The Final Coil of Bahamut - Turn 4
The Final Coil of Bahamut - Turn 4
- Level
- 50 (Sync: 50)
- Item Level
- 123
- 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
- The Burning Heart
- Region
- Thanalan
- Patch
- 2.4
The Echo- Permanent +20%
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!
— In-game description
The Final Coil of Bahamut - Turn 4 is a level 50 raid introduced in patch 2.4. The raid is also known as T13.
It was first defeated by the Free Company Lucrezia on the server Alexander on November 2nd, 2014.
Objective
- Defeat Bahamut Prime.
Strategy
Bahamut Prime uses a simple arsenal of incredibly hard hitting attacks, requiring the group to learn and adapt or be flattened by his might. This fight has a hard 14 minute enrage.
Prior to the fight:
A marker should be placed as a location for players marked by Megaflare to stack.
Phase 1: 100% - 76%
To begin the fight players should pull the boss to the south wall of the arena. The walls will kill players on touch, so individuals must watch their footing.
| Name | Description |
|---|---|
| Flare Breath | A high damage cleave. |
| Flatten | An extremely powerful tankbuster. |
| Megaflare | Places simple circle AoEs under 3-4 players, hits 3-4 players with unmarked spread circles, and 2-4 players are targeted by rings of crystals. Players targeted by a ring of crystals can only survive by sharing their damage with another player marked by a ring.
|
| Earth Shaker | Two players are marked with brown spread line arrows. Bahamut Prime fires at both players three times, dropping a puddle under the targets with each attack that deals damage and inflicts Heavy. |
Much of this phase will be a trial for the healers, as every attack will deal incredible amounts of damage to either the main tank or the party.
Megaflare must be handled by having the entire party spread apart once the cast begins. Once the unavoidable explosions occur, those marked with rings of crystals can stack together in the pre-designated spot away from others.
Earthshaker will require the two marked players to split to the left and right side of the boss, and should aim to place the puddles against the edge of the arena. The rest of the party should stay safely behind Bahamut Prime.
Lastly, the Flatten and Flare Breath x3 combo can be handled by either using large mitigations or tank invulnerabilities. Due to the length of this fight, an invulnerability used in phase 1 is likely to be off cooldown by the time the final phase begins.
| Attack | Strategy |
|---|---|
| Flare Breath | Ensure the main tank's health stays topped up. |
| Megaflare | Spread out prior. Once players are marked with rings of crystal, those marked players should stack together in the designated spot. |
| Flare Breath | |
| Flatten | Tanks should use heavy mitigations or an invulnerability. A tank swap can be used afterwards to split mitigation cooldowns. |
| Flare Breath x3 | -- |
| Earth Shaker | The two marked players should split off to the left and right and run towards the edge of the arena, placing the puddles safely along the sides. |
| 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 as a Tank Limit Break 3 will be needed later.
Phase 2: 76% - 52%
| Name | Description |
|---|---|
| Gigaflare | High unavoidable party-wide damage. |
| Shadow of Meracydia | An enemy that will tether to Bahamut Prime if too close, buffing each other. Additionally will fire lines of several puddles if left alive too long.
|
| Flare Star | Seven orbs will appear periodically and attach chase tethers to random players. Orbs move slowly at first, but speed up after 10 seconds. Touching an orb makes it explode into a small AoE, inflicting nearby players with a stack of Suffocated Will.
|
| Rage of Bahamut | Unavoidable party wide damage that deals more damage to individuals based on their stacks of Suffocated Will. Clears all stacks afterwards. |
| Flatten | Hits harder, but is no longer followed by three Flare Breaths. |
| Megaflare | Now also places a tower under a random player after the simple circle AoEs explode. |
While the second verse is similar to the first, the Shadow of Meracydia and Flare Star will require the entire party to shift focus away from Bahamut Prime temporarily to prevent unnecessary deaths.
The first Shadow of Meracydia always spawns in the north, which the off-tank can simply grab and hold still while the DPS kill it. Later spawns will be in the Southeast and Southwest and must be pulled away from Bahamut Prime immediately.
Players should attempt to distribute Flare Stars so that each member of the raid, minus the main tank, only gets one stack of Suffocated Will.
