The Second Coil of Bahamut - Turn 4

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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 4 (Savage). For the second tier in general, see The Second Coil of Bahamut. For the Ultimate Raid involving Nael Deus Darnus, see The Unending Coil of Bahamut (Ultimate).

The Second Coil of Bahamut - Turn 4

Level
50 (Sync: 50)
Item Level
105
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
The Holocharts
Region
The Black Shroud
Patch
2.2
The Echo
Permanent +20%

At a depth of 6329 yalms, your exhausted yet determined fellowship enters the hulk's operations deck. An impossible scene unfolds before you, the surreal landscape bathed in a crimson glare and holding the promise of epic conflict...

— In-game description

The Second Coil of Bahamut - Turn 4 is a level 50 raid introduced in patch 2.2. The raid is also known as T9.

The Second Coil of Bahamut Turn 4 is also known as the "Turn 9" of Coil by players, which pits the players against Nael Deus Darnus. It is the hardest instance in patch 2.2 of A Realm Reborn, and a spiritual successor to the Rivenroad trial from Legacy. The raid was first completed by the Free Company Order of the Blue Garter on Excalibur server on April 13, 2014.

Objectives

Strategy

MTQCapture Video Guide

An extremely infamous and difficult fight, Nael Deus Darnus will test the party's ability to coordinate as a group to a high degree. A single person stepping slightly out-of-place will often result in the death of the entire party.

This boss has four phases, with the second being a transitory invulnerability phase.

Phase 1: 100%-65%

The arena will be surrounded with a wall that causes instant-death to any that touch it for the entirety of the fight. Be careful when running near the edge.

Phase 1 Abilities
Name Description
Ravensclaw Hard-hitting frontal cleave on the main enmity target. Cast between attacks and is not tied to attack rotation.
Ravensbeak A powerful casted tankbuster on the main enmity target. The player is then debuffed with Raven Blight for 12 seconds.
  • When Raven Blight expires, the player explodes in an AoE— dealing high damage to themselves and anyone nearby.
  • Is cast every 45-50 seconds and is not explicitly tied to attack rotation.
Stardust A random player that is not the main enmity target will get a yellow or purple marker. After a few seconds, the marker will disappear and a comet will drop on that location.
  • Comets do proximity damage based on their landing location. Targeted players have a few seconds to move before the marker disappears, then another few seconds to move from the drop point.
  • If two comets are in close proximity to each other (~5 yalms), one will explode and wipe the party.
Iron Chariot Nael jumps to the farthest player and begins casting an AoE around themselves that deals knockback. Always combined with Thermionic Beam.
Thermionic Beam A Stack marker Stack marker indicated by a red marker on a player during Iron Chariot.
Raven Dive Nael jumps onto the highest enmity target after Thermionic Beam, dealing minor damage in an AoE.
Lunar Dynamo A donut AoE centered on Nael. Damage dealt to players by this attack with heal the boss.
Meteor Stream Four random players are marked with purple arrows— each of these players are then hit with small AoEs. This attack may happen twice in rapid succession.
Dalamud Dive A much stronger version of Raven Dive that will kill non-tanks. Always follows a Meteor Stream.

The key to surviving the first phase will be correctly placing the Stardust comets around the arena.

As Nael will repeatedly summon more comets as the fight progresses, Phase 1 has a soft DPS check to reach phase 2 before space runs out.

A faster Phase 1 clear will result in an easier start to Phase 2.

