The Second Coil of Bahamut - Turn 2

Raidicon.pngThe Second Coil of Bahamut - Turn 2
Raid
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The Second Coil of Bahamut - Turn 2.png
After battling your way through to the base of the colossal fragment that impales the ground in Alder Springs, your party enters the structure through an opening in its outer shell. The sight that greets you is of an endless procession of azure-lit passages, within which can be glimpsed the grotesque silhouettes of chimeric monstrosities.
Enemies:
Zone Coordinates
North Shroud (20-27)

Requirements:

1 to 8 players (2 Tanks, 2 Healers, 4 DPS)
Class: Disciples of War or Magic
※ Limited jobs can participate only in a preformed party meeting party size requirements or an unrestricted party, and if duty rules allow.
Level: 50
※ Level will be synced upon entry.
Average Item Level: 95
※ While synced, all item stats are adjusted.
※ Role and item level restrictions are lifted for parties meeting minimum size requirements.


Tankroleicon.png Healerroleicon.png Dpsroleicon.png
2 2 4
Type: Raid
Zone: The Outer Coil
Region: The Black Shroud
Minimum Level: 50
Synced Level: 50
Min iLvl: 95
Echo Icon.png Echo: Default +20%
Unlock Quest: Another Turn in the Coil
Duty Finder: Raids: A Realm Reborn
Expansion: Original
Background Music: Blades
Battle Music: Calamity UnboundSpiral
Tomestones
Allagan Tomestone of Poetics Icon.png
20



Objectives
  1. Destroy the maintenance module.

Melusine
Divider3.png

Melusine Abilities

Attack Name Description
Circle Blades Circular AoE with indicator. It does 1,000 to 2,000 damage.
Cursed Voice Targets 1 tank, 1 healer, and 1 DPS. All of the targeted players get a voice that petrifies anything in front of the players in a cone. Use this to petrify Renauds and not your party members. If any Snake Adds get hit with voice they get a damage increase which makes the fight much harder to heal.
Cursed Shriek Targets 1 healer or DPS. Cursed party member shrieks out and petrifies everything in its line-of-sight. Players must hide behind a frozen Renaud to avoid its effects. The ability will also give the boss a damage buff stack if boss isn't LoS'd.
Fireballs Spawns fireballs periodically. Before 50% HP they're usually cast after Cursed Shriek goes off. After 50%, they're usually before Cursed Shriek. Boss shoots 2 fireballs to separate targets that do AoE damage. Will prioritize ranged DPS first, then healers?
Petrifaction Used by the Caster Snake and right after the add is dead. The ability petrifies anyone looking at the boss, similar to Medusa.
Tail Whip Frontal cone AoE with no indicator.
Venomous Tail Deals heavy damage and poisons its targets. Cleanse the debuff ASAP.
Renaud Giant, slow Golem. It will aggro normally until someone hits him, then he will be stuck on that target for life. Petrify him with Cursed Voice and hide behind him to LoS Cursed shriek. Each petrification lasts 30 seconds and he has a 60 second slow debuff when spawning. He becomes extremely fast when his slow debuff wears off. Kill the old Renaud when a new Renaud spawns.
Melee Snakes (1st set) uses frontal cleave (no indicator), AoE cleave (with indicator), and huge damage. Spawns 1 at a time. DPS should be good enough to ensure that 2 aren't up simultaneously. 3 total will spawn, with ~30 seconds between them at North, Southwest, and finally Southeast.
Ranged Snakes (2nd set) uses single target damage and an indicator where AoE damage will come down. Just have to heal through these and kill ASAP. All 4 spawn simultaneously.
Caster Snake 3rd and last snake add) deals heavy damage on OT and casts Petrifaction. Look away when Petrifaction comes. Main boss will cast petrifaction when this snake is downed. Can LB this or LB boss, doesn't really matter that much. Make sure party is positioned so you can use Cursed Voice on the Renaud without hitting the Caster snake or main boss.

Melusine Strategy

Melusine casts AOE Fireballs on party members that do around 2k damage. Do not stand near other party members or you risk taking 2 Fireballs and dying. Circle blade is just a red circle AOE that does barely any damage but you shouldn't stand near Melusine if you're not melee.

Melusine casts Cursed Voice and Cursed Shriek. It is imperative you know the difference between these two debuffs, because one mistake means a wipe. Cursed-Voice has a triangle debuff icon while Cursed Shriek has a circular debuff icon. When the Cursed Voice debuff wears off it casts a conal AoE that petrifies enemies and allies in the direction your character is facing when the debuff wears off. When Cursed Shriek debuff wears off it casts a AoE petrifaction that petrifies all of the players in an area.

