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%:

Rafflesia has three phases, with many attacks focused around player positioning and limiting movement space.

Phase 1 Abilities
Name Description
Bloody Caress A frontal cleave attack that applies a stacking 35 second Vulnerability Up debuff.
Briary Growth Spawns 3 Dark Matter Bulbs at randomly selected preset locations. After a few seconds, the bulbs will sprout briar puddles that deal damage and slow all players on top of it.

The briar puddles will grow four times, eventually covering a substantial portion of the room.

Thorn Whip Spread tethers attaching two to six players together with thorny vines. Tethered players take 300-500 per second until the tether is broken by the tethered players running far apart.

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 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. Surecast Surecast or Arm's Length Arm's Length also resists the pull.

Devour Eats all players in front of the boss in melee range, granting Rafflesia a permanent Damage Up for every devoured player. Always used after Floral Trap.
Spit Deals ~2000 party-wide damage and releases any players absorbed by Devour.
  • Players may get spat out in front of Rafflesia, which risks them being hit by Bloody Caress after.

DPS and healers should try t o 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 1 Rotation
Attack Strategy
Bloody Caress Healers will need to be ready as attacks will hurt more as Vulnerability Up is accumulated.
Thorn Whip The party should stack prior and spread out afterwards to break the tethers.
Briary Growth If there are any Dark Matter Bulbs in the center, they should be killed. The tank may need to more Rafflesia if a bulb spawns near them.
Bloody Caress A tank swap should occur here.
Thorn Whip & Floral Trap The marked player should run to a briar puddle or use a knockback resist while the rest of the party runs to the opposite side of Rafflesia with the tank., breaking their tethers while running.
Devour Players should hold their positions until this cast is finished, as any player nearby risks being eaten.
Spit Players should move back to the center and healers should use their AoE healing.
Bloody Caress
Thorn Whip Spread out to break tethers
Bloody Caress Heal the tank up quick as there will be another heavy tank-buster soon after.
Briary Growth Kill any Bulbs that spawn in the center.
Bloody Caress Tank swap here.
Thorn Whip & Floral Trap Handle as before.
Devour
Spit
Loop Repeat

Phase 2 - 70% - 40%:

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

Phase 2 Abilities
Name Description
Blighted Bouquet A Red Light attack, dealing high damage to any player moving, attacking, or using any abilities when it finishes casting; enough to kill most players that aren't tanks.
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. This debuff is only removed by Rafflesia's Devour.
  • If the person with Honey-glazed dies, Rafflesia will use Viscid Emission on another player, immediately spawning another Hornet.
  • If the Dark Matter Hornet is not killed after a certain amount of time, it will use Sharp Sting and instantly kill its target.

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 2 Rotation
Attack Strategy
Bloody Caress Tank swap if this is your third Vulnerability Up stack.
Blighted Bouquet All players should sheath their weapons until the cast finishes.
Briary Growth As before, kill any bulbs in the center, ignoring any outside.
Bloody Caress Tank swap at 3 stacks.
Thorn Whip & Floral Trap Marked player stands in a briar while the rest move to the opposite side of the boss.
Devour
Spit
Viscid Emission All DPS should focus on killing the Dark Matter Hornet as quickly as possible before it kills its target. Healers will need to keep the debuffed player alive to prevent it from being repeated.
Bloody Caress
Thorn Whip Spread out to break the tethers.
Blighted Bouquet Sheathe your weapons.
Bloody Caress
Briary Growth
Thorn Whip & Floral Trap The person afflicted with Honey-glazed should intentionally stand in the center and get eaten by Rafflesia. Failure to clear this debuff before Phase 3 will make the fight more difficult.
Devour
Spit
Bloody Caress Another Bloody Caress follows soon after, tank swap if needed.
Thorn Whip Spread out to break the tethers.
Loop Repeat

Phase 3 - 40% - 0%:

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

Phase 3 Abilities
Name Description
Leafstorm Deals ~2000 damage to all players in party and spawns three Dark Matter Slugs. Used at the start of the phase and every two minutes afterwards.
Dark Matter Slugs Enemies with ~6000 health each. 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 Creates three circular AoE markers below randomly selected players. Each AoE will create an Acidic Honey enemy. Always cast shortly after Leafstorm.
Acidic Honey Slime enemies with ~50,000 health that will afflict the raid with a stacking debuff called Potent Acid. If attacked, these enemies will counter-attack with "Acid Spray" dealing ~900 damage to the attacker.
  • 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.
Acid Ooze Party-wide damage cast by Dark Matter Slugs every 15 seconds after having devoured Acidic Honey. Deals ~2500 damage per Acidic Honey eaten.
  • Regardless of one slug eating three Honey, or three slugs eating one honey each, three Acidic Honey worth of Acid Ooze casts simultaneously is enough to wipe the party 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.
Rotten Stench A Line Stack marker 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. Always combined with Thorn Whip.

Some groups may want to tank-swap after Swarm for safety, though it is not a requirement.

The attack Rotten Stench being combined with Thorn Whip can be tricky, as it requires players to break tethers by running forward or back, rather than to the side. As long as players stay in a straight line, the attack should not deal fatal damage.

The key mechanic in this phase is handling the Dark Matter Slugs and the Acidic Honey. The stacking Potent Acid creates a 100 second timer to either clear all the Acidic Honey or kill Rafflesia before the damage wipes the party.

There are multiple strategies for handling these adds.

The easiest, most reliable strategy is to kill all three slugs immediately without letting them eat any Acidic Honey. A Magic-DPS Limit break 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.

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 Limit break was often saved for this. There is an argument to be made that if DPS is high enough to kill the Super Slug in time, then it would also be enough to kill Rafflesia in the 100 second Potent Acid window when using the first strategy.

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.

Phase 3 Rotation
Attack Strategy
Leafstorm Heal the party and handle the slugs using your preferred strategy.
Acid Rain Pre-position based on your preferred strategy and avoid the AoEs after. Avoid using AoE attacks as they may hit the Acidic Honey and prompt counter-attacks.
Thorn Whip
Swarm Tank swap can be used here for safety.
Thorn Whip + Rotten Stench Tethers should run forwards or back in a line so that they stay in-line with the boss and the marked target.
Swarm
Thorn Whip
Swarm
Thorn Whip + Rotten Stench Tethers should run forwards or back in a line so that they stay in-line with the boss and the marked target.
Loop Repeat

Loot

Treasure Coffer 1

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

Treasure Coffer 2

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