The Binding Coil of Bahamut - Turn 5

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This article is about the level 50 challenge-mode raid. For the first tier in general, see The Binding Coil of Bahamut. For the Ultimate Raid involving Twintania, see The Unending Coil of Bahamut (Ultimate).

The Binding Coil of Bahamut - Turn 5

Level
50 (Sync: 50)
Item Level
82
Difficulty
Extreme/Savage
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
90 minutes
Phoenix Down
Not Available
Duty Finder
Raids (A Realm Reborn)
Tomestones
Allagan Tomestone of Poetics 10 
Req. quest
Feature Quest Primal Awakening
Entrance
Eastern La Noscea (X:21.7, Y:22.3)
Location
Ragnarok Central Core
Region
La Noscea
Patch
2.0
The Echo
Permanent +30%

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.

— In-game description

The Binding Coil of Bahamut - Turn 5 is a level 50 raid introduced in patch 2.0. The raid is also known as T5.

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 Excalibur server on October 27, 2013.

Objectives

  • Defeat Twintania 0/1.

Bosses

Turn 5 Video Guide

Phase 1: 100% - 85%

Note: 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.

  • The Scourge of Meracydia: Three dragons that surround Twintania at the start of the fight. Casts Liquid Hell.
    • Liquid Hell: A 3 second cast that shoots a Burning pool of a fire at a random player's feet, dealing damage over time while inside.
  • Death Sentence: A 3 second cast Tankbuster, dealing heavy damage to the highest enmity player. Recast of 35 seconds.
  • Plummet: An instant frontal cleave dealing moderate damage. Recast of 10 seconds. Ensure nobody but the main tank stays in front of Twintania at all times.

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.

All three adds will cast Liquid Hell roughly every 15 seconds. As this attack's position is decided when the cast starts, it can be easily avoided by moving during the cast time. Don't stand in the fire.

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).

Once all three adds are dead, the party can focus on Twintania until 85% health.

Phase 2: 85% - 55%

Twintania drops the first Neurolink underneath her, gains two new abilities, and a change to Death Sentence.

  • Death Sentence: Now inflicts the target with Infirmity, heavily reducing healing received for 15 seconds. A tank swap must occur during or quickly after the cast.
    • This is often followed quickly by Plummet, so the debuffed tank should move away from the front of the boss immediately.
  • Fireball: A stack marker indicated by a red triangle above a target's head. Deals 13,000 damage divided across all players near the target.
    • Twintania will gain a stack of Waxing Flesh for every player hit, increasing the danger of the Conflagration attack.
  • Conflagration: 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 must be quickly killed or it will instead kill all players inside.
    • The time it takes before Conflagration kills the trapped depends on the stacks of Waxing Flesh: starting at 30 seconds with one stack and reducing the timer by 5 seconds per additional stack.
    • Players inside Conflagration are invulnerable and untargetable. If a player marked by Fireball runs inside the conflagration dome, the Fireball will be completely nullified.
  • Neurolink: Dropped under Twintania during phase transitions. Standing inside reduces movement, damage dealt, and healing received. Important for later phases.

The tank should move Twintania away from the Neurolink 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.

The tanks should be prepared to tank-swap often during this phase, as Death Sentence can quickly result in its namesake.

The off tank should always be second place on the threat table, or they may be targeted by Conflagrations.

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.

The ideal amount of players hit by Fireball is four (however three is possible when not Minimum IL) as this will keep damage survivable while keeping Conflagration timers reasonable.

When a player is marked by Fireball, only those on the side it appeared should stack, with the off-tank shifting to join the stack as a fourth.

The player targeted by the Conflagration should move quickly into the middle of the boss' hitbox – directly underneath Twintania. This makes it easier for everyone, including the main tank, to attack and destroy the Conflagration in time.

Every second Fireball will happen shortly after a Conflagration. Players can take advantage of this by having the marked player intentionally run inside the Conflagration, stopping the fireball and resetting the Conflagration timer.

When Twintania reaches 55%, the third phase will begin.

Phase 3: Divebombs

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.

  • Divebomb: 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.
    • The spot where the marked player is standing the instant the marker appears will be where Twintania will aim.

All players should immediately run to the very bottom of the hill/divot on the northwest side (right side from entrance) of the arena.

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.

One Asclepius and two Hygieia will spawn.

  • Asclepius: A large snake enemy with a large amount of health. Must be killed before the end of Phase 3.
  • Hygieia: Two smaller snake enemies. On death, they apply a 40 second Vulnerability Up to all nearby, including Asclepius.

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 Vulnerability Up without hitting the main tank.

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.

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' attacks.

Two more Hygieia will spawn. Kill these in the same manner as before, then kill Asclepius.

Once all enemies are dead, every player should stand inside a Neurolink. The highest enmity tank should stand alone in whatever Neurolink is farthest south, while the rest of the party stands in the other.

Phase 4: 55% - 30%

Twintania flies back into the arena with an explosion. Do not be fooled, this is a non-damaging explosion and not Twintania's ultimate attack. Several second later, Twintania casts Aetheric Profusion, dealing raid-wide damage and killing any player not stood inside a Neurolink. Addle can be cast to slightly reduce the damage of this attack.

Players should immediately leave the Neurolink puddles after this attack to remove the debuff.

Once the ultimate is finished, the main tank should drag and reposition her at the bottom of the hill near the entrance to the room.

All other players should spread throughout the whole room, but avoid the center. Twintania loses the ability to cast Fireballs and Conflagrations, but gains two deadlier attacks.

