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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_(Savage)_-_Turn_2&amp;diff=38616</id>
		<title>The Second Coil of Bahamut (Savage) - Turn 2</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_(Savage)_-_Turn_2&amp;diff=38616"/>
		<updated>2014-10-14T20:05:45Z</updated>

		<summary type="html">&lt;p&gt;RandomRaider: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Lore==&lt;br /&gt;
After battling your way through to the base of the colossal fragment that impales the ground in Alder Springs, your party enters the structure through an opening in its outer shell. The sight that greets you is of an endless procession of azure-lit passages, within which can be glimpsed the grotesque silhouettes of chimeric monstrosities.&lt;br /&gt;
&lt;br /&gt;
{{dungeons}}&lt;br /&gt;
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==Abilities==&lt;br /&gt;
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&#039;&#039;&#039;Phase 1: 100% - 80%&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cursed voice&#039;&#039;&#039; - Same as T7&lt;br /&gt;
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&#039;&#039;&#039;Renauds&#039;&#039;&#039; - Two renauds spawn simultaneously and can only be stoned once. If a cursed voice occurs when they are up (or stoned), both renauds get the cursed voice debuff and upon expiry, will stone whoever or wherever they face.&lt;br /&gt;
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&#039;&#039;&#039;Phase 2: 80% - 60%&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cursed Voice&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; - Same as t7&lt;br /&gt;
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&#039;&#039;&#039;Petrifaction&#039;&#039;&#039; - Same as t7&lt;br /&gt;
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&#039;&#039;&#039;Lamia Deathdancer&#039;&#039;&#039; - They hit for about 50% more than that in t7.&lt;br /&gt;
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&#039;&#039;&#039;Phase 3: 65% - 50%&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Venomous tail&#039;&#039;&#039; - two targets will be chosen at random for a damaging debuff that increases over time. These need to be removed ASAP.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Lamia Fatedealers&#039;&#039;&#039; - They hit for 50% more and if more than 2 fatedealers are up when they do their focused attack, it pretty much kills whoever they target. Zerg at least two down before an incoming shriek. &lt;br /&gt;
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&#039;&#039;&#039;Cursed voice, shriek, petrifaction all occur&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Phase 4: 50% - 0%&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Lamia Prosector&#039;&#039;&#039; - Hits for 50% harder. Uses petrifaction that is immediately followed by a petrifaction from Melusine.&lt;br /&gt;
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&#039;&#039;&#039;Venomous tail&#039;&#039;&#039; - As soon as the prosector dies, 4 random targets will get the debuff. It is imperative that the debuffs be removed from the targets ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cursed Shriek&#039;&#039;&#039; - There&#039;ll be 1 shriek before the prosector dies. After it dies, there&#039;ll be 2 shrieks. 1 will always be on the main tank. The other is random. To solve this, there&#039;ll need to be a tank swap. and since 2 renauds spawn, 1 should be placed opposite from the other while the group stacks in the middle.&lt;br /&gt;
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==Strategy==&lt;br /&gt;
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Before anything, it is extremely important to remember this rotation - &#039;&#039;&#039;Cursed Voice, Cursed Voice, Shriek.&#039;&#039;&#039; The general rule for renauds is those that spawn after the 2nd voice will be used for shriek. The one that spawns closest to the healers need to be stoned ASAP. The other one can be kited while avoiding shriek. Renauds that spawn after the first voice expires should be stoned. Destroy one and wait for the renauds that spawn after the second voice before destroying the other. Renauds that spawn before or during the first voice are to be stoned and destroyed.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Phase 1:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Watch out for petrifaction at the start, have your summoner kite the 2 renauds that spawn to the south side where healers can stone them. The first set of renauds are killed. When it&#039;s close to 80%, wait for a voice (presumably the first voice in the rotation) before phasing it. This ensures that renauds will spawn along with a second voice to stone them for the shriek. Adds need to be killed ASAP as they hit extremely hard. &lt;br /&gt;
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&#039;&#039;&#039;Phase 2:&#039;&#039;&#039;&lt;br /&gt;
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Before 65%, wait for a shriek to occur to reset the cycle, so that you have the entire rotation of 2 x Cursed Voice to kill at least 2 fatedealers. Venomous tails need to be removed ASAP.&lt;br /&gt;
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&#039;&#039;&#039;Phase 3:&#039;&#039;&#039;&lt;br /&gt;
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Kill fatedealers, right before 50%, wait for the first shriek to reset the cycle before phasing melusine. &lt;br /&gt;
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&#039;&#039;&#039;Phase 4:&#039;&#039;&#039;&lt;br /&gt;
