The Final Coil of Bahamut - Turn 1
The Final Coil of Bahamut - Turn 1
- Level
- 50 (Sync: 50)
- Item Level
- 110
- 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
30 - Req. quest
- Fragments of Truth
- Entrance
- Northern Thanalan (X:19, Y:20)
- Location
- IC-06 Central Decks
- Region
- Thanalan
- Patch
- 2.4
The Echo- Permanent +20%
“Alisaie is resolved to go through with her quest to vanquish Bahamut, though it means confronting her beloved grandfather, whom the elder primal has made his thrall. With Alphinaud's cooperation, an aetherial pathway has been established which will take your party to one of the two internment hulks that remain to be disabled. Your foray begins in northern Thanalan, at the set of Dalamud's talons situated in Raubahn's Push. Spare no preparation and expect fierce resistance.
— In-game description
The Final Coil of Bahamut - Turn 1 is a level 50 raid introduced in patch 2.4. The raid is also known as T10.
Objective
- Breach the Neurokinetic Linkup.
- Defeat Imdugud.
Enemies
Bosses
Prey - A random player that is not the highest enmity target will be marked with a red circle and a debuff called Prey. Six seconds later, that player will take ~600 damage and, if the damage was not shielded, apply Erratic Blaster. If the marked Prey are not sufficiently shielded by a Scholar or Sage, they will likely die from the after-effects. The healers will generally use Adloquium or other shields to achieve this. The sons and daughters of Imdugud will also cast Prey during phase 2 and 4, marking two non-tank players instead of one. The healers will need to be careful in that they apply their shields to different players.
Erratic Blaster - A four second debuff caused by failing to shield a player from Prey. When it expires, the victim will be dealt ~5500 damage as well as given a 20 second unremovable Paralysis debuff.
Wild Charge - A random non-tank player is marked with a blue circle. Five seconds later, Imdugud will cast Electrification on that player, stunning them and applying a Vulnerability Up, as well as dropping an Electrocution field under itself. Imdugud will immediately begin casting Wild Charge, a line-stack-damage charge attack with a resistible knockback that hits everyone between Imdugud and the target. Imdugud buffs itself with Electric Shock at the same time, applying extra damage to the first person hit during the charge. Players must stack in front of the target to mitigate the damage to the stunned player, and a tank must be present between the boss and the stack to soak the damage from Electric Shock. This attack combines with Heat Lightning later, which prevents players with Vulnerability Up from entering the stack. The damage from Wild Charge is higher in Phase 1 then it is in later phases.
Heat Lightning - A four second cast that afterwards hits three random players that aren't the highest enmity with a small AoE, dealing damage and applying a Vulnerability Up debuff. Players must spread out when the boss starts casting this ability, else damage may prove fatal. Heat Lightning is often followed up by either Wild Charge or Cyclonic Chaos (Phase 5). Players afflicted with Vulnerability Up must avoid the follow-up attack, letting those unaffected to take any incoming damage.
Cyclonic Chaos - A random player will become tethered to Imdugud. After 5 - 10 seconds (depending on attack pattern), that player will explode, dealing stack-damage split between themselves and anyone nearby. Cyclonic Chaos will always be combined with either Heat Lightning or Wild Charge. In the case of the former, Heat Lightning will be cast first with Cyclonic Chaos exploding five seconds after the cast finishes. Those with Vulnerability Up will die if they stack with the tether. In the case of Wild Charge, then Cyclonic Chaos will explode first, five seconds after tethering, applying Vulnerability Up to those hit and thus limiting the available players to then stack for Wild Charge.
Critical Rip - A high damage attack on the tank for over 10,000 damage. The tank should use defense abilities to bring this down to a more manageable level of around 4,000.
Crackle Hiss - This is a frontal cone attack with no cast time. It deals around 3500 damage and only the tank should get hit by it.
Spike Flail - A cone AoE from Imdugud's (or adds) tail. This attack is only used if someone stands behind the mob, similar to
Caduceus. You can use this to your advantage; Spike Flail is easy to dodge and stops all incoming damage from the boss, giving healers extra time to top everyone up.
Sons and Daughters of Imdugud - Adds that will spawn in phase 2 and 4. Like Imdugud, they will cast Spike Flail and Crackle Hiss frequently. If two sons or two daughters are near each other, they will become stronger.
Electrocharge - Cast at the start of Phase 2 and 4, granting invincibility until all Sons and Daughters are killed. Will start building stacks of Electrocharge, increasing the damage of Electric Burst.
Electric Burst - Cast shortly after all Sons and Daughters of Imdugud are killed. Raid-wide damage that increases with every stack of Electrocharge. In Phase 5, this attack will be cast in response to player death, dealing ~1000 damage to all living players and applying a Lightning Resistance Down.
Electrocution - A persistent field of lightning left by the boss when casting Wild Charge, or by Sons of Imdugud when killed. Deals ~3000 damage when stood in.
