The Final Coil of Bahamut - Turn 4
The Final Coil of Bahamut - Turn 4
- Level
- 50 (Sync: 50)
- Item Level
- 123
- 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
30 - Req. quest
- Fragments of Truth
- Entrance
- Northern Thanalan (X:19, Y:20)
- Location
- The Burning Heart
- Region
- Thanalan
- Patch
- 2.4
The Echo- Permanent +20%
“Restored to his senses in defeat, Louisoix uses his final moments to send your party to the main bridge of the final internment hulk, there to banish Bahamut once and for all. Yet though the end of your arduous journey is in sight, doubt not but that the cornered primal will lash out with his unbridled rage. If you are to overcome this terrible foe, you and yours must be of one purpose. Join now your hearts and minds, and sally forth to bring the Seventh Umbral Era to its true conclusion─for the future of Eorzea!
— In-game description
The Final Coil of Bahamut - Turn 4 is a level 50 raid introduced in patch 2.4. The raid is also known as T13.
It was first defeated by the Free Company Lucrezia on the server Alexander on November 2nd, 2014.
Objective
- Defeat Bahamut Prime.
Strategy
This fight is all about reacting to mechanics that repeat in each phase and mitigating heavy-hitting attacks. This fight has a hard 14 minute enrage so players need to handle the fight as quickly as possible. The boss doesn't have very complex attacks so learning them well will be the key to success.
Before the fight begins players need to set a marker somewhere in the arena to denote where players with a specific marker will stack to split damage.
Once the boss is engaged, the edge around the arena becomes an instant-kill upon
Phase 1: 100%-76%
To begin the fight players should pull the boss to the south wall of the arena.
- Flare Breath: A large frontal cleave on the primary target. Be sure to turn the boss away from the party for this. This attack is usually paired with other attacks.
- Megaflare: 3-4 players are marked with ground AoEs. 3-4 other players will be hit with a splash damage AoE, and 2-4 players are marked for a beam that must be split by other marked players to mitigate the damage. Players with a marker should stack at the predetermined location. The boss will follow this with a Flare Breath.
- Stack markers prioritize healers and DPS, however, if one or two are dead, a tank (potentially even the main tank) may get marked.
- Flatten: A heavy damage tankbuster. Requires mitigation to survive. Followed by three casts of Flare Breath so immediate heals afterwards or invulnerability are needed.
- Due to the length of this fight, tanks can use their invulnerability to soak Flatten and have it recharged by the time Phase 4 starts.
- Earth Shaker: Two players are marked with glowing brown arrows. After a short delay, the marked players will have repeated line AoE fired at them that hits anything between them. Bahamut will fire three times, each explosion dropping a puddle where the marked were standing. These puddles hurt to stand inside and inflict Heavy.
- The two marked players should immediately split to the left and right side of the boss to the edge of the arena, moving after each explosion to avoid the puddle. The rest of the DPS and Healers should huddle directly behind Bahamut to avoid the AoEs going out towards the sides. Healers may want to assign which of the two sides of Earth Shaker they want to heal prior.
Phase 1 Attack Rotation: Flare Breath → Megaflare → Flare Breath → Flatten → Flare Breath x3 → Earth Shaker → Repeat
This phase will repeat until the boss reaches 76% HP. players should push this phase as hard as possible to give more time later to handle other phases. It is also recommended that players use a DPS Limit Break level 1 to push the phase and also have a tank Limit Break level 3 for a later phase.
At 76% the boss will cast Gigaflare, an unavoidable room-wide attack. Mitigate and heal through the damage.
Phase 2: 76%-52%
- Shadow of Meracydia: Spawns after every Gigaflare or Rage of Bahamut. The first always spawns in the north side of the arena. If it gets too close to the boss, they will link and begin buffing each other. These adds should be killed immediately. Will also cast a line of AoE fire puddles if left alive too long.
- If the boss was pulled to the south, the off tank can grab the first Shadow and keep it in the north. The other Shadows will also spawn away from the boss, minimizing the chances of them tethering together.