Phase 1 Rotation
Attack Description
Stardust Players should be prepared to run the comet to a safe spot away from the party and other comets.
Ravensbeak The tank should use a mitigation and preferably tank swap to avoid putting the rest of the party at risk of exploding once Raven Blight expires.
Raven Dive + Iron Chariot The party should move out of the AoE and towards whichever player is marked for Thermionic Beam.
Thermionic Beam All players except the tank debuffed with Raven Blight should stack.
Raven Dive
Stardust With every cast, the safe spots for comets decreases. Have a plan for where you would want to run if you're marked before the cast happens.
Lunar Dynamo Melee players can stack on the boss while ranged can be at max range. Players will need to prepare to spread out the instance this cast finishes.
Meteor Stream Spread out to avoid overlapping AoEs.
Dalamud Dive The tank should avoid standing near other players, as this AoE will kill non-tanks.
Ravensbeak Mitigate and tank swap.
Stardust Move the comet to a safe spot.
Meteor Stream x2 Healers will need to be on their toes, as a lot of AoE damage will happen in rapid succession.
Dalamud Dive Tanks should not stand near others.
Loop Repeat

Note: While this is accurate to the overall rotation for the first loop, the longer Phase 1 continues, the more offset Ravensbeak casts will be in relation to the other attacks.These mechanics will repeat until the boss is reduced to 65% HP.

Recommended spots to place Stardust comets. The "tails" aligning the edges of the floor's glyph can be used as markers.

Phase 2 - 65%

Nael Deus Darnus will fly into the center of the arena and become invulnerable. Three random players will be targeted with Green Comet markers that, like Stardust, must be dropped away from other comets on the field.

These Green Comets will transform into three enemies, each with a different color and set of abilities.

Phase 2 Enemies
Appearance Name Attacks Description
Red Dalamud Spawn Earthen Heart Targets a random player with an AoE. This attack leaves a puddle on the ground that inflicts a ~1000 Burns damage-over-time debuff.
Heavy Strike A 270 degree three-part shockwave cone AoE that deals high damage.
Blue Dalamud Spawn Magnetism Pulls all players, comets, and other Dalamud Spawns towards this enemy in a ~10 yalm radius.
Earthshock An interruptible attack that inflicts Paralysis on all players for 20 seconds.
Green Dalamud Spawn Demolish High unavoidable party-wide damage.
Stone skull A high-damage tankbuster on the main enmity target.
Boulder Clap A high-damage frontal cleave towards the main enmity target.

These Dalamud Spawn will absorb any nearby comets, growing in size and gaining a buff depending on the color of the comet absorbed. Red comets grant Damage Up while yellow comets grant Haste.

If a Dalamud Spawn absorbs a total of four comets, or absorbs another nearby Dalamud Spawn, it will grow enormous and become functionally invincible, wiping the party.

However, if any comets are remaining when Phase 2 ends, they will explode and wipe the party.

To succeed, players will need to not only keep all Dalamud Spawn separated from each other, but also bring them close enough to absorb comets without over-feeding them until all comets are removed.

As there are three golems and only two tanks, one Dalamud Spawn will likely need to be tanked by a DPS or Healer. The Green Dalamud Spawn must be held by a tank, however, as its abilities will quickly kill a DPS or healer.

Thirty seconds after spawning, all living Dalamud Spawn will exchange colors randomly with each other. Dead Dalamud Spawn can not exchange colors, thus removing that color from play.

After sixty seconds have passed, six more Stardust comets will drop targeting random players, followed by another three Green Comets. Players will then have another minute to repeat the cleaning process.

There are two common strategies to placing the six Stardust comets:

The first strategy is simply to have all players spread out equally around the edges of the arena, pre-positioning to different meteor placement spots. This requires individual coordination from all players to take note of when they themselves or their neighbors get targeted. Players can get targeted multiple times in a row, so all players must have multiple potential spots to run to planned ahead of time.

The second strategy is to have all players stack together on the edge of the arena prior to the Stardust casts. Once the first marker appears, all players run together in the same direction circling the arena until all six comets are dropped. This creates a simpler Stardust phase but a slightly harder Dalamud Spawn phase as all comets will be grouped closely on one half of the arena. Additionally, if any player is too far in front or behind of the stack when running, they risk mis-aligning the comets and wiping the party.

Once another sixty seconds has passed, Nael will begin casting Megaflare.

Megaflare deals high unavoidable party-wide damage and indicates the beginning of Phase 3. If any Dalamud Spawn are still alive at this point, they will merge and wipe the raid. Any remaining comets will be detonated and result in the same.

