Overview
There once were brave souls who uncovered the truth of the Seventh Umbral Calamity. Such trials as they overcame were not to be recorded in history, but far from fading with the passage of time, they have been imagined in vivid detail by the wandering minstrel. As his lilting melody caresses your mind's eye, you cannot help but be transported to the scene of struggle against the elder primal Bahamut...
Strategy Notes
- The arena is surrounded by a wall that will instantly kill any player who touches it, although there will be initially be a barrier that will prevent players from touching the wall. The barrier will disappear when the party initiates combat. It is advised that players pre-place markers to know where to have the first boss drop Neurolink Puddles. Players should also assign a ranged DPS player to bait Liquid Hells around the edge of the arena. Players should also assign clock positions to avoid knockback from Raven's Dive in the second phase. Finally, players should break into two light parties to handle breaking into safe zones to bait Twisters in later phases.
- It is important to note that there are several different ways to handle mechanics for this fight. This guide will explain mechanics and recommend a basic strategy; however, it is best to see what works for your raid group.
- The boss will start off by using Plummet, followed by Twister and Fireball. Players should drop their Twister AoE at the edge of the arena, then group up to split the Fireball damage. The boss will then use Death Sentence on the main tank. Players should tankswap during the cast. The boss will then repeat these attacks until it reaches 74%, where it will drop its first Neurolink puddle.
- From here the boss will start using Generate and Liquid Hell.
- The tank should move the boss away from the puddle so players can step into the Neurolink without immediately colliding with the Generate orb and accidentally hitting anyone with the blast. There are several strategies on where to have the boss drop the Neurolink puddle, so players should predetermine where they are going to drop it. From here, an assigned player (usually the physical ranged DPS) should stand furthest away from the boss to bait Liquid Hell puddles, dropping them around the edge of the arena. After dropping the Neurolink, the boss will immediately cast Liquid Hell. Have the targeted player move out of the attack and make sure other players don't step into the puddles while moving out of mechanics. The boss will then cast Generate and mark a DPS with three small orbs rotating above them. The boss will then send the Hatch orb towards the player. The DPS needs to move inside the Neurolink and everyone else needs to move away to avoid the splash from the explosion. After sending the orb towards the marked player, the boss will cast another Liquid Hell. If the assigned Liquid Hell baiter is targeted by the first Hatch, another player should move to bait the next set of Liquid Hells. Alternatively, the assigned baiter can stand at the wall behind the Neurolink while another player (usually a caster or healer) enters the Neurolink puddle to intercept the orb. The boss will then follow up with Death Sentence, requiring another tankswap. The boss will then cast another Generate and Twister. Players will have to bait this attack and wait for the Hatch to explode before moving back into the center of the arena. The boss will finally use another Plummet, and repeat these attacks in this order until it reaches 44% HP.
- Once the boss's HP is below 44% it will drop another Neurolink puddle. From here, the boss will have variations for its two newest attacks. The boss will fire two Generate orbs at two different players, and a random player will be targeted by Liquid Hell and cannot be baited. The variable Liquid Hell will always come out in the same order in the rotation. After dropping the second Neurolink, the boss will start by firing a Liquid Hell at the furthest player, then follow up with a Generate. Once the orbs are cast, the boss will then immediately target a random player and use the variant of Liquid Hell. Once the players' marked for Generate have handled their orbs, all players except the one targeted by Liquid Hell should stack for Fireball to mitigate the damage. The boss will then cast Death Sentence. requiring a tankswap, another set of orbs on two marked DPS players with Twister, then finally a Plummet to end the rotation. The boss will then cycle through these attacks starting with the first Liquid Hell and continue until it is either defeated or enrages.
Boss Encounters
Phase 1: Twintania
- Plummet (no cast bar): Frontal tankbuster cleave dealing heavy damage to anyone hit.
- Fireball (no cast bar): A player is marked, and the boss fires a large fireball at that player dealing heavy magic damage. This attack can be split to mitigate damage.
