The Second Coil of Bahamut - Turn 1

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This article is about the level 50 challenge-mode raid. For the level 50 (Savage) version, see The Second Coil of Bahamut - Turn 1 (Savage). For the second tier in general, see The Second Coil of Bahamut.

The Second Coil of Bahamut - Turn 1

Level
50 (Sync: 50)
Item Level
90
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 20 
Req. quest
Feature Quest Another Turn in the Coil
Entrance
North Shroud (X:20, Y:27)
Location
Dalamud's Shadow
Region
The Black Shroud
Patch
2.2
The Echo
Permanent +20%

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'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.

— In-game description

The Second Coil of Bahamut - Turn 1 is a level 50 raid introduced in patch 2.2. The raid is also known as T6.

Objectives

  • Destroy the dark matter cluster. 0/2
  • Defeat the rafflesia. 0/1

Enemies

Bosses

Video Guide

Phase 1 - 100% - 70%:

Bloody Caress is a frontal, conal AoE attack that applies a stacking 35 second Vulnerability Up debuff to the tank. A tank-swap should occur every 2 - 3 stacks of vulnerability.

Briary Growth is an ability that spawns 3 Dark Matter Bulbs at randomly selected preset locations. After a few seconds, the bulbs will sprout briar AoEs that deal damage and slow all players on top of it. The briar AoEs will grow four times, eventually covering a substantial portion of the room.

Thorn Whip is an ability that tethers between two to six players together with thorny vines. Players tethered together need to move away from each other to break the link or take about 300 to 500 damage per second. 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.

Floral Trap is an ability that 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. Players standing on Briars will not be pulled. This attack is always immediately followed by Devour.

Devour eats all players within the boss' melee range, granting Rafflesia a permanent Damage Up for every devoured player. Rafflesia will use Spit immediately after.

Spit releases the players absorbed by Devour and deals about 2000 damage to all players in the party. Players may get spat out in front of Rafflesia, which risks them being hit by Bloody Caress after.

(Phase 1 Rotation):

  • Bloody CaressThorn WhipBriary GrowthBloody CaressThorn Whip & Floral TrapDevourSpit
  • Bloody CaressThorn WhipBloody CaressBriary GrowthBloody CaressThorn Whip & FloralDevourSpitRepeat

DPS and healers should try to stay stacked together behind the boss to make Thorn Whip easier to break.

When Briary Growth 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 immediately.

Every second Thorn Whip will be combined with Floral Trap. 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 Briar 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.

Phase 2 - 70% - 40%:

Rafflesia will retain its attacks from Phase 1, but add two new attacks.

Blighted Bouquet will deal high damage to any player moving, attacking, or using any abilities when it finishes casting; enough to kill most players that aren't tanks. All players should sheathe their weapons and stop moving until the cast ends.

Viscid Emission places a Honey-glazed debuff on a single player. Dark Matter Hornets will spawn and attack the Honey-glazed player regardless of aggression; it cannot be taunted away. The player with Honey-glazed needs to be Devoured or Hornets will continuously spawn and attack the player. If the person with Honey-glazed dies, Rafflesia will use Viscid Emission on another player, immediately spawning another Dark Matter Hornet. If the Hornet is not killed after a certain amount of time, it will use Sharp Sting, instantly killing the target.

(Phase 2 Rotation):

  • Bloody CaressBlighted BouquetBriary GrowthBloody CaressThorn Whip & Floral TrapDevourSpitViscid Emission →
  • Bloody CaressThorn WhipBlighted BouquetBloody CaressBriary GrowthThorn Whip & Floral TrapDevourSpitBloody Caress → Thorn Whip → Repeat

Watch out for Blighted Bouquet 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.

The player with Honey-glazed should intentionally stay on top of Rafflesia during Floral Trap to ensure they are Devoured, thus removing their debuff. If players fail to do this, they may be stuck with Honey-glazed in Phase 3 with no method to remove it.

Phase 3 - 40% - 0%:

Rafflesia will lose all prior attacks except Thorn Whip and gain a new set.

Leafstorm is used at the start of phase 3 and every two minutes afterwards. It deals about 2000 damage to all players in party and spawns three Dark Matter Slugs.

Dark Matter Slugs are three enemies that spawn immediately after Leafstorm, each having ~6000 health. They should be controlled by your off-tank and/or killed by a caster Limit break. At 50% health, Dark Matter Slugs will move to the nearest Acidic Honey and attempt to devour all Honey in range. If successful, they will fully heal, gain a significant damage and health buff, and periodically cast Acid Ooze.

Acid Rain is cast shortly after the spawn of the Dark Matter Slugs. This ability creates three circular AoE markers below randomly selected players. At the center of these indicators, 3 enemies named Acidic Honey will spawn.

Acidic Honey are slime enemies with ~50,000 health that will afflict the raid with a stacking debuff called Potent Acid. Additionally, if attacked, Acidic Honey enemies will counter-attack with "Acid Spray" dealing ~900 damage to the attacker. Due to the high health and high counter-attack damage, it is not recommended to kill Acidic Honey enemies directly. Players will need to be cautious not to use AoE attacks.

Potent Acid is a stacking debuff given every 10 seconds while any Acidic Honey is still on the field. Regardless of how many are alive, only one stack of Potent Acid will be added per cast, expiring once all Acidic Honeys are gone. "Acid Cloud" damage is taken with every stack added, starting at <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. This means players have 100 seconds to either clear all the Acidic Honey or kill Rafflesia.

Acid Ooze is a raid-wide AoE attack by Dark Matter Slugs cast every 15 seconds after having devoured Acidic Honey. Acid Ooze will do ~2500 damage to the entire raid per Acidic Honey eaten; if one Dark Matter Slug were to eat two Acidic Honeys, Acid Ooze would deal ~5000 damage instead. Regardless of whether one slug eats all three honey, or if each slug eats one, three honey's worth of Acid Ooze simultaneously is enough to wipe the raid instantly.