Strategy
Phase 1 - 100% - 83%
Phase 1 lasts until 83% and introduces the first two mechanics of the fight, which are Wild Charge and Prey. Scholars and Sages should ensure Prey targets are shielded or else they will likely die. A marker should be set on the side closest to the entrance as an indicator of where to stack for Wild Charge, meanwhile Imdugud should be tanked on the opposite side of the arena. Ensure the boss is facing away from the raid at all times due to Crackle Hiss, and saving your larger mitigations for Critical Rip. For this phase, the off-tank should take the Electric Shock damage from the Wild Charge while the Main Tank holds their position; Imdugud will always follow up a charge with an immediate Crackle Hiss, so the Main Tank must be away from the stack. The ability rotation for Imdugud during phase 1 is as follows:
- Crackle Hiss
- Spike Flail
- Critical Rip
- Crackle Hiss
- Wild Charge
- Crackle Hiss
- Prey
- Spike Flail
- Crackle Hiss
- Critical Rip
- Electrocharge at 83%
Phase 2 - 83%
At the start of phase 2 Imdugud will use Electrocharge, making him invincible, but also stop attacking. Four adds will spawn: two Sons of Imdugud and two Daughters of Imdugud. Tanks should split between the two halves of the arena, each taking a son and a daughter. These adds will cast Crackle Hiss and Spike Flail, so ensure both their heads and tails are away from the group. It is recommended to kill a pair from one side of the arena first before moving onto the other side. Daughters should be prioritized as their attacks are more dangerous, and they do not drop Electrocution puddles on death like Sons do. Two players will be marked with Prey simultaneously through this phase, so ensure Scholars or Sages are keeping an eye out. Once all Sons and Daughters are dead, Imdugud will lose their invincibility, and soon cast Electric Burst. Damage from this attack will depend on how fast the Sons and Daughters were killed: faster kills means less damage.
Phase 3 - 83% - 54%
Phase 3 is similar to phase 1 in many aspects, however Imdugud will introduce a new ability called Heat Lightning. When this ability is being cast, players must spread out to avoid potentially hitting others with AoE damage. Every other Heat Lightning will be combined with Wild Charge. The charge target should move to the designated stack location, and those unafflicted with Vulnerability Up should stack in front of them. If the off-tank is hit by Heat Lightning, the main tank can move inbetween the stack and use Arm's Length to avoid the knockback. Be careful not to run through the Electrocution field. The ability rotation for Imdugud during phase 3 is as follows:
- Heat Lightning
- Spike Flail
- Prey
- Crackle Hiss
- Heat Lightning & Wild Charge
- Crackle Hiss
- Spike Flail
- Critical Rip
- Crackle Hiss
Phase 4 - 54%
Phase 4 is mostly identical to phase 2, except that after 20 seconds, a third pair of Sons and Daughters will spawn. DPS must kill one pair prior to this to allow a tank to grab these enemies in time. If DPS is lacking, a limit break can be used to used to speed up the process. A magic DPS Limit Break 3 will hit all four adds and take them to around 50% health. The group should then use all available DPS buffs to take out the west Daughter and Son as quickly as possible before the next two spawn. Once these two have died you can then move on to the adds on the east side, before moving back to the west for the additional adds. As with phase 2, it is important to kill the Daughter before the Son in each pairing. Once all four adds die prepare for phase 5.
Phase 5 - 54% - 0%
Phase 5 is the most difficult phase and adds the final attack, Cyclonic Chaos, as well as a punishment for any player death. When a player dies, Imdugud will gain 4+n stacks Electrocharge, "n" being the amount of players killed before the next cast of Electric Burst. Each stack of Electrocharge will increase the raid-wide damage of Electric Burst as well as add an equal amount of Damage Up stacks (about +5% damage per stack). Success will require the full coordination of the entire team. You will also have noticed that your arena space is getting smaller and smaller. By the end of the phase only the center circle will remain a safe spot. If DPS is too low, the arena will lose its last safe-spot and the raid will most likely wipe.
The new attack, Cyclonic Chaos, is a stack-marker tether, but will always be combined with Heat Lightning or Wild Charge. The tether should ideally be brought to the center, as the players that need to stack for it will often be random and spread across the room. The challenge of this final phase is splitting the necessary damage correctly across the entire group. Due to the goal being to spread out damage, healers should focus on participating in mechanics first before trying to heal those hit with the first half of a combo. There are three potential attack combinations Imdugud will do:
- Heat Lightning + Cyclonic Chaos - Heat lightning will go off first, with Cyclonic Chaos 5 seconds after the cast finishes. Players should spread out during the Heat Lightning cast, and those not hit with Vulnerability Up should quickly stack on the tether. To avoid clipping other players with AoEs, movement should be kept minimal until after Heat Lightning is finished casting, afterwards players without any debuffs may move to the center with the tether. If the off-tank is hit with Heat Lightning, they should tank-swap to allow the Main tank to participate in the Cyclonic Chaos.
- Heat Lightning + Wild Charge - Functions identically to Phase 3. If the off-tank is hit with Heat Lightning, they will need to tank-swap so that the Main Tank can take the Electric Shock from the charge. It is important that players stand in-front of the stunned player to ensure they are hit by the charge. If too far behind, the charge may miss them and will likely result in the deaths of others.