- Twister: Four random players will have small, dark green tornadoes dropped under where they were standing when the cast bar finishes. Touching these causes instant death and causes a heavy knockback on any player nearby, which will also kill them.
- Death Sentence: Heavy-hitting tankbuster that also debuffs with a Slashing Resistance Down II debuff, causing the boss's auto-attacks to hit much harder. Requires a tank swap.
- Liquid Hell (no cast bar): A random player past a certain distance from the boss is targeted with five fireball spits, with each spit dealing moderate damage and dropping a large persistent fire puddle. The fire puddles will inflict Burns to anyone who steps or lingers in them around a second after they appear, killing them after a tick. In a later usage of this ability, a random player regardless of distance will be targeted.
- Neurolink (no cast bar): The boss will drop a small black Neurolink puddle at its current location. Players who stand in this will receive the Neurolink debuff, decreasing their damage dealt by 90% but allowing them to survive Hatch orb explosion, and in phase 3, Aetheric Profusion. This boss will drop a total of three Neurolinks.
- Generate: A random DPS player is marked, and a black orb will slowly move towards them. If the player is standing in a Neurolink puddle, the orb will explode in a medium-sized AoE (Hatch), dealing minimal damage and inflicting Mana Hypersensitivity, which causes being hit by another orb to be fatal until the debuff wears off. Any other players not in a Neurolink that are caught in the orb explosion will die. If a player hit is not standing in a Neurolink puddle, or if the orb is allowed to linger for too long, the orb will explode and instantly wipe the raid (Deep Hatch).
- Aetheric Profusion: Enrage. If the boss is not defeated in time, it will become untargetable and cast this ability, wiping the party. In phase 3, this ability deals lethal partywide damage that requires standing in a Neurolink to survive.
Phase 2: Nael Deus Darnus
- Heavensfall: Raid-wide proximity damage that causes a knockback from the center of the arena and spawns a pillar. Being too close the center will cause lethal damage.
- Thermionic Burst: The Heavensfall pillar hits parts of the arena with telegraped conal AoEs, dealing massive damage and inflicting Paralysis.
- Bahamut's Claw: Heavy-hitting tankbuster that hits the main target 5 times.
- Meteor Stream: An attack that hits four random players, followed by the remaining four. These deal splash damage so players must spread out. If not all eight players are alive, a random player will be hit twice in a row and will likely die.
- Lunar Dynamo: A large donut AoE with no cast bar. the only safe zones are under the boss or far away.
- Iron Chariot: A point-blank AoE with no cast bar or size indicator. Deals lethal damage with a knockback.
- Dalamud Dive: Leaps on tank dealing heavy damage with splash damage. Move away from tank to avoid.
- Raven's Dive: Leaps on a random player, dealing damage in a small AoE. Anyone else except the primary target in the AoE will be knocked into the wall and killed.
- Thermionic Beam: Boss fires a laser at a random player, dealing massive damage that needs to be split across other party members. Has no cast bar.
- Hypernova: A random player will be targeted and an puddle will drop on them. Lingering inside a puddle for too long will inflict a lethal Bleeding debuff.
- Ravensbeak: Heavy-hitting tankbuster that inflicts Piercing Resistance Down II, requiring a tankswap.
- Bahamut's Favor: Buffs the boss with Damage Up and summons five dragons around the edge of the arena. Dragons will appear at random cardinals and intercardinals.
- The Ice Dragon sequentially uses Iceball on all players, starting from one random player, debuffing with Icebitten. If a player is hit by a second Iceball, they will die. The debuff can only be removed by the Firescorched debuff and will cancel it out as well.
- The Fire Dragon tethers to a random player and hits them with Fireball, which deals splash damage and debuffs anyone hit with Firescorched. Any players with Firescorched who are hit will die. This can only be removed by Icebitten and also cancels it out.