  • For the first phase, we have the MT/OT tanking Melusine at the north tip of the arena with all of our party spread out in a loose semi-circle. The point of this is to 1: avoid the double fireballs from hitting the same person, 2: ease the pressure of dealing with Cursed Voice. Anybody with voice need only turn around during the last 2-3 seconds of the debuff to blast behind them safely.

Throughout the fight, Renaud (the cyclops) spawns and tethers to the first person that strikes it and will follow him or her and one shot if him or her if it reaches them. The strategy for handling Renaud is to petrify it with the Cursed voice conal aoe. Renaud can be afflicted with heavy and cause them to basically stand still due to their inherent heavy debuff. Binds should be avoided at all costs as it removes their innate slow. The person Renaud is tethered to should kite around the outside to position the Renaud until Cursed Voice wears off and someone can petrify it. Damaging a petrified Renaud kills it, but do not kill them immediately because read on.

Cursed Shriek is a petrify that covers the entire area so you must use a petrified Renaud to break Line-Of-Sight with the raid and sort of "hide behind" it. Successfully being behind a Renaud when Cursed Shriek wears off will prevent Cursed Shriek from petrifying everyone.

  • To deal with Renauds, we have the OT provoke it and run around the arena. The closest person with voice is responsible for petrifying it is. This is the hardest part of the first phase.

Renauds spawn at a pretty constant rate, and as you progress into the fight other adds will spawn alongside it. Lamia Deathdancer is the first add that spawns at around 80% HP. It is a melee mini-medusa. It casts cleave and Circle Blade. Archers spawn at ~50% HP. These adds do a few abilities that deal lots of damage including an AOE and a targeted ability with a visible mark. The Prosecutor add will spawn at 35% HP. This add deals heavy magic damage, and has the ability to cast Petrifaction. When it uses the ability, if you are facing the boss, you will be petrified. Simply look away to avoid this effect. When Prosecutor dies, Melusine will gain this ability and begin to use it periodically. Be sure to kill The Prosecutor quickly as it deals heavy damage and when it is kept alive, Melusine absorbs it, gaining a buff and its remaining HP.

When Melusine is around 50% HP, the boss room begins to glow with poison in one of the three areas it is split into. After 15 seconds the glowing area explodes, it's pretty obvious and you are safe to run through it until it explodes but do not stand in it.

Additionally she gains a new ability called Tail venom. The ability that adds a poison that must be dispelled off or it triggers an AOE.
Chest 1
High Allagan Aetherstone - Hand Gear Icon.png High Allagan Aetherstone - Leg Gear Icon.png High Allagan Head Gear Coffer (IL 110) Icon.png High Allagan Hand Gear Coffer (IL 110) Icon.png High Allagan Foot Gear Coffer (IL 110) Icon.png
Chest 2
High Allagan Head Gear Coffer (IL 110) Icon.png High Allagan Hand Gear Coffer (IL 110) Icon.png High Allagan Foot Gear Coffer (IL 110) Icon.png


Drop Table (5)
Divider3.png
Item Type iLvl Requirements Stats
 High Allagan Foot Gear Coffer (IL 110) Icon.png  
High Allagan Foot Gear Coffer (IL 110)
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A weighty chest containing a piece of high Allagan attire.

Required level: 50. IL: 110. Foot gear type determined by current job or class at time of opening. Cannot be opened in instanced areas such as dungeons, PvP areas, or raids.


 High Allagan Hand Gear Coffer (IL 110) Icon.png  
High Allagan Hand Gear Coffer (IL 110)
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A weighty chest containing a piece of high Allagan attire.

Required level: 50. IL: 110. Hand gear type determined by current job or class at time of opening. Cannot be opened in instanced areas such as dungeons, PvP areas, or raids.


 High Allagan Head Gear Coffer (IL 110) Icon.png  
High Allagan Head Gear Coffer (IL 110)
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A weighty chest containing a piece of high Allagan attire.

Required level: 50. IL: 110. Head gear type determined by current job or class at time of opening. Cannot be opened in instanced areas such as dungeons, PvP areas, or raids.


 High Allagan Aetherstone - Hand Gear Icon.png  
High Allagan Aetherstone - Hand Gear
Gold chest icon.png
 Part  &0000000000000180000000180&00000000000000010000001
Req. Level 1
An Allagan device that, when affixed to gear, greatly augments the gear's strength.


 High Allagan Aetherstone - Leg Gear Icon.png  
High Allagan Aetherstone - Leg Gear
Gold chest icon.png
 Part  &0000000000000180000000180&00000000000000010000001
Req. Level 1
An Allagan device that, when affixed to gear, greatly augments the gear's strength.



Lore
Divider3.png
After battling your way through to the base of the colossal fragment that impales the ground in Alder Springs, your party enters the structure through an opening in its outer shell. The sight that greets you is of an endless procession of azure-lit passages, within which can be glimpsed the grotesque silhouettes of chimeric monstrosities.


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