Phase 3: 65%-47%

The arena transforms, the glyph on the floor disappearing and being replaced with a scorched red floor. Nael gains a completely new set of attacks for this phase.

Nael loses their frontal cleave attack from this phase onward, allowing DPS and Healers to stack in front of the boss if needed.

Phase 3 Abilities
Name Description
Heavensfall An unmarked epicentral knockback created from a tower dropping on the center of the arena. This tower will repeatedly create cone AoEs that deal high damage and inflict Paralysis.
  • The AoE patterns created by the tower get more complex and difficult to dodge with every cast. The first will be two 90-degree cones, the second alternating cones, and finally the third will be a rotating wave pattern.
Supernova Two random players will be targeted and hit by a black hole, hitting for ~450 damage and creating a landmine. Players who trigger these landmines are dealt ~4500 damage and inflicted with the Heavy for 5 seconds.
Bahamut's Claw Hits the main enmity target twice in a row for medium damage.
Binding Coil Inflicts a random player with Garrote Twist, a 60 second debuff that repeatedly inflicts stacks of Garrote. If Garrote reaches 9 stacks, the player will instantly die.
  • Garrote Twist can only be removed by absorbing one of the three white circles dropped by the Ghost of Meracydia on death.
Ghost of Meracydia A dragon enemy that casts tankbusters, fire puddles, and Binding Chain, which will slowly add stacks of Garrote to random players until this enemy is killed.
  • On death, will cast a massive AoE called Neurolink Burst that, if not escaped, inflicts 4 stacks of Garrote.
  • On death, will drop three single-use white circles that are absorbed when ran on top of. These clear Garrote Twist and all stacks of Garrote.

This phase the shortest and the simplest, but can still catch players off guard. The most dangerous attack is Heavensfall, as it can instantly kill unaware players who are too close or too far from the center.

Players will need to remain vigilant for Garrote Twist as, if left uncleansed for too long or kept into Phase 4, it will result in the debuffed player's death.

Phase 3 Rotation
Attack Strategy
Heavensfall Avoid standing directly under the tower in the center, but standing too far will cause the knockback to push players into the death-wall.
Supernova x2 (Not cast for the first Heavensfall) — Players will have to avoid the landmines and the tower's AoEs.
Bahamut's Claw Healers be ready to keep the tank topped up.
Binding Coil
Ghost of Meracydia The off-tank should pick up this enemy and all DPS focus it down as fast as possible. Leave any white circles on the ground for people with Garrote Twist.
Bahamut's Claw
Binding Coil The player targeted by this should try to run and grab one of the white circles before the next Heavensfall cast.
Loop Repeat

Once Nael is brought to 47% health, they will begin their final phase indicated by casting Bahamut's Favor.

Phase 4: 47%-0%

Once Nael reaches 47%, they will summon three dragons outside of the arena, as well as combine their attacks from Phase 1 with a series of new attacks.

Phase 4 Abilities
Name Description
Bahamut's Favor Nael buffs themselves with a stack of Damage Up permanently. Always followed immediately by Bahamut's Claw.
Bahamut's Claw Attacks the main enmity target with high damage five times in rapid succession. The unmitigated damage of this attack can kill a tank twice-over.
Ice Dragon Hits players with Iceballs in order of the party list, inflicting them with Frostbitten. Frostbitten players are instantly killed by the next Iceball.
  • Frostbitten is removed by being hit with a Fireball.
Fire Dragon A random player is marked with a tether, then shot with a Fireball AoE. All players in the AoE are inflicted with Scorched— making the next Fireball kill instantly.
  • Scorched is removed by being hit with an Iceball.
Lightning Dragon One player is debuffed with Thunderstruck for five seconds. When this debuff expires, the inflicted will burst in a small AoE, damaging other nearby players and inflicting them with a 20 second Paralysis.
Cauterize Two players are marked with a dark-green circle one after the other. When these markers disappear, the dragons on the outside of the arena will attack those locations with giant Line AoE charges that deal heavy damage and knockback.
  • The location the dragons will charge is where the targeted player is standing when the marker disappears.
  • It is possible for the targeted players to dodge the attack by using Sprint Sprint to run the instant the marker disappears.
The positions of dragons and where to stand to aim them away from the group.
The three potential dragon positions and where players marked by Cauterize should stand.

