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WIKI/raids/normal/Final Coil of Bahamut - Turn 4

Final Coil of Bahamut - Turn 4

normalA Realm Reborn

Overview

Restored to his senses in defeat, Louisoix uses his final moments to send your party to the main bridge of the final internment hulk, there to banish Bahamut once and for all. Yet though the end of your arduous journey is in sight, doubt not but that the cornered primal will lash out with his unbridled rage. If you are to overcome this terrible foe, you and yours must be of one purpose. Join now your hearts and minds, and sally forth to bring the Seventh Umbral Era to its true conclusion─for the future of Eorzea!

Strategy Notes

  • This fight is all about reacting to mechanics that repeat in each phase and mitigating heavy-hitting attacks. This fight has a hard 14 minute enrage so players need to handle the fight as quickly as possible. The boss doesn't have very complex attacks so learning them well will be the key to success.
  • Before the fight begins players need to set a marker somewhere in the arena to denote where players with a specific marker will stack to split damage.
  • Once the boss is engaged, the edge around the arena becomes an instant-kill upon
  • To begin the fight players should pull the boss to the south wall of the arena.
  • Phase 1 Attack Rotation: Flare Breath → Megaflare → Flare Breath → Flatten → Flare Breath x3 → Earth Shaker → Repeat
  • This phase will repeat until the boss reaches 76% HP. players should push this phase as hard as possible to give more time later to handle other phases. It is also recommended that players use a DPS Limit Break level 1 to push the phase and also have a tank Limit Break level 3 for a later phase.

Boss Encounters

Bahamut Prime

  • Detailed mechanics not available from the source page.

Phase 1: 100%-76%

  • Flare Breath: A large frontal cleave on the primary target. Be sure to turn the boss away from the party for this. This attack is usually paired with other attacks.
  • Megaflare: 3-4 players are marked with ground AoEs. 3-4 other players will be hit with a splash damage AoE, and 2-4 players are marked for a beam that must be split by other marked players to mitigate the damage. Players with a marker should stack at the predetermined location. The boss will follow this with a Flare Breath.
  • Stack markers prioritize healers and DPS, however, if one or two are dead, a tank (potentially even the main tank) may get marked.
  • Flatten: A heavy damage tankbuster. Requires mitigation to survive. Followed by three casts of Flare Breath so immediate heals afterwards or invulnerability are needed.
  • Due to the length of this fight, tanks can use their invulnerability to soak Flatten and have it recharged by the time Phase 4 starts.
  • Earth Shaker: Two players are marked with glowing brown arrows. After a short delay, the marked players will have repeated line AoE fired at them that hits anything between them. Bahamut will fire three times, each explosion dropping a puddle where the marked were standing. These puddles hurt to stand inside and inflict Heavy.
  • The two marked players should immediately split to the left and right side of the boss to the edge of the arena, moving after each explosion to avoid the puddle. The rest of the DPS and Healers should huddle directly behind Bahamut to avoid the AoEs going out towards the sides. Healers may want to assign which of the two sides of Earth Shaker they want to heal prior.

Phase 2: 76%-52%

  • Shadow of Meracydia: Spawns after every Gigaflare or Rage of Bahamut. The first always spawns in the north side of the arena. If it gets too close to the boss, they will link and begin buffing each other. These adds should be killed immediately. Will also cast a line of AoE fire puddles if left alive too long.
  • If the boss was pulled to the south, the off tank can grab the first Shadow and keep it in the north. The other Shadows will also spawn away from the boss, minimizing the chances of them tethering together.
  • Flare Star: Orbs will periodically spawn throughout the phase. Orbs tether to random players, moving slowly at first before speeding towards their target. If a player is hit by an orb, they will take minor damage and receive a stack of the debuff Suffocated Will. This debuff should be spread equally across the party with a maximum of 2 stacks per person. These orbs explode in a small AoE which will apply the debuff to all hit; players must ensure no one else is nearby when popping one. This debuff will deal more damage when applied based on how many stacks a player already has. Non-tank players should not receive more than 2 stacks; the damage will be lethal after that.
  • Player should communicate or be active in taking orbs if they are certain they themselves have less than 2 stacks. If a player is positioned nearby to take someone else's orb, the rest should move away to ensure the splash damage does not duplicate the debuff.
  • Flatten: Has a heavier initial hit now, but only follows up with a single Flare Breath.
  • Megaflare: Functions almost identically, except that a tower will appear under a random player after the AoEs explode. If this tower is not stood in quickly to soak the damage, it will wipe the raid.
  • Rage of Bahamut: Deals damage based on how many stacks of Suffocated Will a player has. Healers should be ready for raid-wide healing after this.

