The Final Coil of Bahamut - Turn 2
The Final Coil of Bahamut - Turn 2
- Level
- 50 (Sync: 50)
- Item Level
- 115
- 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 Regeneration Grid
- Region
- Thanalan
- Patch
- 2.4
The Echo- Permanent +20%
“At the depth of 6,835 yalms, you and your companions are greeted by a breathtaking sight: a colossal replica of Dalamud, believed to be the device which regulates Bahamut's regeneration. The structure swarms with legions of the lesser moon's internal defenses, but through it you must go if you are to reach the main bridge.
— In-game description
The Final Coil of Bahamut - Turn 2 is a level 50 raid introduced in patch 2.4. The raid is also known as T11.
Objective
- Deactivate the Allagan fields.
- Defeat Kaliya.
Enemies
Boss
Phase 1 - 100% - 60%
Resonate - An untelegraphed tank-buster stack cleave. Both tanks must be standing in front of the boss to ensure damage remains at reasonable levels.
Nerve Gas (Phase 1) - A 90 degree frontal cone AoE and two 180 degree AoEs to the left-back and right-back sides in random order. Inflicts a Vulnerability Up on hit.
Barofield - A permanent AoE attached to the boss that lasts the entire duration of the fight, preventing players from moving under or through Kaliya. Inflicts 2500 damage, Vulnerability Up, and Heavy.
Seed of the River and Sea - Kaliya will fire two sets of fireballs in the air in a random order, but will coincide with the order the attacks will land. The middle head will fire a single blue fireball called Seed of the Sea, a stack-damage attack indicated by a red laser targeted on a player. The outer heads will fire two red fireballs called Seed of the River, which will fall on 2 random players excepting the Main Tank and deal 2500 to each and anyone nearby in an AoE. Watch the order the heads fire. This will give you an early warning on whether to spread-then-stack, or stack-then-spread.
Secondary/Primary Head - Kaliya stuns the Main Tank and begins casting Secondary Head. A tank swap must occur between the start of this cast and the follow up tank-buster of Primary Head. Kaliya will inflict the stunned tank with In the Headlights which would cause them to instantly die if hit by Primary Head. A large mitigation should be used by the swapping tank to reduce the damage of Primary Head.
(Phase 1 Attack Order): Resonate -> Nerve Gas x3 -> Barofield / Resonate -> Seed of the River & Sea -> Resonate -> Secondary Head & Primary Head
Phase 2 - 60% - Kaliya will move to the center and become untargetable, additionally killing anyone that steps into the center during this phase. Three Nodes will spawn that must be kept apart at all times. Several line AoEs will be fired from the center intermittently and must be dodged.
Weapons Node - A spherical node that takes 50% less magical damage. Has a cleave attack and Repelling Cannons, an unmarked stack-damage attack that deals damage spread equally to all players in melee range. Has 2.5x more health than the Gravity Node.
Gravity Node - A cubical node that takes 50% less melee damage and always deals critical damage. Has a cleave attack and summons Void Zones under random players, which are persistent AoEs that deal damage and inflict Heavy.
Electric Node - A conical node that can only be hurt while in melee-range. Does not aggro to players directly, instead moving slowly counter-clockwise around the room. Applies Forked Lightning to random players, a debuff that when expires, bursts into an AoE damaging anyone around the afflicted and applying Paralysis. Players with this debuff need to separate from the group until it resolves.
If two nodes are too close together, they will combine and become significantly stronger and harder to kill. Due to the Electric Node always circling the room, each tank must grab a different node and circle the room as well. When one node dies, the remaining node will attempt to fly over to the Electric Node and absorb it. Both Weapons Node and Gravity Node must instead be brought low and killed at roughly the same time, leaving the Electric Node alone for last.
Due to Repelling Cannons, a majority of the raid should be stacked behind the Weapons Node to spread damage, watching out for Forked Lightning being intermittently cast. One caster should be dedicated to the Gravity Node with a second DPS that will swap between the two nodes to balance the health values. Healers should focus their efforts primarily on the Weapons Node group, as they will be taking significantly more damage. The Gravity Node will only do moderate damage to the tank and can be handled with some occasional single-target heals.
Once all nodes are defeated, Phase 3 will start.
Phase 3 - 59% - 0% - Kaliya will gain three buffs from the nodes in Phase 2: Damage Up, Energy Field, and Critical Strikes. While Critical Strikes will expire after Nerve Cloud, the other two buffs will remain for the rest of the fight. Like the Electric Node, the Energy Field buff means that players must be in melee range to hurt Kaliya, but must still avoid the Barofield zone underneath.
