		<updated>2026-03-29T05:53:51Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Red Syringe Puddle from A5S&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:PurpleSyringePuddle.png&amp;diff=1272423</id>
		<title>File:PurpleSyringePuddle.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:PurpleSyringePuddle.png&amp;diff=1272423"/>
		<updated>2026-03-29T05:53:20Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Purple Syringe Puddle from A5S&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:BlueSyringePuddle.png&amp;diff=1272422</id>
		<title>File:BlueSyringePuddle.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:BlueSyringePuddle.png&amp;diff=1272422"/>
		<updated>2026-03-29T05:52:55Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blue Syringe Puddle from A5S&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:GreenSyringePuddle.png&amp;diff=1272418</id>
		<title>File:GreenSyringePuddle.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:GreenSyringePuddle.png&amp;diff=1272418"/>
		<updated>2026-03-29T05:49:46Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Green Syringe Puddle from A5S&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Arm_of_the_Son_(Savage)&amp;diff=1271100</id>
		<title>Alexander - The Arm of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Arm_of_the_Son_(Savage)&amp;diff=1271100"/>
		<updated>2026-03-28T20:25:33Z</updated>

		<summary type="html">&lt;p&gt;Pckables: made tables dark-mode compatible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Arm of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Arm of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Arm_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 225&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;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = Electrocution Gallery, The Arm of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Arm of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also called &#039;&#039;&#039;A7S&#039;&#039;&#039;, it&#039;s the third section of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Quickthinx Allthoughts]]===&lt;br /&gt;
This fight requires players to pay attention to various mechanics and tells to avoid receiving heavy debuffs and wiping the party. Many of the mechanics in this fight are similar to the Normal fight but will have tighter timings or additional mechanics added on.&lt;br /&gt;
&lt;br /&gt;
Quickthinx has a few attack sets that can be skipped with high DPS, but otherwise goes through a single attack rotation that ends with an enrage.&lt;br /&gt;
&lt;br /&gt;
The arena is broken up into one large circle in the center and four smaller squares in each corner. Outside of these arenas are spikes which, when stood on, inflicts {{status effect|debuff|vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; and a weak {{Status effect|debuff|File:Flesh wound icon1.png}} &#039;&#039;&#039;[[Bleeding|Flesh Wound]]&#039;&#039;&#039; damage-over-time debuff. The damage from these spikes is negligible as long as they are not stood on during an attack— players will be required to run over them repeatedly throughout the fight.&lt;br /&gt;
&lt;br /&gt;
Additionally, should a player die at any point in this fight, Quickthinx will gain a stack of {{Status effect|buff|File:High wire icon1.png}} &#039;&#039;&#039;High Wire&#039;&#039;&#039; for 30 seconds, increasing their damage by ~12.5% per stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-fight Setup&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Each player will want to be assigned a unique cardinal or inter-cardinal position to spread out for bombs. Tanks may want to swap their positions based on who is actively tanking at the time.&lt;br /&gt;
&lt;br /&gt;
A spot for {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; should be assigned (center recommended).&lt;br /&gt;
&lt;br /&gt;
An assigned corner and a rotation direction (clockwise or counter-clockwise) should be decided for when the center circle becomes electrified in phase 4.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Quickthinx Allthoughts Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment&#039;&#039;&#039;&lt;br /&gt;
|A large {{Action icon|Magic Hammer}} AoE appears under two players. If not dodged, inflicts an 80 second {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff and drains 5000 MP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party. Inflicts a stack of {{Status effect|debuff|File:Lightning resistance down icon2.png}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039; for 15 seconds (maximum of 2 stacks), increasing the damage of &#039;&#039;&#039;Sizzle&#039;&#039;&#039; attacks by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|A random player is marked with a purple arrow. That player is then shot with a &amp;lt;u&amp;gt;lightning&amp;lt;/u&amp;gt; beam, dealing damage to them and any other players in a line. Inflicts {{status effect|debuff|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom&#039;&#039;&#039;&lt;br /&gt;
|Attacks the main enmity target with repeated physical damage, each shot inflicting {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039;. Debuffs do not apply if the damage is shielded/prevented.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Bombs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Bombs are chained to either one or all players. These bombs explode in a large AoE and inflict a stack of {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; each. Taking two bomb blasts is often lethal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|One player is targeted with a tether and another is marked with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;, and two of the corners become &#039;&#039;&#039;Jails&#039;&#039;&#039; of four potential colors (&#039;&#039;&#039;Jails&#039;&#039;&#039; explained separately below).&lt;br /&gt;
The tethered player will be pulled into the &#039;&#039;&#039;Jail&#039;&#039;&#039; the tether originates from, while the {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; player will get grabbed alongside any other nearby players and dropped into the other jail.&lt;br /&gt;
&lt;br /&gt;
* Both the tether and the &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; debuff can be passed to other players— the tether by interception and the &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; by touching the marked player.&lt;br /&gt;
** When &#039;&#039;&#039;{{status effect|debuff|prey}}&#039;&#039;&#039; &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; is passed to a new player, the previous player will be marked with {{Status effect|debuff|File:SlipperyPreyDebuff.png}} &#039;&#039;&#039;Slippery Prey&#039;&#039;&#039;, preventing them from being marked again.&lt;br /&gt;
* Both players grabbed into &#039;&#039;&#039;Jail&#039;&#039;&#039; will be hit with a &amp;lt;u&amp;gt;magic&amp;lt;/u&amp;gt; explosion. This explosion will kill any players with {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; from a prior &#039;&#039;&#039;Bomb&#039;&#039;&#039;.&lt;br /&gt;
* When the boss flies into the air at the end of the initial cast, players in melee range will be inflicted with {{Status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039;, reducing max health and increasing damage taken.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Panzer doll&#039;&#039;&#039;&lt;br /&gt;
|A small doll spawned alongside &#039;&#039;&#039;Jails&#039;&#039;&#039;. Attacks with high magic-damage damage and must be picked up by a tank. Self-destructs after 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sturm doll&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A giant doll spawned alongside &#039;&#039;&#039;Jails&#039;&#039;&#039;. Will attempt to cast &#039;&#039;&#039;&#039;&#039;Kugelblitz&#039;&#039;&#039;&#039;&#039; which, if not stunned, inflicts the entire party with {{status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; for 20 seconds. Self-destructs after 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A random healer is marked with a red arrow. This player is then shot with a &amp;lt;u&amp;gt;fire&amp;lt;/u&amp;gt; beam, inflicting them and any other players in a line with {{Status effect|debuff|File:Searing wind icon1.png}} &#039;&#039;&#039;&#039;&#039;Searing Wind&#039;&#039;&#039;&#039;&#039; for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Searing wind icon1.png}} Searing Wind&#039;&#039;&#039;&#039;&#039; functions exactly the same as in &#039;&#039;&#039;[[The Bowl of Embers (Extreme)|Bowl of Embers (Extreme)]]&#039;&#039;&#039;: Debuffed players will repeatedly burst in a large AoE, damaging and knocking back nearby party members.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|The spikes around the arena retract, &#039;&#039;&#039;&#039;&#039;Shanoa the Cat&#039;&#039;&#039;&#039;&#039; appears, and two giant metal balls begin rolling randomly around the arena. Players hit by will take heavy damage and be knocked back.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;&#039;&#039;Shanoa&#039;&#039;&#039;&#039;&#039; will create a &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; which flies towards Quickthinx. If this &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; is not killed before it reaches the boss, he will heal 1.5% HP and be buffed with four stacks of {{Status effect|buff|File:High wire icon1.png}} &#039;&#039;&#039;High Wire&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; is vulnerable to &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electrocution Field&#039;&#039;&#039;&lt;br /&gt;
|The circular center platform is electrified, dealing high {{status effect|debuff|electrocution}} &#039;&#039;&#039;[[Electrocution]]&#039;&#039;&#039; damage and forcing players to move to the four corners for safety.&lt;br /&gt;
|}&lt;br /&gt;
Jails always appear in pre-set pairs based on phase and will never repeat the same type twice in a row. While the order of which pair appears first and second is random, the attack prior to &#039;&#039;&#039;Zoomdoom&#039;&#039;&#039; will &amp;lt;u&amp;gt;always target a job type matching the upcoming jails&amp;lt;/u&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Phase 1&#039;&#039;&#039;: Tanks and Healers (white+green), and casters with melee (red+purple).&lt;br /&gt;
*&#039;&#039;&#039;Phase 3&#039;&#039;&#039;: Casters and Healers (red+green), and tanks with melee (white+purple).&lt;br /&gt;
*&#039;&#039;&#039;Phase 6&#039;&#039;&#039;: Casters and Tanks (red+white), and melee with healers (purple+green).&lt;br /&gt;
While the tether only ever grabs one person, the {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; will grab &amp;lt;u&amp;gt;all players&amp;lt;/u&amp;gt; in an AoE around the target. If multiple players are grabbed, the jail will spawn an additional enemy for &amp;lt;u&amp;gt;each grabbed player&amp;lt;/u&amp;gt;. It is critical that only one player is grabbed by {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; or else the jail will often result in the death of all inside.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Jail Types&lt;br /&gt;
!Color&lt;br /&gt;
!Ideal Job&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #E0FEFF; color: black&amp;quot;|&#039;&#039;&#039;White&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #E0FEFF; text-align: center; color: black&amp;quot;|Tank&lt;br /&gt;
|style=&amp;quot;background: #E0FEFF; color: black&amp;quot;|The player is dropped into a freezing room with an enemy that must be killed to escape. This enemy casts a single tank-buster AoE, then attempts to push the player into the walls. Touching the walls will [[File:Deep Freeze icon1.png|21x21px]] &#039;&#039;&#039;[[Deep Freeze|Freeze]]&#039;&#039;&#039; the player for 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #96EB9A; color: black&amp;quot;|&#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #96EB9A; text-align:center; color: black&amp;quot;|Healer&lt;br /&gt;
|style=&amp;quot;background: #96EB9A; color: black&amp;quot;|The player is dropped into a jail spewing poison gas for 20 seconds. All players are poisoned, dealing damage over time and reducing healing unless the jailed person stands on the spewing vent, ensuring only they are poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #EB9696; color: black&amp;quot;|&#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #EB9696; text-align:center; color: black&amp;quot;|Magic DPS&lt;br /&gt;
|style=&amp;quot;background: #EB9696; color: black&amp;quot;|The player is attacked by a slime buffed with {{status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039;. The player inside is inflicted with [[File:Pyretic icon1.png|21x21px]] &#039;&#039;&#039;[[Pyretic]]&#039;&#039;&#039; until the &#039;&#039;&#039;&#039;&#039;Padlock&#039;&#039;&#039;&#039;&#039; on the outside is broken by the rest of the party. Breaking the &#039;&#039;&#039;&#039;&#039;Padlock&#039;&#039;&#039;&#039;&#039; is top priority.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #C296EB; color: black&amp;quot;|&#039;&#039;&#039;Purple&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #C296EB; text-align:center; color: black&amp;quot;|Melee DPS&lt;br /&gt;
|style=&amp;quot;background: #C296EB; color: black&amp;quot;|The player is inflicted with &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Throttle_icon1.png}}&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; and must kill the &#039;&#039;&#039;&#039;&#039;Alarum&#039;&#039;&#039;&#039;&#039; buffed with {{status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039; within 20 seconds else all players inside the cage will die.&lt;br /&gt;
|}&lt;br /&gt;
When &#039;&#039;&#039;Zoomdoom&#039;&#039;&#039; is cast, the players tethered and targeted by {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; will &amp;lt;u&amp;gt;always be incorrect&amp;lt;/u&amp;gt;. No matter the jail types, players will need to swap the targets to not only the correct job type but also avoid the player who was targeted by the bomb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The explosion from the tether jail is large enough that it reaches the center arena. Players with {{status effect|debuff|magic vulnerability up 2}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; should avoid being near the tether jail entirely.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Quickthinx Allthoughts Rotation&lt;br /&gt;
!Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center; background: #ffffff; color: black&amp;quot;|&#039;&#039;&#039;Opening&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x2&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs. This is even more vital as a caster as these will significantly drain your MP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|The marked player should stand off to the side while others move out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Heal the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Bomb (All players)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Assign players to the cardinals and inter-cardinals. Players at inter-cardinals should run their bombs across the spikes and stand in the corner while cardinals stand at the edge of the circle.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; style=&amp;quot;text-align:center; background: #F0F0F0; color: black&amp;quot; |&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Skipped if below 74%)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|The chained player should move the bomb away from the others. If a DPS is chained, jails will be &#039;&#039;&#039;red+purple&#039;&#039;&#039;. If a healer is chained, jails will be &#039;&#039;&#039;white+green&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Players should move away from Quickthinx to avoid {{Status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Suppuration&#039;&#039;&#039;. The player that wants to be in the {{status effect|debuff|prey}} &#039;&#039;&#039;Prey&#039;&#039;&#039; jail should swap in the center while the rest move to the edges.&lt;br /&gt;
Whoever was chained to the bomb &amp;lt;u&amp;gt;can not&amp;lt;/u&amp;gt; enter a jail as they will die to the explosion. Off-tanks should grab whichever &#039;&#039;&#039;Doll&#039;&#039;&#039; appears and these enemies should be killed quickly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x4&#039;&#039;&#039;&lt;br /&gt;
|Shield healers can attempt to minimize &#039;&#039;&#039;Vulnerability&#039;&#039;&#039; debuffs with shields, but otherwise tanks should swap at three stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|Will be on the opposite job type as the previous bomb.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Will be the two jail types that were not present previously. Swap jail targets as necessary and burn down the &#039;&#039;&#039;Doll,&#039;&#039;&#039; stunning it if necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|The targeted player should split away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; background: #D9D9D9; color: black&amp;quot;|&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Skipped if below 64%)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x5 +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|Be ready to tank swap. The spikes will retract and the boss will need to be dragged away from both &#039;&#039;&#039;Weight of the Worlds&#039;&#039;&#039; and &#039;&#039;&#039;Shanoa&#039;&#039;&#039; regularly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|All DPS should focus on destroying the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and the off-tank should &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; it while the main-tank moves Quickthinx away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|A healer will be targeted should move away from the group to prevent multiple players from being debuffed. The healer must stay far away from the rest of the party until the debuff expires.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Once again, focus the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039;. The boss should be moved back to the center afterwards as the spikes will return soon after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; style=&amp;quot;text-align:center; background: #CCCCCC; color: black&amp;quot;|&#039;&#039;&#039;Phase 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|If a healer gets the bomb, Jails will be &#039;&#039;&#039;red+green&#039;&#039;&#039;. If a DPS gets the bomb, jails will be &#039;&#039;&#039;purple+white&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Move away from boss and pass tether and &#039;&#039;&#039;Prey&#039;&#039;&#039; accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (One Player)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Will be the jails that were missing previously.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x5&#039;&#039;&#039;&lt;br /&gt;
|Prepare to tank-swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|Large amount of healing will be required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|Start spreading out to cardinals and inter-cardinals for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb (All players)&#039;&#039;&#039;&lt;br /&gt;
|Handle as done in the opening.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Be prepared to tank-swap or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; style=&amp;quot;text-align:center; background: #C2C2C2; color: black&amp;quot;|&#039;&#039;&#039;Phase 4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|The healer targeted by this should move to a separate corner by themselves while the rest of the party moves to a chosen corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electrocution Field&#039;&#039;&#039;&lt;br /&gt;
|Stack together in the corner of one of the corner squares.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x4&#039;&#039;&#039;&lt;br /&gt;
|As a stack, rotate around the edges of the square in the same direction so that there is always a safe area to stand.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|Healers will need to get whatever healing they can before the next round of AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal Punishment x4&#039;&#039;&#039;&lt;br /&gt;
|Rotate around the edges a second time. The &#039;&#039;&#039;&#039;&#039;{{Status effect|debuff|File:Searing wind icon1.png}}&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Searing Wind&#039;&#039;&#039;&#039;&#039; has the option to run across the spikes and join the group here, but they must be quick.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|Players should use any damage-down debuffs at their disposal against the boss. Healers will need to work hard to keep the party alive here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|This beam will hurt a lot due to the {{Status effect|debuff|File:Lightning resistance down icon2.png}} &#039;&#039;&#039;Lightning Resistance Down&#039;&#039;&#039; debuffs. Shield the target in preparation.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark x2&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|More heavy AoE healing needed.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; background: #B5B5B5; color: black&amp;quot;|&#039;&#039;&#039;Phase 5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames +&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|Once again, a healer will need to separate from the group. Avoid hitting other players with this.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Kill the &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and keep the boss away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|Invulnerability is recommended here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thrown Flames&#039;&#039;&#039;&lt;br /&gt;
|Another healer will be targeted here. Be careful if the boss is moving a lot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Undying Affection&#039;&#039;&#039;&lt;br /&gt;
|Kill the final &#039;&#039;&#039;&#039;&#039;True Heart&#039;&#039;&#039;&#039;&#039; and move back to the center.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Heavy AoE heals required.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;text-align:center; background: #A8A8A8; color: black&amp;quot;|&#039;&#039;&#039;Phase 6&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam / Bomb (Two Players)&#039;&#039;&#039;&lt;br /&gt;
|If the off tank is targeted by &#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;, the &#039;&#039;&#039;red+white&#039;&#039;&#039; Jails spawn. If a bomb drops on a DPS and healer, the &#039;&#039;&#039;purple+green&#039;&#039;&#039; Jails spawn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark x3&#039;&#039;&#039;&lt;br /&gt;
|Be prepared for a lot of healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlebeam / Bomb (Two Players)&#039;&#039;&#039;&lt;br /&gt;
|Will be whichever attack was not used prior.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zoomdoom&#039;&#039;&#039;&lt;br /&gt;
|Jails will be the two that weren&#039;t present earlier.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uplander Doom x6&#039;&#039;&#039;&lt;br /&gt;
|If an invulnerability is still available, it should be used here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sizzlespark (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|Kill the boss before the 10 second cast finishes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 3}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Leg Gear Coffer (IL 240)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Head Gear Coffer (IL 240)}}&lt;br /&gt;
{{Drops table row|Midan Hand Gear Coffer (IL 240)}}&lt;br /&gt;
{{Drops table row|Midan Foot Gear Coffer (IL 240)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1271078</id>
		<title>Alexander - The Fist of the Son (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Son_(Savage)&amp;diff=1271078"/>
		<updated>2026-03-28T20:16:07Z</updated>

		<summary type="html">&lt;p&gt;Pckables: fixed tables for dark mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Fist of the Son|the second tier of [[Alexander (Savage)]] in general|Alexander: Midas (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Fist of the Son (Savage)&lt;br /&gt;
| description = Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel&#039;s reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...&lt;br /&gt;
| image = Alexander_-_The_Fist_of_the_Son_(Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 215&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;
| entrance = &lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| location = The Fist of the Son&lt;br /&gt;
| region = Dravania&lt;br /&gt;
| req-quest = A Refrain for the Undaunted&lt;br /&gt;
| stone-sky-sea = The Fist of the Son (Savage)&lt;br /&gt;
| patch = 3.2&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} Also known as &#039;&#039;&#039;A5S&#039;&#039;&#039;, it is the first sector of [[Alexander: Midas (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
=== [[File:Aggressive difficulty r6.png|32px|link=]] [[Faust]] and [[Hummelfaust]] ===&lt;br /&gt;
This raid starts with a mini-boss, first a twin pair of &#039;&#039;&#039;Faust&#039;&#039;&#039; and, afterwards, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039;. Their attacks and mechanics are simple, but serve as a DPS check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Faust&#039;&#039;&#039; will only use &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;, which is a frontal cleave tank-buster cast every 10 seconds. The second cast will be done twice in succession, and later casts three times in succession.&lt;br /&gt;
&lt;br /&gt;
Tanks simply have to face &#039;&#039;&#039;Faust&#039;&#039;&#039; away from the party while the DPS do their job.&lt;br /&gt;
&lt;br /&gt;
After 50 seconds, or once both &#039;&#039;&#039;Faust&#039;&#039;&#039; have died, &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will drop a proximity marker on a random player and land in that spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; will explode any living &#039;&#039;&#039;Faust&#039;&#039;&#039;, dealing party-wide damage based on their remaining health, and gain 1 stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; per 1% health remaining on the &#039;&#039;&#039;Faust&#039;&#039;&#039; (rounded up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Hummelfaust&#039;&#039;&#039; only has two abilities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;: A frontal cleave that gives a stack of {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 20 seconds. Hits twice initially, then three times, capping at four times in succession.&lt;br /&gt;
* &#039;&#039;&#039;Panzerschreck&#039;&#039;&#039;: Party-wide magic damage. The fourth cast is an &#039;&#039;&#039;Enrage&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
&lt;br /&gt;
The party has 90 seconds to kill &#039;&#039;&#039;Hummelfaust&#039;&#039;&#039; before it enrages. Tanks should face it away from the party and can swap every time a &#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039; chain ends.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]]  [[Ratfinx Twinkledinks]]===&lt;br /&gt;
&lt;br /&gt;
The fight is quite short, but mechanically diverse. There are no major DPS checks but rather a large swathe of mechanics that can kill players and the entire party if mishandled. &lt;br /&gt;
 Note: When attempting this fight solo, a Tank invulnerability can be used in the short window prior to getting Concussion to be invulnerable to a follow-up Gobstraight. However, Gobcut ignores invulnerability and will instant-kill regardless of health/buffs when solo. Players will need to be able to kill Ratfinx before their second Guzzle which always ends with Gobcut.&lt;br /&gt;
&lt;br /&gt;
====Syringes/Puddles====&lt;br /&gt;
There are four colored syringes, one on each cardinal direction of the arena. In the center of the arena is an electric &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; with a purple ring AoE.&lt;br /&gt;
&lt;br /&gt;
When players step inside the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; ring, they will be dealt ~1300 damage per second, but causes each syringe to create a puddle in front of it.&lt;br /&gt;
&lt;br /&gt;
Every tick of damage taken from the &#039;&#039;&#039;&#039;&#039;Aether Converter&#039;&#039;&#039;&#039;&#039; makes the syringes fire for 3 seconds longer.&lt;br /&gt;
&lt;br /&gt;
Each syringe grants a different effect to players and enemies that stand in the puddle.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Syringe Effects&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Syringe Type&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black; border-right: 1px solid grey&amp;quot;|Player Effect&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid black&amp;quot;|Enemy Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; background: #83BF78; border-bottom: 1px solid black; color: black&amp;quot;|&#039;&#039;&#039;Green (North)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #83BF78; border-bottom: 1px solid black; border-right: 1px solid grey; color: black&amp;quot;|Grants {{status effect|buff|File:NoHurtGoblixerBuff.png}} &#039;&#039;&#039;NoHurts Goblixer&#039;&#039;&#039; for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Grants a weak heal over time and cures [[File:Anti-coagulant Debuff.png|21x21px]] &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;.&lt;br /&gt;
|style=&amp;quot;background: #83BF78; border-bottom: 1px solid black; color: black&amp;quot;|Grants stacks of {{status effect|buff|File:RegenBuff.png}} &#039;&#039;&#039;Rehabilitation&#039;&#039;&#039; for 15 seconds, restoring ~2000 health per stack every 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; background: #BF7878; border-bottom: 1px solid black; color: black&amp;quot;|&#039;&#039;&#039;Red (East)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #BF7878; border-bottom: 1px solid black; border-right: 1px solid grey; color: black&amp;quot;|Grants {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a gorilla.&lt;br /&gt;
&lt;br /&gt;
* Gives the [[File:BrowbeatAbility.png|24x24px]] &#039;&#039;&#039;Browbeat&#039;&#039;&#039; ability, which will knockback &#039;&#039;&#039;Smartbombs&#039;&#039;&#039; away from you.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;background: #BF7878; border-bottom: 1px solid black; color: black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; background: #B699CF; border-bottom: 1px solid black; color: black&amp;quot;|&#039;&#039;&#039;Purple (West)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #B699CF; border-bottom: 1px solid black; border-right: 1px solid grey; color: black&amp;quot;|Grants {{status effect|buff|File:SwiftkicksGoblixerBuff.png}} &#039;&#039;&#039;Swiftkicks Goblixer&#039;&#039;&#039; for 25 seconds, turning the player into a bird.&lt;br /&gt;
&lt;br /&gt;
* Players become immune to the damage of Ratfinx&#039;s &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
* Gives the [[File:WingCutterAbility.png|24x24px]] &#039;&#039;&#039;Wing Cutter&#039;&#039;&#039; ability, dealing 250 damage in a 6y arc.&lt;br /&gt;
* Can use [[File:ApothecaryAbility.png|24x24px]] &#039;&#039;&#039;Apothecary&#039;&#039;&#039; to end the transformation early.&lt;br /&gt;
|style=&amp;quot;background: #B699CF; border-bottom: 1px solid black; color: black&amp;quot;|Grants stacks of &#039;&#039;&#039;{{Status effect|buff|haste}} [[Haste (status effect)|Haste]]&#039;&#039;&#039; for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; background: #789EBF; color: black&amp;quot;|&#039;&#039;&#039;Blue (South)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #789EBF; border-right: 1px solid grey; color: black&amp;quot;|Grants {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039;, turning the player invisible for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* Removes the tether from &#039;&#039;&#039;Gobbledygropers&#039;&#039;&#039;.&lt;br /&gt;
|style=&amp;quot;background: #789EBF; color: black&amp;quot;|The enemy becomes &#039;&#039;&#039;Invisible&#039;&#039;&#039; and untargetable for 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
Taking a syringe buff will grant the player one stack of {{status effect|debuff|File:GoblixerOvergulpDebuff.png}} &#039;&#039;&#039;Goblixer Overgulp&#039;&#039;&#039;. This debuff lasts 180 seconds at one stack, but every additional stack reduces the timer by 20 seconds, to a minimum of 90 seconds.&lt;br /&gt;
&lt;br /&gt;
If this debuff expires or reaches 12 stacks, the player will be afflicted with {{status effect|debuff|File:GoblixerGrumblygutDebuff.png}} &#039;&#039;&#039;Goblixer Grumblygut&#039;&#039;&#039;, reducing movement speed and taking ~2800 damage every 3 seconds for 20 seconds. Any goblixer buffs are instantly cancelled.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 60% or after 3 minutes. ===&lt;br /&gt;
Ratfinx has two phases which can be progressed through faster via damage, but will automatically progress over time.&lt;br /&gt;
&lt;br /&gt;
There are two different groups of attack Ratfinx will use: One series of attacks specific to giant form, and a different series of attacks only used when normal-size.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Attacks&lt;br /&gt;