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Prosector is up, watch for double petrifaction. DPS it but wait for a shriek before killing it. This resets the cycle so you don&#039;t get a fast double shriek. When double shriek occurs, assign another kiter to drag the other renaud in a such a way that both renauds are positioned opposite each other. In this phase, with regards to the voice-renaud-shriek cycle, the frequency of the voices is increased. Any renauds that spawn are to kited and stoned for double shrieks. When dragged into position, these renauds should be stoned in a way that they do not face the middle. Petrifaction from the boss can put a wrench in the cycle so play it by ear. If you see renauds that spawn before the first voice occurs, they can be dragged into position to avoid them facing the middle when they get the second voice debuff. &lt;br /&gt;
&lt;br /&gt;
If they spawn after the first voice and before it expires, do the same thing. If they spawn after the first voice expires, chances are they&#039;ll be petrified where they spawn. In this instance, it becomes a matter of rng, as you&#039;ll need to pray that the circular puddles spawn before the shrieks. If the renauds are in a good position (opposite each other), it&#039;s fine. If they&#039;re not, you&#039;ll need to sacrifice one of the shrieked people in the puddle, and adapt to the position of the other shriek. During double shrieks, do a tank swap.&lt;br /&gt;
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&#039;&#039;&#039;To simplify:&#039;&#039;&#039;&lt;br /&gt;
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Renauds that spawn before first voice/during the first voice = Position and stone them with first voice. They&#039;ll get the second voice debuff. Don&#039;t stand in front of them. Shrieked members wait for the voice on the renauds to go off before moving to the renauds&lt;br /&gt;
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Renauds that spawn after the first voice and before a petrifaction = If badly positioned, kill one, sacrifice one shriek in the puddle. Watch for renaud with second voice debuff.&lt;br /&gt;
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Renauds that spawn after the first voice and the petrifaction that follows = Position them and stone them with second voice, perform double shriek maneuver.&lt;br /&gt;
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Venomous tails are to be removed. Assign an order among your white mages and scholars. &lt;br /&gt;
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There is an enrage timer of 11 mins.&lt;/div&gt;</summary>
		<author><name>RandomRaider</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_(Savage)_-_Turn_1&amp;diff=38611</id>
		<title>The Second Coil of Bahamut (Savage) - Turn 1</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_(Savage)_-_Turn_1&amp;diff=38611"/>
		<updated>2014-10-14T04:41:19Z</updated>

		<summary type="html">&lt;p&gt;RandomRaider: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Lore==&lt;br /&gt;
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 in the North Shroud.&lt;br /&gt;
&lt;br /&gt;
{{Dungeons}}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1: 100% - 65%&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Blighted Bloom&#039;&#039;&#039; - Kills anyone who moves during its cast. Happens 5 seconds into the fight.&lt;br /&gt;
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&#039;&#039;&#039;Devour&#039;&#039;&#039; - Vacuums in the direction of the person with yellow marker. Does a smaller 360 degree vacuum as well.&lt;br /&gt;
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&#039;&#039;&#039;Bulbs&#039;&#039;&#039; - Unlike normal t6, bulbs cannot be zerged down in a hasty manner. They also form a tether to Rafflesia if they&#039;re too close to it. The tether gives Rafflesia a -90% incoming damage debuff. &lt;br /&gt;
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&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039; - Similar to t6, except that you will now need to swap at every stack.&lt;br /&gt;
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&#039;&#039;&#039;Chains&#039;&#039;&#039; - Same as t6. &lt;br /&gt;
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&#039;&#039;&#039;Honey and Bees&#039;&#039;&#039; - Same as t6.&lt;br /&gt;
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&#039;&#039;&#039;Phase 2: 65% - 0%&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Leafstorm&#039;&#039;&#039; - Happens at 65% instead of 40%.&lt;br /&gt;
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&#039;&#039;&#039;Acid rain&#039;&#039;&#039; - Same as t6.&lt;br /&gt;
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&#039;&#039;&#039;Swarm&#039;&#039;&#039; - Works differently now. Rafflesia will turn towards a random member of the raid and place a debuff on said person. The debuff has 4 stacks that should be &#039;&#039;&#039;reduced to 1 stack by spreading to other raid members&#039;&#039;&#039;. The debuff comes with a heavy that cannot be dispelled. Swarm expires in 8 seconds. Upon expiry, the swarm does damage to anyone affected depending on the number of stacks said person has. 1 stack = negligible damage. 2 Stacks = 90% of max HP. 3 and 4 stacks kills the target. Swarm occurs every 30s and the stacks last for 60s. &lt;br /&gt;
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&#039;&#039;&#039;Slugs&#039;&#039;&#039; - Similar to the way it works in t6. However, the mechanic cannot be ignored by zerging Rafflesia as all 3 slugs will explode and wipe the raid after a certain amount of time. When the slug is reduced to 50% of its HP, it runs to eat an acidic honey and does 3-4k raid wide aoe damage. The slug will then be transformed into a bigger version of itself and it needs to be zerged down ASAP or it will do a 3k-4k raid wide aoe damage. All 3 slugs have to be killed and the phase repeats itself after the slugs are dead. &lt;br /&gt;
