Binding Coil Of Bahamut: Turn 5 Guide
Hello, and welcome to our first Binding Coil of Bahamut guide! Why are we starting with Turn 5 you may ask? Well, it seems that Turn 5 is the raid that the most players are having difficulty with, and while there are hundreds of guides out there for Turn 1 through Turn 4, there’s still a lacking for this fight. Therefor, we thought it would be most helpful to start here with Turn 5! Don’t worry though, in due time we will cover all 5 turns available as of 2.1 (hopefully before 2.2 drops!)
Alright, let’s get started then!
The requirements for Turn 5 are slightly more demanding then its predecessors. This fight will require your DPS and healers to have at least 4k HP. This will be explained later. Additionally, it would be wise to have an item level of above 80, though not completely necessary. Your main tank should have a solid 6k+ HP as a Paladin or 7.5k as a Warrior. Finally, though not completely needed, it is helpful if all party members (or a large majority of them) have item level 90 weapons. This will help tremendously with your limit breaks.
To sum up those requirements in point form:
- 4000+ HP for DPS, Healers
- 6000+ HP for main tank as a Paladin or 7500 for main tank as a Warrior
- Item level of 80
- Item level 90 weapon
Okay, so you have the prerequisites and are eager to get into the battle. First, let’s discuss what goes on before the battle.
Phase 0 – Preparation
Once you enter the dungeon, you’ll want to make your way down his finger (let’s call this finger 1. Finger 2 is the one adjacent to finger 1 and finger 3 is on the other side of finger 2.) and onto the top of Bahamut’s palm towards the east (left of finger 1 as you’re walking down). Here you can have your White Mage buff the party up with Stoneskin and Protect. The party should also use any food they have. One player should be designated to mark the adds (Scourge of Meracydia) with signs to indicate a kill order.
Note: It’s important that your White Mage buffs EVERYONE with Stoneskin. It will make the lives of the healers a lot easier for phase 1 of this fight.
Once the White Mage has finished, the Scholar should Succor the party and Adloquium the main tank and then the off tank. When Adloquium goes off on the off tank, that should be the party’s signal to go. Between the casts of the two Adloquiums, it’s a good idea for the DPS to pop their buffs for the first phase of this fight. Since this fight has a strict Enrage Timer, we want to get as much DPS out as possible from the very beginning.
Phase 1 – Scourge of Meracydia (100%-85%)
This phase involves 4 monsters: Twintania and 3 Scourges of Meracydia. Throughout the fight, Twintania’s abilities will change, however she will constantly have an attack called Plummet, a frontal cone attack that will hit for around 2.2-2.5k HP. Twintania only has use of one cast move in phase 1, Death Sentence, a powerful attack directed only at the main tank. This attack has the potential to do massive damage if not mitigated appropriately. Thankfully, Death Sentence has a fairly strict timer of 35 seconds, so it’s pretty easy to prepare for it.
The Scourges however, have an attack of their own. This move is called Liquid Hell. Liquid Hell will target one random player and will shoot a firey AoE at them. The AoE is invisible until it actually hits. The initial hit from Liquid Hell is not very strong, however if you stand in the AoE too long, you will start to take massive damage over time. To prevent the damage, it’s best to move as much as reasonably possible when they’re casting.
The fight begins with the off tank gathering up the three scourges and Twintania. Immediately, the main tank will then pull Twintania off the off tank and begin tanking her near the middle of the room with the boss facing westward. One healer should be designated for the off tank and one for the main tank in this phase. The DPS should all be focusing the scourges in order as marked before the fight. It doesn’t matter which of the three scourges dies first, but the sooner one dies, the sooner your healers have less to deal with.
Once the scourges are dead, all DPS should begin focusing Twintania from her rear. Melee characters have the option to move around her flank, but should be wary to get too close to the front due to Twintania’s plummet attack. The off tank should position themselves on Twintania’s left flank (or to the right from the perspective of the DPS/Healers) and the Scholar and Summoner should move their pets on top of the off tank. This is to prepare for phase 2.
Note: If you do not have a Summoner in your party, have your melee stand on the off tank.
This phase will continue until Twintania reaches 85% at which time she will drop her first Neurolink; a small blue circle on the ground that players can step into to take reduced damage. However, by standing in the Neurolink, players will also do less damage to monsters.
Phase 2 – Fireballs & Conflagrations (85% – 55%)
Once Twintania drops her first Neurolink, she will gain two new abilities. These abilities are called Fireball and Conflagration. Fireball will be randomly cast on players who are not first or second on the enmity table every 25 seconds. You will know that you’ve been targeted with Fireball if a small red triangle appears above your head. Fireball deals around 12k damage but can be divided among several players. By standing in the vicinity of other players, the damage from Fireball is divided among them; for best results, we recommend you divide the Fireball’s damage with 4 characters. However, it’s important to note that Fireball’s damage can be divided with pets too, and since Fireball is classified as an AoE attack, pets will take heavily reduced damage. This is why we have the off tank stacked with two pets (or one pet, one melee). When a fireball is activated, the number of players caught in the fireball will give Twintania that many stacks of a buff called Waxen Flesh. This buff will be important for Conflagrations.