!Size&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx grows &#039;&#039;&#039;giant&#039;&#039;&#039;, increasing damage dealt, reducing damage taken, and enabling the use of new attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a red arrow. Six seconds later, Ratfinx will throw a potion at them, creating a giant puddle at their location. This puddle inflicts {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; to those inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx drops two &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; in the center of the arena, which will explode in a near-arena-size AoE. A player with {{status effect|buff|File:BigBulgeGoblixerBuff.png}} &#039;&#039;&#039;BigBulge Goblixer&#039;&#039;&#039; must knock these away to an opposite corner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; can only be knocked away once. After one hit, they will be stuck in-place.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&lt;br /&gt;
|Spiky untargetable bombs dropped throughout the fight. Will explode in a + shape— avoid the blast by standing diagonal to them. Inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |A snake enemy. Will give itself &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; with its &#039;&#039;&#039;&#039;&#039;Steel Scales&#039;&#039;&#039;&#039;&#039; cast and will add stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; to random players in an AoE. Can be {{status effect|debuff|stun}} &#039;&#039;&#039;[[Stun|Stunned]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; instantly kills players at 8 stacks.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Giant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gobjab&#039;&#039;&#039;&lt;br /&gt;
|Adds a stack of {{status effect|debuff|File:HeadacheDebuff.png}} &#039;&#039;&#039;Headache&#039;&#039;&#039; to the main enmity target. At four stacks, the target gains {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, stunning them for 10 seconds and making further damage lethal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx winds up a giant punch at the main enmity target, dealing high damage and knockback in a straight line in front of him.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|A stack marker. Will split damage across all those in range. If less than 4 people are in the stack, it will instantly kill them instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039;. After 6 seconds, Ratfinx will dash at the player, dealing damage to the target and everyone inbetween based on their distance to Ratfinx.&lt;br /&gt;
&lt;br /&gt;
* If players take any damage from this attack, they will be afflicted with {{status effect|debuff|File:EnervationDebuff.png}} &#039;&#039;&#039;Enervation&#039;&#039;&#039; for 30 seconds, decreasing damage dealt and increasing damage taken. Shields from a [[Scholar|SCH]]/[[Sage|SGE]] are necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|Follows a &#039;&#039;&#039;Gobdash&#039;&#039;&#039;. Ratfinx will aim at a random player and deal lethal damage in a 180-degree frontal cone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|Ratfinx slams the ground four times, dealing massive damage and knockback to all &amp;lt;u&amp;gt;players on the ground&amp;lt;/u&amp;gt; while inflicting {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those hit.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will end this rotation early if brought to 60% health, however they will not end a &#039;&#039;&#039;Guzzle&#039;&#039;&#039; attack rotation early. Depending on preference, this can be favorable in order to reduce the health Ratfinx has going into the next phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|Face Ratfinx towards the north wall. Ratfinx takes 50% less damage while giant, and be prepared to take heavy damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|The attack chosen here is random. If &#039;&#039;&#039;Gobstraight&#039;&#039;&#039;, face Ratfinx 90 degrees away from the stunned tank. If &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, bring the stackmarker to the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash&#039;&#039;&#039;&lt;br /&gt;
|Skipped if below 90% health. The &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; should run at least half the arena away from Ratfinx, and all other party members should move to not be between Ratfinx and his &#039;&#039;&#039;Prey&#039;&#039;&#039;. &amp;lt;u&amp;gt;Remember to shield the Prey&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop x2&#039;&#039;&#039;&lt;br /&gt;
|Marked players should ideally drop these puddles on the west side. Avoid dropping these AoEs in the center, on the green (north) syringe.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #83BF78; color: black&amp;quot;|&#039;&#039;&#039;Glassy-eyed Cobra x2&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #83BF78; color: black&amp;quot;|The off-tank should grab these immediately while DPS these adds ASAP. Stuns will help minimize their effect on the party. Any players inflicted with {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; should run into the green syringe puddle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #BF7878; color: black&amp;quot;|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #BF7878; color: black&amp;quot;|One designated player should turn into a gorilla with the red puddle and knock the &#039;&#039;&#039;&#039;&#039;Smartbombs&#039;&#039;&#039;&#039;&#039; into the &amp;lt;u&amp;gt;same corner the spiky &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; drops&amp;lt;/u&amp;gt;. All players should stack in the corner opposite to the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|Once this is cast, the rest of the rotation &amp;lt;u&amp;gt;can&#039;t be skipped&amp;lt;/u&amp;gt; regardless of health values.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #B699CF; color: black&amp;quot;|&#039;&#039;&#039;Boost&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #B699CF; color: black&amp;quot;|All players should run into the purple syringe and become birds to dodge &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|Four &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop one-after-another and explode in that same order. The first will always drop on a corner. Wait diagonal to that first bomb for it to explode, then fly into that corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobdash + Gobhook&#039;&#039;&#039;&lt;br /&gt;
|Shield the Prey and have them run away, avoiding being between them and Ratfinx. Once Ratfinx charges, all players should run towards him and stand behind him to dodge &#039;&#039;&#039;Gobhook&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|Once the main tank suffers {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion&#039;&#039;&#039;, a tank swap should occur.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut&#039;&#039;&#039;&lt;br /&gt;
|Stack with the party away from the stunned tank.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Phase 2 Start&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: 60% - 0% ===&lt;br /&gt;
Ratfinx doesn&#039;t add any new abilities, but rather a series of additional enemies that will be summoned throughout the phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Phase 2 Enemies&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|A winged goblin chimera that tethers to one player, ignoring enmity. Frequently casts &#039;&#039;&#039;&#039;&#039;Lion&#039;s Breath&#039;&#039;&#039;&#039;&#039;, a high damage frontal cone attach that will kill most non-tanks.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|buff|File:BlankfaceGoblixer.png}} &#039;&#039;&#039;Blankface Goblixer&#039;&#039;&#039; from the Blue (south) syringe will remove the tether, making this enemy attack its highest enmity target as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobbledygawker&#039;&#039;&#039;&lt;br /&gt;
|A one-eyed goblin that casts the gaze attack &#039;&#039;&#039;Oogle&#039;&#039;&#039;. Failure to look away will inflict the player with &#039;&#039;&#039;{{status effect|debuff|petrification}}&#039;&#039;&#039; &#039;&#039;&#039;[[Petrification|Stone Curse]]&#039;&#039;&#039;, causing instant death to the next &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If left alive too long, will cast &#039;&#039;&#039;Bomb Toss&#039;&#039;&#039; at random party members, reducing everyone&#039;s max health with stacks of {{status effect|debuff|File:SupperationDebuff.png}} &#039;&#039;&#039;Supperation&#039;&#039;&#039; and likely causing a wipe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Yorn Pig&#039;&#039;&#039;&lt;br /&gt;
|Small rats that spawn in large groups. Must be kept away from the &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|A giant minotaur with an extremely large amount of health. Will eat nearby &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; and &#039;&#039;&#039;Glassy-Eyed Cobras&#039;&#039;&#039;, gaining a &#039;&#039;&#039;{{Status effect|buff|damage up 2}} [[Damage Up]]&#039;&#039;&#039; each time.&lt;br /&gt;
&lt;br /&gt;
* Will occasionally attack with &#039;&#039;&#039;&#039;&#039;10-tonze Slash&#039;&#039;&#039;&#039;&#039;, a dodgeable frontal cleave with no AoE marker.&lt;br /&gt;
&lt;br /&gt;
* Whenever the Minotaur eats, it will cast &#039;&#039;&#039;&#039;&#039;Disorienting Groan&#039;&#039;&#039;&#039;&#039;, which deals increased damage based on proximity to the Minotaur.&lt;br /&gt;
* If the Minotaur eats a &#039;&#039;&#039;Glassy-Eyed Cobra&#039;&#039;&#039;, it will start accumulating stacks of {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039;, killing it after a short amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|Is buffed with [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;, guaranteeing every attack is a critical hit. All it&#039;s attacks are frontal cleaves that must be faced away from the party.&lt;br /&gt;
|}&lt;br /&gt;
Ratfinx will mix up prior mechanics with fakeouts and confusing bomb patterns to try to trip up the party. On top of this, additional enemies will spawn that must be handled with care as their abilities are lethal if they run amok.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #789EBF; color: black&amp;quot;|&#039;&#039;&#039;Gobbledygroper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #789EBF; color: black&amp;quot;|The tethered player should move to the blue puddle while the off-tank starts building enmity. Once the tether is broken, the off-tank should turn the enemy away from the group while DPS kill it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|Aim it away from important areas.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #BF7878; color: black&amp;quot;|&#039;&#039;&#039;Bombs Away&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #BF7878; color: black&amp;quot;|The boss will attempt to fake-out the group by dropping a &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; on the &amp;lt;u&amp;gt;safe corner&amp;lt;/u&amp;gt; first, then one on the opposite. The party should move &amp;lt;u&amp;gt;towards&amp;lt;/u&amp;gt; the first &#039;&#039;&#039;&#039;&#039;Tetrabomb&#039;&#039;&#039;&#039;&#039; and knock the bombs to the opposite corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|Keep the party healed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle&#039;&#039;&#039;&lt;br /&gt;
|Start running towards the purple puddle in preparation for &#039;&#039;&#039;Boost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #B699CF; color: black&amp;quot;|&#039;&#039;&#039;Boost + Tetrabombs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #B699CF; color: black&amp;quot;|Three &#039;&#039;&#039;&#039;&#039;Tetrabombs&#039;&#039;&#039;&#039;&#039; will drop in random spots of the arena, leaving one area safe. Find the safe zone before the bombs explode.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobcut + Gobdash x2&#039;&#039;&#039;&lt;br /&gt;
|Two players will be marked with &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; one after another, all while a third player has a stack marker. The first player marked must run away from the stack while the party stacks in a corner out of the way.&lt;br /&gt;
The second marked player should stack for &#039;&#039;&#039;Gobcut&#039;&#039;&#039;, then move away from the stack— but not towards the first &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]].&#039;&#039;&#039; Remember to shield the &#039;&#039;&#039;Prey&#039;&#039;&#039; targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobhook&#039;&#039;&#039;&lt;br /&gt;
|Run behind Ratfinx to dodge. It is a good idea to have the second &#039;&#039;&#039;{{status effect|debuff|prey}} [[Prey]]&#039;&#039;&#039; target not run too far from the group to give more time for everyone to dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobjab x4&#039;&#039;&#039;&lt;br /&gt;
|Tank-swap after the {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|As before, stack or point the boss away depending on which attack is used.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Gobbledygawkers x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x6&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039;&lt;br /&gt;
|The &#039;&#039;&#039;Glassy-eyed Minotaur&#039;&#039;&#039; will spawn either in the North-west or South-east corner and must be immediately grabbed by the off-tank while the rest of the party moves away. &amp;lt;u&amp;gt;DPS should ignore the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;&amp;lt;/u&amp;gt; completely.&lt;br /&gt;
The main-tank must grab the aggro on the &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; to prevent them from running to the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;. DPS should focus on killing the &#039;&#039;&#039;Gobbledygawkers&#039;&#039;&#039; ASAP or else they may wipe the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glupgloop&#039;&#039;&#039;&lt;br /&gt;
|Keep this away from the group. Putting this in the center is fine during this phase.&lt;br /&gt;
The off-tank holding enmity on the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; should move the other side of the arena now. If Northwest, they should move Northeast. If Southeast, they should move Southwest.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Yorn Pig x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039;&lt;br /&gt;
|Three &#039;&#039;&#039;Yorn Pigs&#039;&#039;&#039; will spawn on the same initial spawning location as the &#039;&#039;&#039;Minotaur&#039;&#039;&#039;, hence why it must be moved prior. Across from it, a &#039;&#039;&#039;Glassy-eyed Cobra&#039;&#039;&#039; will spawn.&lt;br /&gt;
The &#039;&#039;&#039;Minotaur&#039;&#039;&#039; must be brought to the &#039;&#039;&#039;Cobra&#039;&#039;&#039; to feast. This will cause the &#039;&#039;&#039;Minotaur&#039;&#039;&#039; to start accumulating {{status effect|debuff|File:Anti-coagulant Debuff.png}} &#039;&#039;&#039;Anti-coagulant&#039;&#039;&#039; and die after a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Therapy x5&#039;&#039;&#039;&lt;br /&gt;
|Keep the party alive. If DPS is nominal, the boss should die around here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guzzle + Glassy-eyed Shabti&#039;&#039;&#039;&lt;br /&gt;
|The off-tank must grab the &#039;&#039;&#039;Shabti&#039;&#039;&#039; and use large mitigations to survive its [[File:Critical strikes icon.png|21x21px]] &#039;&#039;&#039;Critical Strikes&#039;&#039;&#039;. All DPS must kill the &#039;&#039;&#039;Shabti&#039;&#039;&#039; as soon as possible before the main-tank gets {{status effect|debuff|File:ConcussionDebuff.png}} &#039;&#039;&#039;Concussion.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gobstraight / Gobcut&#039;&#039;&#039;&lt;br /&gt;
|Handle as normal.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Midan Manifesto - Page 1}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Midan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Midan Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|Midan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|Midan Ring of Fending}}&lt;br /&gt;
{{Drops table row|Midan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Midan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Midan Ring of Casting}}&lt;br /&gt;
{{Drops table row|Midan Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Sins of the Father, Sins of the Son}}&lt;br /&gt;
{{music table row|Boss|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Cuff_of_the_Father_(Savage)&amp;diff=1271071</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=1271071"/>
		<updated>2026-03-28T20:12:31Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Fixed table for dark mode&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;
{{evt|service=youtube|id=XSstMu3f9d4|dimensions=400|align=right|description=A2S Guide}}&lt;br /&gt;
This fight has three &#039;&#039;&#039;Magitek Gobwalker G-VII&#039;&#039;&#039; tanks in the corner that can be piloted by players throughout the fight. Each starts with an energy bar of 10,000 that acts similar to mana, but does not refill automatically.&lt;br /&gt;
&lt;br /&gt;
One or two DPS players should be assigned to piloting a Gobwalker, with the third remaining Gobwalker left to be used as an energy refill if needed.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Magitek Gobwalker G-VII Abilities&lt;br /&gt;
!Icon&lt;br /&gt;
!Range&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HeavydoomActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|25y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Heavydoom&#039;&#039;&#039;&lt;br /&gt;
|Inflicts {{Status effect|debuff|File:ResinPurpleHeavyDebuff.png}} &#039;&#039;&#039;[[Heavy|Heavy Feet]]&#039;&#039;&#039; for 30 seconds, reducing the targets movement speed by 90%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CracklyplumeActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|15y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Cracklyplume&#039;&#039;&#039;&lt;br /&gt;
|Shoots a frontal cone of electricity, stunning all enemies inside with {{Status effect|debuff|File:TemporaryInsanityDebuff.png}} &#039;&#039;&#039;[[Stun|Temporary Insanity]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Only works on Soldiers, Snipers, Hardhelms, and Hardminds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MeltySpumeActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|10y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Meltyspume&#039;&#039;&#039;&lt;br /&gt;
|Adds a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on the target for 20 seconds. Can stack up to five times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:StickyloomActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|15y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Stickyloom&#039;&#039;&#039;&lt;br /&gt;
|Pulls the target towards you into melee range. Primarily used to reposition &#039;&#039;&#039;&amp;lt;u&amp;gt;Bombs&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RechargeActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|3y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Recharge&#039;&#039;&#039;&lt;br /&gt;
|Restores 2000 energy. Can only be used on &#039;&#039;&#039;Boomtype Magitek Gobwalker G-VII&#039;&#039;&#039; enemies once they are afflicted by {{Status effect|debuff|File:SevereDamageDebuff.png}} &#039;&#039;&#039;&#039;&#039;Severe Damage&#039;&#039;&#039;&#039;&#039; (below 15% health).&lt;br /&gt;
&lt;br /&gt;
* This can be used multiple times on a single Gobwalker if the party stops attacking it after 15% HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Self-detonateActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|20y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Self-detonate&#039;&#039;&#039;&lt;br /&gt;
|Exits the vehicle. After 10 seconds— the Gobwalker explodes, inflicting a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all enemies in blast range.&lt;br /&gt;
|}&lt;br /&gt;
There are seven types of enemies that appear throughout the fight of various levels of strength and danger.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with Wave 4 there will be bombs dropped on top of random players. These bombs can not be killed and explode after 15 seconds. These are to be handled by players in &#039;&#039;&#039;Magitek Gobwalkers&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Enemies&lt;br /&gt;
!Name&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Abilities&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Goblin Rush&#039;&#039;&#039;&lt;br /&gt;
|Deals twice as much damage as their auto-attacks. Can hurt if attacking a non-tank player.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;|{{Status effect|debuff|File:ChargeDebuff.png}} &#039;&#039;&#039;Charge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Given to Gordian Soldiers that are nearby Gobwidow G-IXs. Causes soldiers to explode on death for ~7000[[File:Unique Damage.png|16x16px]].&lt;br /&gt;
&lt;br /&gt;
* Can be removed with the allied Gobwalker&#039;s [[File:CracklyplumeActionIcon.png|26x26px]] &#039;&#039;&#039;Cracklyplume&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 1px solid grey|&#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The sniper&#039;s standard attack— deals ~1000[[File:Physical Damage.png|16x16px]] damage. Has a long 40y range. Tanks will have to run to the snipers to grab enmity.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|&#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&lt;br /&gt;
|Buffs itself with {{Status effect|buff|File:TemperedWillBuff.png}} &#039;&#039;&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&#039;&#039; permanently, becoming immune to knock-back and draw-in effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Brainhurt Breakblock&#039;&#039;&#039;&lt;br /&gt;
|All enemies within 15y of the Hardmind gain {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039;, reducing magic damage taken by 80% for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Brainshaker&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Debuffs the highest enmity player with {{Status effect|debuff|File:Healing potency down icon1.png}} &#039;&#039;&#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039;,&#039;&#039; reducing the strength of healing spells cast by that player by 33% for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&lt;br /&gt;
|Buffs itself with {{Status effect|buff|File:TemperedWillBuff.png}} &#039;&#039;&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&#039;&#039; permanently, becoming immune to knock-back and draw-in effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Bodyhurt Breakblock&#039;&#039;&#039;&lt;br /&gt;
|All enemies within 15y of the Hardhelm gain {{Status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039;, reducing physical damage taken by 80% for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Brainshaker&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Debuffs the highest enmity player with {{Status effect|debuff|File:Healing potency down icon1.png}} &#039;&#039;&#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039;,&#039;&#039; reducing the strength of healing spells cast by that player by 33% for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|&#039;&#039;&#039;Boomtype Magitek&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gobwalker G-VII&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Heavydoom&#039;&#039;&#039;&lt;br /&gt;
|Inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; on the target, reducing movement speed for 20 seconds. Only cast if the target is out of normal attack range.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Meltyspume&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on the target for 20 seconds. Cast frequently. Maximum of five stacks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;{{Status effect|debuff|File:SevereDamageDebuff.png}} Severe Damage&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A debuff inflicted on itself once below 15% health. Stuns itself and is dealt 3% of its health every 3 seconds.&lt;br /&gt;
&lt;br /&gt;
* Enables the use of the Magitek Gobwalker&#039;s &#039;&#039;&#039;[[File:RechargeActionIcon.png|24x24px]] Recharge&#039;&#039;&#039; ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Magitek Gobwidow G-IX&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Bangyzoom&#039;&#039;&#039;&lt;br /&gt;
|Deals moderate physical damage to everyone around the Gobwidow. Any &#039;&#039;&#039;Gordian Soldiers&#039;&#039;&#039; in range of this attack will gain [[File:ChargeDebuff.png|19x19px]] &#039;&#039;&#039;Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Boomcannon&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Inflicts the main enmity target with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]].&#039;&#039;&#039; After 10 seconds, it deals the targets current missing health as damage.&lt;br /&gt;
(Tanks at 70% HP will be brought to 40%. Tanks below 50% will die). The closer to 100% HP the target is, the less damage Boomcannon does.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Jagd Doll&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave for moderate physical damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Blitzstrahl&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A dodgeable AoE circle placed under players. Deals extremely high physical damage if not dodged.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #d9d9d9; color: black&amp;quot;|&#039;&#039;&#039;Bomb&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center; background: #d9d9d9; color: black&amp;quot;|&#039;&#039;&#039;Explosion&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #d9d9d9; color: black&amp;quot;|The bomb explodes in a 25y radius. Deals moderate magic damage and inflicts a stack of {{Status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]].&#039;&#039;&#039;&lt;br /&gt;
* Each stack increases the damage of bomb explosions by 25%.&lt;br /&gt;
|}&lt;br /&gt;
This fight consists of nine waves of enemies and has a hard enrage timer of 10mins 30sec. Each wave spawns with a unique set of enemies that should be killed in certain orders or responded to with certain strategies.&lt;br /&gt;
&lt;br /&gt;
When all enemies are killed, the next wave will start instantly. However, certain waves will progress if enough time has passed regardless of how many enemies are alive.&lt;br /&gt;
&lt;br /&gt;
Wave 4 and Wave 9 specifically will not start until all prior enemies are killed.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Waves&lt;br /&gt;
!Wave&lt;br /&gt;
!Enemies&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Simply stack and kill the soldiers. Players assigned to Magitek Gobwalkers may enter their tanks if they choose to.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The soldiers and snipers spawn on the north while the &#039;&#039;&#039;Hardmind&#039;&#039;&#039; spawns on the southwest corner. One tank should grab the north group while the other grabs the Hardmind.&lt;br /&gt;
The &#039;&#039;&#039;Hardmind&#039;&#039;&#039; must be killed first as it buffs itself and nearby enemies with {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]].&#039;&#039;&#039; Keeping the Hardmind split from the group may be wise in case DPS can&#039;t kill it in time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 3&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Enemies spawn in the same two locations as the prior wave. The two tanks should bring all enemies together so that the player in the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; can cast &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; on them all.&lt;br /&gt;
Once all enemies are stunned with {{Status effect|debuff|File:TemporaryInsanityDebuff.png}} &#039;&#039;&#039;[[Stun|Temporary Insanity]],&#039;&#039;&#039; they can be safely burned down with AoE.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 4&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Starting with this wave, &#039;&#039;&#039;Bombs&#039;&#039;&#039; will be dropped periodically on a random player. The player in the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; will want to use [[File:StickyloomActionIcon.png|24x24px]] &#039;&#039;&#039;Stickyloom&#039;&#039;&#039; to pull bombs away from the rest of the party.&lt;br /&gt;
One tank should grab the &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; while the other grabs the soldiers and snipers. DPS should burn the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; as fast as possible, but stop at 15% to allow the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; to use [[File:RechargeActionIcon.png|24x24px]] &#039;&#039;&#039;Recharge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 5&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gobwidow G-IX&#039;&#039;&#039; x2&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Each tank should grab one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; each. The tank without &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; should grab the Soldiers as well.&lt;br /&gt;
&lt;br /&gt;
# DPS should focus on killing one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; as fast as possible to free up a tank in case Wave 6 spawns before all enemies are dead.&lt;br /&gt;
# The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should be using [[File:MeltySpumeActionIcon.png|26x26px]] &#039;&#039;&#039;Meltyspume&#039;&#039;&#039; on whichever &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; the DPS are attacking to help kill it faster. Still be on the lookout for bombs.&lt;br /&gt;
# Healers must heal both tanks 100% HP once {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; is cast on the tanks, as the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s attack &#039;&#039;&#039;Boomcannon&#039;&#039;&#039; does more damage the lower the tank&#039;s health is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 6&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; the &#039;&#039;&#039;Hardhelm&#039;&#039;&#039; to avoid it buffing the enemies with {{Status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039; and DPS should kill this ASAP.&lt;br /&gt;
One tank will grab the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; and kill it with the DPS after the Hardhelm is dead. The other tank will take the &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; and face it away from the rest of the party.&lt;br /&gt;
&lt;br /&gt;
* If there is one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; still alive from the previous phase, the occupied tank will take the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; while the free tank takes the Jagd Doll. Kill order is Hardhelm → Boomtype → Jagd → Gobwidow.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 7&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x4&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Each tank takes two &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; and faces them away from the party. DPS should kill two Jagd Dolls from one tank&#039;s side first to ensure one tank is free if Wave 8 starts early.&lt;br /&gt;
Drag the Jagd Dolls to the south-west corner in preparation for Wave 8.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 8&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The free tank should drag the &#039;&#039;&#039;Hardmind&#039;&#039;&#039; and &#039;&#039;&#039;Hardhelm&#039;&#039;&#039; to the snipers and soldiers to allow the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; to stun them all with &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Burn them all down ASAP before dealing with any remaining &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; from the previous phase.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 9&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gobwidow G-IX&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The goblins throw everything at you (except bombs, which they ran out of) in one last ditch effort.&lt;br /&gt;
&lt;br /&gt;
# One tank should grab the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; and &#039;&#039;&#039;Boomtype&#039;&#039;&#039; in the north, while the other tank grabs the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; and &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; in the south.&lt;br /&gt;
# The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; the goblins in the south-east while both tanks drag their enemies to that area.&lt;br /&gt;
# Tanks should use mitigations, AoE limit breaks should be used, massive healing given, and the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; should be focused down fast.&lt;br /&gt;
# Once the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; and small goblins are killed, finish off the &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; before finally killing the two &#039;&#039;&#039;Gobwidows&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magitek Gobwalkers&#039;&#039;&#039; can use [[File:Self-detonateActionIcon.png|24x24px]] &#039;&#039;&#039;Self-detonate&#039;&#039;&#039; here as there are no more bombs to pull. Ideally, this should be done after having stunned the enemies and given &#039;&#039;&#039;Gobwidows&#039;&#039;&#039; 5 stacks of &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&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|32px|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|32px|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;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9_(Extreme)&amp;diff=1271053</id>
		<title>Containment Bay Z1T9 (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_Z1T9_(Extreme)&amp;diff=1271053"/>
		<updated>2026-03-28T20:04:39Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Fixed tables for dark mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 60 challenge-mode [[trial]]|the optional story-mode level 60 [[trial]]|Containment Bay Z1T9}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay Z1T9 (Extreme)&lt;br /&gt;