- Cyclonic Chaos + Wild Charge - A player will be marked with Cyclonic Chaos which will explode in 5 seconds. Those hit will be afflicted with Vulnerability Up and can not stack for Wild Charge. The Main Tank should stack for Cyclonic Chaos in the center, moving out of the center after it explodes, while the off-tank takes Wild Charge. It may be wise to designate a group of players to stack for the tether before-hand, as you will need an even stack for both, else a large portion of the raid may die.
The rotation in this phase seems somewhat random between the different pairs of attacks, except that the phase will always begin with the Heat Lightning + Cyclonic Chaos pair.
Loot
Treasure Coffer 1
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Dreadwyrm Earring of Fending | Earrings | 130 | Blue | 1 |
| Dreadwyrm Earring of Slaying | Earrings | 130 | Blue | 1 |
| Dreadwyrm Earring of Aiming | Earrings | 130 | Blue | 1 |
| Dreadwyrm Earring of Casting | Earrings | 130 | Blue | 1 |
| Dreadwyrm Earring of Healing | Earrings | 130 | Blue | 1 |
| Dreadwyrm Choker of Fending | Necklace | 130 | Blue | 1 |
| Dreadwyrm Choker of Slaying | Necklace | 130 | Blue | 1 |
| Dreadwyrm Choker of Aiming | Necklace | 130 | Blue | 1 |
| Dreadwyrm Choker of Casting | Necklace | 130 | Blue | 1 |
| Dreadwyrm Choker of Healing | Necklace | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Fending | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Slaying | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Aiming | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Casting | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Healing | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Ring of Fending | Ring | 130 | Blue | 1 |
| Dreadwyrm Ring of Slaying | Ring | 130 | Blue | 1 |
| Dreadwyrm Ring of Aiming | Ring | 130 | Blue | 1 |
| Dreadwyrm Ring of Casting | Ring | 130 | Blue | 1 |
| Dreadwyrm Ring of Healing | Ring | 130 | Blue | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Mapping the Realm: The Final Coil of Bahamut I | 10 | Discover every location within the first turn of the Final Coil of Bahamut. | - | 2.4 |
Music
| Section | Theme |
|---|---|
| Main | Primal Timbre |
| Battle | Spiral |
| Boss | Calamity Unbound |
Dialogue
Intro Cutscene
Alphinaud: So this is how it looks on the inside...
Alisaie: This internment hulk still functions. Alisaie: The teleportation was a success—we are come to the right place. Alisaie: There is no telling how much further Bahamut has regenerated since we last beheld him. Alisaie: Let us make haste to the main bridge and deactivate the coil. Alisaie: There were receptacles similar to these in the previous hulk. Alisaie: Those held chimerical beasts, but only the Allagans know what other abominations may be sleeping within. Alisaie: They may well be part of Dalamud's internal defenses. We must stay on our guard at all times.
Post Duty Cutscene
Alisaie: By the Twelve... Dragons...and so many... Alisaie: We were aware that the Allagans possessed the means to control the creatures, but to imprison them thus is...barbaric. I would not wish such a fate upon my worst enemy. Alisaie: 'Tis plain that no love was lost between the Allagans and the dragons, but was it truly necessary to keep so great a number here? Alisaie: Dalamud did not want for defenses, this we have experienced firsthand. Such guardians as the Allagans created—both living and unliving—were surely no less capable of repelling intruders than these poor creatures.
Alphinaud: Tell me something, Alisaie. Alphinaud: Have you not managed to determine by whose will Bahamut exists?
Alisaie: No, I have not. At first, I assumed that Bahamut had no people of his own—that the Allagans had perhaps discovered a way to simulate prayer itself. Alisaie: However, Nael's words gave me cause to reconsider—specifically, the shade's mention of Bahamut's "beloved children". Alisaie: From that, I inferred that the primal is given form by the will of worshippers whom we have yet to— Alisaie: Oh. Alisaie: Gods strike me down for a blind fool. Alisaie: Bahamut's beloved children, right there before my very eyes... How could I be so stupid? Alisaie: Who else but the dragons of eld would summon Bahamut? Who else but they could sustain him? And to think I wondered why the Allagans kept them imprisoned here!
Alphinaud: Even should the flame of Bahamhut's life go out, his faithful children would summon him back. Alphinaud: For this reason, the Allagan Empire kept an army of dragons here in a perpetual state of duress, that they might sustain the primal's existence. Alphinaud: Truly, the Allagans' ingenuity knew no bounds...and neither did their cruelty.
Alisaie: Small wonder that Bahamut was so enraged! Let no one deny that it was man who sowed the seeds of the Calamity!
Alphinaud: Will you now turn your hatred towards our own kind, dear sister?
Alisaie: Do no patronize me, Alphinaud. I merely acknowledge our guilt. Alisaie: Lest you be in any doubt, I have no intention of allowing Bahamut to lay the world to waste, regardless of the atrocities the Allagans committed against his kind. We have no choice but to eliminate all who worship him, be they his children or his thralls. Alisaie: It seems reasonable to assume that the system responsbile for the primal's regeneration is also responsible for sustaining the captive dragons. If we disable it, all should perish. Let us press on.