The Final Coil of Bahamut - Turn 1

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This article is about the level 50 challenge-mode raid. For the third tier in general, see The Final Coil of Bahamut.

The Final Coil of Bahamut - Turn 1

Level
50 (Sync: 50)
Item Level
110
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 30 
Req. quest
Feature Quest Fragments of Truth
Entrance
Northern Thanalan (X:19, Y:20)
Location
IC-06 Central Decks
Region
Thanalan
Patch
2.4
The Echo
Permanent +20%

Alisaie is resolved to go through with her quest to vanquish Bahamut, though it means confronting her beloved grandfather, whom the elder primal has made his thrall. With Alphinaud's cooperation, an aetherial pathway has been established which will take your party to one of the two internment hulks that remain to be disabled. Your foray begins in northern Thanalan, at the set of Dalamud's talons situated in Raubahn's Push. Spare no preparation and expect fierce resistance.

— In-game description

The Final Coil of Bahamut - Turn 1 is a level 50 raid introduced in patch 2.4. The raid is also known as T10.

Objective

  • Breach the Neurokinetic Linkup.
  • Defeat Imdugud.

Enemies

Bosses

Video Guide

This boss has a large array of abilities to start with, but only adds one new mechanic per phase.

  • Crackle Hiss - An instant-cast frontal cleave. Has an extremely wide, near-180 degree cone. It deals around 3500 damage. Only the main tank should be standing to the front of the boss.
  • Critical Rip - A high damage tank-buster that can hit for ~10,000 if unmitigated. Large mitigations and shields are necessary.
  • Spike Flail - A cone AoE from Imdugud's (or adds) tail. This attack is only used if someone stands behind the mob, similar to Caduceus.
    • As Spike Flail is easy to dodge and stops all incoming damage from the boss, intentionally having a player stand behind Imdugud to prompt this attack is advantageous.
    • This attack is not part of Imdugud's regular rotation, rather it will be intermittently cast when conditions allow with a recast of 30 seconds.
  • Prey - A random player that is not the highest enmity target will be marked with a red circle and a debuff called Prey. Six seconds later, that player will take ~600 damage and, if the damage was not shielded, apply Erratic Blaster.
    • If the marked Prey are not sufficiently shielded by a Scholar or Sage, they will likely die from the after-effects. The healers will generally use Adloquium or other shields to achieve this.
  • Erratic Blaster - When it expires, the victim will be dealt ~5500 damage as well as given a 20 second unremovable Paralysis debuff. Caused by not shielding Prey targets.
    • Also grants Imdugud one stack of Electrocharge.
  • Wild Charge - A random non-tank player is marked with a blue circle. Five seconds later Imdugud will cast Electrification on that player, stunning them, applying a Vulnerability Up, and additionally dropping an Electrocution field under itself. Imdugud will immediately begin casting Wild Charge, a line-stack-damage charge attack with a resistible knockback that hits everyone between Imdugud and the target. Imdugud buffs itself with Electric Shock at the same time, applying extra damage to the first person hit during the charge.
    • Players must stack in front of the target to mitigate the damage to the stunned player, and a tank must be present between the boss and the stack to soak the damage from Electric Shock.
    • The damage from Wild Charge is higher in Phase 1 compared to later phases.
  • Electrocution - A persistent field of lightning left by the boss when casting Wild Charge. Deals ~3000 damage when stood in.

Phase 1 - 100% - 83%

Prior to the fight, a waymarker should be set on the side closest to the entrance as an indicator of where to stack for Wild Charge. Imdugud should be tanked on the opposite side of the arena to give space for the charge.

Scholars and Sages should ensure Prey targets are shielded or else they will likely die.

Ensure the boss is facing away from the raid at all times due to Crackle Hiss. Healers and ranged will not want to stand directly behind Imdugud due to Spike Flail. Tanks should save their larger mitigations for Critical Rip.

When a player is marked by a blue circle for Wild Charge, they should immediately run to the designated waymarker. DPS and Healers should run inbetween the marker and Imdugud, while the off-tank stands closer to Imdugud to take the Electric Shock hit from the charge. The Main Tank must hold their position as Imdugud will always follow up a charge with an immediate Crackle Hiss.

Phase 1 Rotation: Crackle Hiss → Critical Rip → Crackle Hiss → Wild Charge → Crackle Hiss → Prey → Repeat

If a player is behind Imdugud, it will pause its rotation to cast Spike Flail. Afterwards, the attack will go on cooldown for 30 seconds.