| description = You hold a tomestone recovered from the research facility of [[Azys Lla]]. According to [[Unukalhai]], this recording device contains the data required to generate a simulacrum of [[Zurvan]] at the peak of his original, unmitigated power─the final trial of a program designed to test the mightiest of [[Allag]]&#039;s elite champions. If you would subject yourself to the dangers of this ancient challenge, you need only approach the verification node and stretch forth your hand...&lt;br /&gt;
| image = Containment_Bay_Z1T9_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 250&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = mentor&lt;br /&gt;
| location = Containment Bay Z1T9&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| entrance = Azys Lla&lt;br /&gt;
| entrance-coordinates = 25.4, 22.5, 8.4&lt;br /&gt;
| req-quest = A Demonic Duplicate&lt;br /&gt;
| patch = 3.5&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Containment Bay Z1T9 (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{evt|service=youtube|id=WdtOPon2eQk|dimensions=350|align=right|description=Containment Bay Z1T9 (Zurvan) Extreme Video Guide}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] The Demon: [[Zurvan]]===&lt;br /&gt;
====Caged Phase:====&lt;br /&gt;
Zurvan starts the fight chained to the center of a circular platform, unable to move.&lt;br /&gt;
&lt;br /&gt;
15 seconds into the fight, Zurvan will destroy the &amp;lt;u&amp;gt;eastern&amp;lt;/u&amp;gt; quadrant of the arena. 10 seconds later he will destroy the &amp;lt;u&amp;gt;northern&amp;lt;/u&amp;gt; quadrant, and then finally the &amp;lt;u&amp;gt;western&amp;lt;/u&amp;gt; quadrant.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Caged Phase Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|Frontal cleaves towards the main enmity target. The main tank should stand on the north side of the arena to start.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare Star&#039;&#039;&#039;&lt;br /&gt;
|AoEs are placed under random players, which explode a few seconds after. The group should stack to the far edge of the quadrant as to allow melee to dodge while remaining in attack range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|By now most platforms are gone, but avoid joining the group at the south quadrant until the west quadrant begins to glow.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flare Star&#039;&#039;&#039;&lt;br /&gt;
|Same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Purge&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party. Transition to phase 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - 100% - 75% ===&lt;br /&gt;
Zurvan descends, unbound from his chains.&lt;br /&gt;
&lt;br /&gt;
The arena transforms, now having a deadly ring of fire that deals [[File:Unique Damage.png|16x16px]]9999 damage to those who step outside.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Normal Variant)&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a blue circle. After a few seconds, Zurvan will fire a large line AoE towards the target, inflicting damage and a 20 second incurable {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding|Bleed]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Soar&#039;&#039;&#039;&lt;br /&gt;
|Three line AoEs will appear across the arena. Those hit will take moderate damage and a {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Always sets up &#039;&#039;&#039;Twin Spirit&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top: 1px solid grey&amp;quot;|&#039;&#039;&#039;Twin Spirit&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-top: 1px solid grey&amp;quot;|Three &#039;&#039;&#039;Twin Spirits&#039;&#039;&#039; appear on the edge of the arena preparing to charge straight across the center. Deals moderate damage and inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* This attack is always paired with &#039;&#039;&#039;Flame Halberd&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Flame Halberd&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The six non-healers are marked with &#039;&#039;&#039;Flame Halberd&#039;&#039;&#039;, large AoE fireballs that must be separated around the edges of the room. Deals moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* There is &amp;lt;u&amp;gt;not enough space&amp;lt;/u&amp;gt; in the arena for the two unmarked healers to avoid damage. Healers will &amp;lt;u&amp;gt;need&amp;lt;/u&amp;gt; to stand in one player&#039;s fireball.&lt;br /&gt;
* Fireballs leave lava patches on the ground afterwards that give {{status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]]&#039;&#039;&#039; while inside. Move out of them quickly.&lt;br /&gt;
* Always paired with &#039;&#039;&#039;Twin Spirit&#039;&#039;&#039;. Spread around the room&#039;s edges but avoid standing in the Twin Spirit&#039;s path.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demonic Dive&#039;&#039;&#039;&lt;br /&gt;
|One of the two healers is marked with a stack marker. Avoid any lava patches and move towards the center to group up.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Cool Flame&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The other healer is marked with an orange arrow and should &amp;lt;u&amp;gt;avoid&amp;lt;/u&amp;gt; stacking for Demonic Dive, as this attack deals AoE damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demon&#039;s Claw&#039;&#039;&#039;&lt;br /&gt;
|The main tank is dealt a heavy half-arena knockback (can&#039;t be resisted) and inflicted with {{status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Claw Variant)&#039;&#039;&#039;&lt;br /&gt;
|The stunned main tank is targeted by a line stack AoE. The rest of the party must stand in the AoE to divide damage and save the tank&#039;s life.&lt;br /&gt;
&lt;br /&gt;
* Deals increased damage to the player closest to Zurvan. Ensure the second tank is up front.&lt;br /&gt;
|}&#039;&#039;&#039;Soar, Twin Spirit, and Flame Halberd positioning:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;Soar has two potential attack patterns. Zurvan sends three copies of himself from the center towards the edge of the room; the locations these copies are sent are where the three &#039;&#039;&#039;Twin Spirits&#039;&#039;&#039; will charge from.[[File:Containment bay z1t9 (extreme) img2.png|357x357px|right]]&lt;br /&gt;
* If Soar was in a equal three-pronged pattern, the following Twin Spirit will cut the arena &amp;lt;u&amp;gt;equally into sixths&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Each player marked with Flame Halberd should take a different safe spot. The healers can choose any.&lt;br /&gt;
* If Soar was in an asymmetrical pattern across the center, the following Twin Spirit will split the arena in &amp;lt;u&amp;gt;two halves&amp;lt;/u&amp;gt;.&lt;br /&gt;
** Three DPS/tanks should move to one half of the arena and the other three to the other half, distancing themselves equally along the edge.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;Damage from the cage phase carries over to this phase. As a result, groups will almost always skip the first rotation of attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 1 Rotation&lt;br /&gt;
! style=&amp;quot;border: 1px solid grey&amp;quot; |Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |100% - 90%&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|Face Zurvan away from the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Normal)&#039;&#039;&#039;&lt;br /&gt;
|The marked player should move to Zurvan&#039;s side. The rest of the party should avoid standing near the marked player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Rotation loop point until brought below 90% health.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align: center&amp;quot; |90% - 75%&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|Face Zurvan away from the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Soar&#039;&#039;&#039;&lt;br /&gt;
|Avoid the line AoEs. [[:File:Containment bay z1t9 (extreme) img2.png|Pre-position in preparation]] for the follow up Flame Halberd AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Spirit + Flame Halberd&#039;&#039;&#039;&lt;br /&gt;
|Spread any Flame Halberd AoEs across the safe zones. Healers will have to choose one AoE to stand inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demonic Dive + Cool Flame&#039;&#039;&#039;&lt;br /&gt;
|The healer marked with the stack marker should run towards the center along with the group.&lt;br /&gt;
The healer marked with the orange arrow should find a spot away from the group but still avoid lava patches.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|Face Zurvan away from the rest of the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Demons Claw&#039;&#039;&#039;&lt;br /&gt;
|The tank should stand in a spot that prevents them from getting knocked back into the wall and killed.&lt;br /&gt;
&lt;br /&gt;
* If Zurvan is in the very center of the room, the tank may have to stand dead center on top of Zurvan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Claw)&#039;&#039;&#039;&lt;br /&gt;
|The second tank should stand closest to Zurvan in the line AoE; the rest of the party should be in the middle of the AoE.&lt;br /&gt;
Rotation loop point until brought below 75% health.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - 75% - 60% ===&lt;br /&gt;
Zurvan will move to the center of the arena and cast &#039;&#039;&#039;&#039;&#039;Ice and Fire&#039;&#039;&#039;&#039;&#039;, putting a patch of ice directly below himself, preventing players from moving through him. This ice patch inflicts &#039;&#039;&#039;{{status effect|debuff|heavy}} [[Heavy|Leaden]]&#039;&#039;&#039; and &#039;&#039;&#039;{{status effect|debuff|frostbite}} [[Frostbite (status effect)|Frostbite]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Zurvan will not move out of the center of the arena at all during this phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Attacks&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Four seconds after this cast ends, AoE ice patches will explode where players were standing at the time the cast ended. Deals high magic damage and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
The ice patches remain for six seconds and inflict {{status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy|Leaden]]&#039;&#039;&#039; and {{status effect|debuff|frostbite}} &#039;&#039;&#039;[[Frostbite (status effect)|Frostbite]]&#039;&#039;&#039; to those that step inside.&lt;br /&gt;
&lt;br /&gt;
* DPS and healers should stack behind the boss for the cast, then, when the cast finishes, the entire group rotates 90 degrees clockwise around Zurvan.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #67C6D6; color: black&amp;quot; |&#039;&#039;&#039;Biting Halberd&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: #67C6D6; color: black&amp;quot; |Zurvan faces a random player and casts a 270 degree frontal cone attack. Deals high magic damage and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Has a 5 second cast time.&lt;br /&gt;
All players must run behind Zurvan before the cast finishes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #84E0F0; color: black&amp;quot;|&#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: #84E0F0; color: black&amp;quot;|A large AoE centered around Zurvan. Deals high magic damage and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
All players must run to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #67C6D6; color: black&amp;quot;|&#039;&#039;&#039;Ciclicle&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: #67C6D6; color: black&amp;quot;|A donut AoE centered on Zurvan. Deals high magic damage and {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
All players must run towards Zurvan.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Note&#039;&#039;&#039;: Certain points in Zurvan&#039;s rotation will randomly choose between the above three attacks.&lt;br /&gt;
These will be denoted as &amp;lt;u&amp;gt;Ice Attacks&amp;lt;/u&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 2 Rotation&lt;br /&gt;
! style=&amp;quot;border: 1px solid grey&amp;quot; |Phase&lt;br /&gt;
! style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Attack&lt;br /&gt;
! style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Strategy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid grey; text-align: center&amp;quot; |Opener&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Metal Cutter x3&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The main tank should remain split from the party.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align: center&amp;quot;|75% - 60% Loop&lt;br /&gt;
|&#039;&#039;&#039;Biting Halberd&#039;&#039;&#039;&lt;br /&gt;
|Will likely target one of the DPS/Healers. Be prepared to run completely around to the back side of Zurvan. Avoid the center.&lt;br /&gt;
Once the cast finishes, the main tank should move to the opposite side to prevent Zurvan from turning.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
|DPS and Healers should stack directly behind Zurvan until this cast finishes, afterwards everyone should rotate around Zurvan 90 degrees clockwise to dodge the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter&#039;&#039;&#039;&lt;br /&gt;
|Prevents the main tank from stacking on the group for Southern Cross.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #84E0F0; color: black&amp;quot;|&#039;&#039;&#039;Random &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: #84E0F0; color: black&amp;quot;|Will either be &#039;&#039;&#039;Biting Halberd&#039;&#039;&#039;, &#039;&#039;&#039;Tail End&#039;&#039;&#039;, or &#039;&#039;&#039;Ciclicle&#039;&#039;&#039; at random. Adjust accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter x2&#039;&#039;&#039;&lt;br /&gt;
|If Biting Halberd was the previous attack, the Main Tank should ensure they quickly move away from the group.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot; |If Zurvan is above 68% HP, this rotation will loop infinitely.&lt;br /&gt;
Phase 3 will start after 1 rotation when below 60% health, or after 2 rotations when between 60 - 68%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - The Execrated ===&lt;br /&gt;
Zurvan leaves the arena and summons three sets of enemies. All enemies must be killed to progress to the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |The Execrated Abilities&lt;br /&gt;
!Enemy Name&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Execrated Thew&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|None&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|These small enemies do nothing but auto-attack damage. Tanks can pick them up with little fear.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right: none&amp;quot;|&#039;&#039;&#039;Execrated Will&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Hard Thrust&#039;&#039;&#039;&lt;br /&gt;
|A physical-damage tank-buster that always critically hits. Ensure tanks hold enmity on these.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center; border-left: none&amp;quot;|&#039;&#039;&#039;Berserk&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Grants the Execrated Will a stack of {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. Cast roughly every 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right: none&amp;quot;|&#039;&#039;&#039;Execrated Wit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center; border-left: none&amp;quot;|&#039;&#039;&#039;Meracydian Meteor&#039;&#039;&#039;&lt;br /&gt;
|A long cast that, if completed, drops a meteor on the arena — instantly defeating the party. These enemies must be killed immediately.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center; border-left: none&amp;quot;|&#039;&#039;&#039;Comet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Small AoEs randomly dropped around the arena while the Execrated Wit is alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execrated Wile&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Meracydian Fear&#039;&#039;&#039;&lt;br /&gt;
|Gaze attack. If players do not look away, they will be inflicted with a 10 second {{status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039;. Hysteric players will more than likely run outside the arena and die.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid black&amp;quot; |&#039;&#039;&#039;Phase 3 Strategy&#039;&#039;&#039;:&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Group&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Enemies&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Strategy&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|First Group&lt;br /&gt;
|&lt;br /&gt;
* Execrated Will x1&lt;br /&gt;
* Execrated Thew x3&lt;br /&gt;
|All enemies can be easily grouped up and killed with AoE abilities.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Second Group&lt;br /&gt;
|&lt;br /&gt;
* Execrated Will x2&lt;br /&gt;
* Execrated Wit x1&lt;br /&gt;
* Execrated Wile x1&lt;br /&gt;
|Each tank should take one Execrated Will each.&lt;br /&gt;
DPS should immediately focus on killing the Wit before it can finish casting &#039;&#039;&#039;Meteor&#039;&#039;&#039;. All players should avoid the Wile&#039;s &#039;&#039;&#039;Fear&#039;&#039;&#039; gaze during this time. Once the Wit is dead, kill the Wile, then finally the Wills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|Third Group&lt;br /&gt;
|&lt;br /&gt;
* Execrated Will x1&lt;br /&gt;
* Execrated Wit x1&lt;br /&gt;
* Execrated Wile x1&lt;br /&gt;
* Execrated Thew x3&lt;br /&gt;
|One tank should pick up the Will, the other can take the Wile and Thews.&lt;br /&gt;
Like before, kill the Wit immediately while avoiding Wile&#039;s gaze attack. Kill the Wile, then the Will, and finally the Thews if they are still alive.&lt;br /&gt;
|}&lt;br /&gt;
Once all enemies are dead, Zurvan will cast &#039;&#039;&#039;Ahura Mazda&#039;&#039;&#039;. This is a long cutscene attack that deals high physical damage to the entire party.&lt;br /&gt;
&lt;br /&gt;
Zurvan will then begin their final phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 ===&lt;br /&gt;
Zurvan will use all prior attacks in combination, as well as add a couple new attacks into the mix. There is no more ice patch underneath Zurvan any more, so players are free to move under and through him to dodge.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Infinite Fire &amp;amp; Ice&#039;&#039;&#039;&lt;br /&gt;
|Four living players will be given {{status effect|debuff|File:InfiniteFireZurvan.png}} &#039;&#039;&#039;Infinite Fire&#039;&#039;&#039; and four {{status effect|debuff|File:InfiniteIceZurvan.png}} &#039;&#039;&#039;Infinite Ice&#039;&#039;&#039;. Players will then be tethered to a random partner with a matching debuff.&lt;br /&gt;
Tethered players must stay close together (boss hitbox range) at all times. If separated too far, the tether will turn purple and turn into {{status effect|debuff|File:InfiniteAnguishZurvan.png}} &#039;&#039;&#039;Infinite Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* {{status effect|debuff|File:InfiniteAnguishZurvan.png}} &#039;&#039;&#039;Infinite Anguish&#039;&#039;&#039; deals continuous damage over time and increases damage taken until the two tethered players are brought close together again.&lt;br /&gt;
* Players that were dead prior, or die after, will lose their debuff — making a later mechanic more difficult.&lt;br /&gt;
** Though dead players will lose their debuff, their partner will still retain theirs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tyrfing&#039;&#039;&#039;&lt;br /&gt;
|A multi-strike tankbuster. Stabs the main tank five times, then blasts them with &#039;&#039;&#039;&#039;&#039;Fire III&#039;&#039;&#039;&#039;&#039; for a high magic damage AoE. Use large mitigations.&lt;br /&gt;
&lt;br /&gt;
* Every time this spell is cast, Zurvan adds one additional stab to the first part of the combo.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Broken Seal&#039;&#039;&#039;&lt;br /&gt;
|Eight towers spawn around the arena: Four blue circles and four red circles. These towers match the color of &#039;&#039;&#039;Infinite Fire &amp;amp; Ice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each tower must be occupied by a player with a &amp;lt;u&amp;gt;debuff of the same matching color&amp;lt;/u&amp;gt;. If multiple players are dead, a wipe is likely.&lt;br /&gt;
* Standing in the wrong colored tower will deal high magic damage. This will likely kill the player, but the tower will count as occupied.&lt;br /&gt;
** If players are missing debuffs from being resurrected, they will be treated as having the wrong color debuff.&lt;br /&gt;
* If a tower is left empty, it will explode and deal high magic damage and {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to all players.&lt;br /&gt;
** If all eight towers were left unoccupied but players still remain alive, Zurvan will &#039;&#039;&#039;Enrage&#039;&#039;&#039;.&lt;br /&gt;
* There are [[:File:Containment bay z1t9 (extreme) img1.png|three patterns]] &#039;&#039;&#039;Broken Seal&#039;&#039;&#039; can appear in. Each pattern will have a specific &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt; that follows.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The pattern for &#039;&#039;&#039;Broken Seal&#039;&#039;&#039; will be chosen at random, however the follow-up &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt; will always correspond with the Broken Seal pattern.[[File:Containment bay z1t9 (extreme) img1.png|558x558px|center|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Pattern 1 (Double Cross) will always be followed by &#039;&#039;&#039;Biting Halberd&#039;&#039;&#039;&lt;br /&gt;
* Pattern 2 (Inner Ring) will always be followed by &#039;&#039;&#039;Tail End&#039;&#039;&#039;&lt;br /&gt;
* Pattern 3 (Outer Ring) will always be followed by &#039;&#039;&#039;Ciclicle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Phase 4 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Infinite Fire &amp;amp; Ice&#039;&#039;&#039;&lt;br /&gt;
|The player tethered to the main tank will need to stand close to the boss to avoid {{status effect|debuff|File:InfiniteAnguishZurvan.png}} &#039;&#039;&#039;Infinite Anguish&#039;&#039;&#039;. Alternatively, this player can stand to Zurvan&#039;s side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Normal)&#039;&#039;&#039;&lt;br /&gt;
|The marked player should move to Zurvan&#039;s side. All other players should avoid that side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tyrfing&#039;&#039;&#039;&lt;br /&gt;
|Tanks should use a large mitigation/invulnerability. Healers should be ready to keep the tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
|Stand together until the cast completes, then rotate 90 degrees clockwise to avoid the AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter&#039;&#039;&#039;&lt;br /&gt;
|Don&#039;t stand with the main tank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Broken Seal + &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A random pattern will be chosen for towers, which will determine the &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt; that follows. Move with your tether to an empty tower matching your debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Infinite Fire &amp;amp; Ice&#039;&#039;&#039;&lt;br /&gt;
|Repeat of prior&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Normal)&#039;&#039;&#039;&lt;br /&gt;
|Marked player moves to Zurvan&#039;s side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tyrfing&#039;&#039;&#039;&lt;br /&gt;
|Tank should use heavy mitigation. Will now stab +1 more times.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Southern Cross&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metal Cutter&#039;&#039;&#039;&lt;br /&gt;
|Don&#039;t stand near main tank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Broken Seal + &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Handle as before, pay attention to the &amp;lt;u&amp;gt;Ice Attack&amp;lt;/u&amp;gt; that happens immediately after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Soar&#039;&#039;&#039;&lt;br /&gt;
|Every second &#039;&#039;&#039;Broken Seal&#039;&#039;&#039; is followed by a Soar combo. [[:File:Containment bay z1t9 (extreme) img2.png|Identify the pattern]] and pre-position accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Spirit + Flame Halberd&#039;&#039;&#039;&lt;br /&gt;
|Spread out in safe zones while healers attempt to stand in only one &#039;&#039;&#039;Flame Halberd&#039;&#039;&#039; AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demonic Dive + Cool Flame&#039;&#039;&#039;&lt;br /&gt;
|Players not marked for &#039;&#039;&#039;Cool Flame&#039;&#039;&#039; should run towards the center to stack for &#039;&#039;&#039;Demonic Dive&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Demons Claw&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stand in a spot that prevents them from being knocked into the wall, likely being the dead center of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wave Cannon (Claw)&#039;&#039;&#039;&lt;br /&gt;
|The second tank should stand closest to Zurvan while the rest of the party stands in the midpoint of the Line AoE.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |This rotation then loops from the beginning.&lt;br /&gt;
After the 5th cast of &#039;&#039;&#039;Broken Seal&#039;&#039;&#039;, Zurvan will &#039;&#039;&#039;Enrage&#039;&#039;&#039; with a long cast of Flame Halberd that wipes the party.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Zurvanite Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Demon Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Demonic Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Zurvan Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Zurvanite Arms (IL 265)}}&lt;br /&gt;
{{Drops table row|Zurvanite Axe}}&lt;br /&gt;
{{Drops table row|Zurvanite Edge}}&lt;br /&gt;
{{Drops table row|Zurvanite Pike}}&lt;br /&gt;
{{Drops table row|Zurvanite Fists}}&lt;br /&gt;
{{Drops table row|Zurvanite Katana}}&lt;br /&gt;
{{Drops table row|Zurvanite Points}}&lt;br /&gt;
{{Drops table row|Zurvanite Bow}}&lt;br /&gt;
{{Drops table row|Zurvanite Fire}}&lt;br /&gt;
{{Drops table row|Zurvanite Pole}}&lt;br /&gt;
{{Drops table row|Zurvanite Word}}&lt;br /&gt;
{{Drops table row|Zurvanite Rapier}}&lt;br /&gt;
{{Drops table row|Zurvanite Cane}}&lt;br /&gt;
{{Drops table row|Zurvanite Song}}&lt;br /&gt;
{{Drops table row|Zurvanite Star}}&lt;br /&gt;
{{Drops table row|Zurvanite Carapace Fragment}}&lt;br /&gt;
{{Drops table row|Zurvanite Weapon Coffer (IL 265)}}&lt;br /&gt;
{{Drops table row|Demonic Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Infinity}}&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|Zurvan Safari}}&lt;br /&gt;
{{achievement table row|Mightier than the Demon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Battle to the Death - Heavensward}}&lt;br /&gt;
{{music table row|Phase 2|Penultimania|roll=n}}&lt;br /&gt;
{{music table row|Phase 3|Infinity}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
zurvan1.jpg&lt;br /&gt;
zurvan2.jpg&lt;br /&gt;
zurvan3.jpg&lt;br /&gt;
zurvan4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 &#039;&#039;&#039;Restrainment Node:&#039;&#039;&#039; Initiating final disengagement sequence.&lt;br /&gt;
 All non—combat personnel are advised to evacuate.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Mine age of slumber is at an end.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; A thousand thousand suns may set...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; But the insult of mine imprisonment...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Hath been etched upon mine eternal memory.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; I am come to mete out justice.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; To bestow the blessings of victory unending.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; I am Zurvan.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; He who standeth above all other gods.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; He who shall bring slaughter and ruin!&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Restrainment Node:&#039;&#039;&#039; Disengagement sequence complete.&lt;br /&gt;
 Subject: Zurvan is released from containment.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Good and evil, the war eternal...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; The fires of anger roar and howl...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; My doubt is fled!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; By sorrow&#039;s chill doth all become ice...&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; I am beyond your petty morality!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Death&#039;s gaze is fixed upon you.&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; I shall rise above all!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Bear witness to my will!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Frozen in time, mine armor of flame.&lt;br /&gt;
 Unto eternity&#039;s end, my righteous reign!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Bow to mine infallbile judgment!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; What manner of mortals withstand such punishment?&lt;br /&gt;
 By battle, then, shall your fate be decided!&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; Hath mine equivication cost me this contest!?&lt;br /&gt;
 &#039;&#039;&#039;Zurvan:&#039;&#039;&#039; If such is my fate...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Cuff_of_the_Father_(Savage)&amp;diff=1270765</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=1270765"/>
		<updated>2026-03-28T08:56:19Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Icon to explanation&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;
{{evt|service=youtube|id=XSstMu3f9d4|dimensions=400|align=right|description=A2S Guide}}&lt;br /&gt;
This fight has three &#039;&#039;&#039;Magitek Gobwalker G-VII&#039;&#039;&#039; tanks in the corner that can be piloted by players throughout the fight. Each starts with an energy bar of 10,000 that acts similar to mana, but does not refill automatically.&lt;br /&gt;
&lt;br /&gt;
One or two DPS players should be assigned to piloting a Gobwalker, with the third remaining Gobwalker left to be used as an energy refill if needed.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Magitek Gobwalker G-VII Abilities&lt;br /&gt;
!Icon&lt;br /&gt;
!Range&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HeavydoomActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|25y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Heavydoom&#039;&#039;&#039;&lt;br /&gt;
|Inflicts {{Status effect|debuff|File:ResinPurpleHeavyDebuff.png}} &#039;&#039;&#039;[[Heavy|Heavy Feet]]&#039;&#039;&#039; for 30 seconds, reducing the targets movement speed by 90%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CracklyplumeActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|15y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Cracklyplume&#039;&#039;&#039;&lt;br /&gt;
|Shoots a frontal cone of electricity, stunning all enemies inside with {{Status effect|debuff|File:TemporaryInsanityDebuff.png}} &#039;&#039;&#039;[[Stun|Temporary Insanity]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Only works on Soldiers, Snipers, Hardhelms, and Hardminds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MeltySpumeActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|10y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Meltyspume&#039;&#039;&#039;&lt;br /&gt;
|Adds a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on the target for 20 seconds. Can stack up to five times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:StickyloomActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|15y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Stickyloom&#039;&#039;&#039;&lt;br /&gt;
|Pulls the target towards you into melee range. Primarily used to reposition &#039;&#039;&#039;&amp;lt;u&amp;gt;Bombs&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RechargeActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|3y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Recharge&#039;&#039;&#039;&lt;br /&gt;
|Restores 2000 energy. Can only be used on &#039;&#039;&#039;Boomtype Magitek Gobwalker G-VII&#039;&#039;&#039; enemies once they are afflicted by {{Status effect|debuff|File:SevereDamageDebuff.png}} &#039;&#039;&#039;&#039;&#039;Severe Damage&#039;&#039;&#039;&#039;&#039; (below 15% health).&lt;br /&gt;
&lt;br /&gt;
* This can be used multiple times on a single Gobwalker if the party stops attacking it after 15% HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Self-detonateActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|20y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Self-detonate&#039;&#039;&#039;&lt;br /&gt;
|Exits the vehicle. After 10 seconds— the Gobwalker explodes, inflicting a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all enemies in blast range.&lt;br /&gt;
|}&lt;br /&gt;
There are seven types of enemies that appear throughout the fight of various levels of strength and danger.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with Wave 4 there will be bombs dropped on top of random players. These bombs can not be killed and explode after 15 seconds. These are to be handled by players in &#039;&#039;&#039;Magitek Gobwalkers&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Enemies&lt;br /&gt;
!Name&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Abilities&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Goblin Rush&#039;&#039;&#039;&lt;br /&gt;