Conflagration will also be cast on a random player in the same way, but will be denoted by a blue circle above the character’s head and will instead be cast every 35 seconds. Conflagration will seal the targeted player in a fire jail (similar to Titan’s Gaols) and will have to break free before it explodes. The time it takes to explode is based on the number of stacks of Waxen Flesh Twintania has. 3 stacks equates to 20 seconds, 4 stacks to 15, etc.
Additionally, once hit by Death Sentence starting in Phase 2, your tank will suffer from a healing debuff; making it harder for your healers to keep them alive.
At this point in the fight, all DPS and healers should be stacked upon Twintania’s rear, and spread out enough that they can see if they get a When a character recieves the first fireball, have them run to the off tank and wait for the damage to be applied. You should have around 5 seconds to reach the tank, so if you’re paying attention you should have no problem. Once the first Fireball goes off, that should be the queue for the main tank to move Twintania towards the west, between finger one and finger two. All players should follow suit, and form the exact same way they were before the move. Pets should also be moved back on top of the off tank.
After the Fireball and the move, Twintania will target a player with Conflagration. The player with Conflagration should run underneath Twintania and stay there until they are broken free. Another player will then receive Fireball while another player is still in the Conflagration. The player with the Fireball should run into the Conflagration. By doing this, that player will also remain stuck in the Conflagration, but will reset the timer, meaning the rest of the players have more time to destroy it.
Not all Conflagrations will have a Fireball to reset the timer, however. This gives us the notion of “fast” and “slow” Conflagrations. Slow conflagrations are ones that have Fireballs that are run into them, while Fast ones do not. In the average fight, your first Conflagration should be Slow, the next Fast, Slow, Fast, etc. Ideally, you will want to have a total of four Conflagrations, thus two fast and two slow. If your DPS isn’t ridiculously fast it’s best to divide your buffs up among the fast Conflagrations.
Note: For Fireballs without a Conflagration, simply run to the off tank like you would have for the first Fireball.
You will continue this process of Fireballs and Congflagrations until Twintania reaches 55%. At this point, she will drop her second Neurolink and will fly into the sky and begin Phase 3.
Phase 3 – Divebombs & Snakes (55%)
Arguably the hardest phase in the fight, Phase 3 involves dodging and damage. Twintania becomes untargetable until the end of this phase.
When the second Neurolink drops, Twintania will lose the ability to cast Fireballs and Conflagrations. All players should run into the ditch between the first and second fingers, facing towards the middle of the battlefield. Twintania will cast a green circle above a random player’s head (like Conflagration and Fireball) and will proceed to Divebomb that player at their current location. If you get hit by a divebomb, you will take massive damage and massive knockback. However, there is an easy way to dodge Divebombs. When a player receives the Divebomb animation, all players should run from bottom of the ditch to the top. Once the animation of Twintania swooping by goes off, players should regather at the bottom of the ditch and repeat. Twintania will do three Divebomb attacks before she summons three snakes: two Hygeias and Aesclepius and will cast three more Divebombs attacks 45 seconds after the first sent ends. For each monster or character in range of a Hygeia when it dies, a debuff will be applied called Disseminate. Disseminate causes the target to take an increased amount of damage. It is crucial for the Hygeias to die around Aesclepius to apply this debuff to her.
When the snakes spawn, the off tank should take the Hygeias while the main tank focuses Aesclepius. This formation is largely changeable, so feel free to make adjustments to how your tanks divide the snakes. DPS should focus one Hygeia and kill it instantly, applying the Disseminate buff to the second Hygeia and Aesclepius. Tanks and melee should try their best to avoid getting Disseminate. DPS the second Hygeia down to about 25% before the second set of Divebombs begin. Just before the second set of divebombs begin (about 10 seconds before, or 35 seconds after the previous set ended) everyone should move back into position at the bottom of the ditch. Be aware that seeing the Divebomb animation will now be a little harder with the snakes. During the second set of divebombs, kill the second Hygeia, applying a second stack of Disseminate to Aesclepius.
Note: Adding a stack of Disseminate to a monster that already has it will reset its duration. The duration has a maximum time of 40 seconds.
Note: This is not the only way to handle the snakes. Some groups keep both Hygeia’s alive and instead DPS both down to around 30% and hit all four plus Aesclepius with Limit Break.