Phase 2 - 83% - 77%

At the start of phase 2 Imdugud will use:

  • Electrocharge - Imdugud stops attacking but becomes invincible until all Sons & Daughters of Imdugud are killed. Will start building stacks of Electrocharge, increasing the damage of Electric Burst.
    • This functions as a DPS check. The faster the party can defeat all the enemies, the less damage the follow-up attack will do. If the party is too slow, the resulting attack will wipe the raid.

Afterwards, two sets of Sons of Imdugud and Daughters of Imdugud will spawn on the East and West side of the arena.

  • Son of Imdugud - Casts Crackle Hiss frequently. On death, leaves behind a puddle of Electrocution that should be avoided. Gains Damage Up and Vulnerability Down if too close to another Son of Imdugud.
  • Daughter of Imdugud - Casts Prey. Gains Damage Up and Vulnerability Down if too close to another Daughter of Imdugud.
    • Tanks should take one son and one daughter each and face them 90-degrees from the center, towards the front and/or back. Due to the wide arc of Crackle Hiss, one tank should face their pair north, while the other faces theirs south.
    • Each living Daughter will cast Prey on a different person, resulting in 2 marked players initially. Scholars and Sages will need to be quick with shielding marked players from damage.
    • Both will cast Spike Flail if any players are standing behind them.

It is recommended to kill a pair from one side of the arena first before moving onto the other side. Daughters should be prioritized as Prey is significantly more dangerous, nor do they drop Electrocution puddles on death like Sons do.

Once all Sons and Daughters are dead, Imdugud will lose their invincibility. Once brought down to 77% health, they will cast:

  • Electric Burst - Raid-wide damage that increases with every stack of Electrocharge. The faster the Sons & Daughters are killed, the less damage this does.

Phase 3 - 77% - 54%

Imdugud gains one new attack that will change how prior mechanics must be handled:

  • Heat Lightning - A four second cast that hits three random players, excluding the main tank, with a small AoE. Deals damage and applies a Vulnerability Up debuff.

Players must spread out once Heat Lightning begins casting to avoid potentially hitting others with AoE damage.

While Wild Charge will follow a similar routine, those with Vulnerability Up must avoid joining the stack. If the off-tank is hit by Heat Lightning, either a tank-swap can occur so that the non-debuffed tank can take the Wild Charge, or the Main Tank can run into position and use Arm's Length (but be careful not to run through the Electrocution field).

Players who did not join the stack must remember to stand back away from the boss, as Imdugud will still cast Crackle Hiss at the main tank immediately after the charge.

The ability rotation for Imdugud during phase 3 is as follows:

Phase 3 Rotation: Heat Lightning → Prey → Crackle Hiss → Heat Lightning & Wild Charge → Crackle Hiss → Critical Rip → Crackle Hiss → Repeat

At 54% health, Imdugud will cast Electrocharge again.

Phase 4 - 54% - 44%

Phase 4 is mostly identical to phase 2, except that after 20 seconds, a third pair of Sons and Daughters will spawn.

DPS must kill one pair prior to this to allow a tank to grab these enemies in time. If DPS is lacking, a limit break can be used to used to speed up the process. A magic DPS Limit Break 3 will hit all four adds and take them to around 50% health. The group should then use all available DPS buffs to take out the west Daughter and Son as quickly as possible before the next two spawn. Once these two have died you can then move on to the adds on the east side, before moving back to the west for the additional adds.

As with phase 2, it is important to kill the Daughter before the Son in each pairing.

Once all four adds die, quickly damage Imdugud to 44% to begin phase 5.

Phase 5 - 44% - 0%

Imdugud will add one new attack, as well as add a new mechanic punishing player deaths during this phase.

  • Electric Burst - Now cast immediately when gaining stacks of Electrocharge, dealing ~1000 base damage to all living players and applying a Lightning Resistance Down. Stacks are gained from player death or from Erratic Blaster.
    • Player death grants 4+n stacks Electrocharge, "n" being the amount of players killed before the next cast of Electric Burst. Each stack of Electrocharge will increase the raid-wide damage of Electric Burst as well as add an equal amount of Damage Up stacks (about +5% damage per stack).
      • This means every player death grants a minimum of 5 stacks and thus a +25% damage buff to Imdugud.
  • Cyclonic Chaos - A random player will become tethered to Imdugud. After 5 - 10 seconds (depending on attack pattern), that player will explode, dealing stack-damage split between themselves and anyone nearby. Cyclonic Chaos will always be combined with either Heat Lightning or Wild Charge.
    • In the case of the former, Heat Lightning will be cast first with Cyclonic Chaos exploding five seconds after the cast finishes. Those with Vulnerability Up will die if they stack with the tether.
    • In the case of Wild Charge, then Cyclonic Chaos will explode first, five seconds after tethering, applying Vulnerability Up to those hit and thus limiting the available players to then stack for Wild Charge.