|Deals twice as much damage as their auto-attacks. Can hurt if attacking a non-tank player.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;|{{Status effect|debuff|File:ChargeDebuff.png}} &#039;&#039;&#039;Charge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Given to Gordian Soldiers that are nearby Gobwidow G-IXs. Causes soldiers to explode on death for ~7000[[File:Unique Damage.png|16x16px]].&lt;br /&gt;
&lt;br /&gt;
* Can be removed with the allied Gobwalker&#039;s [[File:CracklyplumeActionIcon.png|26x26px]] &#039;&#039;&#039;Cracklyplume&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 1px solid grey; background: #f3f3f3&amp;quot;|&#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The sniper&#039;s standard attack— deals ~1000[[File:Physical Damage.png|16x16px]] damage. Has a long 40y range. Tanks will have to run to the snipers to grab enmity.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #ffffff&amp;quot;|&#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&lt;br /&gt;
|Buffs itself with {{Status effect|buff|File:TemperedWillBuff.png}} &#039;&#039;&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&#039;&#039; permanently, becoming immune to knock-back and draw-in effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Brainhurt Breakblock&#039;&#039;&#039;&lt;br /&gt;
|All enemies within 15y of the Hardmind gain {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039;, reducing magic damage taken by 80% for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Brainshaker&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Debuffs the highest enmity player with {{Status effect|debuff|File:Healing potency down icon1.png}} &#039;&#039;&#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039;,&#039;&#039; reducing the strength of healing spells cast by that player by 33% for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #f3f3f3&amp;quot;|&#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&lt;br /&gt;
|Buffs itself with {{Status effect|buff|File:TemperedWillBuff.png}} &#039;&#039;&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&#039;&#039; permanently, becoming immune to knock-back and draw-in effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Bodyhurt Breakblock&#039;&#039;&#039;&lt;br /&gt;
|All enemies within 15y of the Hardhelm gain {{Status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039;, reducing physical damage taken by 80% for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Brainshaker&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Debuffs the highest enmity player with {{Status effect|debuff|File:Healing potency down icon1.png}} &#039;&#039;&#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039;,&#039;&#039; reducing the strength of healing spells cast by that player by 33% for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #ffffff&amp;quot;|&#039;&#039;&#039;Boomtype Magitek&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gobwalker G-VII&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Heavydoom&#039;&#039;&#039;&lt;br /&gt;
|Inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; on the target, reducing movement speed for 20 seconds. Only cast if the target is out of normal attack range.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Meltyspume&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on the target for 20 seconds. Cast frequently. Maximum of five stacks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;{{Status effect|debuff|File:SevereDamageDebuff.png}} Severe Damage&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A debuff inflicted on itself once below 15% health. Stuns itself and is dealt 3% of its health every 3 seconds.&lt;br /&gt;
&lt;br /&gt;
* Enables the use of the Magitek Gobwalker&#039;s &#039;&#039;&#039;[[File:RechargeActionIcon.png|24x24px]] Recharge&#039;&#039;&#039; ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #f3f3f3&amp;quot;|&#039;&#039;&#039;Magitek Gobwidow G-IX&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Bangyzoom&#039;&#039;&#039;&lt;br /&gt;
|Deals moderate physical damage to everyone around the Gobwidow. Any &#039;&#039;&#039;Gordian Soldiers&#039;&#039;&#039; in range of this attack will gain [[File:ChargeDebuff.png|19x19px]] &#039;&#039;&#039;Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Boomcannon&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Inflicts the main enmity target with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]].&#039;&#039;&#039; After 10 seconds, it deals the targets current missing health as damage.&lt;br /&gt;
(Tanks at 70% HP will be brought to 40%. Tanks below 50% will die). The closer to 100% HP the target is, the less damage Boomcannon does.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Jagd Doll&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave for moderate physical damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Blitzstrahl&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A dodgeable AoE circle placed under players. Deals extremely high physical damage if not dodged.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #d9d9d9&amp;quot;|&#039;&#039;&#039;Bomb&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center; background: #d9d9d9&amp;quot;|&#039;&#039;&#039;Explosion&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #d9d9d9&amp;quot;|The bomb explodes in a 25y radius. Deals moderate magic damage and inflicts a stack of {{Status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]].&#039;&#039;&#039;&lt;br /&gt;
* Each stack increases the damage of bomb explosions by 25%.&lt;br /&gt;
|}&lt;br /&gt;
This fight consists of nine waves of enemies and has a hard enrage timer of 10mins 30sec. Each wave spawns with a unique set of enemies that should be killed in certain orders or responded to with certain strategies.&lt;br /&gt;
&lt;br /&gt;
When all enemies are killed, the next wave will start instantly. However, certain waves will progress if enough time has passed regardless of how many enemies are alive.&lt;br /&gt;
&lt;br /&gt;
Wave 4 and Wave 9 specifically will not start until all prior enemies are killed.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Waves&lt;br /&gt;
!Wave&lt;br /&gt;
!Enemies&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Simply stack and kill the soldiers. Players assigned to Magitek Gobwalkers may enter their tanks if they choose to.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The soldiers and snipers spawn on the north while the &#039;&#039;&#039;Hardmind&#039;&#039;&#039; spawns on the southwest corner. One tank should grab the north group while the other grabs the Hardmind.&lt;br /&gt;
The &#039;&#039;&#039;Hardmind&#039;&#039;&#039; must be killed first as it buffs itself and nearby enemies with {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]].&#039;&#039;&#039; Keeping the Hardmind split from the group may be wise in case DPS can&#039;t kill it in time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 3&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Enemies spawn in the same two locations as the prior wave. The two tanks should bring all enemies together so that the player in the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; can cast &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; on them all.&lt;br /&gt;
Once all enemies are stunned with {{Status effect|debuff|File:TemporaryInsanityDebuff.png}} &#039;&#039;&#039;[[Stun|Temporary Insanity]],&#039;&#039;&#039; they can be safely burned down with AoE.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 4&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Starting with this wave, &#039;&#039;&#039;Bombs&#039;&#039;&#039; will be dropped periodically on a random player. The player in the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; will want to use [[File:StickyloomActionIcon.png|24x24px]] &#039;&#039;&#039;Stickyloom&#039;&#039;&#039; to pull bombs away from the rest of the party.&lt;br /&gt;
One tank should grab the &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; while the other grabs the soldiers and snipers. DPS should burn the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; as fast as possible, but stop at 15% to allow the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; to use [[File:RechargeActionIcon.png|24x24px]] &#039;&#039;&#039;Recharge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 5&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gobwidow G-IX&#039;&#039;&#039; x2&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Each tank should grab one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; each. The tank without &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; should grab the Soldiers as well.&lt;br /&gt;
&lt;br /&gt;
# DPS should focus on killing one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; as fast as possible to free up a tank in case Wave 6 spawns before all enemies are dead.&lt;br /&gt;
# The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should be using [[File:MeltySpumeActionIcon.png|26x26px]] &#039;&#039;&#039;Meltyspume&#039;&#039;&#039; on whichever &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; the DPS are attacking to help kill it faster. Still be on the lookout for bombs.&lt;br /&gt;
# Healers must heal both tanks 100% HP once {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; is cast on the tanks, as the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s attack &#039;&#039;&#039;Boomcannon&#039;&#039;&#039; does more damage the lower the tank&#039;s health is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 6&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; the &#039;&#039;&#039;Hardhelm&#039;&#039;&#039; to avoid it buffing the enemies with {{Status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039; and DPS should kill this ASAP.&lt;br /&gt;
One tank will grab the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; and kill it with the DPS after the Hardhelm is dead. The other tank will take the &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; and face it away from the rest of the party.&lt;br /&gt;
&lt;br /&gt;
* If there is one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; still alive from the previous phase, the occupied tank will take the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; while the free tank takes the Jagd Doll. Kill order is Hardhelm → Boomtype → Jagd → Gobwidow.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 7&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x4&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Each tank takes two &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; and faces them away from the party. DPS should kill two Jagd Dolls from one tank&#039;s side first to ensure one tank is free if Wave 8 starts early.&lt;br /&gt;
Drag the Jagd Dolls to the south-west corner in preparation for Wave 8.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 8&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The free tank should drag the &#039;&#039;&#039;Hardmind&#039;&#039;&#039; and &#039;&#039;&#039;Hardhelm&#039;&#039;&#039; to the snipers and soldiers to allow the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; to stun them all with &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Burn them all down ASAP before dealing with any remaining &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; from the previous phase.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 9&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gobwidow G-IX&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The goblins throw everything at you (except bombs, which they ran out of) in one last ditch effort.&lt;br /&gt;
&lt;br /&gt;
# One tank should grab the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; and &#039;&#039;&#039;Boomtype&#039;&#039;&#039; in the north, while the other tank grabs the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; and &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; in the south.&lt;br /&gt;
# The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; the goblins in the south-east while both tanks drag their enemies to that area.&lt;br /&gt;
# Tanks should use mitigations, AoE limit breaks should be used, massive healing given, and the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; should be focused down fast.&lt;br /&gt;
# Once the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; and small goblins are killed, finish off the &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; before finally killing the two &#039;&#039;&#039;Gobwidows&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magitek Gobwalkers&#039;&#039;&#039; can use [[File:Self-detonateActionIcon.png|24x24px]] &#039;&#039;&#039;Self-detonate&#039;&#039;&#039; here as there are no more bombs to pull. Ideally, this should be done after having stunned the enemies and given &#039;&#039;&#039;Gobwidows&#039;&#039;&#039; 5 stacks of &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&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|32px|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|32px|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;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Cuff_of_the_Father_(Savage)&amp;diff=1270764</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=1270764"/>
		<updated>2026-03-28T08:53:38Z</updated>

		<summary type="html">&lt;p&gt;Pckables: minor clarification to Strategy&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;
{{evt|service=youtube|id=XSstMu3f9d4|dimensions=400|align=right|description=A2S Guide}}&lt;br /&gt;
This fight has three &#039;&#039;&#039;Magitek Gobwalker G-VII&#039;&#039;&#039; tanks in the corner that can be piloted by players throughout the fight. Each starts with an energy bar of 10,000 that acts similar to mana, but does not refill automatically.&lt;br /&gt;
&lt;br /&gt;
One or two DPS players should be assigned to piloting a Gobwalker, with the third remaining Gobwalker left to be used as an energy refill if needed.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Magitek Gobwalker G-VII Abilities&lt;br /&gt;
!Icon&lt;br /&gt;
!Range&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HeavydoomActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|25y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Heavydoom&#039;&#039;&#039;&lt;br /&gt;
|Inflicts {{Status effect|debuff|File:ResinPurpleHeavyDebuff.png}} &#039;&#039;&#039;[[Heavy|Heavy Feet]]&#039;&#039;&#039; for 30 seconds, reducing the targets movement speed by 90%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CracklyplumeActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|15y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Cracklyplume&#039;&#039;&#039;&lt;br /&gt;
|Shoots a frontal cone of electricity, stunning all enemies inside with {{Status effect|debuff|File:TemporaryInsanityDebuff.png}} &#039;&#039;&#039;[[Stun|Temporary Insanity]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Only works on Soldiers, Snipers, Hardhelms, and Hardminds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MeltySpumeActionIcon.png|53x53px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|10y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Meltyspume&#039;&#039;&#039;&lt;br /&gt;
|Adds a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on the target for 20 seconds. Can stack up to five times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:StickyloomActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|15y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Stickyloom&#039;&#039;&#039;&lt;br /&gt;
|Pulls the target towards you into melee range. Primarily used to reposition &#039;&#039;&#039;&amp;lt;u&amp;gt;Bombs&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RechargeActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|3y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Recharge&#039;&#039;&#039;&lt;br /&gt;
|Restores 2000 energy. Can only be used on &#039;&#039;&#039;Boomtype Magitek Gobwalker G-VII&#039;&#039;&#039; enemies once they are afflicted by {{Status effect|debuff|File:SevereDamageDebuff.png}} &#039;&#039;&#039;&#039;&#039;Severe Damage&#039;&#039;&#039;&#039;&#039; (below 15% health).&lt;br /&gt;
&lt;br /&gt;
* This can be used multiple times on a single Gobwalker if the party stops attacking it after 15% HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Self-detonateActionIcon.png|48x48px]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|20y&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Self-detonate&#039;&#039;&#039;&lt;br /&gt;
|Exits the vehicle. After 10 seconds— the Gobwalker explodes, inflicting a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on all enemies in blast range.&lt;br /&gt;
|}&lt;br /&gt;
There are seven types of enemies that appear throughout the fight of various levels of strength and danger.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with Wave 4 there will be bombs dropped on top of random players. These bombs can not be killed and explode after 15 seconds. These are to be handled by players in &#039;&#039;&#039;Magitek Gobwalkers&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot;|Enemies&lt;br /&gt;
!Name&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Abilities&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Goblin Rush&#039;&#039;&#039;&lt;br /&gt;
|Deals twice as much damage as their auto-attacks. Can hurt if attacking a non-tank player.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;|{{Status effect|debuff|File:ChargeDebuff.png}} &#039;&#039;&#039;Charge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Given to Gordian Soldiers that are nearby Gobwidow G-IXs. Causes soldiers to explode on death for ~7000[[File:Unique Damage.png|16x16px]].&lt;br /&gt;
&lt;br /&gt;
* Can be removed with the allied Gobwalker&#039;s &#039;&#039;&#039;Cracklyplume&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 1px solid grey; background: #f3f3f3&amp;quot;|&#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Sniper Shot&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The sniper&#039;s standard attack— deals ~1000[[File:Physical Damage.png|16x16px]] damage. Has a long 40y range. Tanks will have to run to the snipers to grab enmity.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #ffffff&amp;quot;|&#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&lt;br /&gt;
|Buffs itself with {{Status effect|buff|File:TemperedWillBuff.png}} &#039;&#039;&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&#039;&#039; permanently, becoming immune to knock-back and draw-in effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Brainhurt Breakblock&#039;&#039;&#039;&lt;br /&gt;
|All enemies within 15y of the Hardmind gain {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]]&#039;&#039;&#039;, reducing magic damage taken by 80% for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Brainshaker&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Debuffs the highest enmity player with {{Status effect|debuff|File:Healing potency down icon1.png}} &#039;&#039;&#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039;,&#039;&#039; reducing the strength of healing spells cast by that player by 33% for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #f3f3f3&amp;quot;|&#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&lt;br /&gt;
|Buffs itself with {{Status effect|buff|File:TemperedWillBuff.png}} &#039;&#039;&#039;&#039;&#039;Tempered Will&#039;&#039;&#039;&#039;&#039; permanently, becoming immune to knock-back and draw-in effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Bodyhurt Breakblock&#039;&#039;&#039;&lt;br /&gt;
|All enemies within 15y of the Hardhelm gain {{Status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039;, reducing physical damage taken by 80% for 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Brainshaker&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Debuffs the highest enmity player with {{Status effect|debuff|File:Healing potency down icon1.png}} &#039;&#039;&#039;&#039;&#039;Healing Potency Down&#039;&#039;&#039;,&#039;&#039; reducing the strength of healing spells cast by that player by 33% for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #ffffff&amp;quot;|&#039;&#039;&#039;Boomtype Magitek&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gobwalker G-VII&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Heavydoom&#039;&#039;&#039;&lt;br /&gt;
|Inflicts {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039; on the target, reducing movement speed for 20 seconds. Only cast if the target is out of normal attack range.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Meltyspume&#039;&#039;&#039;&lt;br /&gt;
|Inflicts a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; on the target for 20 seconds. Cast frequently. Maximum of five stacks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;{{Status effect|debuff|File:SevereDamageDebuff.png}} Severe Damage&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A debuff inflicted on itself once below 15% health. Stuns itself and is dealt 3% of its health every 3 seconds.&lt;br /&gt;
&lt;br /&gt;
* Enables the use of the Magitek Gobwalker&#039;s &#039;&#039;&#039;[[File:RechargeActionIcon.png|24x24px]] Recharge&#039;&#039;&#039; ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #f3f3f3&amp;quot;|&#039;&#039;&#039;Magitek Gobwidow G-IX&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Bangyzoom&#039;&#039;&#039;&lt;br /&gt;
|Deals moderate physical damage to everyone around the Gobwidow. Any &#039;&#039;&#039;Gordian Soldiers&#039;&#039;&#039; in range of this attack will gain [[File:ChargeDebuff.png|19x19px]] &#039;&#039;&#039;Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Boomcannon&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Inflicts the main enmity target with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]].&#039;&#039;&#039; After 10 seconds, it deals the targets current missing health as damage.&lt;br /&gt;
(Tanks at 70% HP will be brought to 40%. Tanks below 50% will die). The closer to 100% HP the target is, the less damage Boomcannon does.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Jagd Doll&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave for moderate physical damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center; border-bottom: 1px solid grey&amp;quot;&amp;quot;|&#039;&#039;&#039;Blitzstrahl&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A dodgeable AoE circle placed under players. Deals extremely high physical damage if not dodged.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #d9d9d9&amp;quot;|&#039;&#039;&#039;Bomb&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center; background: #d9d9d9&amp;quot;|&#039;&#039;&#039;Explosion&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #d9d9d9&amp;quot;|The bomb explodes in a 25y radius. Deals moderate magic damage and inflicts a stack of {{Status effect|debuff|fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down]].&#039;&#039;&#039;&lt;br /&gt;
* Each stack increases the damage of bomb explosions by 25%.&lt;br /&gt;
|}&lt;br /&gt;
This fight consists of nine waves of enemies and has a hard enrage timer of 10mins 30sec. Each wave spawns with a unique set of enemies that should be killed in certain orders or responded to with certain strategies.&lt;br /&gt;
&lt;br /&gt;
When all enemies are killed, the next wave will start instantly. However, certain waves will progress if enough time has passed regardless of how many enemies are alive.&lt;br /&gt;
&lt;br /&gt;
Wave 4 and Wave 9 specifically will not start until all prior enemies are killed.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black&amp;quot;|Waves&lt;br /&gt;
!Wave&lt;br /&gt;
!Enemies&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Simply stack and kill the soldiers. Players assigned to Magitek Gobwalkers may enter their tanks if they choose to.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The soldiers and snipers spawn on the north while the &#039;&#039;&#039;Hardmind&#039;&#039;&#039; spawns on the southwest corner. One tank should grab the north group while the other grabs the Hardmind.&lt;br /&gt;
The &#039;&#039;&#039;Hardmind&#039;&#039;&#039; must be killed first as it buffs itself and nearby enemies with {{Status effect|buff|magic vulnerability down}} &#039;&#039;&#039;[[Magic Vulnerability Down]].&#039;&#039;&#039; Keeping the Hardmind split from the group may be wise in case DPS can&#039;t kill it in time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 3&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Enemies spawn in the same two locations as the prior wave. The two tanks should bring all enemies together so that the player in the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; can cast &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; on them all.&lt;br /&gt;
Once all enemies are stunned with {{Status effect|debuff|File:TemporaryInsanityDebuff.png}} &#039;&#039;&#039;[[Stun|Temporary Insanity]],&#039;&#039;&#039; they can be safely burned down with AoE.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 4&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Starting with this wave, &#039;&#039;&#039;Bombs&#039;&#039;&#039; will be dropped periodically on a random player. The player in the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; will want to use [[File:StickyloomActionIcon.png|24x24px]] &#039;&#039;&#039;Stickyloom&#039;&#039;&#039; to pull bombs away from the rest of the party.&lt;br /&gt;
One tank should grab the &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; while the other grabs the soldiers and snipers. DPS should burn the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; as fast as possible, but stop at 15% to allow the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; to use [[File:RechargeActionIcon.png|24x24px]] &#039;&#039;&#039;Recharge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 5&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gobwidow G-IX&#039;&#039;&#039; x2&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Each tank should grab one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; each. The tank without &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039; should grab the Soldiers as well.&lt;br /&gt;
&lt;br /&gt;
# DPS should focus on killing one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; as fast as possible to free up a tank in case Wave 6 spawns before all enemies are dead.&lt;br /&gt;
# The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should be using [[File:MeltySpumeActionIcon.png|26x26px]] &#039;&#039;&#039;Meltyspume&#039;&#039;&#039; on whichever &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; the DPS are attacking to help kill it faster. Still be on the lookout for bombs.&lt;br /&gt;
# Healers must heal both tanks 100% HP once {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; is cast on the tanks, as the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s attack &#039;&#039;&#039;Boomcannon&#039;&#039;&#039; does more damage the lower the tank&#039;s health is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 6&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; the &#039;&#039;&#039;Hardhelm&#039;&#039;&#039; to avoid it buffing the enemies with {{Status effect|buff|physical vulnerability down}} &#039;&#039;&#039;[[Physical Vulnerability Down]]&#039;&#039;&#039; and DPS should kill this ASAP.&lt;br /&gt;
One tank will grab the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; and kill it with the DPS after the Hardhelm is dead. The other tank will take the &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; and face it away from the rest of the party.&lt;br /&gt;
&lt;br /&gt;
* If there is one &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; still alive from the previous phase, the occupied tank will take the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; while the free tank takes the Jagd Doll. Kill order is Hardhelm → Boomtype → Jagd → Gobwidow.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 7&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x4&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Each tank takes two &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; and faces them away from the party. DPS should kill two Jagd Dolls from one tank&#039;s side first to ensure one tank is free if Wave 8 starts early.&lt;br /&gt;
Drag the Jagd Dolls to the south-west corner in preparation for Wave 8.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 8&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardmind&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Gordian Hardhelm&#039;&#039;&#039; x1&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Bomb&#039;&#039;&#039;&#039;&#039; x2&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The free tank should drag the &#039;&#039;&#039;Hardmind&#039;&#039;&#039; and &#039;&#039;&#039;Hardhelm&#039;&#039;&#039; to the snipers and soldiers to allow the &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; to stun them all with &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Burn them all down ASAP before dealing with any remaining &#039;&#039;&#039;Jagd Dolls&#039;&#039;&#039; from the previous phase.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; text-align: center&amp;quot;|Wave 9&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&lt;br /&gt;
* &#039;&#039;&#039;Gordian Soldier&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gordian Sniper&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Gobwidow G-IX&#039;&#039;&#039; x2&lt;br /&gt;
* &#039;&#039;&#039;Boomtype Gobwalker&#039;&#039;&#039; x1&lt;br /&gt;
* &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; x1&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|The goblins throw everything at you (except bombs, which they ran out of) in one last ditch effort.&lt;br /&gt;
&lt;br /&gt;
# One tank should grab the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; and &#039;&#039;&#039;Boomtype&#039;&#039;&#039; in the north, while the other tank grabs the &#039;&#039;&#039;Gobwidow&#039;&#039;&#039; and &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; in the south.&lt;br /&gt;
# The &#039;&#039;&#039;Magitek Gobwalker&#039;&#039;&#039; should &#039;&#039;&#039;[[File:CracklyplumeActionIcon.png|26x26px]] Cracklyplume&#039;&#039;&#039; the goblins in the south-east while both tanks drag their enemies to that area.&lt;br /&gt;
# Tanks should use mitigations, AoE limit breaks should be used, massive healing given, and the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; should be focused down fast.&lt;br /&gt;
# Once the &#039;&#039;&#039;Boomtype&#039;&#039;&#039; and small goblins are killed, finish off the &#039;&#039;&#039;Jagd Doll&#039;&#039;&#039; before finally killing the two &#039;&#039;&#039;Gobwidows&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magitek Gobwalkers&#039;&#039;&#039; can use [[File:Self-detonateActionIcon.png|24x24px]] &#039;&#039;&#039;Self-detonate&#039;&#039;&#039; here as there are no more bombs to pull. Ideally, this should be done after having stunned the enemies and given &#039;&#039;&#039;Gobwidows&#039;&#039;&#039; 5 stacks of &#039;&#039;&#039;{{Status effect|debuff|vulnerability up}} [[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&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|32px|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|32px|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;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Father_(Savage)&amp;diff=1270763</id>
		<title>Alexander - The Fist of the Father (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Alexander_-_The_Fist_of_the_Father_(Savage)&amp;diff=1270763"/>
		<updated>2026-03-28T08:52:50Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Infirmity link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 60 story-mode [[raid]]|Alexander - The Fist of the Father|the first tier of [[Alexander]] in general|Alexander: Gordias}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Alexander - The Fist 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_Fist_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 = 190&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 = Machinery Bay 44 / Hangar 8, The Fist 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 Fist 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;A1S&#039;&#039;&#039;, it is the first sector of [[Alexander: Gordias (Savage)]]. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{evt|service=youtube|id=ldtNxxoVH5M|dimensions=400|align=right|description=A1S Guide}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Aggressive difficulty r6.png|32px|link=]] [[Faust]] ===&lt;br /&gt;
The door boss is a bit of a red herring and may trip up first-time runs. The only mechanics relate to dealing increased damage as time passes, which serves as a DPS check.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Faust&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Action icon|Kaltstrahl}}&#039;&#039;&#039;&lt;br /&gt;
|Physical damage frontal cleave cast very frequently. &amp;lt;u&amp;gt;Used by both Faust and &#039;&#039;&#039;Sturm Dolls&#039;&#039;&#039;.&amp;lt;/u&amp;gt; All enemies should be faced away from the party by the two tanks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Pressure Increase&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Faust gains a stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;. Cast every 20 seconds. The 8th cast is an &#039;&#039;&#039;Enrage&#039;&#039;&#039; that brings Faust to 16 stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sturm Doll&#039;&#039;&#039;&lt;br /&gt;
