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
Bosses
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.
The Avatar will transition phases regardless of health if too much time passes.
The Avatar can not change phases if towers are active and charging. If a large amount of damage is done while Biotowers are up, it is possible to skip the second phase entirely.
The Avatar (Biotowers) - All Phases
Biotowers are located at North, East, South, and West areas of the room. The sets and order is predetermined, with two or three towers per set. They start with one charge and activate at five. Towers gain one charge every 15 seconds in Phase 1 and 2, and 20 seconds in Phase 3. After gaining four charges, the next charge will immediately activate their special ability.
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. This won't happen if The Avatar is forced to skip phases due to low health, however.
Towers must be forcefully charged by players to differentiate the charge levels and prevent The Avatar from gaining any buffs or enraging.
Each Biotower has an electrified field in front of it. Players can stand in these fields to grant a charge to those respective towers. Multiple players in a field will grant a charge per player.
Manually charging a tower costs health and applies a 90-second stacking Languishing debuff, increasing the health cost for further charges. The first charge deals 10% of max health, then 20%, 40%, 70%, and finally 120% of max health until the debuff expires. The damage of the first charge can be reduced by defensive stats and abilities, however, the second charge onward can not.
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.
Special abilities of the towers:
North - Marked by a square ring. Summons one Clockwork Dreadnaught that must be grabbed by the off-tank. This enemy hits very hard and uses frequent frontal cleaves attacks. Face this enemy away from the rest of the party.
East - Marked by four spinning circles. Creates 3 landmines in random areas, but not near towers and not under the boss. Mines will only be visible briefly after spawning before becoming invisible. Touching a mine causes knockback and ~2000 AoE damage. Mines must be forcefully detonated by running into them, as The Avatar will force-detonate them after 15 seconds and wipe the party.
South - Marked by a rotating cross. Defensive Reaction (~2500 Raid-wide AOE damage).
West - Marked by a rotating cross. Defensive Reaction (~2500 Raid-wide AOE damage).
The Avatar (Abilities) - Phase 1
Diffusion Ray - Frontal cone AOE that deals heavy damage and applies Bleeding. This DoT ticks for 600 and can be cleansed with Esuna. Only the main tank should stand in front of The Avatar.
Gaseous Bomb - Marks a player with a non-transferable "satellite-like" laser. The target will be hit with a stack-damage AoE. Stack together to split the damage between across the party.
Homing Missile - Targets a non-tank player with a tether. This tether can be transferred by having another player intercept the line. The target will be hit with an AoE for ~1500 damage.
Phase 1 Rotation: Diffusion Ray → Biotowers → Homing Missile → Diffusion Ray → Gaseous Bomb → Diffusion Ray → Diffusion Ray → Homing Missile → Gaseous Bomb → Diffusion Ray → Repeat
The Avatar (Abilities) - Phase 2
Brain Jack - Causes the main tank to run towards and attack the nearest ally for 10 seconds. Brain Jack is cast every 30 seconds. Diffusion Ray always follows this move. To prevent the boss from turning around, place a DPS directly on top of The Avatar. They must be close enough that the Brain-jacked tank stays in front of the boss, but still behind the frontal cone of Diffusion Ray. Alternatively, players can tank-swap instead, but then must carefully manage the spawn timing of Dreadnaughts.
Ballistic Missile - Binds 2 players in place, and summons a large or small circle around each. Two people must be in the small circle(s) and three people must be in the large circle(s). A wrong amount of players will cause everybody in the circles will die.
Phase 2 Rotation: Ballistic Missile -- Biotowers → Diffusion Ray → Brainjack → Diffusion Ray → Homing Missile → Diffusion Ray → Gaseous Bomb → Brainjack → Homing Missile → Diffusion Ray → Ballistic Missile → Gaseous Bomb → Repeat from Biotowers
Best way to handle this is to have all players other than the main tank to stay stacked behind the boss and when ballistic missile gets cast, everyone will spread from the stack. Afterwards the 2 targeted people should stay in (since they can't move). If both circles are small, the targeted players will count for each others circles and the other players don't need to interact with them. If 1 or 2 circles are big, you need other player to stand on the edge of the large circle (if it's 1 large and 1 small, standing in the middle will kill, since there would be 3 players in the small one, thus it's important you stand on the edge of the large circle).
You can assign 3 players to handle this in priority order (if no priority player is bound, priority player 1 goes. If priority player 1 is bound, priority player 2 goes etc.)
The Avatar (Abilities) - Phase 3
Allagan Field - A 30 second debuff put on a random non-tank player. After it expires, it deals raid-wide damage equal to twice the damage that the debuffed player took over those 30 seconds. The debuffed player must avoid taking ANY damage during this time. Healers should prioritize shielding this player as it will mitigate or neutralize potential incoming damage. There is a 10 second window after expiration before The Avatar recasts Allagan Field. The Avatar will also always tether Homing Missile to the debuffed player, which must be grabbed by someone else and brought to a safe location.
