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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_2&amp;diff=12099</id>
		<title>The Binding Coil of Bahamut - Turn 2</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_2&amp;diff=12099"/>
		<updated>2014-01-29T07:57:19Z</updated>

		<summary type="html">&lt;p&gt;Azwald: /* alt Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:youtube|FDoJe-SOh6s|400|right}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a gauntlet fight. made up of multiple ADS type bosses. The first boss you see will start the timer on the gauntlet and you must kill every boss including the final one before the timer runs out or the pretty lights will wipe the entire raid. You can see the timer by the clicks that begin counting down as soon as you start the encounter. &lt;br /&gt;
&lt;br /&gt;
This fight will require 2 silences (pref Bard they don&#039;t seem to miss) These bards will need to be on their game as they have one of if not the hardest job this fight. They need to Silence &amp;quot;High Voltage&amp;quot;- every time is it cast. There should never be one of them missed as it will most likely wipe the raid. The bards should be vocal about their silences, and who is next we use something like &amp;quot;Mirth got silence, your next&amp;quot; or just simply &amp;quot;Next&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This boss also requires tank swapping. The person that has aggro will be gaining stacks seen on the player debuff bar (to the right of the buffs) When you get to 4 stacks the other tank should provoke off the person tanking. The tanks need to be vocal about switches and who has aggro so that healers know which tank to heal. We used something similar to &amp;quot;Gerok tank&amp;quot; or &amp;quot;Aura Tank&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
This fight is all about the mechanics and is a nightmare at first to get organized and used to them all. VoIP like Raidcall is necessary and everyone should have a working mic. This fight requires a ton of communication.&lt;br /&gt;
&lt;br /&gt;
The bosses in this turn have a very high chance to dodge, so everyone should be at or near ACC cap. ACC food can be a good choice in this fight (mustard eggs or better)&lt;br /&gt;
&lt;br /&gt;
Each mini-boss that you fight before the final boss gives the boss an ability. There are two different tracks to get to the final boss. We have so far only gone LEFT, so this guide will follow that route only. &lt;br /&gt;
&lt;br /&gt;
The first thing you need to do is number off 5 ranged players in the party. Bards and Healers will be busy but it is necessary they are numbered when you are low on ranged characters. This numbering system will correspond with positions that you stand in each room and will correspond with the final boss mechanic known as Allegan Rot. &lt;br /&gt;
&lt;br /&gt;
Allegan Rot is a debuff cast on a random player in the raid that will count down for around 18 seconds then explode wiping the raid. It can be transferred to other characters by touch. When you transfer the rot you gain a buff called Allegan Immunity which makes you unable to receive Rot again for ~40 seconds. It is VERY EASY to accidentally pass ROT. So you need to spread out or everyone will be immune and you will die. The way we circumvent this is having positions that we always stand in every room allowing us to become acclimated with staying spread out.&lt;br /&gt;
Each room is shaped differently but it helps to practice this a lot as this is one of the most difficult parts of the encounter. Its hard to convey the positions through text as to where 1-5 stand but i will do my best:&lt;br /&gt;
&lt;br /&gt;
Tanks----------------------5             &lt;br /&gt;
--Boss&lt;br /&gt;
&lt;br /&gt;
=-----------------------4&lt;br /&gt;
&lt;br /&gt;
=-------------2         &lt;br /&gt;
&lt;br /&gt;
1----------------------------3 &lt;br /&gt;
&lt;br /&gt;
So #1 is in the far bottom left corner of every room&lt;br /&gt;
#2 is to the right and in front of #1&lt;br /&gt;
#3 is in the far right corner of the room&lt;br /&gt;
#4 is in front of #3 but not standing too close to #2&lt;br /&gt;
#5 is in the top corner or the room&lt;br /&gt;
&lt;br /&gt;