|Small enemies that spawn infinitely throughout the fight. The first appears after 10 seconds, then every 20 seconds onward. Each has ~100,000 health.&lt;br /&gt;
|}&lt;br /&gt;
All players need to do is focus on killing Faust as fast as possible before the two tanks are overwhelmed by the increasing damage. Sturm Dolls have too much health, so DPS should ignore them completely.&lt;br /&gt;
&lt;br /&gt;
The Main tank should hold enmity on [[File:Aggressive difficulty r6.png|16x16px|link=]] &#039;&#039;&#039;Faust&#039;&#039;&#039; while the off-tank grabs any &#039;&#039;&#039;Sturm Dolls&#039;&#039;&#039; that appear. The party has about 160 seconds (2 minutes 40 seconds) to kill Faust before he &#039;&#039;&#039;Enrages&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
=== [[File:Aggressive difficulty r6.png|32px|link=]] [[Oppressor]] ===&lt;br /&gt;
This fight has a hard enrage of 8m30s, which means DPS will have to maximize activity. The boss has more health and more damage output than in normal mode, and his main damage abilities do a lot more damage and will require focused healing. The damage mitigation and healing requirements for this fight are very strict.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Oppressor Attacks&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Royal Fount&#039;&#039;&#039;&lt;br /&gt;
|Untelegraphed frontal cleave that deals moderate magic damage. Oppressors must be faced away from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide magic damage. Cast somewhat frequently.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|Each Oppressor marks a random player with {{status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. When Prey expires, that player is hit with physical damage missiles six times.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Photon Spaser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|A giant line AoE aimed at a random player. Deals high magic damage and massive knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emergency Deployment&#039;&#039;&#039;&lt;br /&gt;
|Summons two &#039;&#039;&#039;Alarum&#039;&#039;&#039; enemies per Oppressor, which will &amp;lt;u&amp;gt;tether to the first person who attacks them&amp;lt;/u&amp;gt; and completely ignore enmity.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Alarum&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|Small enemies that start with {{status effect|debuff|minimum}} &#039;&#039;&#039;[[Minimum]]&#039;&#039;&#039; and 6 stacks of {{status effect|debuff|File:MiniStackingDebuff.png}} &#039;&#039;&#039;&#039;&#039;Nanoparticles&#039;&#039;&#039;&#039;&#039;. On death, leaves behind a puddle that inflicts {{status effect|debuff|minimum}} &#039;&#039;&#039;[[Minimum]]&#039;&#039;&#039; to players inside.&lt;br /&gt;
&lt;br /&gt;
* Attacks their target with &#039;&#039;&#039;&#039;&#039;Needle Spaser&#039;&#039;&#039;&#039;&#039;, which transfers one stack of {{status effect|debuff|File:MiniStackingDebuff.png}} &#039;&#039;&#039;&#039;&#039;Nanoparticles&#039;&#039;&#039;&#039;&#039; from the Alarum to its target.&lt;br /&gt;
** Once the Alarum loses all 6 stacks of &#039;&#039;&#039;{{status effect|debuff|File:MiniStackingDebuff.png}}&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Nanoparticles&#039;&#039;&#039;&#039;&#039;, it will lose {{status effect|debuff|minimum}} &#039;&#039;&#039;[[Minimum]]&#039;&#039;&#039; and deal double damage.&lt;br /&gt;
** Six stacks of {{status effect|debuff|File:MiniStackingDebuff.png}} &#039;&#039;&#039;&#039;&#039;Nanoparticles&#039;&#039;&#039;&#039;&#039; on a player will inflict {{status effect|debuff|minimum}} &#039;&#039;&#039;[[Minimum]],&#039;&#039;&#039; increasing damage taken and reducing damage dealt.&lt;br /&gt;
* If left alive for ~50 seconds, they will self destruct in a (tiny) AoE that inflicts {{status effect|debuff|minimum}} &#039;&#039;&#039;[[Minimum]].&#039;&#039;&#039; No puddle is left behind, however.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resin Bomb&#039;&#039;&#039;&lt;br /&gt;
|Each Oppressor drops four AoEs on random players, aimed at where the players are standing when the cast finishes.&lt;br /&gt;
Each AoE will deal high magic damage to those inside and leave behind a &amp;lt;u&amp;gt;Resin&amp;lt;/u&amp;gt; puddle.&lt;br /&gt;
&lt;br /&gt;
* Resin puddles inflict {{status effect|debuff|File:ResinPurpleHeavyDebuff.png}} &#039;&#039;&#039;[[Heavy|Resin]]&#039;&#039;&#039; to &amp;lt;u&amp;gt;players AND enemies&amp;lt;/u&amp;gt; inside, massively slowing movement speed. Players, however, also get a {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3000-tonze&#039;&#039;&#039; &#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|Four giant missiles are shot into the air and slowly descend towards the ground, their locations marked by lasers around the arena.&lt;br /&gt;
When these missiles hit the ground, they deal high magic damage to the entire party as well as inflict {{status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; and {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Placing {{status effect|debuff|mini}} &#039;&#039;&#039;[[Minimum]]&#039;&#039;&#039; puddles from killed &#039;&#039;&#039;Alarums&#039;&#039;&#039; under each missile will shrink them, nullifying their damage and effects.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercompressed Plasma&#039;&#039;&#039;&lt;br /&gt;
|High magic damage tank-buster on both tanks. Heavy mitigations and healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emergency Liftoff&#039;&#039;&#039;&lt;br /&gt;
|Both Oppressors fly above the arena, launch eight &#039;&#039;&#039;Resin Bombs&#039;&#039;&#039; (four each at two players), then land — dealing proximity damage.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fight begins with only one [[File:Aggressive difficulty r6.png|16x16px|link=]] &#039;&#039;&#039;Oppressor.&#039;&#039;&#039; The boss will go through its rotation until 85 seconds into the fight, in which it will summon a duplicate of itself from the &amp;lt;u&amp;gt;north side&amp;lt;/u&amp;gt; of the arena: [[File:Aggressive difficulty r6.png|16x16px|link=]] &#039;&#039;&#039;Oppressor 0.5.&#039;&#039;&#039; This duplicate will &amp;lt;u&amp;gt;match &#039;&#039;&#039;Oppressor&#039;s&#039;&#039;&#039; health&amp;lt;/u&amp;gt; when it is summoned, but not after.&lt;br /&gt;
&lt;br /&gt;
Both &#039;&#039;&#039;Oppressors&#039;&#039;&#039; must be killed at roughly the same time. When one dies, the other will begin casting &#039;&#039;&#039;&#039;&#039;Self-destruct&#039;&#039;&#039;&#039;&#039;, which will wipe the party if the cast successfully finishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Oppressor&#039;&#039;&#039; and [[File:Aggressive difficulty r6.png|16x16px|link=]] &#039;&#039;&#039;Oppressor 0.5&#039;&#039;&#039; must be split apart at all times. If they are too close together, they will gain a permanent stack of {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; every three seconds.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black&amp;quot; |Oppressor Rotation&lt;br /&gt;
!style=&amp;quot;border: 1px solid grey&amp;quot;|Phase&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Phase 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Royal Fount&#039;&#039;&#039;&lt;br /&gt;
|The main tank should pull &#039;&#039;&#039;Oppressor&#039;&#039;&#039; towards the entrance facing the south wall. This attack is cast frequently so the boss should never face towards the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|Healers should be prepared to heal the raid.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|A player is marked to take repeated damage. Healers should be ready to keep the target alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Spaser&#039;&#039;&#039;&lt;br /&gt;
|Avoid standing in the line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resin Bomb&#039;&#039;&#039;&lt;br /&gt;
|All players should run towards the edges of the arena to place Resin AoEs out of the way.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Royal Fount&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Spaser&#039;&#039;&#039;&lt;br /&gt;
|Avoid standing in the line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emergency Deployment&#039;&#039;&#039;&lt;br /&gt;
|Two &#039;&#039;&#039;Alarum&#039;&#039;&#039; are spawned. As there are no 3000-tonze missiles this phase, these should be killed ASAP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|Healers should keep whoever is marked with Prey alive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Royal Fount&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Spaser&#039;&#039;&#039;&lt;br /&gt;
|Avoid standing in the line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Royal Fount&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;Distress Beacon&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey&amp;quot;|&#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Oppressor 0.5&#039;&#039;&#039; is summoned on the north side of the arena. The off-tank must take this boss and keep it facing away opposite to &#039;&#039;&#039;[[File:Aggressive difficulty r6.png|16x16px|link=]] Oppressor&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;&#039;Phase 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;3000-tonze Missile&#039;&#039;&#039;&lt;br /&gt;
|Four lasers will appear around the arena. Take note of which two lasers are closest to each Oppressor, as &#039;&#039;&#039;Alarum&#039;&#039;&#039; will need to be brought to those later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emergency Deployment&#039;&#039;&#039;&lt;br /&gt;
|Each Oppressor will summon two &#039;&#039;&#039;Alarum&#039;&#039;&#039;. DPS should take one Alarum each and &amp;lt;u&amp;gt;move to the edges&amp;lt;/u&amp;gt; in preparation for &#039;&#039;&#039;Resin Bomb&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resin Bomb&#039;&#039;&#039;&lt;br /&gt;
|Drop these at the edges to prevent &#039;&#039;&#039;Alarum&#039;&#039;&#039; from getting stuck in puddles. Once the AoEs appear, &amp;lt;u&amp;gt;run to the lasers and kill Alarum under each&amp;lt;/u&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Royal Fount&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Spaser&#039;&#039;&#039;&lt;br /&gt;
|Avoid standing in the two line AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydrothermal Missile&#039;&#039;&#039;&lt;br /&gt;
|Be prepared to heal a lot, as now two players will be targeted instead of one.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Royal Fount&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypercompressed Plasma&#039;&#039;&#039;&lt;br /&gt;
|Will hit both tanks &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard. Tanks must use large mitigations and healers must be ready to heal the tanks immediately. Invulns are a good alternative.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Spaser&#039;&#039;&#039;&lt;br /&gt;
|Avoid standing in the two line AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Pod&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Royal Fount&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Emergency Liftoff&#039;&#039;&#039;&lt;br /&gt;
|After the Oppressors fly away, two players will be targeted by four &#039;&#039;&#039;Resin Bomb&#039;&#039;&#039; AoEs shot one-after-another.&lt;br /&gt;
Players should &amp;lt;u&amp;gt;stack in the center&amp;lt;/u&amp;gt; and try to condense the Resin &amp;lt;u&amp;gt;away from the edges&amp;lt;/u&amp;gt; where everyone will run to afterwards to avoid the proximity damage.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;Repeat until Enrage&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Final Notes&#039;&#039;&#039;&lt;br /&gt;
* After the first jump phase, it will be repeated until the hard enrage at 8 minutes and 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Keep the bosses within 3-5% of each other to prevent a hard enrage when one dies too far before the other&lt;br /&gt;
&lt;br /&gt;
* The fight has an attack-based progression rate, so the boss will use the exact attacks every time. You can use this as a timer.&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 1}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Fending}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Slaying}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Aiming}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Casting}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Healing}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Fending}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Casting}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Fending}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Casting}}&lt;br /&gt;
{{Drops table row|Gordian Earrings of Healing}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Fending}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Slaying}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Aiming}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Casting}}&lt;br /&gt;
{{Drops table row|Gordian Neckband of Healing}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Fending}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Slaying}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Aiming}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Casting}}&lt;br /&gt;
{{Drops table row|Gordian Wristband of Healing}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Fending}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Slaying}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Aiming}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Casting}}&lt;br /&gt;
{{Drops table row|Gordian Ring of Healing}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Sins of the Father, Sins of the Son}}&lt;br /&gt;
{{music table row|Boss|Locus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_1&amp;diff=1270648</id>
		<title>The Second Coil of Bahamut - Turn 1</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_1&amp;diff=1270648"/>
		<updated>2026-03-28T06:23:10Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Replaced abilities and rotations with STDT tables. Updated a lot of formatting.&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 - Turn 1 (Savage)|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 1&lt;br /&gt;
| description = Your foray into the caverns beneath Castrum Occidens has led you to an unexpected revelation: the incomplete form of Bahamut, harbinger of the Calamity, slumbers deep within earth. Though seemingly a prisoner, the elder primal is gradually being regenerated by the massive, Ragnarok-class internment hulks that surround the unmoving entity. Alisaie reasons that if Bahamut&#039;s full restoration is to be prevented, then all three coils sustaining and repairing the dreadful being must be deactivated. Filled with new determination, you assemble a group of courageous comrades and set your sights on the fragment of Dalamud found int he North Shroud.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 1.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 90&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 = Dalamud&#039;s Shadow&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;
}} The raid is also known as &#039;&#039;&#039;T6&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Destroy the dark matter cluster. 0/2&lt;br /&gt;
* Defeat the rafflesia. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Lunar Golem]]&lt;br /&gt;
*[[Dark Matter Cluster (Enemy)|Dark Matter Cluster]]&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Rafflesia (Enemy)|Rafflesia]]===&lt;br /&gt;
{{evt|service=youtube|id=HVqe6D9UlkQ|dimensions=350|align=right|description=Video Guide}}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - 100% - 70%: ===&lt;br /&gt;
Rafflesia has three phases, with many attacks focused around player positioning and limiting movement space.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave attack that applies a stacking 35 second {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; debuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|Spawns 3 &#039;&#039;&#039;&#039;&#039;Dark Matter Bulbs&#039;&#039;&#039;&#039;&#039; at randomly selected preset locations. After a few seconds, the bulbs will sprout briar puddles that deal damage and slow all players on top of it.&lt;br /&gt;
The briar puddles will grow four times, eventually covering a substantial portion of the room.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Spread tethers attaching two to six players together with thorny vines. Tethered players take 300-500 per second until the tether is broken by the tethered players running far apart.&lt;br /&gt;
These tethers will only break by stretching them longer than their initial size; two players already at opposite ends of the platform becoming tethered will be unable to break the tether at all.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floral Trap&#039;&#039;&#039;&lt;br /&gt;
|Marks a random player with a yellow sign. After a few seconds, Rafflesia will turn towards the marked player and forcefully inhale any players in a frontal cone into melee range.&lt;br /&gt;
Players standing on &#039;&#039;&#039;Briars&#039;&#039;&#039; will not be pulled. {{Action icon|Surecast}} or {{Action icon|Arm&#039;s Length}} also resists the pull.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|Eats all players in front of the boss in melee range, granting Rafflesia a permanent {{Status effect|buff|damage up 2}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039; for every devoured player. Always used after &#039;&#039;&#039;Floral Trap&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spit&#039;&#039;&#039;&lt;br /&gt;
|Deals ~2000 party-wide damage and releases any players absorbed by &#039;&#039;&#039;Devour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players may get spat out in front of Rafflesia, which risks them being hit by &#039;&#039;&#039;Bloody Caress&#039;&#039;&#039; after.&lt;br /&gt;
|}&lt;br /&gt;
DPS and healers should try t o stay stacked together behind the boss to make &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; easier to break.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;Briary Growth&#039;&#039;&#039; is cast, any Dark Matter Bulbs on the outside edge of the arena should be ignored, while ones in the center of the arena should be killed &amp;lt;u&amp;gt;immediately&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Every second &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Floral Trap&#039;&#039;&#039;. During this, all players not marked with yellow should run to the opposite side of the boss with the main tank while the marked player runs to a &#039;&#039;&#039;Briar&#039;&#039;&#039; patch. Players must also stay away from Rafflesia until Devour finishes, as it will eat any player nearby regardless of whether they were hit by the inhale.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|Healers will need to be ready as attacks will hurt more as {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; is accumulated. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|The party should stack prior and spread out afterwards to break the tethers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|If there are any &#039;&#039;&#039;&#039;&#039;Dark Matter Bulbs&#039;&#039;&#039;&#039;&#039; in the center, they should be killed. The tank may need to more Rafflesia if a bulb spawns near them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|A tank swap should occur here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;Floral Trap&#039;&#039;&#039;&lt;br /&gt;
|The marked player should run to a briar puddle or use a knockback resist while the rest of the party runs to the opposite side of Rafflesia with the tank., breaking their tethers while running.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|Players should hold their positions until this cast is finished, as any player nearby risks being eaten.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Spit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Players should move back to the center and healers should use their AoE healing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|Spread out to break tethers&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|Heal the tank up quick as there will be another heavy tank-buster soon after.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|Kill any Bulbs that spawn in the center.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Tank swap here.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip &amp;amp; Floral&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spit&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - 70% - 40%: ===&lt;br /&gt;
Rafflesia will retain its attacks from Phase 1, but add two new attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blighted Bouquet&#039;&#039;&#039;&lt;br /&gt;
|A &#039;&#039;&#039;[[Common mechanics and markers#Red Light|Red Light]]&#039;&#039;&#039; attack, dealing high damage to any player moving, attacking, or using any abilities when it finishes casting; enough to kill most players that aren&#039;t tanks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Viscid Emission&#039;&#039;&#039;&lt;br /&gt;
|Places a {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey&#039;&#039;&#039;-&#039;&#039;&#039;glazed&#039;&#039;&#039; debuff on a single player. Dark Matter Hornets will spawn and attack the {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey&#039;&#039;&#039;-&#039;&#039;&#039;glazed&#039;&#039;&#039; player regardless of aggression; it cannot be taunted away. This debuff is only removed by Rafflesia&#039;s &#039;&#039;&#039;Devour&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If the person with {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey&#039;&#039;&#039;-&#039;&#039;&#039;glazed&#039;&#039;&#039; dies, Rafflesia will use &#039;&#039;&#039;Viscid Emission&#039;&#039;&#039; on another player, immediately spawning another Hornet.&lt;br /&gt;
* If the &#039;&#039;&#039;Dark Matter Hornet&#039;&#039;&#039; is not killed after a certain amount of time, it will use &#039;&#039;&#039;&#039;&#039;Sharp Sting&#039;&#039;&#039;&#039;&#039; and instantly kill its target.&lt;br /&gt;
|}&lt;br /&gt;
Watch out for &#039;&#039;&#039;Blighted Bouquet&#039;&#039;&#039; and sheathe your weapons when its cast starts. Dark Matter Hornets should be focused and killed immediately; if they are allowed to kill their target, the fight will become much more difficult.&lt;br /&gt;
&lt;br /&gt;
The player with {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey-glazed&#039;&#039;&#039; should intentionally stay on top of Rafflesia during &#039;&#039;&#039;Floral Trap&#039;&#039;&#039; to ensure they are &#039;&#039;&#039;Devoured&#039;&#039;&#039;, thus removing their debuff. If players fail to do this, they may be stuck with {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey-glazed&#039;&#039;&#039; in Phase 3 with no method to remove it.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|Tank swap if this is your third {{status effect|debuff|physical vulnerability up 2}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blighted Bouquet&#039;&#039;&#039;&lt;br /&gt;
|All players should sheath their weapons until the cast finishes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|As before, kill any bulbs in the center, ignoring any outside.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Tank swap at 3 stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; &#039;&#039;&#039;Floral Trap&#039;&#039;&#039;&lt;br /&gt;
|Marked player stands in a briar while the rest move to the opposite side of the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Spit&#039;&#039;&#039; &lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Viscid Emission&#039;&#039;&#039;&lt;br /&gt;
|All DPS should focus on killing the &#039;&#039;&#039;&#039;&#039;Dark Matter Hornet&#039;&#039;&#039;&#039;&#039; as quickly as possible before it kills its target. Healers will need to keep the debuffed player alive to prevent it from being repeated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|Spread out to break the tethers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blighted Bouquet&#039;&#039;&#039;&lt;br /&gt;
|Sheathe your weapons.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Briary Growth&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip &amp;amp; Floral&#039;&#039;&#039; &#039;&#039;&#039;Trap&#039;&#039;&#039;&lt;br /&gt;
|The person afflicted with {{Status effect|debuff|File:Honeyglazed.png}} &#039;&#039;&#039;Honey&#039;&#039;&#039;-&#039;&#039;&#039;glazed&#039;&#039;&#039; should intentionally stand in the center and get eaten by Rafflesia. Failure to clear this debuff before Phase 3 will make the fight more difficult.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devour&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Spit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039;&lt;br /&gt;
|Another Bloody Caress follows soon after, tank swap if needed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|Spread out to break the tethers.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - 40% - 0%: ===&lt;br /&gt;
Rafflesia will lose all prior attacks except &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; and gain a new set.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leafstorm&#039;&#039;&#039;&lt;br /&gt;
|Deals ~2000 damage to all players in party and spawns three &#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039;. Used at the start of the phase and every two minutes afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039;&lt;br /&gt;
|Enemies with ~6000 health each. At 50% health, &#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039; will move to the nearest &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; and attempt to devour all Honey in range. If successful, they will fully heal, gain a significant damage and health buff, and periodically cast &#039;&#039;&#039;Acid Ooze&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Rain&#039;&#039;&#039;&lt;br /&gt;
|Creates three circular AoE markers below randomly selected players. Each AoE will create an &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; enemy. Always cast shortly after &#039;&#039;&#039;Leafstorm&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;&lt;br /&gt;
|Slime enemies with ~50,000 health that will afflict the raid with a stacking debuff called {{Status effect|debuff|File:gold lung icon1.png}} &#039;&#039;&#039;Potent Acid&#039;&#039;&#039;. If attacked, these enemies will counter-attack with &amp;quot;&#039;&#039;&#039;&#039;&#039;Acid Spray&#039;&#039;&#039;&#039;&#039;&amp;quot; dealing ~900 damage to the attacker.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{Status effect|debuff|File:gold lung icon1.png}} Potent Acid&#039;&#039;&#039; is a stacking debuff given every 10 seconds while any &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; is still on the field. Regardless of how many are alive, only one stack of {{Status effect|debuff|File:gold lung icon1.png}} &#039;&#039;&#039;Potent Acid&#039;&#039;&#039; will be added per cast, expiring once all &#039;&#039;&#039;Acidic Honeys&#039;&#039;&#039; are gone.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Acid Cloud&#039;&#039;&#039;&#039;&#039; damage is taken with every stack added, starting at &amp;lt;100 damage with 1 stack, increasing up to ~700 damage at 7 stacks. Every stack after 7 will double the damage. By 10 stacks, the raid will most likely wipe.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|&#039;&#039;&#039;Acid Ooze&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid grey&amp;quot;|Party-wide damage cast by &#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039; every 15 seconds after having devoured &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;. Deals ~2500 damage &amp;lt;u&amp;gt;per &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; eaten&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Regardless of one slug eating three Honey, or three slugs eating one honey each, three &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; worth of &#039;&#039;&#039;Acid Ooze&#039;&#039;&#039; casts simultaneously is enough to wipe the party instantly.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swarm&#039;&#039;&#039;&lt;br /&gt;
|Adds 4 stacks of the &#039;&#039;&#039;{{Status effect|debuff|File:Swarm.png}}&#039;&#039;&#039; &#039;&#039;&#039;Swarm&#039;&#039;&#039; debuff for 6 seconds on the main tank. When the debuff timer hits 0, the tank will be hit for ~1000 damage per stack for a total of roughly 4000 damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotten Stench&#039;&#039;&#039;&lt;br /&gt;
|A Line Stack marker indicated by a blue circle above one player&#039;s head. Rafflesia fires a large beam at the marked player, splitting damage between all the players hit. Always combined with &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Some groups may want to tank-swap after &#039;&#039;&#039;{{Status effect|debuff|File:Swarm.png}}&#039;&#039;&#039; &#039;&#039;&#039;Swarm&#039;&#039;&#039; for safety, though it is not a requirement.&lt;br /&gt;
&lt;br /&gt;
The attack &#039;&#039;&#039;Rotten Stench&#039;&#039;&#039; being combined with &#039;&#039;&#039;Thorn Whip&#039;&#039;&#039; can be tricky, as it requires players to break tethers by running forward or back, rather than to the side. As long as players stay in a straight line, the attack should not deal fatal damage.&lt;br /&gt;
&lt;br /&gt;
The key mechanic in this phase is handling the &#039;&#039;&#039;Dark Matter Slugs&#039;&#039;&#039; and the &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;. The stacking &#039;&#039;&#039;{{Status effect|debuff|File:gold lung icon1.png}} Potent Acid&#039;&#039;&#039; creates a &amp;lt;u&amp;gt;100 second timer&amp;lt;/u&amp;gt; to either clear all the &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; or kill Rafflesia before the damage wipes the party.&lt;br /&gt;
&lt;br /&gt;
There are multiple strategies for handling these adds.&amp;lt;blockquote&amp;gt;The easiest, most reliable strategy is to kill all three slugs immediately without letting them eat any &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;. A Magic-DPS &#039;&#039;&#039;{{Action icon|Limit break}}&#039;&#039;&#039; can be used the instant slugs spawn to hit Rafflesia and do significant damage to all three slugs. Once all slugs are dead, the party will have ~100 seconds to kill Rafflesia. This is easily accomplished with the current overall strength of jobs even at &#039;&#039;&#039;[[Minimum IL]]&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;A common, but now out-of-date method is to stack the party up prior to &#039;&#039;&#039;Acid Rain&#039;&#039;&#039; to ensure all three &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; spawn together. Afterwards, two slugs are killed and one weakened to be allowed to eat all three &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; at once. This slug, often dubbed the &amp;quot;&#039;&#039;Super Slug&#039;&#039;&amp;quot; would then need to be killed within 15 seconds before it cast &#039;&#039;&#039;Acid Ooze&#039;&#039;&#039; and wiped the party. This is an extremely tight DPS check, and a melee &#039;&#039;&#039;{{Action icon|Limit break}}&#039;&#039;&#039; was often saved for this.&lt;br /&gt;
&lt;br /&gt;
There is an argument to be made that if DPS is high enough to kill the &#039;&#039;Super Slug&#039;&#039; in time, then it would also be enough to kill Rafflesia in the 100 second &#039;&#039;&#039;{{Status effect|debuff|File:gold lung icon1.png}} Potent Acid&#039;&#039;&#039; window when using the first strategy.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;The likely intended strategy is to have the entire raid split around the room before &#039;&#039;&#039;Acid Rain&#039;&#039;&#039;, trying to ensure that &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; do not spawn near each other. Carefully damage one slug to 50%, let it eat one single &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039;, and quickly kill it afterwards. Repeat individually for the remaining two slugs.&lt;br /&gt;
&lt;br /&gt;
With current job strength, this strategy is often considered too slow and overly safe.&amp;lt;/blockquote&amp;gt;Be warned that Rafflesia will spawn another group of Dark Matter Slugs and Acidic Honey two minutes after the prior set if not killed fast enough.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Rotation&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leafstorm&#039;&#039;&#039;&lt;br /&gt;
|Heal the party and handle the slugs using your preferred strategy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Rain&#039;&#039;&#039;&lt;br /&gt;
|Pre-position based on your preferred strategy and avoid the AoEs after. &amp;lt;u&amp;gt;Avoid using AoE attacks&amp;lt;/u&amp;gt; as they may hit the &#039;&#039;&#039;Acidic Honey&#039;&#039;&#039; and prompt counter-attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swarm&#039;&#039;&#039;&lt;br /&gt;
|Tank swap can be used here for safety.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip + Rotten Stench&#039;&#039;&#039;&lt;br /&gt;
|Tethers should run forwards or back in a line so that they stay in-line with the boss and the marked target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swarm&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swarm&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thorn Whip + Rotten Stench&#039;&#039;&#039;&lt;br /&gt;