Nerve Cloud - Raid-wide damage cast at the start of Phase 3 and every two minutes after. The first cast will always critically hit due to Critical Strikes. Players must use any party mitigations available to reduce the damage of this cast. If Minimum IL is active, a Tank Limit Break may be necessary. Later Nerve Clouds will not be buffed, but still hurt if not mitigated.
Nanospore Jet - Will tether 4 players into 2 pairs, however, tanks will only ever be tethered to the other tank. Players must stick close to their tether partner or else be hit with rapid damage and Vulnerability Up. Additionally each pair of tethered player must avoid getting near the other pair of tethered players, else they all will gain multiple Vulnerability Up stacks. If one tethered player dies, their tethered partner will also immediately die.
Nerve Gas (Phase 3) - A 90 degree cone AoE targetted at a random player, followed by two 180 degree AoEs hitting the areas the adjacent to the initial cone. Inflicts a Vulnerability Up on hit.
Kaliya will still cast Resonate, Seed of the River & Sea, and Secondary/Primary Head during this phase. With the mobility limitations added by Nanospore Jet, dodging Nerve Gas and Seed of the River & Sea become much more difficult.
For Nanospore Jet positioning: if the two tanks are tethered, the other pair can simply stack behind the boss. If no tanks are tethered, one pair will need to go to Kaliya's left side, and the other to the right side. A common strategy is to assign the red-green tether to one side and the blue tether to the opposite side. Those who are not tethered should move to stack on a tether for Seed of the Sea. For Seed of the River, one player per tethered pair may attempt to move a short distance away for safety, though it is still risky.
When Nerve Gas is cast, the first 90 degree cone should always be dodged by moving left to avoid tether pairs splitting in two directions. Players should move back to their positions afterwards and dodge the 180 degree attacks in whatever direction is closest.
(Phase 3 Attack Order): Kaliya always starts Phase 3 with Nerve Cloud. Afterwards, there are two potential rotations that are chosen at random.
- Nanospore Jet -> Resonate -> Seed of the River & Sea -> Nerve Gas x3 -> Secondary & Primary Head - > Resonate
- Nanospore Jet -> Nerve Gas x3 -> Resonate -> Seed of the River & Sea -> Resonate -> Secondary & Primary Head
After two rotations, Kaliya will cast Nerve Cloud again and repeat the process.
Solo strategy
As of patch 6.0, the duty can be easily cleared solo by any well-geared level 90 character.
To get to the boss arena, players need to fight through trash mobs and clear three energy fields. This is done by standing on the big blue buttons in front of them for a few seconds. To open the two last barriers, the player needs to open one, suicide by walking into the barrier (or use Return), respawn and take the other path to open the last barrier.
The boss fight is a simple matter of attacking the boss and the adds it spawns until they die, which takes a minute or so. Avoid stepping into the boss's hitbox, which inflicts debuffs, and kill the Gravity node first once it spawns.
Loot
Treasure Coffer 1
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Neo Aetherstone - Headgear | Material | N/A | Basic | 1 |
| Neo Aetherstone - Leg Gear | Material | N/A | Basic | 1 |
| Dreadwyrm Head Gear Coffer (IL 130) | Other | N/A | Basic | 1 |
| Dreadwyrm Hand Gear Coffer (IL 130) | Other | N/A | Basic | 1 |
| Dreadwyrm Foot Gear Coffer (IL 130) | Other | N/A | Basic | 1 |
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Dreadwyrm Head Gear Coffer (IL 130) | Other | N/A | Basic | 1 |
| Dreadwyrm Hand Gear Coffer (IL 130) | Other | N/A | Basic | 1 |
| Dreadwyrm Foot Gear Coffer (IL 130) | Other | N/A | Basic | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Mapping the Realm: The Final Coil of Bahamut II | 10 | Discover every location within the second turn of the Final Coil of Bahamut. | - | 2.4 |
Music
| Section | Theme |
|---|---|
| Main | Blades |
| Boss | Calamity Unbound |
Dialogue
Post Duty Cutscene
Alphinaud: Why, this looks like...
Alisaie: A model of Dalamud, yes. Alisaie: For millennia, Bahamut must have gazed at this unchanging view. Alisaie: Trapped inside a prison that was scarcely large enough to contain him, unable to move, denied the release of death... How his hatred for man must have burned. Alisaie: And that hatred found an ideal vessel in Nael van Darnus. Alisaie: In many ways Bahamut is to be pitied, not loathed. But knowing the true extent of his fury, I am more convinced than ever of the necessity of our endeavor. Alisaie: Besides... his is not the only soul that cries out for vengeance!