- Flare Star: Orbs will periodically spawn throughout the phase. Orbs tether to random players, moving slowly at first before speeding towards their target. If a player is hit by an orb, they will take minor damage and receive a stack of the debuff Suffocated Will. This debuff should be spread equally across the party with a maximum of 2 stacks per person. These orbs explode in a small AoE which will apply the debuff to all hit; players must ensure no one else is nearby when popping one. This debuff will deal more damage when applied based on how many stacks a player already has. Non-tank players should not receive more than 2 stacks; the damage will be lethal after that.
- Player should communicate or be active in taking orbs if they are certain they themselves have less than 2 stacks. If a player is positioned nearby to take someone else's orb, the rest should move away to ensure the splash damage does not duplicate the debuff.
- Flatten: Has a heavier initial hit now, but only follows up with a single Flare Breath.
- Megaflare: Functions almost identically, except that a tower will appear under a random player after the AoEs explode. If this tower is not stood in quickly to soak the damage, it will wipe the raid.
- Rage of Bahamut: Deals damage based on how many stacks of Suffocated Will a player has. Healers should be ready for raid-wide healing after this.
Phase 2 Attack Rotation: Gigaflare / Rage of Bahamut → Spawn Shadow → Flare Star → Flare Breath → Flatten → Flare Breath → Megaflare + Tower → Flare Beath → Repeat
From here the phase repeats, an add will spawn in the southeast and west and the mechanics will keep repeating until the boss reaches 52% HP. At this time the boss will cast another Gigaflare and leave the arena.
Phase 3: Adds
- Divebomb: Players should move to the center of the room immediately after the boss leaves the arena. It will appear at the edge of the arena and mark a random player with a red circle above their head. This indicates the boss will charge from where it is to the other side of the arena, passing through where the marked player was standing. A Storm of Meracydia will spawn at the edge as well and mark a player with a green marker, indicating the same thing. Once these markers go out, players know the boss and the add will charge through the center of the arena in a straight line, creating safe zones. Once the green marker appears, players can move to those safe zones to avoid the attack. Be aware that the paths of the attacks are rather wide, so move sufficiently into safe zones.
- The boss will follow this up with a Megaflare, thus it is important to not stack in the chaos of dodging the divebomb. It's wise to have half the players dodge the divebomb to the right and the other half to the left (of looking at Bahamut from the middle) to give space for each player to spread.
- The Blood of Meracydia: A dragon with low health, but is shielded by either a Physical Damage Shield or a Magical Damage Shield. The type of shield it has swaps periodically. Should be focused first due to how quickly it can be killed.
- The Pain of Meracydia: A hard-hitting bipedal dragon that attacks with frontal cleaves and tail swipes. A tank should face this enemy 90-degrees away from the party so that they are attacking its side.
- The Gust of Meracydia: Small whelps that spawn in groups. Must be kept away from The Pain else they will be absorbed, granting it health restoration and a Damage Up. Can be saved for last as long as they are kept away from The Pain.
- The Sin of Meracydia: Large blue dragons that hit moderately hard, but function as a DPS check. 20 seconds after spawning, Sins will cast Evil Eye, which deals damage equal to their remaining health to the raid. These must be killed as fast as possible.
- The Storm of Meracydia: A large flying wyvern reminiscent of Twintania. Similarly attacks with Death Sentence, a moderate damage tank-buster. Drops a Neurolink 2.0 puddle on the ground on death, providing protection against Teraflare when stood inside.
Phase 3 Rotation: Divebomb + Megaflare → Blood + Pain → Gust x3 → Sin x2 → Divebomb + Megaflare → Storm → Blood → Gusts x2 → Sin → Pain → Divebomb (Bahamut Only) + Megaflare → Teraflare
- Teraflare: After enough time has passed, Bahamut will appear on the northern side of the arena and begin casting it's ultimate attack. To withstand it, players must be prepared to perform two actions.
- First, the Storm of Meracydia must be defeated prior, as the Neurolink 2.0 puddle debuffs with Flare Dampening, greatly mitigating the damage from this attack.
- Secondly, the tank should use a Limit Break 3 to further mitigate damage; a countdown will appear when 10 seconds remain, and the Limit Break should generally be used at 4 seconds remaining. Healers can also use shields.
After the party survives Teraflare, Bahamut will return to the arena and begin the final phase.