|Tethers should run forwards or back in a line so that they stay in-line with the boss and the marked target.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Loop Repeat&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Rafflesia (Enemy)|Rafflesia]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&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|High Allagan Earrings of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Earrings of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Choker of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Bracelets of Healing}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Fending}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Slaying}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Aiming}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Casting}}&lt;br /&gt;
{{Drops table row|High Allagan Ring of Healing}}&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|Mapping the Realm: The Second Coil of Bahamut I}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Blades|roll=n}}&lt;br /&gt;
{{music table row|Boss|Calamity Unbound}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:rafflesia1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; How strange. Why could we not see all this before? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I suppose it is only to be expected that corrupted crystals should accompany a disturbance of this magnitude. After all, the fragment likely pierced the ground to a depth of many hundreds of yalms. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; The swirling aether leaking from the wound must warp the very air, creating a veil that hides these formations from view. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, it is not as if we expected this to be a straightforward task. Let&#039;s tread carefully, shall we, [Forename]?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &#039;Tis imperative that we win through to the depths of this structure, and disable the mechanism that powers Bahamut&#039;s regeneration. Of course, if we should chance to encounter my grandfather upon the way...I shall not let him go again─not while there is hope that he may yet be saved. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; ...But mayhap we should put such thoughts from our minds until after we have successfully gained entrance to the place. That opening up ahead appears a suitable point of ingress. &lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Swarm.png&amp;diff=1270538</id>
		<title>File:Swarm.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Swarm.png&amp;diff=1270538"/>
		<updated>2026-03-28T05:57:29Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added to status effect icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Swarm Icon from Coils T6 Rafflesia&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Swarm.png&amp;diff=1270535</id>
		<title>File:Swarm.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Swarm.png&amp;diff=1270535"/>
		<updated>2026-03-28T05:56:12Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Swarm Icon from Coils T6 Rafflesia&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Honeyglazed.png&amp;diff=1270532</id>
		<title>File:Honeyglazed.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Honeyglazed.png&amp;diff=1270532"/>
		<updated>2026-03-28T05:53:54Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added to Status Effect Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Honey-glazed debuff from Coils T6 Rafflesia&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Honeyglazed.png&amp;diff=1270447</id>
		<title>File:Honeyglazed.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Honeyglazed.png&amp;diff=1270447"/>
		<updated>2026-03-28T05:17:25Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Honey-glazed debuff from Coils T6 Rafflesia&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6_(Extreme)&amp;diff=1270345</id>
		<title>Containment Bay P1T6 (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Containment_Bay_P1T6_(Extreme)&amp;diff=1270345"/>
		<updated>2026-03-28T04:01:47Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Fixed text color for dark theme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EX notice}}&lt;br /&gt;
{{otheruses|the level 60 challenge-mode [[trial]]|the optional story-mode level 60 trial|Containment Bay P1T6|the level 90 [[Faux Hollows]] trial|Containment Bay P1T6 (Unreal)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Containment Bay P1T6 (Extreme)&lt;br /&gt;
| description = A new tomestone discovered by [[Unukalhai]] contains records of ancient battles with [[Sophia]]─specialized data which will enable [[Azys Lla]]&#039;s miraculous reality augmentation technologies to generate a simulacrum of the Goddess at the height of her power. Have you the strength to overcome this challenge, as the champions of [[Allag]] once did? Enter the combat simulation, and test the limits of your might!&lt;br /&gt;
| image = Containment_Bay_P1T6_(Extreme).png&lt;br /&gt;
| type = Trial&lt;br /&gt;
| level = 60&lt;br /&gt;
| level-sync = 60&lt;br /&gt;
| ilvl = 235&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 60&lt;br /&gt;
| duty-finder = High-end Trials (Heavensward)&lt;br /&gt;
| roulette = Mentor&lt;br /&gt;
| location = Containment Bay P1T6&lt;br /&gt;
| region = Abalathia&#039;s Spine&lt;br /&gt;
| tomestones = 25 poetics&lt;br /&gt;
| entrance = Azys Lla&lt;br /&gt;
| entrance-coordinates = 25.4, 22.5, 8.4&lt;br /&gt;
| req-quest = A Deific Simulacrum&lt;br /&gt;
| patch = 3.4&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| echo = ex-trial&lt;br /&gt;
| stone-sky-sea = Containment Bay P1T6 (Extreme)&lt;br /&gt;
}} {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{evt|service=youtube|id=JLbcy7OXHjk|dimensions=350|align=right|description=Containment Bay P1T6 (Sophia) Extreme}}&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] The Goddess: [[Sophia]]===&lt;br /&gt;
Please note that players can fall off the arena to their death but can be resurrected after a moderate delay. The party should assign pairs of players, each comprising one tank/healer and one DPS, for a future mechanic.&lt;br /&gt;
&lt;br /&gt;
Sophia utilizes the following moves and mechanics throughout a total of three phases. Bear in mind that certain abilities, if not dodged successfully, can inflict a stack of {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;, increasing the damage an afflicted player will take for up to two minutes.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black |Sophia&#039;s Attacks (Phase 1 and 3)&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder II&#039;&#039;&#039;&lt;br /&gt;
|Frontal cone attack. Can be side-stepped. Deals moderate magic damage and inflicts {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Donut AoE. Safespot is directly under Sophia. Deals moderate magic damage and inflicts {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|AoE centered on Sophia. Deals moderate magic damage and inflicts {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gnosis&#039;&#039;&#039;&lt;br /&gt;
|Sophia sends her Barbelo to a random spot on the arena to cast Gnosis, dealing magic damage and &amp;lt;u&amp;gt;massive knockback&amp;lt;/u&amp;gt; to all players.&lt;br /&gt;
&lt;br /&gt;
* Knockback can be resisted with {{action icon|Arm&#039;s Length}} or {{action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Hard-hitting tank-buster with no cast bar, instead indicated by Sophia surrounding herself with green wind aether.&lt;br /&gt;
&lt;br /&gt;
* Inflicts {{status effect|debuff|lightning resistance down}} &#039;&#039;&#039;[[Lightning Resistance Down|Lightning Resistance Down II]]&#039;&#039;&#039; and has a very minor knockback. A tank swap is recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aion Teleos&#039;&#039;&#039;&lt;br /&gt;
|Four invincible duplicates of Sophia. When Sophia casts an attack, one to three will tether to Sophia and memorize that attack.&lt;br /&gt;
There are two potential patterns:&lt;br /&gt;
&lt;br /&gt;
* Two clones copy &#039;&#039;&#039;Thunder III&#039;&#039;&#039; and two copy &#039;&#039;&#039;Aero III&#039;&#039;&#039;. Stand under one of the Thunder III clones for safety.&lt;br /&gt;
* One clone copies &#039;&#039;&#039;Thunder II&#039;&#039;&#039; and three copy &#039;&#039;&#039;Aero III&#039;&#039;&#039;. Either stand behind the Thunder II clone or in an empty corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Execute&#039;&#039;&#039;&lt;br /&gt;
|Sophia commands all Aion Teleos to use their memorized attacks simultaneously. These duplicates vanish afterwards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - 100% to 84% or Rotation End. ===&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;Thunder II&#039;&#039;&#039;&lt;br /&gt;
|Face Sophia away from the party initially. Side-step to avoid this attack completely before returning to your position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gnosis&#039;&#039;&#039;&lt;br /&gt;
|All players should run towards Barbelo and position themselves to not be knocked off the arena. {{action icon|Arm&#039;s Length}} or {{action icon|Surecast}} is recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Provoke}} once you see green aether gathering. Skipped if Sophia hits 91% health.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aion Teleos&#039;&#039;&#039;&lt;br /&gt;
|If it&#039;s a Thunder III pattern, move to one of the clones that copied it. If it&#039;s the Thunder II pattern, move behind that clone or to an empty corner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Provoke}} once you see green aether gathering. Skipped if Sophia hits 84% health.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cloudy Heavens&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable magic damage to the entire party. Starts Phase 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - The Three Demiurges ===&lt;br /&gt;
All players are inflicted with an 80-second {{status effect|debuff|File:Eternal doom icon1.png}} &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039;, which can only be cured by defeating all three Demiurges. Sophia will teleport to the north edge of the arena and becomes untargetable and invulnerable. &lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Eternal Doom&#039;&#039;&#039; expires &amp;lt;u&amp;gt;or players are fatally injured&amp;lt;/u&amp;gt;, they will not die but rather be inflicted with {{status effect|debuff|File:Zombification icon1.png}} &#039;&#039;&#039;Zombification&#039;&#039;&#039; for 20 seconds. Zombies attack other party members with no control over their movement or actions.&lt;br /&gt;
&lt;br /&gt;
The three Demiurges will spawn in the center: a paladin (The First), a healer (The Second), and a lancer (The Third).&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border: 1px solid black |The Three Demiurges&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Name&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Abilities&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid grey; text-align: center; background: #B5D3E6; color: black&amp;quot; |&#039;&#039;&#039;The First Demiurge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #B5D3E6; color: black&amp;quot; |&#039;&#039;&#039;Vertical Kenoma&#039;&#039;&#039;: Gain&#039;s a {{status effect|debuff|File:Directional parry icon1.png}} &#039;&#039;&#039;Directional Parry&#039;&#039;&#039; to its front and back for 6 seconds. Players who attack in this direction are knocked back and given {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; background: #B5D3E6; color: black&amp;quot;|Must be tanked.&lt;br /&gt;
Low Priority. Save for last.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99B5C7; color: black&amp;quot; |&#039;&#039;&#039;Horizontal Kenoma&#039;&#039;&#039;: The same as Vertical Kenoma but instead protects the sides. Attack from the front or back.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; background: #B5D3E6; color: black&amp;quot; |&#039;&#039;&#039;Infusion&#039;&#039;&#039;: A line stack aimed at a random player. Damage is divided across those standing in the center of the line with more dealt to the first hit. Those to the side are knocked back instead.&lt;br /&gt;
* As players are zombified instead of killed during this phase, letting the target take this attack alone is an efficient alternative.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid grey; text-align: center; background: #A2D49B; color: black&amp;quot; |&#039;&#039;&#039;The Second Demiurge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: #85B381; color: black&amp;quot; |&#039;&#039;&#039;Divine Spark&#039;&#039;&#039;: A gaze attack that inflicts {{status effect|debuff|confuse}} &#039;&#039;&#039;[[Confused (Status Effect)|Confuse]].&#039;&#039;&#039; Look away to avoid.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background: #A2D49B; color: black&amp;quot;|High priority. Should be killed first.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid grey; background: #A2D49B; color: black&amp;quot; |&#039;&#039;&#039;Cure II&#039;&#039;&#039;: Will cast this to heal The First Demiurge or The Third Demiurge if they are injured.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;border: 1px solid grey; text-align: center; background: #D49696; color: black&amp;quot; |&#039;&#039;&#039;The Third Demiurge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;background: #BF8888; color: black&amp;quot;|&#039;&#039;&#039;Ring of Pain&#039;&#039;&#039;: A small AoE cast where its standing. Creates a long-lasting ice patch on the ground that inflicts {{status effect|debuff|frostbite}} &#039;&#039;&#039;[[Frostbite (status effect)|Frostbite]]&#039;&#039;&#039;.&lt;br /&gt;
* Try to bring this enemy over towards the edges to prevent ice patches from being in the way.&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; background: #D49696; color: black&amp;quot;|Must be Tanked.&lt;br /&gt;
Medium priority and should be killed second.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #D49696; color: black&amp;quot;|&#039;&#039;&#039;Gnostic Spear&#039;&#039;&#039;: A small line AoE that deals high damage and inflicts {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #BF8888; color: black&amp;quot;|&#039;&#039;&#039;Gnostic Rant&#039;&#039;&#039;: A cast that deals damage and inflicts  {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; in a massive 270 degree cone in front of it. Ideally, move and face this enemy to the edge.&lt;br /&gt;
* Often cast soon after a Ring of Pain, making dodging this attack difficult. Plan carefully and be ready to adjust.&lt;br /&gt;
|}&lt;br /&gt;
Once all three Demiurges are slain, or 80 seconds have passed, Sophia will summon her &#039;&#039;&#039;&#039;&#039;Scales of Revelation&#039;&#039;&#039;&#039;&#039;. All players should &amp;lt;u&amp;gt;run to the far east edge&amp;lt;/u&amp;gt; of the platform.&lt;br /&gt;
&lt;br /&gt;
She will first tip the platform to the west, knocking all players across 75% of the platform in that direction. She will then quickly do the same in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Finally, she will cast &#039;&#039;&#039;The Scales of Wisdom&#039;&#039;&#039;, dealing high magic damage to the entire party. If any Demiurges are still alive, this will wipe the party.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 ===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black |Sophia&#039;s Attacks (Phase 3 Unique)&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{action icon|Quasar}}&#039;&#039;&#039;&lt;br /&gt;
|Creates a number of tethers to the balancing scales on the &amp;lt;u&amp;gt;east and west&amp;lt;/u&amp;gt; side of the area. Each tether represents a meteor falling into that scale.&lt;br /&gt;
Once the meteors hit the scales, all players will be massively knocked back towards whichever side is heavier (can not be resisted).&lt;br /&gt;
&lt;br /&gt;
* Meteor colors can be seen as they are falling into the scales on the east and west side. Orange have a value of 1 while Blue have a value of 3.&lt;br /&gt;
* Scales will tip 10 seconds after the tethers appear.&lt;br /&gt;
* Sometimes will instead drop proximity flares on every player — forcing them to relocate far away from where they were standing to avoid damage.&lt;br /&gt;
** Stacking prior to Quasars can make these proximity flares easier to manage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cintamani&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable magic damage to the entire party. Always cast three times in quick succession.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Light Dew&#039;&#039;&#039;&lt;br /&gt;
|Barbelo is summoned to the north or south side of the arena, dealing high damage and {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any player in front of it. Used in combination with &#039;&#039;&#039;Quasar&#039;&#039;&#039; and &#039;&#039;&#039;Execute&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Onrush&#039;&#039;&#039;&lt;br /&gt;
|Sophia moves to the east or west side of the platform and charges straight across, dealing high damage and {{status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any player in front of it. Covers half the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dischordant Cleansing&#039;&#039;&#039;&lt;br /&gt;
|Half the living players are marked with a black circle, the other half a white circle. Black circles inflict {{status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]],&#039;&#039;&#039; while white circles inflict {{status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]].&#039;&#039;&#039; &lt;br /&gt;
* Stacking with &amp;lt;u&amp;gt;one player of the opposite color&amp;lt;/u&amp;gt; will prevent these debuffs from applying.&lt;br /&gt;
* If two players of the same color stack on each other, they will explode, dealing magic damage to the party and inflicting their circle&#039;s debuff to everyone.&lt;br /&gt;
* If there are an odd number of players alive, one will be left without a partner and have to accept the debuff.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Quasar knockback mechanics:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;{{action icon|Quasar}}&#039;&#039;&#039; will knockback players to the east or west based on the weight difference in the scales. There are two knockback strengths: &amp;lt;u&amp;gt;weak, and strong.&amp;lt;/u&amp;gt;&lt;br /&gt;
[[File:SophiaArenaMarkers.jpg|alt=An image showing marker locations for Sophia&#039;s scale tipping.|thumb|327x327px|Red Markers for Strong Knockback. Yellow markers for Weak Knockback.]]If &#039;&#039;&#039;Quasar&#039;&#039;&#039; were to call down two orange meteors on one side (2) and one blue on the other (3), the heavier side will be tilted lightly — causing players to slide 75% of the platform&#039;s length to the heavier side.&lt;br /&gt;
&lt;br /&gt;
A larger difference, such as two orange (2) against a blue and an orange (4), would cause a strong knockback that pushes player across almost the entirety (95% of the length) of the platform.&lt;br /&gt;
&lt;br /&gt;
An easy way to determine the the position and strength of the tilt is to use the following rules.&lt;br /&gt;
*Always go &#039;&#039;&#039;opposite the blue meteor&#039;&#039;&#039;.&lt;br /&gt;
*If there is an &#039;&#039;&#039;odd&#039;&#039;&#039; total number of tethers, the knockback will be &#039;&#039;&#039;weak&#039;&#039;&#039; (~75% the length the arena).&lt;br /&gt;
*If there is an &#039;&#039;&#039;even&#039;&#039;&#039; total number of tethers, the knockback will be &#039;&#039;&#039;strong&#039;&#039;&#039; (~95% the length of the arena).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;In phase 3, Sophia has three groups of attacks before reaching her looping attack rotation.&lt;br /&gt;
&lt;br /&gt;
This first attack group will be skipped or end early if Sophia goes below 76% health. The second attack group will be skipped or end early below 67% health.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ style=&amp;quot;border: 1px solid black |Phase 3 Rotation&lt;br /&gt;
!&lt;br /&gt;
! style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Attack &lt;br /&gt;
! style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Strategy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Opening 1&lt;br /&gt;
(&amp;gt;76%)&lt;br /&gt;
|&#039;&#039;&#039;Quasar&#039;&#039;&#039;&lt;br /&gt;
|Scales are always equal here, but also drops proximity flares on all players. Stack prior and then move away as a group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Move out of the AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar&#039;&#039;&#039;&lt;br /&gt;
|Will be an uneven scale with a &#039;&#039;&#039;weak&#039;&#039;&#039; knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Opening 2&lt;br /&gt;
(&amp;gt;67%)&lt;br /&gt;
|&#039;&#039;&#039;Thunder II&#039;&#039;&#039;&lt;br /&gt;
|Sidestep as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar + Onrush&#039;&#039;&#039;&lt;br /&gt;
|Will be an uneven scale with a &#039;&#039;&#039;strong&#039;&#039;&#039; knockback. Run all the way to the VERY edge of the platform opposite to the blue meteors.&lt;br /&gt;
&lt;br /&gt;
* Sophia will also move to a random edge of the platform and prepare to charge across. Don&#039;t be in front of Sophia.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Discordant Cleansing&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Players should find their closest partner without stacking with the same color. Do not forget the Main Tank.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Opening 3&lt;br /&gt;
|&#039;&#039;&#039;Aion Teleos + Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with. Summons clones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Stand inside Sophia to dodge. Two clones on opposite corners will memorize this attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aero III&#039;&#039;&#039;&lt;br /&gt;
|Avoid the AoE around Sophia. The remaining two clones will memorize this attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Be ready to tank-swap after.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |&#039;&#039;&#039;Execute + Light Dew&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid grey&amp;quot; |Barbelo will face one of the two Thunder III safe-spots. The party will have to move to other remaining safe corner.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Loop&lt;br /&gt;
|&#039;&#039;&#039;Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar + Light Dew&#039;&#039;&#039;&lt;br /&gt;
|Will be a weak or strong weight difference at random. As the platform tips, Barbelo will appear towards the heavier side.&lt;br /&gt;
&lt;br /&gt;
* Light Dew is not a concern if knockback is strong.&lt;br /&gt;
* If knockback is weak, players will need to stand at the 75% point to avoid Barbelo&#039;s Light Dew but not fall off the side.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder III&#039;&#039;&#039;&lt;br /&gt;
|Stand on top of Sophia to dodge.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar + Light Dew + Onrush&#039;&#039;&#039;&lt;br /&gt;
|Similar to the previous Quasar, but Sophia will also charge across one half of the platform.&lt;br /&gt;
&lt;br /&gt;
* Stand in the correct spot so the knockback dodges Light Dew, while additionally moving to the half of the arena not covered by Onrush.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder II&#039;&#039;&#039;&lt;br /&gt;
|Sidestep as normal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discordant Cleansing + Gnosis&#039;&#039;&#039;&lt;br /&gt;
|After pairing opposite colored circles, run towards Barbelo or use {{action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discordant Cleansing + Quasar&#039;&#039;&#039;&lt;br /&gt;
|After pairing opposite colored circles, run towards the lighter side. This scale is always a &#039;&#039;&#039;weak&#039;&#039;&#039; knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aion Teleos + Cintamani&#039;&#039;&#039;&lt;br /&gt;
|A burst of party damage for the healers to deal with. Clones are summoned, but copyable abilities aren&#039;t used yet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder II + Aero III&#039;&#039;&#039;&lt;br /&gt;
|Dodge as normal. One clone will copy Thunder II, the rest Aero III. All players should stack together in a corner to prep for the next attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quasar&#039;&#039;&#039;&lt;br /&gt;
|Drops proximity flares on all players, no scales are tipped. Run away to mitigate damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arms of Wisdom&#039;&#039;&#039;&lt;br /&gt;
|Large mitigation and tank swap. Make sure you don&#039;t get knocked off the platform after dodging the previous Quasar.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discordant Cleansing + Execute&#039;&#039;&#039;&lt;br /&gt;
|After pairing opposite colored circles, run behind the Thunder II clone or to an empty corner.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |&#039;&#039;&#039;Rotation Loop Point&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Enrage&#039;&#039;&#039;: Each party member will receive all white or all black markers with none of the other color, making them impossible to resolve. This will be coupled with a &#039;&#039;&#039;Cintamani&#039;&#039;&#039; that will wipe the party if anyone survives the failed markers.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Sophic Weapons}}&lt;br /&gt;
*Each player will receive 1 {{Item icon|Goddess Totem}} per kill. Collect 10 totems to exchange for a weapon or 99 for a {{Item icon|Sophic Lanner Whistle}} at [[Bertana]] in [[Idyllshire]] (X:5.9 Y:5.2).&lt;br /&gt;
*{{tomestone|Poetics|25}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Sophia Card}} (Drops at a fixed rate.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Sophic Arms (IL 255)}}&lt;br /&gt;
{{Drops table row|Sophic Axe}}&lt;br /&gt;
{{Drops table row|Sophic Edge}}&lt;br /&gt;
{{Drops table row|Sophic Pike}}&lt;br /&gt;
{{Drops table row|Sophic Fists}}&lt;br /&gt;
{{Drops table row|Sophic Katana}}&lt;br /&gt;
{{Drops table row|Sophic Points}}&lt;br /&gt;
{{Drops table row|Sophic Bow}}&lt;br /&gt;
{{Drops table row|Sophic Fire}}&lt;br /&gt;
{{Drops table row|Sophic Pole}}&lt;br /&gt;
{{Drops table row|Sophic Word}}&lt;br /&gt;
{{Drops table row|Sophic Rapier}}&lt;br /&gt;
{{Drops table row|Sophic Cane}}&lt;br /&gt;
{{Drops table row|Sophic Song}}&lt;br /&gt;
{{Drops table row|Sophic Star}}&lt;br /&gt;
{{Drops table row|Sophic Bead Fragment}}&lt;br /&gt;
{{Drops table row|Sophic Weapon Coffer (IL 255)}}&lt;br /&gt;
{{Drops table row|Sophic Lanner Whistle}}&lt;br /&gt;
{{Drops table row|Faded Copy of Equilibrium}}&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|Sophia&#039;s Choice}}&lt;br /&gt;
{{achievement table row|Mightier than the Goddess}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phase 1|Battle to the Death - Heavensward}}&lt;br /&gt;
{{music table row|Phase 2|Equilibrium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Containment bay p1t61.jpg&lt;br /&gt;
containment bay p1t63.jpg&lt;br /&gt;
containment bay p1t64.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; The unenlightened come...&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Daughter, be the bearer of my wisdom.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Where one doth not suffice...&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Hear the echos of truth!&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Spread the glory of my Word!&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; To me, my faithful.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Even in death there is no release.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Come forth, Scales of Revelation!&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; I would know the weight of your souls.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Can you bring...equilibrium?&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Know you the full weight of death.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; I shall tip back the balance...&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; Sin must be balanced with suffering.&lt;br /&gt;
 &#039;&#039;&#039;Sophia:&#039;&#039;&#039; My revelations are lost...&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/trial}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1270198</id>
		<title>The Binding Coil of Bahamut - Turn 5</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1270198"/>
		<updated>2026-03-28T01:19:39Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Changed phase headers to subheading 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Coils notice}}&lt;br /&gt;
{{other uses|the level 50 challenge-mode [[raid]]|the first tier in general|The Binding Coil of Bahamut|the [[Ultimate Raid]] involving [[Twintania]]|The Unending Coil of Bahamut (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Binding Coil of Bahamut - Turn 5&lt;br /&gt;
| description = Having overcome the seemingly endless waves of hostile constructs, you and your stalwart companions continue the descent into an unknown abyss. At the depth of 1910 yalms, you are assailed by a winged terror: an ancient dragon brought to heel by the Allagans and made to do their bidding. The trials grow ever more arduous, but you are resolved to press on for the sake of the truth.&lt;br /&gt;
| image = The Binding Coil of Bahamut - Turn 5.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 82&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 = 10 poetics&lt;br /&gt;
| entrance = Eastern La Noscea&lt;br /&gt;
| entrance-coordinates = 21.7, 22.3&lt;br /&gt;
| location = Ragnarok Central Core&lt;br /&gt;
| region = La Noscea&lt;br /&gt;
| req-quest = Primal Awakening&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| echo = 30&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;T5&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
The Binding Coil of Bahamut Turn 5 features [[Twintania]], the most difficult boss in A Realm Reborn at the time of [[patch 2.0]]. It was first completed by the [[Free Company]] Order of Blue Garter on [[Servers#Primal_Data_Center|Excalibur server]] on October 27, 2013. &lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Defeat Twintania 0/1.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Twintania]]===&lt;br /&gt;
{{evt|service=youtube|id=1fsPp9IQXuc|dimensions=350|align=right|description=Turn 5 Video Guide}}&#039;&#039;&#039;Note&#039;&#039;&#039;: Twintania does not have strict attack rotations, rather its attacks have unique recast timers and priorities on which abilities will cast first if available. This can result in unusual attack patterns and timings.&lt;br /&gt;
&lt;br /&gt;
This boss has five phases, each having a unique set of deadly attacks that the group must work together against to survive. Players out of position may result in the death of themselves or others in the group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-fight Setup:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DPS and healers should be split into two groups of three for Phase 2&#039;s &#039;&#039;&#039;Fireball&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A waymark should be set at the bottom of the small divot to the right of the entrance for Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 85% ===&lt;br /&gt;
Twintania starts on the far edge of the arena surrounded by three &#039;&#039;&#039;Scourges of Meracydia&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Scourge of Meracydia&#039;&#039;&#039;&lt;br /&gt;
|Three dragons that surround Twintania at the start of the fight. Casts &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;: A 3 second cast that shoots a {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns|Burning]]&#039;&#039;&#039; pool of a fire at a random player&#039;s feet, dealing damage over time while inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|A 3 second casted Tankbuster, dealing heavy damage to the highest enmity player. Recast of ~35 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plummet&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave dealing moderate damage. Recast of 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
The Main Tank should pull Twintania and face the boss away from the rest of the raid. The off-tank must grab the three Scourge of Meracydia and group them up.&lt;br /&gt;
&lt;br /&gt;
All three adds will cast Liquid Hell roughly every 15 seconds. As this attack&#039;s position is decided when the cast starts, it can be easily avoided by moving during the cast time. Don&#039;t stand in the fire.&lt;br /&gt;
&lt;br /&gt;
One healer should focus on the main tank, while the other healer focuses on healing the raid and the off tank. (While helping on the main tank when possible).&lt;br /&gt;
&lt;br /&gt;
Once all three adds are dead, the party can focus on Twintania until 85% health. &lt;br /&gt;
=== Phase 2: 85% - 55% ===&lt;br /&gt;
Twintania drops the first &#039;&#039;&#039;Neurolink&#039;&#039;&#039; underneath her, gains two new abilities, and a change to &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|Now a high-damage tankbuster that inflicts the target with {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;, heavily reducing healing received for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* As attacks are recast-based, this will often be followed up quickly by &#039;&#039;&#039;Plummet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
|A stack marker indicated by a red triangle above a target&#039;s head. Deals 13,000 damage divided across all players near the target.&lt;br /&gt;