Swarm adds 4 stacks of the Swarm 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. A tank swap is not necessary, but recommended.

Rotten Stench is a Line Stack marker used during Thorn Whip indicated by a blue circle above one player's head. Rafflesia fires a large beam at the marked player, splitting damage between all the players hit. When players are breaking Thorn Whip, they should move towards or away from the boss in a line to more easily absorb the incoming attack.

(Phase 3 Rotation):

  • Leafstorm → Acid Rain → Thorn Whip → Swarm → Thorn Whip → Rotten Stench → Swarm → Thorn Whip → Swarm → Thorn Whip → Rotten Stench → Repeat

While players may need to be careful with Swarm and Rotten Stench, the biggest hurdle will be handling Dark Matter Slugs. There are multiple strategies for handling these adds.

  1. The easiest, most reliable strategy is to kill all three slugs immediately without letting them eat any Acidic Honey. A Magic-DPS Limit break 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 Minimum IL.
  2. A common, but now out-of-date method is to stack the party up prior to Acid Rain to ensure all three Acidic Honey spawn together. Afterwards, two slugs are killed and one weakened to be allowed to eat all three Acidic Honey at once. This slug, often dubbed the "Super Slug" would then need to be killed within 15 seconds before it cast Acid Ooze and wiped the party. This is an extremely tight DPS check, and a melee Limit break was often saved for this. The problem with this method with current job strength is that if the party has enough DPS to kill the Super Slug in time, then they would also already have enough DPS to kill Rafflesia in under 100 seconds for the much simpler strategy #1.
  3. The likely intended strategy is to have the entire raid split around the room before Acid Rain, trying to ensure that Acidic Honey do not spawn near each other. Carefully damage one slug to 50%, let it eat one single Acidic Honey, and quickly kill it afterwards. Repeat individually for the remaining two slugs. With current job strength, this strategy is often considered too slow and overly safe.

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.

Loot

Treasure Coffer 1

Name Type Item Level Rarity Quantity
High Allagan Earrings of Fending Earrings 110 CBlue 1
High Allagan Earrings of Slaying Earrings 110 CBlue 1
High Allagan Earrings of Aiming Earrings 110 CBlue 1
High Allagan Earrings of Casting Earrings 110 CBlue 1
High Allagan Earrings of Healing Earrings 110 CBlue 1
High Allagan Choker of Fending Necklace 110 CBlue 1
High Allagan Choker of Slaying Necklace 110 CBlue 1
High Allagan Choker of Aiming Necklace 110 CBlue 1
High Allagan Choker of Casting Necklace 110 CBlue 1
High Allagan Choker of Healing Necklace 110 CBlue 1
High Allagan Bracelets of Fending Bracelets 110 CBlue 1
High Allagan Bracelets of Slaying Bracelets 110 CBlue 1
High Allagan Bracelets of Aiming Bracelets 110 CBlue 1
High Allagan Bracelets of Casting Bracelets 110 CBlue 1
High Allagan Bracelets of Healing Bracelets 110 CBlue 1
High Allagan Ring of Fending Ring 110 CBlue 1
High Allagan Ring of Slaying Ring 110 CBlue 1
High Allagan Ring of Aiming Ring 110 CBlue 1
High Allagan Ring of Casting Ring 110 CBlue 1
High Allagan Ring of Healing Ring 110 CBlue 1
High Allagan Aetherstone - Headgear Material N/A ABasic 1
High Allagan Aetherstone - Foot Gear Material N/A ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
High Allagan Earrings of Fending Earrings 110 CBlue 1
High Allagan Earrings of Slaying Earrings 110 CBlue 1
High Allagan Earrings of Aiming Earrings 110 CBlue 1
High Allagan Earrings of Casting Earrings 110 CBlue 1
High Allagan Earrings of Healing Earrings 110 CBlue 1
High Allagan Choker of Fending Necklace 110 CBlue 1
High Allagan Choker of Slaying Necklace 110 CBlue 1
High Allagan Choker of Aiming Necklace 110 CBlue 1
High Allagan Choker of Casting Necklace 110 CBlue 1
High Allagan Choker of Healing Necklace 110 CBlue 1
High Allagan Bracelets of Fending Bracelets 110 CBlue 1
High Allagan Bracelets of Slaying Bracelets 110 CBlue 1
High Allagan Bracelets of Aiming Bracelets 110 CBlue 1
High Allagan Bracelets of Casting Bracelets 110 CBlue 1
High Allagan Bracelets of Healing Bracelets 110 CBlue 1
High Allagan Ring of Fending Ring 110 CBlue 1
High Allagan Ring of Slaying Ring 110 CBlue 1
High Allagan Ring of Aiming Ring 110 CBlue 1
High Allagan Ring of Casting Ring 110 CBlue 1
High Allagan Ring of Healing Ring 110 CBlue 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Mapping the Realm: The Second Coil of Bahamut I 10 Discover every location within the first turn of the Second Coil of Bahamut. - 2.2

Music

Section Theme
Main Blades
Boss Calamity Unbound

Images

Dialogue

Cutscene

Alisaie: How strange. Why could we not see all this before? 
Alisaie: 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. 
Alisaie: The swirling aether leaking from the wound must warp the very air, creating a veil that hides these formations from view. 
Alisaie: Well, it is not as if we expected this to be a straightforward task. Let's tread carefully, shall we, [Forename]?
Alisaie: 'Tis imperative that we win through to the depths of this structure, and disable the mechanism that powers Bahamut'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. 
Alisaie: ...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.