- The Thunder Dragon inflicts the debuff Thunderstruck on two random players, which resolves in a small AoE around the player. While this AoE does no damage to the afflicted player, it will deal massive damage and inflict Paralysis to anyone caught in the AoE.
- The Light Dragon will cast Wings of Salvation, dropping puddles underneath random players. If players are in these circles when they expire, they will die. When the puddles resolve, they leave behind white circles that players can step into to dispel the Doom debuff, which will consume the puddles. Note that players without Doom can still step into and consume the puddles, which will make them unavailable for cleanses and lead to deaths.
- The Dark Dragon will cast Doom on random players with random durations. If the debuff resolves, the player will die. This can be dispelled by walking into the white circles from Wings of Salvation.
- Cauterize: The dragons at the edge of the arena will sequentially mark 3 random players except for the highest enmity player with green markers. When the marker disappears, they will use a massive line AoE aimed the player's location, knocking back and killing anyone hit. Starting from true north, the first two dragons going clockwise will dive at the first marked player, the third dragon will dive at the second marked player, and the fourth and fifth dragon will dive at the third marked player.
- Megaflare: Enrage. If the boss is not defeated in time, it will become untargetable and cast this ability, wiping the party.
- O hallowed moon, take fire and scorch my foes! - Lunar Dynamo, Thermionic Beam
Phase 3: Bahamut Prime
- Flare Breath: Hard-hitting conal cleave dealing magic damage.
- Tempest Wing: The boss will tether to a random target, then hits the player with an attack that deals splash damage. Anyone hit by the splash damage is also knocked back and stunned. The tether can be picked up by other players.
- Flatten: Heavy-hitting tankbuster. Mitigate to survive.
- Earthshaker: A random player will get a marker over their head, and the boss will fire a massive conal AoE at the target, inflicting damage and Earth Resistance Down II. This AoE will also drop a puddle, which inflicts the Sludge debuff if players stand in it. Sludge is a heavy Damage over Time debuff that will prove lethal to anyone who gets it.
- Megaflare: Random players are marked with a circle AoE. These players need to stack, while everyone else needs to spread out, as the attack randomly hits players with splash damage. If an unintended player is hit by this splash damage, they will die. Players will also have to dodge AoEs that appear on the ground.
- Gigaflare: Deals high raid-wide damage, requiring mitigation.
Phase 4: Teraflare
- Unbending iron, take fire and descend! - Iron Chariot, Thermionic Beam, Raven's Dive
- Unbending iron, descend with fiery edge! - Iron Chariot, Raven's Dive, Thermionic Beam
- From hallowed moon I bare iron, in my descent to wield! - Lunar Dynamo, Iron Chariot, Raven's Dive
- From hallowed moon I descend, upon burning earth to tread! - Lunar Dynamo, Raven's Dive, Thermionic Beam
Phase 5: Golden Bahamut Prime
- Morn Afah: A random player will be hit with an untelegraphed stack AoE that deals massive damage and requires additional party mitigation to survive.
- Akh Morn: A heavy-hitting tankbuster AoE that targets the highest enmity target. Can be shared by both tanks with mitigation or taken by one tank with an invulnerability cooldown. The attack will add one additional hit per use.
- Exaflare: Three pairs of two medium-sized circle AoEs will sequentially spawn on a random cardinal or intercardinal of the map, in random patterns. These AoEs will travel across the map and kill anyone hit. Tanks may survive with cooldowns but will receive a -50% Damage Down debuff. Players need to watch to see in what order they fire in and move out of the way.
Duty Information
- Duty Finder: Raid Finder (Ultimate Raids)
- Time Limit: 120 minutes
- Tomestones: 100 Poetics
Achievements
- Resistance Is Futile (Achievement)
Music
- Phase 1: Twintania: Thunderer
- Phase 2: Nael deus Darnus: Rise of the White Raven
- Phases 3 and 4: Bahamut Prime and Company: Answers
- Phoenix Cutscene: The Coil Tightens
- Phase 5: Golden Bahamut Prime: Beyond Redemption