Phase 3: Adds

  • Divebomb: Players should move to the center of the room immediately after the boss leaves the arena. It will appear at the edge of the arena and mark a random player with a red circle above their head. This indicates the boss will charge from where it is to the other side of the arena, passing through where the marked player was standing. A Storm of Meracydia will spawn at the edge as well and mark a player with a green marker, indicating the same thing. Once these markers go out, players know the boss and the add will charge through the center of the arena in a straight line, creating safe zones. Once the green marker appears, players can move to those safe zones to avoid the attack. Be aware that the paths of the attacks are rather wide, so move sufficiently into safe zones.
  • The boss will follow this up with a Megaflare, thus it is important to not stack in the chaos of dodging the divebomb. It's wise to have half the players dodge the divebomb to the right and the other half to the left (of looking at Bahamut from the middle) to give space for each player to spread.
  • The Blood of Meracydia: A dragon with low health, but is shielded by either a Physical Damage Shield or a Magical Damage Shield. The type of shield it has swaps periodically. Should be focused first due to how quickly it can be killed.
  • The Pain of Meracydia: A hard-hitting bipedal dragon that attacks with frontal cleaves and tail swipes. A tank should face this enemy 90-degrees away from the party so that they are attacking its side.
  • The Gust of Meracydia: Small whelps that spawn in groups. Must be kept away from The Pain else they will be absorbed, granting it health restoration and a Damage Up. Can be saved for last as long as they are kept away from The Pain.
  • The Sin of Meracydia: Large blue dragons that hit moderately hard, but function as a DPS check. 20 seconds after spawning, Sins will cast Evil Eye, which deals damage equal to their remaining health to the raid. These must be killed as fast as possible.
  • The Storm of Meracydia: A large flying wyvern reminiscent of Twintania. Similarly attacks with Death Sentence, a moderate damage tank-buster. Drops a Neurolink 2.0 puddle on the ground on death, providing protection against Teraflare when stood inside.
  • Teraflare: After enough time has passed, Bahamut will appear on the northern side of the arena and begin casting it's ultimate attack. To withstand it, players must be prepared to perform two actions.
  • First, the Storm of Meracydia must be defeated prior, as the Neurolink 2.0 puddle debuffs with Flare Dampening, greatly mitigating the damage from this attack.
  • Secondly, the tank should use a Limit Break 3 to further mitigate damage; a countdown will appear when 10 seconds remain, and the Limit Break should generally be used at 4 seconds remaining. Healers can also use shields.

Phase 4: 52%-0%

  • Akh Morn: A multi-hit tank buster. This attack also tethers to a player, and if they are in range of the blast, will split the damage of the attack. The off tank should pick this tether up and stand near the main tank for this attack. The first hit of Akh Morn will deal heavy damage, with each hit after dealing about half as much as the first. Every time the boss uses this attack, it will add an additional Akh Morn hit.
  • Tempest Wing: A high-damage attack combined with Megaflare and Earthshaker. Two players will be tethered to Bahamut. Once the respective attack it is combined with ends, these tethered players are hit by high-damage twisters. These twisters also damage and knockback others nearby, applying Bleeding and potentially flinging them into the death wall.
  • These tethers should be picked up by the Main Tank and Off-Tank by running through the tether line. Both tanks should keep their distance from each other and any other party members. Every second Tempest Wing is followed by Flare Breath, requiring quick healing on the Main Tank.
  • Megaflare: The attack mechanics will happen as normal, however this time up to 2 pillars will spawn, each needing a player to stand in them and soak the damage. Two random players will also be tethered by Tempest Wing.
  • Earthshaker: This attack behaves as normal, however the boss will also tether the same two players targeted by Earthshaker with Tempest Wing. This is always followed up by Flare Breath, so healers must be ready to keep the Main Tank alive.

Duty Information

  • Duty Finder: Raids (A Realm Reborn)
  • Time Limit: 90 minutes
  • Tomestones: 30 poetics

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