The three dragons will attack separately from Nael but still follow a strict timing. The Fire Dragon and Lightning Dragon always attack at the same time. The Ice Dragon fires between three to four Iceballs between every Fireball.

The biggest hurdle will be handling the dragon's debuffs between Nael's onslaught of attacks, as well as Cauterize all of which can quickly result in a party wipe.

The three dragons will appear in one of three random patterns, only changing after a Cauterize. As these patterns determine where dragons will charge from for Cauterize, it is important to take note of which pattern the dragons are in at the start of the phase.

Players will need to take note of who is marked first and second, and which exact position those players need to run to based on the dragon's placement pattern, all in order to prevent the dragons from charging through the center of the arena and knocking the party into the death-wall.

Phase 4 Rotation
Attack Description
Bahamut's Favor Will follow up immediately with a tankbuster. Tanks and/or healers will need to be prepared.
Bahamut's Claw Tanks will either need to use several large mitigations to survive this, an invulnerability, or a will-timed tank swap between swings.
Raven Dive Will jump on the farthest player. Players may want to stay near the boss to prevent Nael from moving too far.
Lunar Dynamo A donut AoE where one player will be inflicted with Thunderstruck. The debuffed player should move to the opposite side of the boss while the party stacks safely together away and from them.
Iron Chariot Start spreading out in preparation for the next attack.
Supernova x3 Players should spread out a short distance away from the boss to leave space clear for everyone to stack for the follow-up Thermionic Beam.
Thermionic Beam Once the third Supernova is cast, all players should immediately run together to stack.
Bahamut's Claw Once again, tanks should use heavy mitigations, an invulnerability, or a well-timed tank swap.
Cauterize The first marked player should run to their designated point based on the dragon placement while the rest of the group stays in the center. The second player moves to their point once marked.
Meteor Stream / Lunar Dynamo On the first rotation, players will need to spread out for Meteor Stream. On the second rotation, Nael will instead require players to stack for Lunar Dynamo.
Loop Repeat

The boss will cycle through these attacks with the dragons firing attacks and debuffs in a set order until around 13 minutes where the boss enrages. When the boss enrages, players will have to kill the boss before the Megaflare cast finishes, or the party will be wiped.

Solo Unsync

This duty may be soloed unsynced by most jobs at around level 90, and possibly earlier for DPS jobs. There are two DPS checks that must be fulfilled:

  • Phase 2: Golems must be killed before they are able to merge. There is a small window of opportunity after they spawn where they are idle and a player must be able to oneshot them. If they are allowed to merge, the resulting golem will be almost invincible and a reset via the death wall will be needed.
  • Phase 3: Nael Deus Darnus must be burned down as fast as possible before the dragons are able to apply two stacks of ice or fire, which is instant death.

Blue mage solo setup

A Blue Mage can clear the duty solo unsynced at level 70 within phase 2, using the following setup:

Loot

Treasure Coffer 1

Name Type Item Level Rarity Quantity
High Allagan Aetherstone - Weaponry High Allagan Aetherstone - Weaponry Material N/A ABasic 1
High Allagan Aetherstone - Body Gear High Allagan Aetherstone - Body Gear Material N/A ABasic 1
High Allagan Chest Gear Coffer (IL 110) High Allagan Chest Gear Coffer (IL 110) Other N/A ABasic 1
Faded Copy of Rise of the White Raven Faded Copy of Rise of the White Raven Other N/A ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Paladin's High Allagan Arms (IL 115) Paladin's High Allagan Arms (IL 115) Other N/A CBlue 1
High Allagan Battleaxe High Allagan Battleaxe Marauder's Arm 115 CBlue 1
High Allagan Guillotine High Allagan Guillotine Dark Knight's Arm 115 CBlue 1
High Allagan Spear High Allagan Spear Lancer's Arm 115 CBlue 1
High Allagan Baghnakhs High Allagan Baghnakhs Pugilist's Arm 115 CBlue 1
High Allagan Cleavers High Allagan Cleavers Rogue's Arm 115 CBlue 1
High Allagan Composite Bow High Allagan Composite Bow Archer's Arm 115 CBlue 1
High Allagan Pistol High Allagan Pistol Machinist's Arm 115 CBlue 1
High Allagan Staff High Allagan Staff Two-handed Thaumaturge's Arm 115 CBlue 1
High Allagan Grimoire of Casting High Allagan Grimoire of Casting Arcanist's Grimoire 115 CBlue 1
High Allagan Crook High Allagan Crook Two-handed Conjurer's Arm 115 CBlue 1
High Allagan Grimoire of Healing High Allagan Grimoire of Healing Scholar's Arm 115 CBlue 1
High Allagan Star Globe High Allagan Star Globe Astrologian's Arm 115 CBlue 1
High Allagan Weapon Coffer (IL 115) High Allagan Weapon Coffer (IL 115) Other N/A ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
In Another Bind I In Another Bind I 5 Complete the Second Coil of Bahamut. - 2.2
In Another Bind II In Another Bind II 10 Complete the Second Coil of Bahamut 5 times. - 2.2
In Another Bind III In Another Bind III 20 Complete the Second Coil of Bahamut 10 times. - 2.2
Mightier than the Raven Mightier than the Raven 5 Complete the Second 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
Phases 1-2 Tempest Tempest
Phases 3-4 Rise of the White Raven Rise of the White Raven

Dialogue

Cutscene

Alisaie: That...that surely cannot be Dalamud!? How─ Where are we!?

If played 1.0

Nael Deus Darnus: Your companion knows this place well. For it was here that he/she slew Nael van Darnus.

If did not play 1.0

Nael Deus Darnus: The final resting place of Nael van Darnus.

Both

Nael Deus Darnus: This is a grave for the undeserving. 
Nael Deus Darnus: And for the crime of trespassing upon my god's sanctuary, this place shall serve as your grave too!
Alisaie: >> No! <<
Nael Deus Darnus: In the hour of his failure, Nael van Darnus felt the currents of aether begin to bear away his essence. But before oblivion could claim the last of him, a divine will reached out...and I was born. 
Nael Deus Darnus: Then did the words of my god resound in mine ears... 
Nael Deus Darnus: “Bring unto mine enemies crushing defeat, that they might know despair without end! And claim thee thus the victory which thou wert once denied!”
Alisaie: ...'Twould seem that little remained of Nael's essence when Bahamut plucked him from the brink of oblivion. And the result was this strange...simulacrum. Nevertheless, her aura bespeaks great power. She channels the rage of the elder primal himself...
Nael Deus Darnus: Lord Bahamut! Thy wish is my command! None shall 'scape Thine unquenchable fury!
Nael Deus Darnus: Come, ye dull, unthinking beasts...bare your teeth! 
Nael Deus Darnus: They will avail you naught in the calamity to come!