It is best to have #2 and #4 be one of the healers when necessary since they are in the middle of the room and able to hit everyone with AOE healing. Also one of these positions can be filled by a bard allowing everyone to get their songs.&lt;br /&gt;
&lt;br /&gt;
#5 is best filled with another bard, or whomever is most reliable as they must pass to #1 across the entire room while avoiding any accidental passes, and keeping up some sort of rotation. &lt;br /&gt;
&lt;br /&gt;
When you receive ROT it is important to be vocal about about it. We use &amp;quot;Mirth has ROT&amp;quot;. Its also good to advise the person your passing you gave them ROT, we said &amp;quot;Passing rot to Jerry, Jerry has ROT&amp;quot;, who would then keep up the cycle. It is also important not to pass the ROT too early. We generally passed to ROT with about 5-6 seconds left on the debuff. Whomever receives rot will pass to the next person in line going up the number system. Successful attempts should go around the 5 numbered players about 3 times before the boss is dead. If a tank or someone not numbered receives rot it is always passed to #5. &lt;br /&gt;
&lt;br /&gt;
There is usually 1 extra player not either numbered or a tank, whomever that player is need to just stay out of the way, and focus on their job. This is helpful to have as a second healer at times since this is a very heal intensive fight, but a melee DPS could also be used in this spot.&lt;br /&gt;
&lt;br /&gt;
The TANKS should be tanking the boss in the top left corner of the room, it is important that the person that does not have aggro does not get hit by anything or he will gain stacks, the boss has a large cleave and it is sometimes best for the tank without aggro to just stand out of the way until it is time to provoke the boss. Its important that TANKS have ALOT of aggro, and position the boss correctly. We had DPS not attack for about 10 seconds pre fight to ensure no aggro debacles.&lt;br /&gt;
&lt;br /&gt;
The boss will have the same line attack from the Turn 1 ADS.&lt;br /&gt;
It will also have an X 5 way line attack, both line attack must be avoided.&lt;br /&gt;
@~75% it will Cast ROT we usually call it out, afterwards it will do another voltage fairly soon, so Bards need to be ready to pass ROT and silence in a rotation&lt;br /&gt;
@~50% it will spawn void zones randomly throughout the room, they slow and heavy your character, try not to stand in them since it will affect DPS but if u must then its fine, be sure to move early when your heavy to avoid lines and pass ROT.&lt;br /&gt;
@~35%  it will start doing a large cone AOE that will knockback, tanks need to position the boss so the cone will not be faced towards the raid.&lt;br /&gt;
&lt;br /&gt;
For each mini-boss and the final boss the order of importance is as follows&lt;br /&gt;
ROT&amp;gt;High Voltage&amp;gt;Line attacks&amp;gt;DPS&amp;gt;void zones.&lt;br /&gt;
&lt;br /&gt;
If you position yourselves well and silence the voltages you should be able to clear this boss with little trouble, it&#039;s important to keep in contact with each other when passing and silencing, there is a lot going on in this fight and good consistent contact will keep everyone from being overwhelmed with the mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alternative Strategy==&lt;br /&gt;
Depending on your group makeup, if you have more melee, then take the right route, otherwise take the left route(both have 3 miniboss), then wait until one click left. Hit the boss but make sure it doesn&#039;t drop until 75% before it goes enrage. After that, DPS can all out without tank need to maintain aggro rank. Thin run need 2 good healer or 3 average healer for your team to pass this successfully and only 1 tank is needed.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|The Binding Coil of Bahamut Turn 2 Loot}}&lt;br /&gt;
&lt;br /&gt;
{{dungeons}}&lt;/div&gt;</summary>
		<author><name>Azwald</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_1&amp;diff=12098</id>
		<title>The Binding Coil of Bahamut - Turn 1</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Binding_Coil_of_Bahamut_-_Turn_1&amp;diff=12098"/>
		<updated>2014-01-29T07:40:14Z</updated>

		<summary type="html">&lt;p&gt;Azwald: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:youtube|ZIoyLNYyOzo|400|right|The Binding Coil of Bahamut Turn 1 Guide}}&lt;br /&gt;