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&#039;&#039;&#039;Chains&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Laser&#039;&#039;&#039; - Same as t6&lt;br /&gt;
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&#039;&#039;&#039;Bloody Caress&#039;&#039;&#039; - This means there still needs to be a tank swap. &lt;br /&gt;
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==Strategy==&lt;br /&gt;
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&#039;&#039;&#039;Phase 1:&#039;&#039;&#039;&lt;br /&gt;
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Rafflesia needs to be kited away from bulbs that spawn by the tank, while tanks swap at every 2 stacks. As stated, the first devour happens 5 seconds into the fight. A good tactic is to always have the yellow marker run to the bulb directly behind Rafflesia. If a bulb spawns in the middle, that bulb can be used by the yellow marker while the boss is dragged away from it. Raid members needs to be alert whenever Rafflesia does a devour and it has a moderated sized aoe vacuum (about 20-25 yalms). Honey and bees work the same way and optimally, you want only one bee to have died and one honey to have been devoured throughout the entire first phase. DPS also need to take note that if a tether is up on Rafflesia, any DOTs on it will have 90% of its damage reduced throughout its entire duration. It is imperative that tanks move Rafflesia away from bulbs ASAP. Chains need to be broken as usual. &lt;br /&gt;
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&#039;&#039;&#039;Phase 2 (65%)&#039;&#039;&#039;&lt;br /&gt;
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Leafstorm occurs and a few seconds later, acid rain puddles spawn on various members of the raid. As with normal t6, the tank needs to drag Rafflesia away from the raid. After the puddles spawn, avoid the aoe damage and stack close to Rafflesia. For swarms, it is good to place a marker (A) on the left/right of Rafflesia.  It will cast swarm on a random person in the raid (tanks can be hit too). On the first swarm, since the raid is stacked, 4 members will almost instantly get 1 stack of debuff each. These 4 members need to spread away (not too far, about 8 yalms) from the non-debuffed members. &lt;br /&gt;
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The non-debuffed members are required to be at marker A when the next swarm is about to spawn. There is a chance that Rafflesia will put a swarm on a member with existing stacks. When that happens, Rafflesia will turn to face that member and that person needs to run to A immediately. The person will end up with 2 stacks and will need it count his swarm debuff down for the 90% hp hit. Healers can stoneskin and adlo to reduce the damage. Again, swarm occurs every 30s.&lt;br /&gt;
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As swarm is happening, the slugs cannot be ignored. Since the first swarm is spreaded out immediately, which means there is no risk of someone getting 2 stacks, the first slug needs to be marked and dpsed down to 50% as soon as the raid is stacked. After the slug is below 50%, it&#039;ll run to eat an acidic honey and do a significant amount of damage to the raid. A big slug will spawn and it needs to be killed as soon as possible, before chains occur. Phase the second slug AFTER the chains and lasers have been dealt with. The swarm comes right after chains and lasers so the second slug needs to be fed as soon as everyone is topped up from the damage from chains/lasers. A good gauge when swarm is coming is every 30s mark of your swarm debuff.&lt;br /&gt;
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Those without debuffs move to A and watch for where Rafflesia faces when swarm is cast. If it faces A, then it&#039;s one of the non-debuffed members who are getting the swarm which means the swarm will spread almost immediately since non-debuffed members are stacked at A. If it faces another direction, the person with the swarm needs to run towards A to spread his stacks. As the second big slug is at 50%, start dpsing the third small slug and phase it right after the second one dies. There&#039;ll be another set of chains with no laser to deal with but it&#039;s just a matter of having the anchor move away. Another swarm will come and just deal with it as you have the first 2 swarms. Do a tank swap at 3 stacks in this phase.&lt;br /&gt;
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This phase repeats itself when leafstorm occurs.&lt;br /&gt;
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To simplify, the phase looks like this.&lt;br /&gt;
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&#039;&#039;&#039;Leafstorm -&amp;gt; Acid Rain -&amp;gt; Swarm -&amp;gt; Phase 1st slug -&amp;gt; Heal up -&amp;gt; Kill 1st big slug -&amp;gt; Chains and Laser (Anchor moves) -&amp;gt; Heal up -&amp;gt; Swarm -&amp;gt; Phase 2nd slug -&amp;gt; Kill 2nd big slug -&amp;gt; Phase 3rd slug -&amp;gt; Heal up -&amp;gt; Kill 3rd big slug -&amp;gt; Chains -&amp;gt; Swarm -&amp;gt; end.&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
The gist of the strategy in phase 2 is to isolate the damage sources and stagger them. They are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slug phasing AOE = 3k raid damage&lt;br /&gt;
Chains and Laser = 3k~ damage&lt;br /&gt;
Rafflesia = tank damage&lt;br /&gt;
Second stack on swarm = 90% of max HP of target.&lt;/div&gt;</summary>
		<author><name>RandomRaider</name></author>
	</entry>
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