After the second set of divebombs are finished. Two more Hygeias will spawn on the complete opposite side of the map. The party should run over immediately, the off tank grabbing the new Hygeias,the Scholar putting Sacred Soil down, and the Summoner or Black Mage casting Limit Break 2 (Starstorm) on the group of snakes. Continue to DPS the Hygeias down as soon as possible, while casting all buffs, Foe Song, Battle Voice and popping stat potions. If all goes according to plan, Aesclepius should have 4 stacks of Disseminate and all DPS should be destroying it. If the main tank managed to avoid getting too many stacks of Disseminate, the Scholar should be able to switch into Cleric Stance to help with the DPS. Once Aesclepius is dead, move into the first Neurolink and await Aetherial Profusion. The main tank should stand in the second Neurolink.
Aetherial Profusion is Twintania’s signature attack, dealing massive damage to the entire party. You can mitigate some of this damage by standing in the Neurolink. Healers should cast Stoneskin and Adloquium/Succor on party members who were not able to avoid stacks of Disseminate. Additionally, one player should be designated to cast virus just before Aetherial Profusion activates.
Note: The main tank should stand in the other Neurolink because Twintania will often Plummet right after Aethethial Profusion.
Once Aetherial Profusion goes off, Phase 4 begins.
Phase 4 – Dreadknights & Twisters (55% – 30%)
Once Phase 4 begins, Twintania becomes targetable again. The main tank should bring Twintania to the northern side of the map, just before the hill you ran down when you began the fight. In this phase, Twintania gains the ability to cast Twisters a move that targets 4 random players and casts a tornado beneath them. If they do not move before the cast completes or if they move back into the twister, they will be instantly killed. The key to this mechanic is to continue moving until the cast bar has completed and not to retrace the steps of another player. Once a player has sucessfully dodged a twister, a small tornado will appear at some point on their walk path. If a player walks over this tornado, they will instantly die. Twisters disappear after a couple of seconds.
This phase also introduces the Dreadknight. Dreadknights will fall from the sky in the middle of the battlground and target a random player who is not first or second on the Enmity table. When a player is targeted, they will be placed in a jail and will remain there until the Dreadknight is dead. The Dreadknight will then walk towards that player, and upon reaching them will kill them. If the Dreadknight is not dead by the time it kills a player, it will target a new player and jail them as well. The Dreadknight can be stunned and heavied, so skills such as Miasma, Lethargy and Stone should be applied immediately.
It’s crucial that players are at their max range away from Twintania at all points in this fight. The further away you are from Twintania, the further away you are from the Dreadknight in case it jails you. Additionally, it’s important that players are all spread out so that players do not overlap each other when dodging Twisters.
Twisters will normally come every 30 seconds, so there will be times when Twisters will activate while a Dreadknight is up. The off tank and melee DPS should negotiate ways to move from the twisters as to not walk over each other.
When Twintania reaches 30% she will drop her third Neurolink and begin her final phase, Phase 5.
Note: If a Dreadknight is still alive by the time Twintania drops her third Neurolink, she will gain a damage buff. It’s important to kill this Dreadknight as soon as possible!
Phase 5 – Hatches & Liquid Hell (30% – 0%)
In her final phase, Twintania loses the ability to case Twisters and Dreadknights no longer spawn. The main tank should continue to tank Twintania above the third Neurolink. Twintania will gain the ability to cast Hatch and a variant of the scourge’s Liquid Hell attack. Hatch is a move that randomly targets a player and creates a small orb beneath Twintania. The orb will then move towards the randomly targeted player and explode, dealing around 6k damage. This damage can be mitigated in a few ways. By stepping into a Neurolink, players can greatly reduce the damage to less than 1k. Additionally, any players who are in the way of the hatch’s patch will absorb the attack and take the damage instead. Therefor, it is wise to have the off tank stand beneath Twintania in the third Neurolink to absorb as many Hatches as possible.
Twintania’s Liquid Hell is an improved version of the one the scourges from Phase 1. This time, Twintania will target a random player and cast five successive Liquid Hell AoEs at them. The player who’s been targeted should create a tight circle of the AoEs in order to avoid covering the battlefield. Other than that, players should be aware when an off tank or main tank recieves the Liquid Hells. If the off tank receives the Liquid Hells, players will have to dodge their own Hatches. If the main tank receives the Liquid Hells players need to know that Twintania may move, and melee should be ready to react accordingly.
Other than those two mechanics, this phase is relatively straight forward. The melee DPS should cast Limit Break 2 as soon as it is safe to do so (ideally during someone else’s Liquid Hells). Potion cooldowns should also be up halfway through this phase so you can use another if necessary.
The main thing to remember is to keep calm and collected. Turn 5 can be incredibly stressful and nerve wracking, but it’s also very doable. With the correct coordination and teamwork any player can down Twintania!