Phase 4: 52%-0%
The boss will use the attacks Flare Breath, Megaflare, Earthshaker, and Gigaflare in this phase, each with a slight change to their mechanics; see below for details. The boss also adds a new ability to its repertoire.
- Akh Morn: A multi-hit tank buster. This attack also tethers to a player, and if they are in range of the blast, will split the damage of the attack. The off tank should pick this tether up and stand near the main tank for this attack. The first hit of Akh Morn will deal heavy damage, with each hit after dealing about half as much as the first. Every time the boss uses this attack, it will add an additional Akh Morn hit.
- Tempest Wing: A high-damage attack combined with Megaflare and Earthshaker. Two players will be tethered to Bahamut. Once the respective attack it is combined with ends, these tethered players are hit by high-damage twisters. These twisters also damage and knockback others nearby, applying Bleeding and potentially flinging them into the death wall.
- These tethers should be picked up by the Main Tank and Off-Tank by running through the tether line. Both tanks should keep their distance from each other and any other party members. Every second Tempest Wing is followed by Flare Breath, requiring quick healing on the Main Tank.
- Megaflare: The attack mechanics will happen as normal, however this time up to 2 pillars will spawn, each needing a player to stand in them and soak the damage. Two random players will also be tethered by Tempest Wing.
- Earthshaker: This attack behaves as normal, however the boss will also tether the same two players targeted by Earthshaker with Tempest Wing. This is always followed up by Flare Breath, so healers must be ready to keep the Main Tank alive.
- After every two rounds of the above rotation, the boss will use Gigaflare, and immediately follow up with Akh Morn so be ready to move, mitigate and heal through this.
Phase 4 Rotation: Akh Morn → Megaflare + Tower + Tempest Wing → Earthshaker + Tempest Wing → Flare Breath → Akh Morn → Megaflare + Tower + Tempest Wing → Earthshaker + Tempest Wing → Flare Breath → Gigaflare → Repeat
This repeats until the boss is either defeated or enrages. At its enrage, it casts a 15-second Gigaflare that will wipe the party.
Solo strategy
As of patch 6.0, the duty can be easily cleared solo by any well-geared level 90 character.
The boss fight consists of attacking the boss and the adds it spawns until they die. The only danger lies in the three phases in which the boss and its add charge through the arena; they must be carefully evaded or they will push the player out of the arena and to their death.
Loot
30 Allagan Tomestone of Poetics- Burning Auricle Drops directly from boss, must be synced
Treasure Coffer 1
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Paladin's Dreadwyrm Arms (IL 135) | Other | N/A | Blue | 1 |
| Dreadwyrm Bardiche | Marauder's Arm | 135 | Blue | 1 |
| Dreadwyrm Claymore | Dark Knight's Arm | 135 | Blue | 1 |
| Dreadwyrm Spear | Lancer's Arm | 135 | Blue | 1 |
| Dreadwyrm Claws | Pugilist's Arm | 135 | Blue | 1 |
| Dreadwyrm Katana | Samurai's Arm | 135 | Blue | 1 |
| Dreadwyrm Daggers | Rogue's Arm | 135 | Blue | 1 |
| Dreadwyrm Longbow | Archer's Arm | 135 | Blue | 1 |
| Dreadwyrm Handgonne | Machinist's Arm | 135 | Blue | 1 |
| Dreadwyrm Staff | Two-handed Thaumaturge's Arm | 135 | Blue | 1 |
| Dreadwyrm Grimoire | Arcanist's Grimoire | 135 | Blue | 1 |
| Dreadwyrm Rapier | Red Mage's Arm | 135 | Blue | 1 |
| Dreadwyrm Cane | Two-handed Conjurer's Arm | 135 | Blue | 1 |
| Dreadwyrm Codex | Scholar's Arm | 135 | Blue | 1 |
| Dreadwyrm Torquetum | Astrologian's Arm | 135 | Blue | 1 |
| Dreadwyrm Weapon Coffer (IL 135) | Other | N/A | Basic | 1 |
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Dreadwyrm Chest Gear Coffer (IL 130) | Other | N/A | Basic | 1 |
| Neo Aetherstone - Body Gear | Material | N/A | Basic | 1 |
| Faded Copy of Answers | Orchestrion Roll | N/A | Basic | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Out of a Bind I | 5 | Complete the Final Coil of Bahamut. | Wind-up Louisoix | 2.4 |
| Out of a Bind II | 10 | Complete the Final Coil of Bahamut 5 times. | - | 2.4 |
| Out of a Bind III | 20 | Complete the Final Coil of Bahamut 10 times. | - | 2.4 |
| Mightier than the Dreadwyrm | 5 | Complete the Final Coil of Bahamut - Turn 4 with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. | - | 5.15 |
Music
| Section | Theme |
|---|---|
| Main | Answers |
Dialogue
Intro Cutscene
Alisaie: 'Twas a long and arduous road, but at last we reach its end. Alisaie: Farewell, Bahamut. I banish you back to the aether! Alisaie: He is not yet whole! I did not think him capable...