==ADS==&lt;br /&gt;
[[ADS]], Allagan Defense System, is the mini-boss of Turn 1. ADS cannot be stunned but can be silenced. High Voltage will do moderate damage to all players in the room and paralyze all players hit. Paralyze cannot be removed by [[Esuna]]. Players should silence High Voltage when ADS casts it. It casts the High Voltage about once every 15 - 18 seconds. After casting High Voltage, it will use Repelling Cannon then Piercing Laser then repeat. Players can dodge both abilities by moving out of the ground indicators. Once every 40-60 seconds, ADS will spawn adds. the second tank should take the aggro of adds. Do not let the add tether to ADS or ADS will gain health and damage.&lt;br /&gt;
&lt;br /&gt;
*Players need to destroy ADS in 4 minutes or the boss will perform massive AoE damage to all players.&lt;br /&gt;
&lt;br /&gt;
==Caduceus==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
Mechanic 1: Stacking Buff&lt;br /&gt;
Every 30 seconds or so the boss gains a stacking debuff increasing his damage. You can clear a stack of this debuff by dragging a slime in to him. The boss will heal relative to the amount of HP the slime has when he merges in to it.&lt;br /&gt;
&lt;br /&gt;
Mechanic 2: Slimes&lt;br /&gt;
Platforms will light up also every 30 seconds or so. Anyone standing on the platform will spawn a slime that has perma-aggro on that player. If the player runs away the slime will explode doing massive damage. Slimes need to be DPS down to less than 25% HP and dragged in to the boss.&lt;br /&gt;
&lt;br /&gt;
Important Mechanic 3: Split&lt;br /&gt;
Around 60% the boss will split in to 2 versions of himself now with only 30% hp and doing half damage. Buffs will stack now on both bosses and slimes need to be dragged to both bosses. Bosses need to be tanked far apart from each other. If they get to close they will merge and the buff will stack about 1 stack per 2-3 seconds essentially wiping you.&lt;br /&gt;
&lt;br /&gt;
Important Mechanic 4: Boss Death&lt;br /&gt;
The 2 bosses must die close to the same time. &lt;br /&gt;
&lt;br /&gt;
Unimportant Mechanic 1: Cleave&lt;br /&gt;
Don&#039;t stand in front of him&lt;br /&gt;
&lt;br /&gt;
Unimportant Mechanic 2: Tail Swipe&lt;br /&gt;
Don&#039;t stand behind him / OT should try to trigger this without getting hit to reduce burden to healer since it won&#039;t attack MT during Tail Whip&lt;br /&gt;
&lt;br /&gt;
Unimportant Mechanic 3: Acid Spit&lt;br /&gt;
Will target 1 random person and spit a pool of acid on the ground.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Spread out. If you are all clumped in 1 area a platform may light up on the other side of the room. Know who is getting the slimes, be vocal. If you are not getting a slime get off the platform. Help DPS the slime down to 20% before it merges. Merge the slime from 3&#039;0 clock or 9&#039;0 clock on the boss to avoid damage.&lt;br /&gt;
&lt;br /&gt;
DPS avoiding unnecessary damage is key.&lt;br /&gt;
&lt;br /&gt;
Time the boss split having 0 stacks on him to make the fight easy. If he splits with 1 stack on him the fight will be difficult. Be vocal. &lt;br /&gt;
&lt;br /&gt;
On split, take your party and split in to 2 even groups (2 DPS, 1 tank 1 healer) and burn your respective bosses. Continue to drag slimes in to the boss during this phase to make it easy. &lt;br /&gt;
&lt;br /&gt;
Tank the boss on the spine of the 2 platforms in front of him from when you enter the room. This gives your MT 3 platforms he could potentially run to if they light up (you don&#039;t want your MT spawning slimes because they instantly merge in to the boss giving him a huge heal). Tank will take double damage when they are together and requires lots of healing. &lt;br /&gt;
&lt;br /&gt;
Upon split the OT will attack 1-2 times to get threat and sprint to the back left platform relative to when you enter the boss room. Take your time, be vocal, DPS them down and collect your items.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|The Binding Coil of Bahamut Turn 1 Loot}}&lt;br /&gt;
&lt;br /&gt;
{{dungeons}}&lt;/div&gt;</summary>
		<author><name>Azwald</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Labyrinth_of_the_Ancients&amp;diff=12096</id>
