The Second Coil of Bahamut - Turn 3
The Second Coil of Bahamut - Turn 3
- Level
- 50 (Sync: 50)
- Item Level
- 100
- 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
20 - Req. quest
- Another Turn in the Coil
- Entrance
- North Shroud (X:20, Y:27)
- Location
- Central Decks
- Region
- The Black Shroud
- Patch
- 2.2
The Echo- Permanent +20%
Your party activates the coil's lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.
— In-game description
The Second Coil of Bahamut - Turn 3 is a level 50 raid introduced in patch 2.2. The raid is also known as T8.
Objectives
- Open the frontal bulkhead. 0/1
- Defeat the Avatar. 0/1
Enemies
Travel south from the entrance to Sector XII in the Lower Decks. Use the jump pad to go up to Sector VII in the Main Decks. Go south to the Frontal Bulkhead and open it to reach The Avatar boss.
This fight has a 11m hard enrage timer after which The Avatar will wipe the party.
While the Avatar will progress phases if enough damage is done, time is also a factor and The Avatar will change phases based on their Biotower rotation.
The Avatar can not change phases if towers are active and charging. This can be used to skip phases entirely.
When attempting this duty solo, The Avatar will instantly kill the player with Ballistic Missile if allowed to reach Phase 2. Players must force this phase to be skipped by bringing The Avatar to 45% health while towers are still charging in order to skip to phase 3. Players can bring The Avatar to 76% and wait for the second set of towers to spawn to create an easier DPS check.
Biotowers
The Avatar has four Biotowers, one located at the North, East, South, and West edges of the room. Towers appear in pre-determined sets of two or three based on time and/or phase.
Towers have a charge meter behind them, starting with one charge and instantly activating at five. Towers gain one charge every 15 seconds in Phase 1 and 2, and 20 seconds in Phase 3.
When towers charge themselves, if two towers hold an equal amount of charges The Avatar will gain a stack of Vulnerability Down and Damage Up. If three towers are equal, The Avatar will gain two stacks of each buff.
If two or more towers charge to maximum simultaneously, The Avatar will enrage and wipe the party with repeated casts of Atomic Ray. If the Avatar is forced to skip phases due to low health, this will also bypass the enrage.
Players can forcefully charge towers by standing in the adjacent electrified fields. This will grant one charge per player in the field as well as inflict those players with a stack of Languishing for 90 seconds.
Manually charging a tower costs health, the HP cost increased per stack of Languishing. The first charge deals 10%[1] of max health, then 20%, 40%, 70%, and finally 120% of max health until the debuff expires.
There is a 20 second period between the last tower's natural activation (nobody running in to charge it) and when the next set of towers spawn. It's always 20 seconds, whether there are two or three towers.
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). Languishing lasts 90 seconds, so you have to plan accordingly.
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it's longer than the 90s debuff, you can have the same people activate the towers.
| Visual | Location | Fully Charged Effect |
|---|---|---|
| North | Summons one Clockwork Dreadnaught. This enemy hits very hard with frequent frontal cleave attacks. | |
| East | Creates 3 landmines in random areas. Mines become invisible a few seconds after creation. Touching a mine explodes it, inflicting knockback and ~2000 AoE damage.
| |
| South & West | Deals ~2500 damage to the entire party. |
Phase 1: 100% - 75% or 2m40s
The Avatar's first phase is comprised of two sets of towers, but will skip to phase 2 early if brought to 75% before the second set of Biotowers appears.
This boss stays immobile in the center of the room. If the main enmity target moves too far away from The Avatar, it will attack with ranged lasers that hit much harder than its melee attack.
| Name | Description |
|---|---|
| Diffusion Ray | A frontal cleave that deals heavy damage and applies Bleeding. The debuff ticks for ~600 damage and can be cleansed with Esuna. |
| Gaseous Bomb | A stack marker indicated with a "satellite-like" laser. Damage will be divided across all players near the marked. |
| Homing Missile | A transferable tether from the boss to a non-tank player. The target explodes in a moderate AoE for ~1500 damage. |
Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to two important Biotowers, and gives easy vision of the AoE biotowers to the healers.