Cutscene

Alisaie: Poor creature. Would that you had never been born. 
Alisaie: You had surrendered your physical form, and collapsed into aether... But Bahamut denied you death, and imprisoned what little was left of you in an aetherial shell resembling...what, I wonder? Images from your memory, perhaps? 
Alisaie: But that shell is now broken. And your primal deity seems disinclined to sustain your existence.
Nael Deus Darnus: My “primal deity”? I kneel to no eikon! What need have I to beg the favor of such filth!?
Nael Van Darnus: I am Nael van Darnus! Legatus of the VIIth Legion... 
Nael Van Darnus: No... A moment... My thoughts are clouded...and this body is not mine own. Could it be that you spoke the truth? Was I ensorcelled by the lesser moon's ancient prisoner? ...That will not happen again.
Alisaie: You speak as if Bahamut no longer controlled you! But that's impossible! Once a primal ensnares a mind, it cannot be freed! 
Alisaie: Unless... Unless Bahamut simply relinquished his claim. What need has he of a broken spirit bound for the aetherial realm?
Nael Van Darnus: Ohhh...that I should fall prey to the very influence I sought to purge from the land. The irony is galling. 
Nael Van Darnus: But do not assume that all of my actions were chosen for me. It was my will that the Meteor project be resurrected─mine and none other. 
Nael Van Darnus: Yet it seems that my grand designs were destined to fail. Even the ungentle release of death was denied me...
Alisaie: Nael, please. You must tell us more of the Calamity. I must know the truth of what has befallen the world...and what has become of my grandfather, Archon Louisoix.
Nael Van Darnus: You are Louisoix's grandchild? Ah, the fates are generous with their cruelty.
Nael Van Darnus: Continue on, if you would have your answers─they await you at the terminus of your path. But know that this path leads only to despair. The light of truth was ever harsh and unforgiving...
Alisaie: Why do you say this? Grandfather will be freed once we put a stop to Bahamut's restoration, will he not? What are you not telling us!?
Nael Van Darnus: Steel yourself, child. Only unbending resolve and merciless strength can conquer what lies ahead. 
Nael Van Darnus: The weak can do naught but weep under the pall of their own misery. As did the frail child I once was...
???: Silence, chattering raven. Your wretched wings are broken, and you shall soar no more.
Nael Van Darnus: My crimson moon... Your brilliance sears mine eyes...
Alisaie: I recognize that voice, [Forename]. But never would he say such words...
Alisaie: Come, let us finish what we came to do. All will be put aright when the final hulk lies dormant. Grandfather will be himself again...I'm sure of it. 

Cutscene

Alisaie: Bahamut regenerates more swiftly than I had anticipated. Let us hope that disabling this coil will serve to slow the process. 
Alisaie: The display seems...different, but the controls appear to mimic the mechanism we found in the La Noscean hulk. It shouldn't pose a problem.
Alisaie: ...[Forename], forgive me. The moment I beheld Nael's transformation, hope wilted in my heart. I did not believe you could stand against the manifestation of Bahamut's power. 
Alisaie: For all your fabled strength and skill, I felt certain then that I was going to lose you─just as I lost my grandfather. Even he, a man for whom naught seemed impossible, was humbled before Bahamut's might. 
Alisaie: And yet, look how far we have come. 
Alisaie: 'Tis incredible the feats of which we are capable─our boundless potential.
Alisaie: 'Twas this capacity for greatness, I believe, that Grandfather so dearly wished to protect. With all that has occurred, I have come to understand that much at least. 
Alisaie: 'Tis done. Shall we make our way back to the surface and gather our thoughts? We have seen much that will benefit from Urianger's learned perspective. 
Alisaie: Grandfather!? It is you! Then...why?
Louisoix: Abandon this quest, Alisaie. I will not countenance further sabotage of the coils.
Alisaie: “Sabotage”? But...but we must disable the coils if we are to prevent Bahamut's revival!
Lousioix: Your defiance seals your fate.
Alisaie: No... No, you are not who I thought you were... My grandfather would never...
Lousioix: Foolish girl. 
Lousioix: How could the White Raven allow herself to be bested by such sniveling opponents? 
Lousioix: Listen well. We all exist at the pleasure of one divine will. 
Lousioix: And the word of Lord Bahamut is absolute!
Lousioix: Scurry back into your holes, vermin. You have been granted this one reprieve. But should you be so foolish as to crawl into my lord's domain again, I will crush the life from you myself.
Alisaie: That light in Grandfather's eyes... He has suffered the same fate as Nael. 
Alisaie: My grandsire is no more. That was naught but a phantom that profanes his noble memory... 
Alisaie: This mockery must be expunged! I will not rest until I free Grandfather's soul from Bahamut's tyranny. 
Alisaie: Do you hear me, Bahamut? Your time is at an end! Eorzea─and my family─will be avenged!