Phase 3 Rotation: Allagan Field → Homing Missile → Diffusion Ray → Gaseous Bomb → Diffusion Ray → Allagan Field → Diffusion Ray → Homing Missile → Gaseous Bomb → Diffusion Ray → Diffusion Ray → Repeat
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.
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.
The Avatar Strategy
This fight has a 11m hard enrage timer where The Avatar will wipe the party. The Avatar stays in the center of the boss room. When the Main Tank moves out of the melee range of The Avatar, it will use heavy hitting lasers instead of auto-attacks. 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 the two more important biotowers, and gives easy vision of the AoE biotowers to the healers.
Phase 1: 100% - 75% or 2m40s
Set 1 (Dread + West Tower): rush dread tower (send 2 DPS to dread tower). Tank grabs dread, and uses mitigations to survive.
Set 2 (Mines + West Tower): rush mines tower. Assign 3 DPS for landmines, one for each landmine. Arm's Length can be used to avoid knockback.
If The Avatar is brought down to 75% health before the second set of towers, it will immediately skip to Phase 2 and tower set 3.
Phase 2: 75% - 45% or 2m40s - 7m
The Avatar gains Brain Jack and Ballistic Missile abilities, the latter is cast immediately at the start of the phase.
With enough dps (pushing to 45% health), you can skip immediately to phase 3 without seeing Ballistic Missiles entirely. In this case, towers will skip to set 6.
The Avatar always does Homing Missiles immediately after Brainjack ends. Physical Ranged is the perfect candidate for both Homing Missiles and Brainjack due to not losing any DPS from movement or positioning.
Set 3 (Dread + West Tower): see above, for set 1.
Set 4 (Mines + West Tower): see above, for set 2.
Set 5 (Dread + Mines Tower): you can choose to rush dread or mines. Picking dread, you must deal with Ballistic Missile and mines at the same time. Picking mines, you must deal with Ballistic Missile and the dread at the same time.
Phase 3: 45% to 0% or 7m - 11m
The Avatar can no longer cast Brain Jack or Ballistic Missile, but now casts
Allagan Field.
3 towers now activate per wave with charge rates of 20 seconds instead of 15. Three or more players must push towers now; healers and tank(s) might need to get involved.
The player with Allagan Field should not be pushing towers or hitting mines, period. They must avoid any and all sources of damage. Additionally, they should be shielded at all times by a SCH or SGE.
The Avatar always casts Homing Missiles right after Allagan Field in this phase, targeting the Allagan Field marked player.
Set 6 (Mines + West + South Tower): Send 3 players to West and 1 player to South. (Flexible strategy, based on group preference).
Set 7 (Mines + Dread + South Tower): send 2 players to dreadnaught and 1 player to South. (Flexible strategy, based on group preference).
Set 8 (Mines + West + South Tower): see above, for set 6.
Strategies for Tower-Pushing
Strategies for above
- Set 1: 2 dreadnaught
- Set 2: 2 mines
- Set 3: 2 dreadnaught
- Set 4: 2 mines
- Set 5: 2 mines
- Set 6: 3 to Western AoE, 1 to South AoE
- Set 7: 2 to dreadnaught, 1 to mines
- Set 8: 3 to Western AoE, 1 to South AoE
Alternate 1
- Set 1: 1 to AoE, 0 to Dread
- Set 2: 2 to Mines, 0 to AoE
- Set 3: 2 to AoE, 0 to Dread
- Set 4: 2 to Mines, 0 to AoE
- Set 5: 2 to Mines, 0 for Dread
- Set 6: 2 to AoE*, 1 to AoE, 0 to Mines. Tank triggers AoE early, when there is no active Allagan Field.
- Set 7: 2 to AoE, 1 to Mines, 0 to Dread. Kill boss before Dread spawns.
Alternate 2
- Set 1: 2 to dreadnaught
- Set 2: 2 to mines
- Set 3: 2 to dreadnaught
- Set 4: 2 to mines
- Set 5: 2 to mines
- Set 6: 2 mines, 1 AoE (can send tank to AoE if desired)
- Set 7: 2 dreadnaught, 1 mines
- Set 8: 2 mines, 1 AoE (can send tank to AoE if desired)
Solo Unsynced Strategy
Avatar's mechanics interact rather poorly with the extensive DPS output available when unsynced, even when solo. If Avatar is pushed below ~75% before the first set of towers spawn, he'll unconditionally place Homing Missile on you, which then kills you regardless of your maximum HP. To combat this, do not burst the boss at the start of the fight. Instead, wait until the first set of towers spawn ~15s into the fight. Dip into one tower for a single stack (recommend the north tower, where you entered the boss arena), then burst the boss. As long as you get him under ~60% to phase push him before the first two towers go off, you won't get hit by Homing Missile and will be able to burn him straight to dead without further problems.
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?