The Biotower rotation for Phase 1 is:
Set 1 (Dread + West Tower)
Set 2 (Mines + West Tower)
| Attack | Strategy |
|---|---|
| Diffusion Ray | Always face The Avatar away from the party. Healers should Esuna the Bleeding off the main tank whenever possible. |
| Biotowers |
|
| Homing Missile | Have one player (preferably the off-tank) intercept the tether and run it away from the group. |
| Diffusion Ray | |
| Gaseous Bomb | The group should stack behind The Avatar to spread out the damage equally. |
| Diffusion Ray x2 | |
| Homing Missile | Move the tether away from the group. |
| Gaseous Bomb | Stack behind the boss, staying away from whichever player is tethered. |
| Diffusion Ray | |
| Repeat until Phase 2 | |
Phase 2: 75% - 45% or 2m40s - 7m
The Avatar adds two new deadly attacks to its arsenal. It is possible to skip this phase entirely by bringing The Avatar to 45% health while the second set of towers is up in Phase 1.
| Name | Description |
|---|---|
| Brain Jack | Debuffs the main tank with Brain Jack, causing them to run to the nearest player and attack them for 10 seconds. This does not effect enmity. Cast every 30 seconds and is always followed by Diffusion Ray. |
| Ballistic Missile | A Multi-player Stack Marker. Binds two random players in place and marks them with a large or small circle. If an incorrect amount of players are in the circle, all inside are instantly killed.
|
The most dangerous attack is Ballistic Missile and will require the majority of the groups attention and effort.
A common method to handle Ballistic Missile is to have to entire group stack together prior to the attack, having one player assigned to be the third for the stack if needed. As it is random which two players are chosen, three players may need to be assigned and given a priority order. As the two bound players will meet the requirements for the small circle, only one player will need to be present if there is a large circle, standing on the very edge as to not be inside the small circle if present.
The Biotower rotation for Phase 2 is:
Set 3 (Dread + West Tower)
Set 4 (Mines + West Tower)
Set 5 (Dread + Mines Tower)
| Phase | Attack | Strategy |
|---|---|---|
| Opening | Ballistic Missile | Ensure the correct amount of people are standing in the circle. Failure to handle this mechanic is likely to lead to a wipe. |
| Loop | Biotowers |
|
| Diffusion Ray | ||
| Brain Jack | An simple method to trivialize this debuff is to have one player stand under The Avatar but just barely out of Diffusion Ray range. The main-tank will then attack that player without turning the boss.
| |
| Diffusion Ray | ||
| Homing Missile | Place the tether away from the group. | |
| Diffusion Ray | ||
| Gaseous Bomb | Stack behind the boss. | |
| Brain Jack | Handle as before. | |
| Homing Missile | Place the tether away from the group. | |
| Diffusion Ray | ||
| Ballistic Missile | Handle as before. | |
| Gaseous Bomb | Stack behind the boss. | |
| Repeat Twice from Biotowers | ||
Phase 3: 45% to 0% or 7m - 11m
The Avatar loses the ability to use Ballistic Missile, but gains an equally dangerous new attack. Towers in this phase will now gain charges every 20 seconds instead of the previous 15.
| Name | Description |
|---|---|
| Allagan Field | A random non-tank is debuffed with Allagan Field. After the debuff expires, it deals party-wide damage equal to twice the damage that the debuffed player took over its duration. |
This new attack will require the entire party's focus to deal with. The player debuffed with Allagan Field must intentionally avoid all mechanics and damage, as it can easily lead to a party wipe once the debuff expires.
AoE towers especially will need to be timed carefully to explode between Allagan Field casts.