And lastly, the party should keep an eye out for the tower that appears during Megaflare. Players not marked by a ring of crystals should be prepared to hold their position should the tower appear under them, or run to the tower if left unoccupied.
| Attack | Strategy |
|---|---|
| Gigaflare / Rage of Bahamut | High amounts of party healing required. |
| Shadow of Meracydia | The off-tank should hold the enemy away from Bahamut Prime while DPS kill it as fast as possible. |
| Flare Star | Try to spread out stacks of Suffocated Will equally across the party. Non-tanks are unlikely to survive more than 2 stacks. |
| Flare Breath | Prepare for heavy healing on the main tank. |
| Flatten | Mitigate and heal. |
| Flare Breath | -- |
| Megaflare | Spread out as before. Be aware that a tower will now spawn under one random player. This tower must be occupied by a player or it will explode and wipe the raid. |
| Flare Breath | -- |
| Repeat | |
This phase repeats until 52% HP, after which Bahamut Prime will cast another Gigaflare and leave the arena.
Phase 3: Dragons of Meracydia
| Name | Description |
|---|---|
| Divebomb | Bahamut Prime appears in a random position outside the arena and places a red circle above a player, then a Storm of Meracydia appears in another location and places a green circle above a different player.
Both dragons dive at the locations the markers were initially placed, dealing high damage and knockback in a line AoE. At the same time, Megaflare is cast. |
| 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 frequently. |
| The Pain of Meracydia | A hard-hitting bipedal dragon that attacks with cleaves from its front and back. Absorbs nearby Gusts of Meracydia, restoring health and gaining Damage Up. |
| The Gust of Meracydia | Small whelps that spawn in groups. Has no outstanding abilities. |
| The Sin of Meracydia | Large blue dragons that hit moderately hard. After 20 seconds, casts Evil Eye, dealing damage equal to their remaining health to the party. |
| The Storm of Meracydia | A large flying wyvern reminiscent of Twintania. Similarly attacks with Death Sentence, a moderate damage tankbuster. Drops a Neurolink 2.0 puddle on the ground on death, which grants Flare Dampening while inside. |
| Teraflare | Bahamut Prime's ultimate attack. Can only be survived by standing inside the Neurolink 2.0 puddle and using a Tank Limit Break 3 at the same time. |
An intermission phase, the deadliest attack players will have to contend against will be Divebomb.
It is recommended for the entire party to stack up in the center as there is no way to predict which direction Bahamut Prime or The Storm will appear from. By grouping in the center until both targeting icons appear, both are guaranteed to fly straight across the arena.
Players will have to react quickly to the locations of both Bahamut Prime and The Storm and run towards the edges out of the path of both. At the same time, players will have to spread out for Megaflare before letting the ring-marked players stack back up in the center.
Between Divebombs, waves of enemies spawn that all must be handled differently:
- Blood of Meracydia should be killed first due to its low amount of health.
- Pain of Meracydia must be faced 90 degrees away from the party to protect them from the claws and tail.
- Sins of Meracydia are of the highest priority and must be DPS to low HP as quickly as possible. A cast of Evil Eye at high health will likely wipe the party.
- Gusts of Meracydia can be ignored by most of the party until last, only needing to be kept away from The Pain of Meracydia.
- Storm of Meracydia can be treated akin to any other boss.
One all enemies are defeat and Bahamut Prime casts their final divebomb alone, a long cast of Teraflare will begin. All players must run into the Neurolink 2.0, and a tank must use their Limit Break after the countdown reaches 4 seconds remaining.
| Attack | Strategy |
|---|---|
| Divebomb + Megaflare | Stack in the center until both markers appear, the move away from danger while spreading out for Megaflare. |
| Blood + Pain of Meracydia | Kill the Blood of Meracydia first, then The Pain. |
| Gust of Meracydia x3 | Have the available tank pick up The Gusts and moved away from The Pain if necessary. These can be ignored until later if other enemies are still alive. |
| Sin of Meracydia x2 | DPS both Sins to as low as possible before they can cast Evil Eye. |
| Divebomb + Megaflare | Handle as before. |
| Storm of Meracydia | Tank and begin DPSing them down. |
| Blood of Meracydia | Switch targets and kill The Blood. |
| Gust of Meracydia x2 | The tank holding enmity on The Storm can also pick up these enemies to ensure they stay away from other dragons. |
| Sin of Meracydia | DPS must focus The Sin and kill it as quickly as possible. |
| Pain of Meracydia | Kill both The Storm and The Pain and move back to center in preparation for the final Divebomb and Megaflare. |
| Divebomb (Bahamut Only) + Megaflare | Handle as before. |
| Teraflare | Group up in the Neurolink 2.0 and use a well timed Tank Limit Break 3 to reach the final phase. |
| Phase 4 Start | |
After the party survives Teraflare, Bahamut will return to the arena and begin the final phase.