&lt;br /&gt;
* Twintania will gain a stack of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039; for every player hit, increasing the danger of the next &#039;&#039;&#039;Conflagration&#039;&#039;&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflagration&#039;&#039;&#039;&lt;br /&gt;
|Marks a player with a blue circle. After a few seconds, that player and any too close are stunned inside a dome of fire. This dome will kill all those inside after a certain amount of time unless destroyed.&lt;br /&gt;
&lt;br /&gt;
* The time it takes before Conflagration kills the trapped depends on the stacks of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039;: starting at 30 seconds with one stack and reducing the timer by 5 seconds per additional stack.&lt;br /&gt;
* Players inside Conflagration are invulnerable and untargetable. If a player marked by &#039;&#039;&#039;Fireball&#039;&#039;&#039; runs inside the conflagration dome, the Fireball will be completely nullified.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Neurolink&#039;&#039;&#039;&lt;br /&gt;
|Dropped under Twintania during phase transitions. Standing inside reduces movement speed, damage dealt, and healing received. Important for later phases.&lt;br /&gt;
|}&lt;br /&gt;
The tank should move Twintania away from the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddle, as a second one will be dropped at the end of this phase. It will be useful later to have these two puddles not too close to each other.&lt;br /&gt;
&lt;br /&gt;
The tanks should be prepared to tank-swap often during this phase, as &#039;&#039;&#039;Death Sentence&#039;&#039;&#039; can quickly result in its namesake.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The off tank should always be second place on the threat table, or they may be targeted by Conflagrations.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should split equally between the left and right sides of Twintania (3 left, 3 right), with the offtank directly behind ready to shift to either side.&lt;br /&gt;
&lt;br /&gt;
The ideal amount of players hit by &#039;&#039;&#039;Fireball&#039;&#039;&#039; is four (however three is possible when not &#039;&#039;&#039;[[Minimum IL]]&#039;&#039;&#039;) as this will keep damage survivable while keeping &#039;&#039;&#039;Conflagration&#039;&#039;&#039; timers reasonable.&lt;br /&gt;
&lt;br /&gt;
When a player is marked by &#039;&#039;&#039;Firebal&#039;&#039;&#039;l&#039;&#039;&#039;,&#039;&#039;&#039; only those on the side it appeared should stack, with the off-tank shifting to join the stack as a fourth.&lt;br /&gt;
&lt;br /&gt;
The player targeted by the &#039;&#039;&#039;Conflagration&#039;&#039;&#039; should move quickly into the middle of the boss&#039; hitbox – directly underneath Twintania. This makes it easier for everyone, including the main tank, to attack and destroy the Conflagration in time. &lt;br /&gt;
&lt;br /&gt;
Every second &#039;&#039;&#039;Fireball&#039;&#039;&#039; will happen shortly after a &#039;&#039;&#039;Conflagration&#039;&#039;&#039;. Players can take advantage of this by having the marked player intentionally run inside the Conflagration, stopping the fireball and resetting the Conflagration timer.&lt;br /&gt;
&lt;br /&gt;
When Twintania reaches 55%, the third phase will begin.&lt;br /&gt;
=== Phase 3: Divebombs ===&lt;br /&gt;
At 55%, Twintania will drop the second Neurolink and fly into the air. If by any chance Conflagration is up during the phase change, ignore it and run into position for the Divebombs. &lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divebomb&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a green circle. Twintania dives across the arena, dealing heavy damage and massive knockback to all in its path. Being hit by this will more than likely knock players into the death-wall. Divebombs happen in sets of three.&lt;br /&gt;
&lt;br /&gt;
* The spot where the marked player is standing &amp;lt;u&amp;gt;the instant the marker appears&amp;lt;/u&amp;gt; will be where Twintania will aim.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asclepius&#039;&#039;&#039;&lt;br /&gt;
|A large hard-hitting snake enemy with a high amount of health. Must be killed before the end of Phase 3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hygieia&#039;&#039;&#039;&lt;br /&gt;
|Two smaller snake enemies. On death, they apply a 40 second  {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to all nearby, including &#039;&#039;&#039;Asclepius&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;u&amp;gt;All players should immediately run to the very bottom of the hill/divot on the northwest side (right side from entrance) of the arena.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
One player will be marked with a green circle. The instant this circle appears, all players should run to the top of the hill/divot, then once Twintania dives, immediately run back down to the bottom. This happens three times before the next step of Phase 3.&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;Asclepius&#039;&#039;&#039; and two &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn.&lt;br /&gt;
&lt;br /&gt;
The main tank should take Asclepius into the pit while the off-tank takes the Hygieia. The Hygieia should either be tanked and killed away from Asclepius, or tanked just close enough to hit Asclepius with {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; without hitting the main tank. &lt;br /&gt;
&lt;br /&gt;
DPS should kill the Hygieia as fast as possible, then all players should move back to the bottom of the hill/divot. Continue dealing damage to Asclepius.&lt;br /&gt;
&lt;br /&gt;
45 seconds after the spawning of Hygieia, Twintania will do three more divebombs. Handle these in the same way as before while keeping the main tank healed from Asclepius&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
Two more &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn. Kill these in the same manner as before, then kill Asclepius.&lt;br /&gt;
&lt;br /&gt;
Once all enemies are dead, every player should stand inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. The highest enmity tank should stand alone in whatever Neurolink is farthest south, while the rest of the party stands in the other.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: 55% - 30% ===&lt;br /&gt;
Twintania flies back into the arena with an explosion. &amp;lt;u&amp;gt;Do not be fooled&amp;lt;/u&amp;gt;, this is a non-damaging explosion and not Twintania&#039;s ultimate attack.&lt;br /&gt;
&lt;br /&gt;
Twintania loses the ability to cast Fireballs and Conflagrations, but gains two deadlier attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aetheric Profusion&#039;&#039;&#039;&lt;br /&gt;
|Only cast at the start of the phase— a few seconds after Twintania returns to the arena. Instantly defeats anyone not standing in a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Those inside a Neurolink are instead dealt high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twister&#039;&#039;&#039;&lt;br /&gt;
|A 2 second cast that places an explosive tornado mine directly under three random players. If players are not moving once this cast ends, these mines will explode killing and/or knocking back all nearby— likely into the death-wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dreadknight&#039;&#039;&#039;&lt;br /&gt;
|An enemy that spawns in the center of the room, then sets its sight on one random person. That person will be stunned, and the Dreadknight will start walking towards them. If it reaches the targeted player, that player will instantly die.&lt;br /&gt;
&lt;br /&gt;
* The Dreadknight is susceptible to {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;. {{Action icon|Shield Bash}} is especially useful.&lt;br /&gt;
|}&lt;br /&gt;
Several second after returning to the arena, Twintania casts &#039;&#039;&#039;Aetheric Profusion&#039;&#039;&#039;. This deals raid-wide damage and killing any player not stood inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Addle can be cast to slightly reduce the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
Players should immediately leave the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddles after this attack to remove the debuff.&lt;br /&gt;
&lt;br /&gt;
The main tank should now drag and reposition Twintania at the bottom of the hill near the entrance to the room.&lt;br /&gt;
&lt;br /&gt;
All other players should spread throughout the whole room, but &amp;lt;u&amp;gt;avoid the center&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All players will need to keep a constant eye out for &#039;&#039;&#039;Twister&#039;&#039;&#039; during this entire phase, as it can easily cause the party to wipe. Everyone should be ready to drop what they are doing to run once this cast starts. Setting Twintania as a Focus Target will make it easier to see when the cast starts.&lt;br /&gt;
&lt;br /&gt;
After the first Twister, Twintania will summon a &#039;&#039;&#039;Dreadknight&#039;&#039;&#039; in the middle of the room. &amp;lt;u&amp;gt;Players need to be far away from the Dreadknight until it chooses its target,&amp;lt;/u&amp;gt; then kill it as quickly as possible before it can reach them. If a player is too close to the Dreadknight when it spawns and it chooses them as a target, that player may die instantly.&lt;br /&gt;
&lt;br /&gt;
Twisters will continually spawn during this phase, even while Dreadknights are up, and so you should constantly be aware of your focus target, and always be ready to move.&lt;br /&gt;
&lt;br /&gt;
This repeats until Twintania reaches 30%&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: 30% - 0% ===&lt;br /&gt;
When Twintania reaches 30%, she will drop the third and final Neurolink. Twintania loses the ability to use Twisters and Dreadknights, but gains two new abilities:&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hatch&#039;&#039;&#039;&lt;br /&gt;
|A purple orb spawns directly under Twintania, and one random player is marked with a purple indicator. The orb will chase the marked player, exploding on contact with them or the first player it hits.&lt;br /&gt;
If the player hit is not inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, they will take massive damage and likely die. When inside a Neurolink, however, damage is greatly mitigated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;&lt;br /&gt;
|Similar to the ones cast in Phase 1. Twintania will target one player and shoot them &amp;lt;u&amp;gt;five times&amp;lt;/u&amp;gt; in quick succession, creating a puddle with each shot.&lt;br /&gt;
&lt;br /&gt;
* The flaming puddles last for 30 seconds before disappearing.&lt;br /&gt;
|}&lt;br /&gt;
The main-tank should keep Twintania on top of a &#039;&#039;&#039;Neurolink&#039;&#039;&#039; at all times. The off-tank should immediately move into the Neurolink under Twintania and stay there as long as possible to absorb &#039;&#039;&#039;Hatch&#039;&#039;&#039;. DPS and Healers should position nearby other Neurolinks in case of emergency.&lt;br /&gt;
&lt;br /&gt;
As long as the off-tank is stood under Twintania, no one should have to worry about &#039;&#039;&#039;Hatch&#039;&#039;&#039;. A tank-swap will still have to occur for &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;, in which the previous main tank will then take the off-tanks place inside the Neurolink.&lt;br /&gt;
&lt;br /&gt;
Be wary of &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;, as it can result in major issues depending on the player targeted. &lt;br /&gt;
&lt;br /&gt;
If the main tank is targeted by Liquid Hell, he should take two to the face, and then pop Invulnerability to stack all five on the same spot. Once the fifth has been dropped, the tank should rotate out of the flaming puddles without moving the boss out of the Neurolink.&lt;br /&gt;
&lt;br /&gt;
If the off tank gets targeted by Liquid Hell, everyone else needs to be extremely careful in dealing with &#039;&#039;&#039;Hatch&#039;&#039;&#039;. Be prepared to move to a Neurolink if you are targeted, and melee DPS will want to move out of the way of the orb. The tank may want to drag Twintania over to a different Neurolink for safety.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Allagan Weapons}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Twintania]]===&lt;br /&gt;
*{{tomestone|Poetics|10}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|ADS Illuminant}} 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 header}}&lt;br /&gt;
{{Drops table row|Allagan Wootz Nugget}}&lt;br /&gt;
{{Drops table row|Allagan Silk}}&lt;br /&gt;
{{Drops table row|Allagan Leather}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Weaponry}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Body Gear}}&lt;br /&gt;
{{Drops table row|Allagan Chest Gear Coffer (IL 90)}}&lt;br /&gt;
{{Drops table row|Faded Copy of Thunderer}}&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 Allagan Arms (IL 95)}}&lt;br /&gt;
{{Drops table row|Allagan Battleaxe}}&lt;br /&gt;
{{Drops table row|Allagan Guillotine}}&lt;br /&gt;
{{Drops table row|Allagan Spear}}&lt;br /&gt;
{{Drops table row|Allagan Baghnakhs}}&lt;br /&gt;
{{Drops table row|Allagan Daggers}}&lt;br /&gt;
{{Drops table row|Allagan Composite Bow}}&lt;br /&gt;
{{Drops table row|Allagan Pistol}}&lt;br /&gt;
{{Drops table row|Allagan Rod}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Casting}}&lt;br /&gt;
{{Drops table row|Allagan Cane}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Healing}}&lt;br /&gt;
{{Drops table row|Allagan Star Globe}}&lt;br /&gt;
{{Drops table row|Allagan Weapon Coffer (IL 95)}}&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|The Binds That Tie I}}&lt;br /&gt;
{{achievement table row|The Binds That Tie II}}&lt;br /&gt;
{{achievement table row|The Binds That Tie III}}&lt;br /&gt;
{{achievement table row|Mightier than the Dragon}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Binding Coil of Bahamut V}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Primal Timbre|roll=n}}&lt;br /&gt;
{{music table row|Boss|Thunderer}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Binding Coil of Bahamut - Turn 5 img1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is going rather more smoothly than I expected. It is indeed convenient to have a hero on hand.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods... That the cavern should open up &#039;&#039;again&#039;&#039;, even at this depth...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hah! This resembles a finger...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;lt;gasp&amp;gt; And so it should! This is Bahamut&#039;s hand!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; As with the wings, it seems to be frozen, and for that I count my blessings. But again I find myself wondering, how is it able to retain physical form?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I had assumed that Bahamut&#039;s reversion to aether was the cause of the widespread changes to the realm. But if he is still here, then that theory no longer holds.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; What was it, then, that brought about the realm&#039;s sudden regeneration? There is still so much we do not know about Carteneau...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I haven&#039;t the slightest inkling how deep these caverns run, but we must continue. &lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This contraption... Is it used to control the saturation of aether?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I suppose there is only one way to find out.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; The dragon you vanquished earlier—doubtless you noticed the peculiar contraption about its neck.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It was likely a receptor of some description, used to enslave the creature.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Ancient Allag possessed the means to control dragons, it would seem. The Ishgardians would kill for the knowledge, though to be sure, it could as easily be brought to bear against them.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; An army of dragons could turn the tide of any battle, as the Garleans once learned to their sorrow. I would not be the least bit surprised if they now sought to exploit this power.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Whatever their plans, this serves as another reminder of the might of the Allagans. One cannot help but wonder how so advanced a civilization came to fall.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods be good...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is...this is Bahamut&#039;s head!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; And that enormous crystal—it pulsates as if... as if it were a heart! Then the primal that had awakened...was Bahamut all this time!?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No! No, no, &#039;&#039;NO&#039;&#039;! This cannot be true! This...this would mean that Grandfather died for naught!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Confound it! We do not know enough to strike at it now! We must withdraw!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Who...? Who is that? No...it can&#039;t be...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather? Is it truly you?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No... Don&#039;t leave me again... Please...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;gt;&amp;gt; Grandfather!!! &amp;lt;&amp;lt;&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I-I know... We can do no more for now...&lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 2===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hm? But this looks like...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; How did we come to be in northern Thanalan of all places?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Oh, but such details matter little!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather&#039;s alive, [Forename]!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Bahamut did &#039;&#039;not&#039;&#039; defeat him!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; But why won&#039;t he return to us? I don&#039;t understand...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This expedition has yielded more questions than it did answers.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; At any rate, we would both be better for a rest. Let us return to the Waking Sands and reflect upon what we have seen.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Thank you, [Forename]. Without you, none of this would have been possible.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1270197</id>
		<title>The Binding Coil of Bahamut - Turn 5</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1270197"/>
		<updated>2026-03-28T01:15:33Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added pre-phase 1 note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Coils notice}}&lt;br /&gt;
{{other uses|the level 50 challenge-mode [[raid]]|the first tier in general|The Binding Coil of Bahamut|the [[Ultimate Raid]] involving [[Twintania]]|The Unending Coil of Bahamut (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Binding Coil of Bahamut - Turn 5&lt;br /&gt;
| description = Having overcome the seemingly endless waves of hostile constructs, you and your stalwart companions continue the descent into an unknown abyss. At the depth of 1910 yalms, you are assailed by a winged terror: an ancient dragon brought to heel by the Allagans and made to do their bidding. The trials grow ever more arduous, but you are resolved to press on for the sake of the truth.&lt;br /&gt;
| image = The Binding Coil of Bahamut - Turn 5.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 82&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 = 10 poetics&lt;br /&gt;
| entrance = Eastern La Noscea&lt;br /&gt;
| entrance-coordinates = 21.7, 22.3&lt;br /&gt;
| location = Ragnarok Central Core&lt;br /&gt;
| region = La Noscea&lt;br /&gt;
| req-quest = Primal Awakening&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| echo = 30&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;T5&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
The Binding Coil of Bahamut Turn 5 features [[Twintania]], the most difficult boss in A Realm Reborn at the time of [[patch 2.0]]. It was first completed by the [[Free Company]] Order of Blue Garter on [[Servers#Primal_Data_Center|Excalibur server]] on October 27, 2013. &lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Defeat Twintania 0/1.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Twintania]]===&lt;br /&gt;
{{evt|service=youtube|id=1fsPp9IQXuc|dimensions=350|align=right|description=Turn 5 Video Guide}}&#039;&#039;&#039;Note&#039;&#039;&#039;: Twintania does not have strict attack rotations, rather its attacks have unique recast timers and priorities on which abilities will cast first if available. This can result in unusual attack patterns and timings.&lt;br /&gt;
&lt;br /&gt;
This boss has five phases, each having a unique set of deadly attacks that the group must work together against to survive. Players out of position may result in the death of themselves or others in the group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-fight Setup:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DPS and healers should be split into two groups of three for Phase 2&#039;s &#039;&#039;&#039;Fireball&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A waymark should be set at the bottom of the small divot to the right of the entrance for Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 85% ===&lt;br /&gt;
Twintania starts on the far edge of the arena surrounded by three &#039;&#039;&#039;Scourges of Meracydia&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Scourge of Meracydia&#039;&#039;&#039;&lt;br /&gt;
|Three dragons that surround Twintania at the start of the fight. Casts &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;: A 3 second cast that shoots a {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns|Burning]]&#039;&#039;&#039; pool of a fire at a random player&#039;s feet, dealing damage over time while inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|A 3 second casted Tankbuster, dealing heavy damage to the highest enmity player. Recast of ~35 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plummet&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave dealing moderate damage. Recast of 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
The Main Tank should pull Twintania and face the boss away from the rest of the raid. The off-tank must grab the three Scourge of Meracydia and group them up.&lt;br /&gt;
&lt;br /&gt;
All three adds will cast Liquid Hell roughly every 15 seconds. As this attack&#039;s position is decided when the cast starts, it can be easily avoided by moving during the cast time. Don&#039;t stand in the fire.&lt;br /&gt;
&lt;br /&gt;
One healer should focus on the main tank, while the other healer focuses on healing the raid and the off tank. (While helping on the main tank when possible).&lt;br /&gt;
&lt;br /&gt;
Once all three adds are dead, the party can focus on Twintania until 85% health. &lt;br /&gt;
&lt;br /&gt;
====Phase 2: 85% - 55%====&lt;br /&gt;
Twintania drops the first &#039;&#039;&#039;Neurolink&#039;&#039;&#039; underneath her, gains two new abilities, and a change to &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|Now a high-damage tankbuster that inflicts the target with {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;, heavily reducing healing received for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* As attacks are recast-based, this will often be followed up quickly by &#039;&#039;&#039;Plummet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
|A stack marker indicated by a red triangle above a target&#039;s head. Deals 13,000 damage divided across all players near the target.&lt;br /&gt;
&lt;br /&gt;
* Twintania will gain a stack of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039; for every player hit, increasing the danger of the next &#039;&#039;&#039;Conflagration&#039;&#039;&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflagration&#039;&#039;&#039;&lt;br /&gt;
|Marks a player with a blue circle. After a few seconds, that player and any too close are stunned inside a dome of fire. This dome will kill all those inside after a certain amount of time unless destroyed.&lt;br /&gt;
&lt;br /&gt;
* The time it takes before Conflagration kills the trapped depends on the stacks of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039;: starting at 30 seconds with one stack and reducing the timer by 5 seconds per additional stack.&lt;br /&gt;
* Players inside Conflagration are invulnerable and untargetable. If a player marked by &#039;&#039;&#039;Fireball&#039;&#039;&#039; runs inside the conflagration dome, the Fireball will be completely nullified.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Neurolink&#039;&#039;&#039;&lt;br /&gt;
|Dropped under Twintania during phase transitions. Standing inside reduces movement speed, damage dealt, and healing received. Important for later phases.&lt;br /&gt;
|}&lt;br /&gt;
The tank should move Twintania away from the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddle, as a second one will be dropped at the end of this phase. It will be useful later to have these two puddles not too close to each other.&lt;br /&gt;
&lt;br /&gt;
The tanks should be prepared to tank-swap often during this phase, as &#039;&#039;&#039;Death Sentence&#039;&#039;&#039; can quickly result in its namesake.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The off tank should always be second place on the threat table, or they may be targeted by Conflagrations.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should split equally between the left and right sides of Twintania (3 left, 3 right), with the offtank directly behind ready to shift to either side.&lt;br /&gt;
&lt;br /&gt;
The ideal amount of players hit by &#039;&#039;&#039;Fireball&#039;&#039;&#039; is four (however three is possible when not &#039;&#039;&#039;[[Minimum IL]]&#039;&#039;&#039;) as this will keep damage survivable while keeping &#039;&#039;&#039;Conflagration&#039;&#039;&#039; timers reasonable.&lt;br /&gt;
&lt;br /&gt;
When a player is marked by &#039;&#039;&#039;Firebal&#039;&#039;&#039;l&#039;&#039;&#039;,&#039;&#039;&#039; only those on the side it appeared should stack, with the off-tank shifting to join the stack as a fourth.&lt;br /&gt;
&lt;br /&gt;
The player targeted by the &#039;&#039;&#039;Conflagration&#039;&#039;&#039; should move quickly into the middle of the boss&#039; hitbox – directly underneath Twintania. This makes it easier for everyone, including the main tank, to attack and destroy the Conflagration in time. &lt;br /&gt;
&lt;br /&gt;
Every second &#039;&#039;&#039;Fireball&#039;&#039;&#039; will happen shortly after a &#039;&#039;&#039;Conflagration&#039;&#039;&#039;. Players can take advantage of this by having the marked player intentionally run inside the Conflagration, stopping the fireball and resetting the Conflagration timer.&lt;br /&gt;
&lt;br /&gt;
When Twintania reaches 55%, the third phase will begin.&lt;br /&gt;
&lt;br /&gt;
====Phase 3: Divebombs====&lt;br /&gt;
At 55%, Twintania will drop the second Neurolink and fly into the air. If by any chance Conflagration is up during the phase change, ignore it and run into position for the Divebombs. &lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divebomb&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a green circle. Twintania dives across the arena, dealing heavy damage and massive knockback to all in its path. Being hit by this will more than likely knock players into the death-wall. Divebombs happen in sets of three.&lt;br /&gt;
&lt;br /&gt;
* The spot where the marked player is standing &amp;lt;u&amp;gt;the instant the marker appears&amp;lt;/u&amp;gt; will be where Twintania will aim.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asclepius&#039;&#039;&#039;&lt;br /&gt;
|A large hard-hitting snake enemy with a high amount of health. Must be killed before the end of Phase 3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hygieia&#039;&#039;&#039;&lt;br /&gt;
|Two smaller snake enemies. On death, they apply a 40 second  {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to all nearby, including &#039;&#039;&#039;Asclepius&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;u&amp;gt;All players should immediately run to the very bottom of the hill/divot on the northwest side (right side from entrance) of the arena.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
One player will be marked with a green circle. The instant this circle appears, all players should run to the top of the hill/divot, then once Twintania dives, immediately run back down to the bottom. This happens three times before the next step of Phase 3.&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;Asclepius&#039;&#039;&#039; and two &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn.&lt;br /&gt;
&lt;br /&gt;
The main tank should take Asclepius into the pit while the off-tank takes the Hygieia. The Hygieia should either be tanked and killed away from Asclepius, or tanked just close enough to hit Asclepius with {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; without hitting the main tank. &lt;br /&gt;
&lt;br /&gt;
DPS should kill the Hygieia as fast as possible, then all players should move back to the bottom of the hill/divot. Continue dealing damage to Asclepius.&lt;br /&gt;
&lt;br /&gt;
45 seconds after the spawning of Hygieia, Twintania will do three more divebombs. Handle these in the same way as before while keeping the main tank healed from Asclepius&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
Two more &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn. Kill these in the same manner as before, then kill Asclepius.&lt;br /&gt;
&lt;br /&gt;
Once all enemies are dead, every player should stand inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. The highest enmity tank should stand alone in whatever Neurolink is farthest south, while the rest of the party stands in the other.&lt;br /&gt;
&lt;br /&gt;
====Phase 4: 55% - 30%====&lt;br /&gt;
Twintania flies back into the arena with an explosion. &amp;lt;u&amp;gt;Do not be fooled&amp;lt;/u&amp;gt;, this is a non-damaging explosion and not Twintania&#039;s ultimate attack.&lt;br /&gt;
&lt;br /&gt;
Twintania loses the ability to cast Fireballs and Conflagrations, but gains two deadlier attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aetheric Profusion&#039;&#039;&#039;&lt;br /&gt;
|Only cast at the start of the phase— a few seconds after Twintania returns to the arena. Instantly defeats anyone not standing in a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Those inside a Neurolink are instead dealt high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twister&#039;&#039;&#039;&lt;br /&gt;
|A 2 second cast that places an explosive tornado mine directly under three random players. If players are not moving once this cast ends, these mines will explode killing and/or knocking back all nearby— likely into the death-wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dreadknight&#039;&#039;&#039;&lt;br /&gt;
|An enemy that spawns in the center of the room, then sets its sight on one random person. That person will be stunned, and the Dreadknight will start walking towards them. If it reaches the targeted player, that player will instantly die.&lt;br /&gt;
&lt;br /&gt;
* The Dreadknight is susceptible to {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;. {{Action icon|Shield Bash}} is especially useful.&lt;br /&gt;
|}&lt;br /&gt;
Several second after returning to the arena, Twintania casts &#039;&#039;&#039;Aetheric Profusion&#039;&#039;&#039;. This deals raid-wide damage and killing any player not stood inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Addle can be cast to slightly reduce the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
Players should immediately leave the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddles after this attack to remove the debuff.&lt;br /&gt;
&lt;br /&gt;
The main tank should now drag and reposition Twintania at the bottom of the hill near the entrance to the room.&lt;br /&gt;
&lt;br /&gt;
All other players should spread throughout the whole room, but &amp;lt;u&amp;gt;avoid the center&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All players will need to keep a constant eye out for &#039;&#039;&#039;Twister&#039;&#039;&#039; during this entire phase, as it can easily cause the party to wipe. Everyone should be ready to drop what they are doing to run once this cast starts. Setting Twintania as a Focus Target will make it easier to see when the cast starts.&lt;br /&gt;
&lt;br /&gt;
After the first Twister, Twintania will summon a &#039;&#039;&#039;Dreadknight&#039;&#039;&#039; in the middle of the room. &amp;lt;u&amp;gt;Players need to be far away from the Dreadknight until it chooses its target,&amp;lt;/u&amp;gt; then kill it as quickly as possible before it can reach them. If a player is too close to the Dreadknight when it spawns and it chooses them as a target, that player may die instantly.&lt;br /&gt;
&lt;br /&gt;
Twisters will continually spawn during this phase, even while Dreadknights are up, and so you should constantly be aware of your focus target, and always be ready to move.&lt;br /&gt;
&lt;br /&gt;
This repeats until Twintania reaches 30%&lt;br /&gt;
&lt;br /&gt;
====Phase 5: 30% - 0%====&lt;br /&gt;