		<title>Labyrinth of the Ancients</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Labyrinth_of_the_Ancients&amp;diff=12096"/>
		<updated>2014-01-29T07:33:16Z</updated>

		<summary type="html">&lt;p&gt;Azwald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|Crystal Tower}}&lt;br /&gt;
{{#ev:youtube|-lBqmBFosfk|400|right|Labyrinth of the Ancients Guide}}&lt;br /&gt;
[[File:crystal tower1.jpg|thumb|300px]]&lt;br /&gt;
[[File:crystal tower2.jpg|thumb|300px]]&lt;br /&gt;
[[File:crystal tower3.jpg|thumb|300px]]&lt;br /&gt;
[[File:crystal tower4.jpg|thumb|300px]]&lt;br /&gt;
Labyrinth of the Ancients is the first section of [[Crystal Tower]] released in patch 2.1. It requires a full [[raid]] of 24 players. It features 4 bosses [[#Bone Dragon|Bone Dragon]], [[#Thanatos|Thanatos]], [[#King Behemoth|King Behemoth]] and [[#Acheron|Acheron]] and many sets of trash. Players will receive [[Crystal Tower Loot|iLevel 80 gear]] from the boss drops.&lt;br /&gt;
&lt;br /&gt;
*Players can start the questline by talking to [[Outlandish Man]] at [[Mor Dhona]] (x21,y8) then start the [[quests|quest]] [[Legacy of Allag]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 50 [[Level 50 Gear Guide|Tomestones of Mythology]] and 200 [[Level 50 Gear Guide|Tomestones of Philosophy]] for completing the Labyrinth of Ancients.&lt;br /&gt;
==Bosses and Trash Mobs==&lt;br /&gt;
===Bone Dragon===&lt;br /&gt;
Bone Dragon is the 1st boss of the Labyrinth of the Ancients. Players will encounter the Dragon when they take the left path from the entrance. Bone Dragon must be killed 3 times before it is finally defeated.&lt;br /&gt;
&lt;br /&gt;
The arena has platforms similar to previous rooms. Poison will occasionally fill all lower areas of the room so be aware of this. The boss will spawn 3 waves of skeleton adds. Each group should stand in a separate side of the room and pull one add to the outside of the room on a platform. Each add must be killed on a separate platform. Once the bone dragon dies, all skeleton adds will respawn and move towards the dragon. If two skeletons were close to each other when they died, they will move too fast to be killed. Each skeleton that reaches the boss will do 1500 unblockable damage to the raid. This phase will repeat once. The second time the dragon comes back to life, he will spawn floating eyes instead. These should be picked up by tanks but dps should focusing on killing boss instead of adds then the dragon will die for good this time. &lt;br /&gt;
&lt;br /&gt;
*Kill skeletons on different platforms, kill skeletons before they reach dragon.&lt;br /&gt;
*Pick the floating eyes, leave them with tank only&lt;br /&gt;
===Atomos===&lt;br /&gt;
The raid will need to divide into their 3 groups: 1 for each path. 2 healers and 2 ranged DPS need to stand on the colored platform, (4 people total). The boss does not need to be tanked but will continuously spawn adds. The tanks need to position these adds within range of the DPS on the platforms. The remaining 2 DPS kill the boss. &lt;br /&gt;
&lt;br /&gt;
*4 people stand on each colored platform. They should DPS adds and heal tanks. Turn off tank mode/shield oath when tanking boss, WRR should tank boss while PLD tank adds, otherwise, higher HP tank adds&lt;br /&gt;
&lt;br /&gt;
===Thanatos===&lt;br /&gt;
Thanatos is the 2rd boss of the dungeon. Players will encounter the boss when they take the right path from the labyrinth entrance.&lt;br /&gt;
&lt;br /&gt;
Thanatos is a ghostly iron giant that is surrounded by three Magic Pots on the corner of his chamber. The Magic Pots are friendly mobs, and must be protected and healed throughout the fight, as they will enable you to damage the boss. If all three die, then you will be unable to harm the boss and will wipe.&lt;br /&gt;
&lt;br /&gt;
*[[Stoneskin]] and [[Regen]] can be casted on the Magic Pots.&lt;br /&gt;
&lt;br /&gt;
Thanatos is “ghostly” and cannot be harmed ordinarily.  At the beginning of the fight, one of the Magic Pots will shoot green lines out to several alliance members, giving them an “Intangible”(?) debuff. The first group to receive buff is always A (note: C pot buff A, A buff B and B buff C). This debuff allows you to deal damage to the boss.  A tank with the debuff should pick up the boss immediately, and a tank swap should occur whenever a tank picks up the debuff and the one on the boss loses it. Thanatos does have a cleave, so he should be faced away from the group and the pots -- against the wall halfway between two pots is a good spot.&lt;br /&gt;