Phase 4: 52% - 0%
| Name | Description |
|---|---|
| Akh Morn | A multi-hit shared tankbuster. Damage will be divided with the player closest to the main tank when the cast finishes. The first hit deals the highest damage, with every hit after dealing about half as much as the first.
|
| Tempest Wing | Attaches two transferable tethers to players. After a few seconds, the tethered players are hit with AoE tankbusters. Players too close to the tethered targets when they burst take heavy knockback and Bleeding. |
| Megaflare | Now spawns two towers, and is always paired with Tempest Wing. |
| Earthshaker | Now tethers the same two marked players with Tempest Wing. |
Damage output during this phase is extremely high, taxing the healers to their limits. Tanks have to utilize their mitigations as much as possible to lighten the burden on healers.
Akh Morn must be shared between both tanks. When the cast starts, the off-tank should run to and stack with the main tank to share the damage. By the third cast, it is recommended to instead take the attack alone and use an invulnerability.
Tempest Wing creates even more tankbusters to worry about. Tanks will constantly need to be intercepting tethers placed on other party members and moving the attack safely away from the party. Standing too close to others is likely to outright kill them, if not send them flying into the wall of death.
After every second Earthshaker + Tempest Wing, Bahamut Prime will cast Gigaflare for massive party damage before repeating their rotation.
| Attack | Strategy |
|---|---|
| Akh Morn | Both tanks must stack together and mitigate. If this is the third cast, using an invulnerability to take the attack alone is recommended. |
| Megaflare + Tempest Wing | Tanks must intercept the tethers and move them away from the party while the rest spread out. Ensure players stay in towers that appear underneath them. |
| Earthshaker + Tempest Wing | Quickly grab the tethers off the players marked for Earthshaker and move away from the blast zones. Quickly heal the main tank up after this so they survive the next Flare Breath. |
| Flare Breath | Keep the main tank alive. |
| Akh Morn | Mitigate and heal. If this is the fourth cast, a tank swap prior to use another invulnerability is recommended. |
| Megaflare + Tempest Wing | Repeat as before. |
| Earthshaker + Tempest Wing | Repeat as before. |
| Flare Breath | Repeat as before. |
| Gigaflare | Use party mitigations and heal through the flames. |
| Repeat | |
This repeats until the boss is either defeated or enrages. At its enrage, it casts a 15-second Gigaflare that will wipe the party.
Solo strategy
As of patch 6.0, the duty can be easily cleared solo by any well-geared level 90 character.
The boss fight consists of attacking the boss and the adds it spawns until they die. The only danger lies in the three phases in which the boss and its add charge through the arena; they must be carefully evaded or they will push the player out of the arena and to their death.
Loot
30 Allagan Tomestone of Poetics- Burning Auricle Drops directly from boss, must be synced
Treasure Coffer 1
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Paladin's Dreadwyrm Arms (IL 135) | Other | N/A | Blue | 1 |
| Dreadwyrm Bardiche | Marauder's Arm | 135 | Blue | 1 |
| Dreadwyrm Claymore | Dark Knight's Arm | 135 | Blue | 1 |
| Dreadwyrm Spear | Lancer's Arm | 135 | Blue | 1 |
| Dreadwyrm Claws | Pugilist's Arm | 135 | Blue | 1 |
| Dreadwyrm Katana | Samurai's Arm | 135 | Blue | 1 |
| Dreadwyrm Daggers | Rogue's Arm | 135 | Blue | 1 |
| Dreadwyrm Longbow | Archer's Arm | 135 | Blue | 1 |
| Dreadwyrm Handgonne | Machinist's Arm | 135 | Blue | 1 |
| Dreadwyrm Staff | Two-handed Thaumaturge's Arm | 135 | Blue | 1 |
| Dreadwyrm Grimoire | Arcanist's Grimoire | 135 | Blue | 1 |
| Dreadwyrm Rapier | Red Mage's Arm | 135 | Blue | 1 |
| Dreadwyrm Cane | Two-handed Conjurer's Arm | 135 | Blue | 1 |
| Dreadwyrm Codex | Scholar's Arm | 135 | Blue | 1 |
| Dreadwyrm Torquetum | Astrologian's Arm | 135 | Blue | 1 |
| Dreadwyrm Weapon Coffer (IL 135) | Other | N/A | Basic | 1 |
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Dreadwyrm Chest Gear Coffer (IL 130) | Other | N/A | Basic | 1 |
| Neo Aetherstone - Body Gear | Material | N/A | Basic | 1 |
| Faded Copy of Answers | Other | N/A | Basic | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Out of a Bind I | 5 | Complete the Final Coil of Bahamut. | Wind-up Louisoix | 2.4 |
| Out of a Bind II | 10 | Complete the Final Coil of Bahamut 5 times. | - | 2.4 |
| Out of a Bind III | 20 | Complete the Final Coil of Bahamut 10 times. | - | 2.4 |
| Mightier than the Dreadwyrm | 5 | Complete the Final Coil of Bahamut - Turn 4 with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. | - | 5.15 |
Music
| Section | Theme |
|---|---|
| Main | Answers |
Dialogue
Intro Cutscene
Alisaie: 'Twas a long and arduous road, but at last we reach its end. Alisaie: Farewell, Bahamut. I banish you back to the aether! Alisaie: He is not yet whole! I did not think him capable...