Phase 5 is the most difficult phase, success will require the full coordination of the entire team. You will also have noticed that your arena space is getting smaller and smaller. By the end of the phase only the center circle will remain a safe spot. If DPS is too low, the arena will lose its last safe-spot and the raid will most likely wipe.

The key mechanic to this phase is surviving the new combination attacks Imdugud will use. The consistent factor with each combination is spreading damage out equally, with half the raid taking one attack and the other half taking the second attack. As no player should be hit twice, healers should temporarily hold off casting and focus completely on mechanics until they are correctly positioned for the second part of the combination attack.

  • Heat Lightning + Cyclonic Chaos - Heat lightning will go off first, with Cyclonic Chaos 5 seconds after the cast finishes. Players should spread out during the Heat Lightning cast, and those not hit with Vulnerability Up should quickly stack on the tether. To avoid clipping other players with AoEs, movement should be kept minimal until after Heat Lightning is finished casting, afterwards players without any debuffs may move to the center with the tether.
    • If the off-tank is hit with Heat Lightning, they should tank-swap to allow the Main tank to participate in the Cyclonic Chaos
  • Cyclonic Chaos + Wild Charge - A player will be marked with Cyclonic Chaos which will explode in 5 seconds. Those hit will be afflicted with Vulnerability Up and can not stack for Wild Charge. The Main Tank should stack for Cyclonic Chaos in the center, moving out of the center after it explodes, while the off-tank takes Wild Charge.
    • It may be wise to designate a group of players to stack for the tether before-hand, as you will need an even stack for both, else a large portion of the raid may die.
  • Heat Lightning + Wild Charge - Functions identically to Phase 3. If the off-tank is hit with Heat Lightning, they will need to tank-swap so that the Main Tank can take the Electric Shock from the charge.
    • It is important that players stand in-front of the stunned player to ensure they are hit by the charge. If too far behind, the charge may miss them and will likely result in the deaths of others.

Phase 5 Rotation: Imdugud's full rotation is long, but mostly repeats itself with the exception of the Wild Charge combination. The first Wild Charge is combined with Cyclonic Chaos while the second is combined with Heat Lightning.

Heat Lightning + Cyclonic Chaos → Crackle Hiss → Critical Rip + Prey → Crackle Hiss → Cyclonic Chaos + Wild Charge →

Heat Lightning + Cyclonic Chaos → Crackle Hiss → Critical Rip + Prey → Crackle Hiss → Heat Lightning + Wild Charge → Repeat

As before, Imdugud will pause this rotation to cast Spike Flail or Electric Burst if conditions are met.

Loot

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Dreadwyrm Earring of Fending Earrings 130 CBlue 1
Dreadwyrm Earring of Slaying Earrings 130 CBlue 1
Dreadwyrm Earring of Aiming Earrings 130 CBlue 1
Dreadwyrm Earring of Casting Earrings 130 CBlue 1
Dreadwyrm Earring of Healing Earrings 130 CBlue 1
Dreadwyrm Choker of Fending Necklace 130 CBlue 1
Dreadwyrm Choker of Slaying Necklace 130 CBlue 1
Dreadwyrm Choker of Aiming Necklace 130 CBlue 1
Dreadwyrm Choker of Casting Necklace 130 CBlue 1
Dreadwyrm Choker of Healing Necklace 130 CBlue 1
Dreadwyrm Bracelet of Fending Bracelets 130 CBlue 1
Dreadwyrm Bracelet of Slaying Bracelets 130 CBlue 1
Dreadwyrm Bracelet of Aiming Bracelets 130 CBlue 1
Dreadwyrm Bracelet of Casting Bracelets 130 CBlue 1
Dreadwyrm Bracelet of Healing Bracelets 130 CBlue 1
Dreadwyrm Ring of Fending Ring 130 CBlue 1
Dreadwyrm Ring of Slaying Ring 130 CBlue 1
Dreadwyrm Ring of Aiming Ring 130 CBlue 1
Dreadwyrm Ring of Casting Ring 130 CBlue 1
Dreadwyrm Ring of Healing Ring 130 CBlue 1
Neo Aetherstone - Headgear Material N/A ABasic 1
Neo Aetherstone - Hand Gear Material N/A ABasic 1
Neo Aetherstone - Foot Gear Material N/A ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Dreadwyrm Earring of Fending Earrings 130 CBlue 1
Dreadwyrm Earring of Slaying Earrings 130 CBlue 1
Dreadwyrm Earring of Aiming Earrings 130 CBlue 1
Dreadwyrm Earring of Casting Earrings 130 CBlue 1
Dreadwyrm Earring of Healing Earrings 130 CBlue 1
Dreadwyrm Choker of Fending Necklace 130 CBlue 1
Dreadwyrm Choker of Slaying Necklace 130 CBlue 1
Dreadwyrm Choker of Aiming Necklace 130 CBlue 1
Dreadwyrm Choker of Casting Necklace 130 CBlue 1
Dreadwyrm Choker of Healing Necklace 130 CBlue 1
Dreadwyrm Bracelet of Fending Bracelets 130 CBlue 1
Dreadwyrm Bracelet of Slaying Bracelets 130 CBlue 1
Dreadwyrm Bracelet of Aiming Bracelets 130 CBlue 1
Dreadwyrm Bracelet of Casting Bracelets 130 CBlue 1
Dreadwyrm Bracelet of Healing Bracelets 130 CBlue 1
Dreadwyrm Ring of Fending Ring 130 CBlue 1
Dreadwyrm Ring of Slaying Ring 130 CBlue 1
Dreadwyrm Ring of Aiming Ring 130 CBlue 1
Dreadwyrm Ring of Casting Ring 130 CBlue 1
Dreadwyrm Ring of Healing Ring 130 CBlue 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Mapping the Realm: The Final Coil of Bahamut I 10 Discover every location within the first turn of the Final Coil of Bahamut. - 2.4