  • Twister: 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.
    • This is Twintania's most dangerous attack. Players should have Twintania as a Focus Target so they can see this cast happening at all times. Do not run near other players or double-back. When this cast starts, run in a straight-line until it is safe.
  • Dreadknight: A dreadknight enemy 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.
    • The Dreadknight is susceptible to Stun and Heavy. Players should use any and all abilities that can slow it down alongside killing it as quickly as possible. Shield Bash is especially useful.

All players will need to keep a constant eye out for Twister 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.

After the first Twister, Twintania will summon a Dreadknight in the middle of the room. Players need to be far away from the Dreadknight until it chooses its target, 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.

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.

This repeats until Twintania reaches 30%

Phase 5: 30% - 0%

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:

  • Hatch: 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. If the player hit is not inside a Neurolink, they will take massive damage and likely die. When inside a Neurolink, however, damage is greatly mitigated.
  • Liquid Hell: Similar to the ones cast in Phase 1, however, Twintania will target one player and shoot them five times in quick succession. The targeted player should stay mobile until the attack ends, staying away from party members and Neurolinks.
    • The flaming puddles last for 30 seconds before disappearing.

The main-tank should keep Twintania on top of a Neurolink at all times. The off-tank should immediately move into the Neurolink under Twintania and stay there as long as possible to absorb Hatch. DPS and Healers should position nearby other Neurolinks in case of emergency.

As long as the off-tank is stood under Twintania, no one should have to worry about Hatch. A tank-swap will still have to occur for Death Sentence, in which the previous main tank will then take the off-tanks place inside the Neurolink.

Be wary of Liquid Hell, as it can result in major issues depending on the player targeted.

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.

If the off tank gets targeted by Liquid Hell, everyone else needs to be extremely careful in dealing with Hatch. 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.

Loot

See also: Allagan Weapons

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Allagan Wootz Nugget Material N/A ABasic 1
Allagan Silk Material N/A ABasic 1
Allagan Leather Material N/A ABasic 1
Allagan Aetherstone - Weaponry Material N/A ABasic 1
Allagan Aetherstone - Body Gear Material N/A ABasic 1
Allagan Chest Gear Coffer (IL 90) Other N/A ABasic 1
Faded Copy of Thunderer Orchestrion Roll N/A ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Paladin's Allagan Arms (IL 95) Other N/A CBlue 1
Allagan Battleaxe Marauder's Arm 95 CBlue 1
Allagan Guillotine Dark Knight's Arm 95 CBlue 1
Allagan Spear Lancer's Arm 95 CBlue 1
Allagan Baghnakhs Pugilist's Arm 95 CBlue 1
Allagan Daggers Rogue's Arm 95 CBlue 1
Allagan Composite Bow Archer's Arm 95 CBlue 1
Allagan Pistol Machinist's Arm 95 CBlue 1
Allagan Rod Two-handed Thaumaturge's Arm 95 CBlue 1
Allagan Grimoire of Casting Arcanist's Grimoire 95 CBlue 1
Allagan Cane Two-handed Conjurer's Arm 95 CBlue 1
Allagan Grimoire of Healing Scholar's Arm 95 CBlue 1
Allagan Star Globe Astrologian's Arm 95 CBlue 1
Allagan Weapon Coffer (IL 95) Other N/A ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
The Binds That Tie I 5 Complete the Binding Coil of Bahamut. - 2.1
The Binds That Tie II 10 Complete the Binding Coil of Bahamut 5 times. - 2.1
The Binds That Tie III 20 Complete the Binding Coil of Bahamut 10 times. - 2.1
Mightier than the Dragon 5 Complete the Binding Coil of Bahamut - Turn 5 with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 5.15
Mapping the Realm: The Binding Coil of Bahamut V 10 Discover every location within the fifth turn of the Binding Coil of Bahamut. - 2.0

Music

Section Theme
Pre-Boss Primal Timbre
Boss Thunderer

Images

Dialogue

Cutscene 1

Alisaie: This is going rather more smoothly than I expected. It is indeed convenient to have a hero on hand.
Alisaie: Gods... That the cavern should open up again, even at this depth...
Alisaie: Hah! This resembles a finger...
Alisaie: <gasp> And so it should! This is Bahamut's hand!
Alisaie: 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?
Alisaie: I had assumed that Bahamut'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.
Alisaie: What was it, then, that brought about the realm's sudden regeneration? There is still so much we do not know about Carteneau...
Alisaie: I haven't the slightest inkling how deep these caverns run, but we must continue. 

Post Duty Cutscene 1

Alisaie: This contraption... Is it used to control the saturation of aether?
Alisaie: I suppose there is only one way to find out.
Alisaie: The dragon you vanquished earlier—doubtless you noticed the peculiar contraption about its neck.
Alisaie: It was likely a receptor of some description, used to enslave the creature.
Alisaie: 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.
Alisaie: 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.
Alisaie: 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.
Alisaie: Gods be good...
Alisaie: This is...this is Bahamut's head!
Alisaie: 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!?
Alisaie: No! No, no, NO! This cannot be true! This...this would mean that Grandfather died for naught!
Alisaie: Confound it! We do not know enough to strike at it now! We must withdraw!
Alisaie: Who...? Who is that? No...it can't be...
Alisaie: Grandfather? Is it truly you?
Alisaie: No... Don't leave me again... Please...
Alisaie: >> Grandfather!!! <<
Alisaie: I-I know... We can do no more for now...

Post Duty Cutscene 2

Alisaie: Hm? But this looks like...
Alisaie: How did we come to be in northern Thanalan of all places?
Alisaie: Oh, but such details matter little!
Alisaie: Grandfather's alive, [Forename]!
Alisaie: Bahamut did not defeat him!
Alisaie: But why won't he return to us? I don't understand...
Alisaie: This expedition has yielded more questions than it did answers.
Alisaie: 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.
Alisaie: Thank you, [Forename]. Without you, none of this would have been possible.