Alphinaud: Ugh... Alisaie! ALISAIE!
Alisaie: I had thought it finally over... Alisaie: We'll not survive another blast! Alisaie: No... Is this how I honor my promise to Grandfather?
Lousioix: You must needs find your own reason to fight for this realm—your own meaning in this sea of chaos. Will you do that for me?
Alisaie: I will, Grandfather. In fact, I believe I already have. Alisaie: That reason has been with me all along, guiding me—Eorzea's blade of Light, shearing through the endless shrouds of darkness... Alisaie: I have been shown the miraculous feats of which we are all capable. Of which I am capable. Alisaie: Bahamut! You have wreaked enough havoc! Alisaie: I will not let your wrathful fires consume all that we know and love! Alisaie: Ugh!
Alphinaud: How long I have waited to hear you say that! You have found your resolve at last! Alphinaud: Let me join my strength to yours. Alphinaud: In this place, in this moment, our purpose has become one!
Alphinaud and Alisaie: For the future of Eorzea!
Alisaie: This last task is yours, Warrior of Light! You must destroy Bahamut's crystal core!
Post-duty cutscene
Alisaie: You did it! Alisaie: But one task remains... Alisaie: With this last coil disabled, there shall be naught left to bind Bahamut to this world. His beloved children will finally know peace... Alisaie: 'Tis done. He is truly gone. Alisaie: You knew, didn't you? You knew what Grandfather had become.
Alphinaud: I...was not certain. But from all I had gleaned, it seemed a distinct possibility. Alphinaud: The scene people describe of the Battle of Cartenau was one of unimaginable devastation. And 'tis through the combined prayers of the desperate—and an abundant source of aether—that primals are born. I merely put two and two together.
Alisaie: And you consider that a sufficient explanation? Alisaie: Well, however you stumbled across your theory, 'twas this revelation that made you wary of my attachment to Grandfather. Alisaie: You feared that in my obsession, I would fall under his primal sway. Is that why you decided to join us? To pull me back should I show signs of wavering?
Alphinaud: Pray forgive me, Sister. I wished only to protect you. Yet I see now that I needn't have doubted the strength of your conviction. Alphinaud: May I ask you a question? What do you now intend to do with the truth you have uncovered?
Alisaie: Which particular truth was that, Brother? The fact that desperate prayer gave rise to the primal Phoenix? That this new god was responsible for setting Eorzea on the path to rebirth? Alisaie: Should such a tale become common knowledge, people would soon offer up their prayers in earnest—they would beseech Phoenix to complete the healing that was begun.
Alphinaud: Yet as you and I know all too well, the very act of calling forth this savior would do more harm to the land than good. Alphinaud: We cannot encourage such worship for this very reason. Were Grandfather forced to return as an aether-draining primal, 'twould undo all that he had worked to protect. Alphinaud: Your abiding love for him was the key that unlocked the truth of the Calamity. Alphinaud: But keys may also serve to seal doors that were best left unopened. Alphinaud: Let your love now guide your actions, and lock away deep inside the fate of both Grandfather and Bahamut.
Alisaie: Fear not, Alphinaud—I understand what must be done. Alisaie: The realm need not know the truth for it to be saved. Alisaie: That the elder primal is banished, to return to more...that is enough. Alisaie: Let us make our way back to the surface. Poor Urianger must be beside himself with worry!