Music

Section Theme
Main Primal Timbre
Battle Spiral
Boss Calamity Unbound

Dialogue

Intro Cutscene

Alphinaud: So this is how it looks on the inside... 
Alisaie: This internment hulk still functions.
Alisaie: The teleportation was a success—we are come to the right place.
Alisaie: There is no telling how much further Bahamut has regenerated since we last beheld him.
Alisaie: Let us make haste to the main bridge and deactivate the coil.
Alisaie: There were receptacles similar to these in the previous hulk.
Alisaie: Those held chimerical beasts, but only the Allagans know what other abominations may be sleeping within.
Alisaie: They may well be part of Dalamud's internal defenses. We must stay on our guard at all times.

Post Duty Cutscene

Alisaie: By the Twelve... Dragons...and so many...
Alisaie: We were aware that the Allagans possessed the means to control the creatures, but to imprison them thus is...barbaric. I would not wish such a fate upon my worst enemy.
Alisaie: 'Tis plain that no love was lost between the Allagans and the dragons, but was it truly necessary to keep so great a number here?
Alisaie: Dalamud did not want for defenses, this we have experienced firsthand. Such guardians as the Allagans created—both living and unliving—were surely no less capable of repelling intruders than these poor creatures.
Alphinaud: Tell me something, Alisaie.
Alphinaud: Have you not managed to determine by whose will Bahamut exists?
Alisaie: No, I have not. At first, I assumed that Bahamut had no people of his own—that the Allagans had perhaps discovered a way to simulate prayer itself.
Alisaie: However, Nael's words gave me cause to reconsider—specifically, the shade's mention of Bahamut's "beloved children".
Alisaie: From that, I inferred that the primal is given form by the will of worshippers whom we have yet to—
Alisaie: Oh.
Alisaie: Gods strike me down for a blind fool.
Alisaie: Bahamut's beloved children, right there before my very eyes... How could I be so stupid?
Alisaie: Who else but the dragons of eld would summon Bahamut? Who else but they could sustain him? And to think I wondered why the Allagans kept them imprisoned here!
Alphinaud: Even should the flame of Bahamhut's life go out, his faithful children would summon him back.
Alphinaud: For this reason, the Allagan Empire kept an army of dragons here in a perpetual state of duress, that they might sustain the primal's existence.
Alphinaud: Truly, the Allagans' ingenuity knew no bounds...and neither did their cruelty.
Alisaie: Small wonder that Bahamut was so enraged! Let no one deny that it was man who sowed the seeds of the Calamity!
Alphinaud: Will you now turn your hatred towards our own kind, dear sister?
Alisaie: Do no patronize me, Alphinaud. I merely acknowledge our guilt.
Alisaie: Lest you be in any doubt, I have no intention of allowing Bahamut to lay the world to waste, regardless of the atrocities the Allagans committed against his kind. We have no choice but to eliminate all who worship him, be they his children or his thralls.
Alisaie: It seems reasonable to assume that the system responsbile for the primal's regeneration is also responsible for sustaining the captive dragons. If we disable it, all should perish. Let us press on.