&lt;br /&gt;
Anyone not having that debuff should focus on killing the adds that spawn throughout the fight.  They will charge the Pots and attack, and occasionally will have a red line connecting them to a pot.  Anytime you see this, these adds must be killed immediately.  While that red line is active, Thanatos will be pulling the Pot to himself with a giant Holmgang chain -- if he gets it to him, he will kill it pretty fast.  Once the adds connected to the Pot die, it can escape back to its safe spot.&lt;br /&gt;
&lt;br /&gt;
This fight progresses fairly straightforwardly from here, just repeating the basic mechanics until he dies or all three Pots die.&lt;br /&gt;
&lt;br /&gt;
Once Thanatos is dead, grab your loot and head for the teleporter to go on to the next path.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re a ghost (invisible), DPS the boss. If you&#039;re visible, kill adds. Healers should keep the pots alive&lt;br /&gt;
&lt;br /&gt;
===Allagan Bomb===&lt;br /&gt;
Allagan Bomb initially does nothing. Each group takes one of the large sword adds. Those Vassagos WILL NOT aggro anyone automatically, so MT should stand in front of each adds to avoid the boss running to the middle. The boss will periodically spawn balloon adds that need to be killed before they explode (high priority). In addition, a Napalm add may spawn and will have the highest priority to kill. The boss can be damaged once the 3 adds are down.&lt;br /&gt;
&lt;br /&gt;
*MT should stand in front of Vassago before starting fight&lt;br /&gt;
*Kill Priority for adds: Napalm first, Balloon second and Sword third.&lt;br /&gt;
&lt;br /&gt;
===King Behemoth===&lt;br /&gt;
King Behemoth is the 3rd boss of the labyrinth. Players will encounter Behemoth when they take the center path from the entrance.&lt;br /&gt;
&lt;br /&gt;
Off tanks go to towers; DPS priority is Iron Giant/Moving adds, and then boss. King behemoth will target a few players with a comet (green mark above head). These players need to run to the center and drop the comet to be used later. Adds will continually spawn and attempt to reach the towers. These need to be killed asap. In addition, an iron giant will spawn that will try to destroy the comets. The giant needs to be killed before all comets are destroyed or you will wipe. When King Behemoth stands up, he is casting meteor. The entire raid needs to drop what they&#039;re doing and get behind a comet (put a comet between you and him). Rinse and repeat and the fight is done.&lt;br /&gt;
&lt;br /&gt;
===Acheron===&lt;br /&gt;
Acheron is the final boss of Labyrinth of the Ancients. The boss room is unlocked from defeating the other 3 bosses.&lt;br /&gt;
&lt;br /&gt;
Acheron has only 1 big move to watch out for. The fight will start off slow and get you used to the visuals for his AoEs. A short while later, 3 adds will spawn and target a player to stun. each group should take a position ahead of time (A on the left, B center, C on the right) and kill the closest iron hand add. Once the add is down, each group needs to move to their corresponding circle (3 large circles on the outside of the arena). Doing this will put up a barrier to block his flare attack (flare will instantly kill you). Immediately after the flare, an iron golem will spawn for each group and must be picked up quickly by each tank. As the fight progresses the AoEs will become larger and harder to dodge. In addition, I was told that another iron hand will spawn if someone gets hit by the green AoE (confirm?). At 50% he will spawn another 3 iron hands and you need to repeat the above process to live. Once you&#039;ve completely that, burn him down and enjoy your loot.&lt;br /&gt;
&lt;br /&gt;
*Kill iron hands then have each group stand on once of the circles the adds spawned from.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Crystal Tower Loot}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{dungeons}}&lt;/div&gt;</summary>
		<author><name>Azwald</name></author>
	</entry>
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