When Twintania reaches 30%, she will drop the third and final Neurolink. Twintania loses the ability to use Twisters and Dreadknights, but gains two new abilities:&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hatch&#039;&#039;&#039;&lt;br /&gt;
|A purple orb spawns directly under Twintania, and one random player is marked with a purple indicator. The orb will chase the marked player, exploding on contact with them or the first player it hits.&lt;br /&gt;
If the player hit is not inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, they will take massive damage and likely die. When inside a Neurolink, however, damage is greatly mitigated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;&lt;br /&gt;
|Similar to the ones cast in Phase 1. Twintania will target one player and shoot them &amp;lt;u&amp;gt;five times&amp;lt;/u&amp;gt; in quick succession, creating a puddle with each shot.&lt;br /&gt;
&lt;br /&gt;
* The flaming puddles last for 30 seconds before disappearing.&lt;br /&gt;
|}&lt;br /&gt;
The main-tank should keep Twintania on top of a &#039;&#039;&#039;Neurolink&#039;&#039;&#039; at all times. The off-tank should immediately move into the Neurolink under Twintania and stay there as long as possible to absorb &#039;&#039;&#039;Hatch&#039;&#039;&#039;. DPS and Healers should position nearby other Neurolinks in case of emergency.&lt;br /&gt;
&lt;br /&gt;
As long as the off-tank is stood under Twintania, no one should have to worry about &#039;&#039;&#039;Hatch&#039;&#039;&#039;. A tank-swap will still have to occur for &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;, in which the previous main tank will then take the off-tanks place inside the Neurolink.&lt;br /&gt;
&lt;br /&gt;
Be wary of &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;, as it can result in major issues depending on the player targeted. &lt;br /&gt;
&lt;br /&gt;
If the main tank is targeted by Liquid Hell, he should take two to the face, and then pop Invulnerability to stack all five on the same spot. Once the fifth has been dropped, the tank should rotate out of the flaming puddles without moving the boss out of the Neurolink.&lt;br /&gt;
&lt;br /&gt;
If the off tank gets targeted by Liquid Hell, everyone else needs to be extremely careful in dealing with &#039;&#039;&#039;Hatch&#039;&#039;&#039;. Be prepared to move to a Neurolink if you are targeted, and melee DPS will want to move out of the way of the orb. The tank may want to drag Twintania over to a different Neurolink for safety.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Allagan Weapons}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Twintania]]===&lt;br /&gt;
*{{tomestone|Poetics|10}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|ADS Illuminant}} 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 header}}&lt;br /&gt;
{{Drops table row|Allagan Wootz Nugget}}&lt;br /&gt;
{{Drops table row|Allagan Silk}}&lt;br /&gt;
{{Drops table row|Allagan Leather}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Weaponry}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Body Gear}}&lt;br /&gt;
{{Drops table row|Allagan Chest Gear Coffer (IL 90)}}&lt;br /&gt;
{{Drops table row|Faded Copy of Thunderer}}&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 Allagan Arms (IL 95)}}&lt;br /&gt;
{{Drops table row|Allagan Battleaxe}}&lt;br /&gt;
{{Drops table row|Allagan Guillotine}}&lt;br /&gt;
{{Drops table row|Allagan Spear}}&lt;br /&gt;
{{Drops table row|Allagan Baghnakhs}}&lt;br /&gt;
{{Drops table row|Allagan Daggers}}&lt;br /&gt;
{{Drops table row|Allagan Composite Bow}}&lt;br /&gt;
{{Drops table row|Allagan Pistol}}&lt;br /&gt;
{{Drops table row|Allagan Rod}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Casting}}&lt;br /&gt;
{{Drops table row|Allagan Cane}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Healing}}&lt;br /&gt;
{{Drops table row|Allagan Star Globe}}&lt;br /&gt;
{{Drops table row|Allagan Weapon Coffer (IL 95)}}&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|The Binds That Tie I}}&lt;br /&gt;
{{achievement table row|The Binds That Tie II}}&lt;br /&gt;
{{achievement table row|The Binds That Tie III}}&lt;br /&gt;
{{achievement table row|Mightier than the Dragon}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Binding Coil of Bahamut V}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Primal Timbre|roll=n}}&lt;br /&gt;
{{music table row|Boss|Thunderer}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Binding Coil of Bahamut - Turn 5 img1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is going rather more smoothly than I expected. It is indeed convenient to have a hero on hand.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods... That the cavern should open up &#039;&#039;again&#039;&#039;, even at this depth...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hah! This resembles a finger...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;lt;gasp&amp;gt; And so it should! This is Bahamut&#039;s hand!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; As with the wings, it seems to be frozen, and for that I count my blessings. But again I find myself wondering, how is it able to retain physical form?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I had assumed that Bahamut&#039;s reversion to aether was the cause of the widespread changes to the realm. But if he is still here, then that theory no longer holds.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; What was it, then, that brought about the realm&#039;s sudden regeneration? There is still so much we do not know about Carteneau...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I haven&#039;t the slightest inkling how deep these caverns run, but we must continue. &lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This contraption... Is it used to control the saturation of aether?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I suppose there is only one way to find out.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; The dragon you vanquished earlier—doubtless you noticed the peculiar contraption about its neck.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It was likely a receptor of some description, used to enslave the creature.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Ancient Allag possessed the means to control dragons, it would seem. The Ishgardians would kill for the knowledge, though to be sure, it could as easily be brought to bear against them.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; An army of dragons could turn the tide of any battle, as the Garleans once learned to their sorrow. I would not be the least bit surprised if they now sought to exploit this power.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Whatever their plans, this serves as another reminder of the might of the Allagans. One cannot help but wonder how so advanced a civilization came to fall.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods be good...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is...this is Bahamut&#039;s head!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; And that enormous crystal—it pulsates as if... as if it were a heart! Then the primal that had awakened...was Bahamut all this time!?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No! No, no, &#039;&#039;NO&#039;&#039;! This cannot be true! This...this would mean that Grandfather died for naught!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Confound it! We do not know enough to strike at it now! We must withdraw!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Who...? Who is that? No...it can&#039;t be...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather? Is it truly you?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No... Don&#039;t leave me again... Please...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;gt;&amp;gt; Grandfather!!! &amp;lt;&amp;lt;&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I-I know... We can do no more for now...&lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 2===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hm? But this looks like...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; How did we come to be in northern Thanalan of all places?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Oh, but such details matter little!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather&#039;s alive, [Forename]!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Bahamut did &#039;&#039;not&#039;&#039; defeat him!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; But why won&#039;t he return to us? I don&#039;t understand...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This expedition has yielded more questions than it did answers.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; At any rate, we would both be better for a rest. Let us return to the Waking Sands and reflect upon what we have seen.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Thank you, [Forename]. Without you, none of this would have been possible.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1270196</id>
		<title>The Binding Coil of Bahamut - Turn 5</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_5&amp;diff=1270196"/>
		<updated>2026-03-28T01:13:43Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Replaced ability descriptions with STDT tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Coils notice}}&lt;br /&gt;
{{other uses|the level 50 challenge-mode [[raid]]|the first tier in general|The Binding Coil of Bahamut|the [[Ultimate Raid]] involving [[Twintania]]|The Unending Coil of Bahamut (Ultimate)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Binding Coil of Bahamut - Turn 5&lt;br /&gt;
| description = Having overcome the seemingly endless waves of hostile constructs, you and your stalwart companions continue the descent into an unknown abyss. At the depth of 1910 yalms, you are assailed by a winged terror: an ancient dragon brought to heel by the Allagans and made to do their bidding. The trials grow ever more arduous, but you are resolved to press on for the sake of the truth.&lt;br /&gt;
| image = The Binding Coil of Bahamut - Turn 5.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 82&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 = 10 poetics&lt;br /&gt;
| entrance = Eastern La Noscea&lt;br /&gt;
| entrance-coordinates = 21.7, 22.3&lt;br /&gt;
| location = Ragnarok Central Core&lt;br /&gt;
| region = La Noscea&lt;br /&gt;
| req-quest = Primal Awakening&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = &lt;br /&gt;
| echo = 30&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;T5&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
The Binding Coil of Bahamut Turn 5 features [[Twintania]], the most difficult boss in A Realm Reborn at the time of [[patch 2.0]]. It was first completed by the [[Free Company]] Order of Blue Garter on [[Servers#Primal_Data_Center|Excalibur server]] on October 27, 2013. &lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Defeat Twintania 0/1.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Twintania]]===&lt;br /&gt;
{{evt|service=youtube|id=1fsPp9IQXuc|dimensions=350|align=right|description=Turn 5 Video Guide}}&#039;&#039;&#039;Note&#039;&#039;&#039;: Twintania does not have strict attack rotations, rather its attacks have unique recast timers and priorities on which abilities will cast first if available. This can result in unusual attack patterns and timings.&lt;br /&gt;
&lt;br /&gt;
This boss has five phases, each having a unique set of deadly attacks that the group must work together against to survive. Players out of position may result in the death of themselves or others in the group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-fight Setup:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DPS and healers should be split into two groups of three for Phase 2&#039;s &#039;&#039;&#039;Fireball&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A waymark should be set at the bottom of the small divot to the right of the entrance for Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: 100% - 85% ===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Scourge of Meracydia&#039;&#039;&#039;&lt;br /&gt;
|Three dragons that surround Twintania at the start of the fight. Casts &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;: A 3 second cast that shoots a {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns|Burning]]&#039;&#039;&#039; pool of a fire at a random player&#039;s feet, dealing damage over time while inside.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|A 3 second casted Tankbuster, dealing heavy damage to the highest enmity player. Recast of ~35 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plummet&#039;&#039;&#039;&lt;br /&gt;
|A frontal cleave dealing moderate damage. Recast of 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
The Main Tank should pull Twintania and face the boss away from the rest of the raid. The off-tank must grab the three Scourge of Meracydia and group them up.&lt;br /&gt;
&lt;br /&gt;
All three adds will cast Liquid Hell roughly every 15 seconds. As this attack&#039;s position is decided when the cast starts, it can be easily avoided by moving during the cast time. Don&#039;t stand in the fire.&lt;br /&gt;
&lt;br /&gt;
One healer should focus on the main tank, while the other healer focuses on healing the raid and the off tank. (While helping on the main tank when possible).&lt;br /&gt;
&lt;br /&gt;
Once all three adds are dead, the party can focus on Twintania until 85% health. &lt;br /&gt;
&lt;br /&gt;
====Phase 2: 85% - 55%====&lt;br /&gt;
Twintania drops the first &#039;&#039;&#039;Neurolink&#039;&#039;&#039; underneath her, gains two new abilities, and a change to &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Sentence&#039;&#039;&#039;&lt;br /&gt;
|Now a high-damage tankbuster that inflicts the target with {{Status effect|debuff|infirmity}} &#039;&#039;&#039;[[Infirmity]]&#039;&#039;&#039;, heavily reducing healing received for 15 seconds.&lt;br /&gt;
&lt;br /&gt;
* As attacks are recast-based, this will often be followed up quickly by &#039;&#039;&#039;Plummet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
|A stack marker indicated by a red triangle above a target&#039;s head. Deals 13,000 damage divided across all players near the target.&lt;br /&gt;
&lt;br /&gt;
* Twintania will gain a stack of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039; for every player hit, increasing the danger of the next &#039;&#039;&#039;Conflagration&#039;&#039;&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflagration&#039;&#039;&#039;&lt;br /&gt;
|Marks a player with a blue circle. After a few seconds, that player and any too close are stunned inside a dome of fire. This dome will kill all those inside after a certain amount of time unless destroyed.&lt;br /&gt;
&lt;br /&gt;
* The time it takes before Conflagration kills the trapped depends on the stacks of {{Status effect|buff|File:Waxen Flesh.png}} &#039;&#039;&#039;&#039;&#039;Waxen Flesh&#039;&#039;&#039;&#039;&#039;: starting at 30 seconds with one stack and reducing the timer by 5 seconds per additional stack.&lt;br /&gt;
* Players inside Conflagration are invulnerable and untargetable. If a player marked by &#039;&#039;&#039;Fireball&#039;&#039;&#039; runs inside the conflagration dome, the Fireball will be completely nullified.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Neurolink&#039;&#039;&#039;&lt;br /&gt;
|Dropped under Twintania during phase transitions. Standing inside reduces movement speed, damage dealt, and healing received. Important for later phases.&lt;br /&gt;
|}&lt;br /&gt;
The tank should move Twintania away from the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddle, as a second one will be dropped at the end of this phase. It will be useful later to have these two puddles not too close to each other.&lt;br /&gt;
&lt;br /&gt;
The tanks should be prepared to tank-swap often during this phase, as &#039;&#039;&#039;Death Sentence&#039;&#039;&#039; can quickly result in its namesake.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The off tank should always be second place on the threat table, or they may be targeted by Conflagrations.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should split equally between the left and right sides of Twintania (3 left, 3 right), with the offtank directly behind ready to shift to either side.&lt;br /&gt;
&lt;br /&gt;
The ideal amount of players hit by &#039;&#039;&#039;Fireball&#039;&#039;&#039; is four (however three is possible when not &#039;&#039;&#039;[[Minimum IL]]&#039;&#039;&#039;) as this will keep damage survivable while keeping &#039;&#039;&#039;Conflagration&#039;&#039;&#039; timers reasonable.&lt;br /&gt;
&lt;br /&gt;
When a player is marked by &#039;&#039;&#039;Firebal&#039;&#039;&#039;l&#039;&#039;&#039;,&#039;&#039;&#039; only those on the side it appeared should stack, with the off-tank shifting to join the stack as a fourth.&lt;br /&gt;
&lt;br /&gt;
The player targeted by the &#039;&#039;&#039;Conflagration&#039;&#039;&#039; should move quickly into the middle of the boss&#039; hitbox – directly underneath Twintania. This makes it easier for everyone, including the main tank, to attack and destroy the Conflagration in time. &lt;br /&gt;
&lt;br /&gt;
Every second &#039;&#039;&#039;Fireball&#039;&#039;&#039; will happen shortly after a &#039;&#039;&#039;Conflagration&#039;&#039;&#039;. Players can take advantage of this by having the marked player intentionally run inside the Conflagration, stopping the fireball and resetting the Conflagration timer.&lt;br /&gt;
&lt;br /&gt;
When Twintania reaches 55%, the third phase will begin.&lt;br /&gt;
&lt;br /&gt;
====Phase 3: Divebombs====&lt;br /&gt;
At 55%, Twintania will drop the second Neurolink and fly into the air. If by any chance Conflagration is up during the phase change, ignore it and run into position for the Divebombs. &lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divebomb&#039;&#039;&#039;&lt;br /&gt;
|One player is marked with a green circle. Twintania dives across the arena, dealing heavy damage and massive knockback to all in its path. Being hit by this will more than likely knock players into the death-wall. Divebombs happen in sets of three.&lt;br /&gt;
&lt;br /&gt;
* The spot where the marked player is standing &amp;lt;u&amp;gt;the instant the marker appears&amp;lt;/u&amp;gt; will be where Twintania will aim.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asclepius&#039;&#039;&#039;&lt;br /&gt;
|A large hard-hitting snake enemy with a high amount of health. Must be killed before the end of Phase 3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hygieia&#039;&#039;&#039;&lt;br /&gt;
|Two smaller snake enemies. On death, they apply a 40 second  {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to all nearby, including &#039;&#039;&#039;Asclepius&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;u&amp;gt;All players should immediately run to the very bottom of the hill/divot on the northwest side (right side from entrance) of the arena.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
One player will be marked with a green circle. The instant this circle appears, all players should run to the top of the hill/divot, then once Twintania dives, immediately run back down to the bottom. This happens three times before the next step of Phase 3.&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;Asclepius&#039;&#039;&#039; and two &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn.&lt;br /&gt;
&lt;br /&gt;
The main tank should take Asclepius into the pit while the off-tank takes the Hygieia. The Hygieia should either be tanked and killed away from Asclepius, or tanked just close enough to hit Asclepius with {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; without hitting the main tank. &lt;br /&gt;
&lt;br /&gt;
DPS should kill the Hygieia as fast as possible, then all players should move back to the bottom of the hill/divot. Continue dealing damage to Asclepius.&lt;br /&gt;
&lt;br /&gt;
45 seconds after the spawning of Hygieia, Twintania will do three more divebombs. Handle these in the same way as before while keeping the main tank healed from Asclepius&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
Two more &#039;&#039;&#039;Hygieia&#039;&#039;&#039; will spawn. Kill these in the same manner as before, then kill Asclepius.&lt;br /&gt;
&lt;br /&gt;
Once all enemies are dead, every player should stand inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. The highest enmity tank should stand alone in whatever Neurolink is farthest south, while the rest of the party stands in the other.&lt;br /&gt;
&lt;br /&gt;
====Phase 4: 55% - 30%====&lt;br /&gt;
Twintania flies back into the arena with an explosion. &amp;lt;u&amp;gt;Do not be fooled&amp;lt;/u&amp;gt;, this is a non-damaging explosion and not Twintania&#039;s ultimate attack.&lt;br /&gt;
&lt;br /&gt;
Twintania loses the ability to cast Fireballs and Conflagrations, but gains two deadlier attacks.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 4 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aetheric Profusion&#039;&#039;&#039;&lt;br /&gt;
|Only cast at the start of the phase— a few seconds after Twintania returns to the arena. Instantly defeats anyone not standing in a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Those inside a Neurolink are instead dealt high damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twister&#039;&#039;&#039;&lt;br /&gt;
|A 2 second cast that places an explosive tornado mine directly under three random players. If players are not moving once this cast ends, these mines will explode killing and/or knocking back all nearby— likely into the death-wall.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dreadknight&#039;&#039;&#039;&lt;br /&gt;
|An enemy that spawns in the center of the room, then sets its sight on one random person. That person will be stunned, and the Dreadknight will start walking towards them. If it reaches the targeted player, that player will instantly die.&lt;br /&gt;
&lt;br /&gt;
* The Dreadknight is susceptible to {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{Status effect|debuff|heavy}} &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;. {{Action icon|Shield Bash}} is especially useful.&lt;br /&gt;
|}&lt;br /&gt;
Several second after returning to the arena, Twintania casts &#039;&#039;&#039;Aetheric Profusion&#039;&#039;&#039;. This deals raid-wide damage and killing any player not stood inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;. Addle can be cast to slightly reduce the damage of this attack.&lt;br /&gt;
&lt;br /&gt;
Players should immediately leave the &#039;&#039;&#039;Neurolink&#039;&#039;&#039; puddles after this attack to remove the debuff.&lt;br /&gt;
&lt;br /&gt;
The main tank should now drag and reposition Twintania at the bottom of the hill near the entrance to the room.&lt;br /&gt;
&lt;br /&gt;
All other players should spread throughout the whole room, but &amp;lt;u&amp;gt;avoid the center&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All players will need to keep a constant eye out for &#039;&#039;&#039;Twister&#039;&#039;&#039; during this entire phase, as it can easily cause the party to wipe. Everyone should be ready to drop what they are doing to run once this cast starts. Setting Twintania as a Focus Target will make it easier to see when the cast starts.&lt;br /&gt;
&lt;br /&gt;
After the first Twister, Twintania will summon a &#039;&#039;&#039;Dreadknight&#039;&#039;&#039; in the middle of the room. &amp;lt;u&amp;gt;Players need to be far away from the Dreadknight until it chooses its target,&amp;lt;/u&amp;gt; then kill it as quickly as possible before it can reach them. If a player is too close to the Dreadknight when it spawns and it chooses them as a target, that player may die instantly.&lt;br /&gt;
&lt;br /&gt;
Twisters will continually spawn during this phase, even while Dreadknights are up, and so you should constantly be aware of your focus target, and always be ready to move.&lt;br /&gt;
&lt;br /&gt;
This repeats until Twintania reaches 30%&lt;br /&gt;
&lt;br /&gt;
====Phase 5: 30% - 0%====&lt;br /&gt;
When Twintania reaches 30%, she will drop the third and final Neurolink. Twintania loses the ability to use Twisters and Dreadknights, but gains two new abilities:&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+style=&amp;quot;border:1px solid black&amp;quot;|Phase 5 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hatch&#039;&#039;&#039;&lt;br /&gt;
|A purple orb spawns directly under Twintania, and one random player is marked with a purple indicator. The orb will chase the marked player, exploding on contact with them or the first player it hits.&lt;br /&gt;
If the player hit is not inside a &#039;&#039;&#039;Neurolink&#039;&#039;&#039;, they will take massive damage and likely die. When inside a Neurolink, however, damage is greatly mitigated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;&lt;br /&gt;
|Similar to the ones cast in Phase 1. Twintania will target one player and shoot them &amp;lt;u&amp;gt;five times&amp;lt;/u&amp;gt; in quick succession, creating a puddle with each shot.&lt;br /&gt;
&lt;br /&gt;
* The flaming puddles last for 30 seconds before disappearing.&lt;br /&gt;
|}&lt;br /&gt;
The main-tank should keep Twintania on top of a &#039;&#039;&#039;Neurolink&#039;&#039;&#039; at all times. The off-tank should immediately move into the Neurolink under Twintania and stay there as long as possible to absorb &#039;&#039;&#039;Hatch&#039;&#039;&#039;. DPS and Healers should position nearby other Neurolinks in case of emergency.&lt;br /&gt;
&lt;br /&gt;
As long as the off-tank is stood under Twintania, no one should have to worry about &#039;&#039;&#039;Hatch&#039;&#039;&#039;. A tank-swap will still have to occur for &#039;&#039;&#039;Death Sentence&#039;&#039;&#039;, in which the previous main tank will then take the off-tanks place inside the Neurolink.&lt;br /&gt;
&lt;br /&gt;
Be wary of &#039;&#039;&#039;Liquid Hell&#039;&#039;&#039;, as it can result in major issues depending on the player targeted. &lt;br /&gt;
&lt;br /&gt;
If the main tank is targeted by Liquid Hell, he should take two to the face, and then pop Invulnerability to stack all five on the same spot. Once the fifth has been dropped, the tank should rotate out of the flaming puddles without moving the boss out of the Neurolink.&lt;br /&gt;
&lt;br /&gt;
If the off tank gets targeted by Liquid Hell, everyone else needs to be extremely careful in dealing with &#039;&#039;&#039;Hatch&#039;&#039;&#039;. Be prepared to move to a Neurolink if you are targeted, and melee DPS will want to move out of the way of the orb. The tank may want to drag Twintania over to a different Neurolink for safety.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Allagan Weapons}}&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Twintania]]===&lt;br /&gt;
*{{tomestone|Poetics|10}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|ADS Illuminant}} 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 header}}&lt;br /&gt;
{{Drops table row|Allagan Wootz Nugget}}&lt;br /&gt;
{{Drops table row|Allagan Silk}}&lt;br /&gt;
{{Drops table row|Allagan Leather}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Weaponry}}&lt;br /&gt;
{{Drops table row|Allagan Aetherstone - Body Gear}}&lt;br /&gt;
{{Drops table row|Allagan Chest Gear Coffer (IL 90)}}&lt;br /&gt;
{{Drops table row|Faded Copy of Thunderer}}&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 Allagan Arms (IL 95)}}&lt;br /&gt;
{{Drops table row|Allagan Battleaxe}}&lt;br /&gt;
{{Drops table row|Allagan Guillotine}}&lt;br /&gt;
{{Drops table row|Allagan Spear}}&lt;br /&gt;
{{Drops table row|Allagan Baghnakhs}}&lt;br /&gt;
{{Drops table row|Allagan Daggers}}&lt;br /&gt;
{{Drops table row|Allagan Composite Bow}}&lt;br /&gt;
{{Drops table row|Allagan Pistol}}&lt;br /&gt;
{{Drops table row|Allagan Rod}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Casting}}&lt;br /&gt;
{{Drops table row|Allagan Cane}}&lt;br /&gt;
{{Drops table row|Allagan Grimoire of Healing}}&lt;br /&gt;
{{Drops table row|Allagan Star Globe}}&lt;br /&gt;
{{Drops table row|Allagan Weapon Coffer (IL 95)}}&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|The Binds That Tie I}}&lt;br /&gt;
{{achievement table row|The Binds That Tie II}}&lt;br /&gt;
{{achievement table row|The Binds That Tie III}}&lt;br /&gt;
{{achievement table row|Mightier than the Dragon}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Binding Coil of Bahamut V}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Pre-Boss|Primal Timbre|roll=n}}&lt;br /&gt;
{{music table row|Boss|Thunderer}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:The Binding Coil of Bahamut - Turn 5 img1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is going rather more smoothly than I expected. It is indeed convenient to have a hero on hand.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods... That the cavern should open up &#039;&#039;again&#039;&#039;, even at this depth...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hah! This resembles a finger...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;lt;gasp&amp;gt; And so it should! This is Bahamut&#039;s hand!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; As with the wings, it seems to be frozen, and for that I count my blessings. But again I find myself wondering, how is it able to retain physical form?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I had assumed that Bahamut&#039;s reversion to aether was the cause of the widespread changes to the realm. But if he is still here, then that theory no longer holds.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; What was it, then, that brought about the realm&#039;s sudden regeneration? There is still so much we do not know about Carteneau...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I haven&#039;t the slightest inkling how deep these caverns run, but we must continue. &lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 1===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This contraption... Is it used to control the saturation of aether?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I suppose there is only one way to find out.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; The dragon you vanquished earlier—doubtless you noticed the peculiar contraption about its neck.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It was likely a receptor of some description, used to enslave the creature.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Ancient Allag possessed the means to control dragons, it would seem. The Ishgardians would kill for the knowledge, though to be sure, it could as easily be brought to bear against them.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; An army of dragons could turn the tide of any battle, as the Garleans once learned to their sorrow. I would not be the least bit surprised if they now sought to exploit this power.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Whatever their plans, this serves as another reminder of the might of the Allagans. One cannot help but wonder how so advanced a civilization came to fall.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Gods be good...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This is...this is Bahamut&#039;s head!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; And that enormous crystal—it pulsates as if... as if it were a heart! Then the primal that had awakened...was Bahamut all this time!?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No! No, no, &#039;&#039;NO&#039;&#039;! This cannot be true! This...this would mean that Grandfather died for naught!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Confound it! We do not know enough to strike at it now! We must withdraw!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Who...? Who is that? No...it can&#039;t be...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather? Is it truly you?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; No... Don&#039;t leave me again... Please...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; &amp;gt;&amp;gt; Grandfather!!! &amp;lt;&amp;lt;&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I-I know... We can do no more for now...&lt;br /&gt;
&lt;br /&gt;
===Post Duty Cutscene 2===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Hm? But this looks like...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; How did we come to be in northern Thanalan of all places?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Oh, but such details matter little!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Grandfather&#039;s alive, [Forename]!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Bahamut did &#039;&#039;not&#039;&#039; defeat him!&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; But why won&#039;t he return to us? I don&#039;t understand...&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; This expedition has yielded more questions than it did answers.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; At any rate, we would both be better for a rest. Let us return to the Waking Sands and reflect upon what we have seen.&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Thank you, [Forename]. Without you, none of this would have been possible.&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Waxen_Flesh.png&amp;diff=1270191</id>
		<title>File:Waxen Flesh.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Waxen_Flesh.png&amp;diff=1270191"/>
		<updated>2026-03-28T00:48:46Z</updated>

		<summary type="html">&lt;p&gt;Pckables: added to status effect icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Waxen Flesh debuff from Coils T5 Twintania&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
</feed>