Alphinaud: Ugh... Alisaie! ALISAIE!
Alisaie: I had thought it finally over... Alisaie: We'll not survive another blast! Alisaie: No... Is this how I honor my promise to Grandfather?
Lousioix: You must needs find your own reason to fight for this realm—your own meaning in this sea of chaos. Will you do that for me?
Alisaie: I will, Grandfather. In fact, I believe I already have. Alisaie: That reason has been with me all along, guiding me—Eorzea's blade of Light, shearing through the endless shrouds of darkness... Alisaie: I have been shown the miraculous feats of which we are all capable. Of which I am capable. Alisaie: Bahamut! You have wreaked enough havoc! Alisaie: I will not let your wrathful fires consume all that we know and love! Alisaie: Ugh!
Alphinaud: How long I have waited to hear you say that! You have found your resolve at last! Alphinaud: Let me join my strength to yours. Alphinaud: In this place, in this moment, our purpose has become one!
Alphinaud and Alisaie: For the future of Eorzea!
Alisaie: This last task is yours, Warrior of Light! You must destroy Bahamut's crystal core!
Post-duty Cutscene
Alisaie: You did it! Alisaie: But one task remains... Alisaie: With this last coil disabled, there shall be naught left to bind Bahamut to this world. His beloved children will finally know peace... Alisaie: 'Tis done. He is truly gone. Alisaie: You knew, didn't you? You knew what Grandfather had become.
Alphinaud: I...was not certain. But from all I had gleaned, it seemed a distinct possibility. Alphinaud: The scene people describe of the Battle of Cartenau was one of unimaginable devastation. And 'tis through the combined prayers of the desperate—and an abundant source of aether—that primals are born. I merely put two and two together.
Alisaie: And you consider that a sufficient explanation? Alisaie: Well, however you stumbled across your theory, 'twas this revelation that made you wary of my attachment to Grandfather. Alisaie: You feared that in my obsession, I would fall under his primal sway. Is that why you decided to join us? To pull me back should I show signs of wavering?
Alphinaud: Pray forgive me, Sister. I wished only to protect you. Yet I see now that I needn't have doubted the strength of your conviction. Alphinaud: May I ask you a question? What do you now intend to do with the truth you have uncovered?
Alisaie: Which particular truth was that, Brother? The fact that desperate prayer gave rise to the primal Phoenix? That this new god was responsible for setting Eorzea on the path to rebirth? Alisaie: Should such a tale become common knowledge, people would soon offer up their prayers in earnest—they would beseech Phoenix to complete the healing that was begun.
Alphinaud: Yet as you and I know all too well, the very act of calling forth this savior would do more harm to the land than good. Alphinaud: We cannot encourage such worship for this very reason. Were Grandfather forced to return as an aether-draining primal, 'twould undo all that he had worked to protect. Alphinaud: Your abiding love for him was the key that unlocked the truth of the Calamity. Alphinaud: But keys may also serve to seal doors that were best left unopened. Alphinaud: Let your love now guide your actions, and lock away deep inside the fate of both Grandfather and Bahamut.
Alisaie: Fear not, Alphinaud—I understand what must be done. Alisaie: The realm need not know the truth for it to be saved. Alisaie: That the elder primal is banished, to return to more...that is enough. Alisaie: Let us make our way back to the surface. Poor Urianger must be beside himself with worry!