Due to the charge timers on towers lining up with Allagan Field, players can prepare two towers to auto-activate the instant Allagan Field expires by giving one +3 charges and a different tower +1 charge.
Alternatively, players can wait until Allagan Field expires and manually rush the remaining AoE tower charges in the safe 10 second window.
The Biotower rotation for Phase 3 is:
Set 6 (Mines + West + South Tower): Send 3 players to West and 1 player to South. Ensure the Allagan Field player is safely away from any landmines once they appear.
Set 7 (Mines + Dread + South Tower): Send 2 players to the Dreadnaught tower and 1 player to South.
Set 8 (Mines + West + South Tower): Handle the same as Set 6.
Note: Biotower spawn timers do not line up equally with the rotation and thus have been omitted, but Biotower charge timers will always line up with Allagan Field timers. Towers spawn or gain a charge when Allagan Field is at 20 seconds and 0 seconds.
| Attack | Strategy |
|---|---|
| Allagan Field | The player debuffed with Allagan Field should be marked and run away from the group to a far corner. This player should avoid all mechanics until the debuff expires. Keep this player shielded at all times. |
| Homing Missile | Will attempt to tether to the player with Allagan Field. Another player should immediately pick up this tether and move it away. |
| Diffusion Ray | |
| Gaseous Bomb | All players except for the debuffed should stack together. |
| Diffusion Ray | |
| Allagan Field | A new player will be debuffed and must separate far from the group. Keep shields on them at all times. |
| Diffusion Ray | |
| Homing Missile | Grab this and move it away from the group and the Allagan Field player. |
| Gaseous Bomb | All other players stack. |
| Diffusion Ray x2 | |
| Loop Repeat | |
Loot
Treasure Coffer 1
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| High Allagan Aetherstone - Headgear | Material | N/A | Basic | 1 |
| High Allagan Aetherstone - Hand Gear | Material | N/A | Basic | 1 |
| High Allagan Aetherstone - Foot Gear | Material | N/A | Basic | 1 |
| High Allagan Leg Gear Coffer (IL 110) | Other | N/A | Basic | 1 |
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| High Allagan Head Gear Coffer (IL 110) | Other | N/A | Basic | 1 |
| High Allagan Hand Gear Coffer (IL 110) | Other | N/A | Basic | 1 |
| High Allagan Foot Gear Coffer (IL 110) | Other | N/A | Basic | 1 |
Other Loot
Treasure Coffer (X: 9.8 Y: 8.3)
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| X-Potion | Medicine | 70 | Basic | 1 |
| X-Ether | Medicine | 70 | Basic | 1 |
| Hi-Elixir | Medicine | 70 | Basic | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Mapping the Realm: The Second Coil of Bahamut III | 10 | Discover every location within the third turn of the Second Coil of Bahamut. | - | 2.2 |
Music
| Section | Theme |
|---|---|
| Main | Blades |
| Boss | Calamity Unbound |
Images
Dialogue
Cutscene
Alisaie: I am reminded of the passages beneath Castrum Occidens. We must have traveled quite some distance below the surface. Alisaie: More of the same tunnels... Twelve be good! Surely they cannot continue all the way down from the upper floors? Alisaie: Tis difficult to see inside, but I have a terrible feeling those corridors house more of the dreadful guardians you have already faced. Alisaie: It is said that the Allagans excelled in the creation of chimerical beasts, and that the red moon teemed with a thousand thousand fantastical monstrosities─all to prevent the enemies of the ancient empire from releasing the elder primal. Alisaie: I wonder, the creatures that prowl these halls─could they be the “beloved children” of which Nael spoke? Alisaie: Well, this is yet another mystery to ponder upon our return. Shall we continue onwards?
- ↑ The first charge a player gives to a Biotower (before gaining a Languishing debuff) can have its damage reduced by defensive stats and abilities. Once players are inflicted with Languishing, defense is completely ignored.