The Second Coil of Bahamut - Turn 3

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Turn 8 Video Guide
See also: The Second Coil of Bahamut

The Avatar is the boss of the 8th turn of coil. Along with loot, players will obtain 30 Allagan Tomestone of Soldiery for its completion.

The Avatar Abilities

Diffusion Ray - large cone AOE that applies a DoT. This DoT ticks for 600 and can be cleansed with esuna and leeches.

Gaseous Bomb - marks a player with a non-transferable "satellite-like" icon. The target will be hit with an AOE for huge damage. Damage is split between all targets hit.

Homing Missile - draws a line between The Avatar and a random player (not MT). This line can be transferred by having another player intercept the line. The target will be hit with an AoE for a few thousand damage.

Adds

Biotowers:

Biotowers are located at North, East, South, and West areas of the room. They activate in scripted sets of 2 or 3. They start with 1 charge and gain one charge every 15 seconds. After gaining 4 charges, the next charge will activate their special ability.

If two towers charge at the same time with the same frequency, The Avatar gains a stack of 2 buffs. The buffs will (a) increase defense and (b) increase damage output.

If towers are pushed/rushed properly, the boss will gain 0 stacks of these buffs.

If two or more towers charge to maximum, Avatar will wipe the party.

If a player steps into a tower, the tower gains one charge and the player is debuffed. This debuff increases the damage a player takes from a tower, and does not increase damage from other sources. It is not recommended that a player reach 2 stacks of the debuff. Debuff lasts for 90 seconds.

There is a 20 second period between the last tower's natural activation (nobody running in to charge it) and when the next set of towers spawn. It's always 20 seconds, whether there are two or three towers.

During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). The debuff you get for charging a tower manually lasts 90 seconds, so you have to plan accordingly.

During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it's longer than the 90s debuff, you can have the same people activate the towers.

Special abilities are as follows:

North - summon 1 clockwork dreadnaught (Dread has conal aoe swipe, and will enrage if not killed fast enough, causing a wipe.)

East - spawn 3 landmines in random areas, but not near towers and not under the boss (Touching a mine causes knockback and ~2000 AOE damage. If any mine remains after 15 seconds, the raid will wipe.)

South - Defensive Reaction (Raidwide AOE damage.)

West - Defensive Reaction (Raidwide AOE damage.)

The Avatar Strategy

Phase 1: 0s - 2m40s

Phase 2: 2m40s - 7m or 45% HP

Phase 3: 7m - 11m or 45% to 0% HP

Loot

Main article: The Second Coil of Bahamut Turn 3 Loot

Lore

Your party activates the coil's lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.

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