Final Fantasy XIV: A Realm Reborn – #40 – The Coils of Bahamut



It’s time for another raid detour!

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0:00 – Introduction

0:58 – QUEST: “Primal Awakening”

8:35 – Raid Explanation!

11:05 – RAID: The Binding Coil of Bahamut – Turn 1

20:58 – RAID: The Binding Coil of Bahamut – Turn 2

23:43 – RAID: The Binding Coil of Bahamut – Turn 3

29:31 – RAID: The Binding Coil of Bahamut – Turn 4

32:00 – RAID: The Binding Coil of Bahamut – Turn 5

39:16 – QUEST: “Primal Awakening” (continued)

45:44 – QUEST: “Alisaie’s Pledge”

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Edited by Daniel Floyd

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47 thoughts on “Final Fantasy XIV: A Realm Reborn – #40 – The Coils of Bahamut”

  1. So, the question arises after the events of the video: Should we be telling the rest of the Scions about this? Should we maybe be telling Alphinaud about this?

    It's a little unclear to me if, in terms of plot, we're actually actively keeping this a secret, if we're 'passively' keeping this a secret (i.e. just failing to divulge it to the other Scions), or if we're actually just operating as though the other Scions are busy and not bothering them for the time.

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  2. The FFXIV team learned a LOT of valuable lessons with this raid series and, therefore, is a very unique raid series in the game.

    Coils is the last you will see of the following in a 8 person raid in FFXIV:
    -long, story crucial cutscenes mid-raid
    -dungeon like length of minor enemies to fight before the boss
    -raids without a boss (with one exception in the form of a gauntlet in Heavensward's raid)
    -puzzles before bosses
    -Single difficulty. Starting in Heavensward, there were two difficulties: Normal, (which most people should be able to clear for the story) and Savage (which is even a bit harder than Coils, but has no new story attached to them and are there for challenge and gear only). Doesn't mean Normal is a cakewalk synced (you can still easily wipe), but they are way more forgiving.
    -Many untelegraphed instant kill mechanics that appear here.
    -13 raids. It's split into 3 sets of 4 fights for every expansion after this.

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  3. Fun fact: After the Binding Coil of Bahamut, normal raids obviously got easier. This includes the fact that they removed one tier, making it 12 tiers players have to deal with for each normal raid series. They also streamlined the raids, getting rid of the tedious megadungeon tiers and long cutscenes during them. This also makes the Coils the closest to a savage-level raid series, and thus cannot be taken on in any roulette (even in the Mentor roulette).

    Bahamut, the one who nearly destroyed Eorzea and created a Calamity, has a history with the Allagans as you can tell. One day, Bahamut suddenly… appeared, and thus was an issue for the empire. So, instead of eradicating him, the Allagans had the bright (read: ABSOLUTELY IDIOTIC) idea to stuff Bahamut into the artificial satellite Dalamud to help gather energy from the sun into the Crystal Tower. When the Third Umbral Calamity caused Allag's descent and subsequent fall, this caused Dalamud (and thus Bahamut) to drift into space and circle the star. And this only made him angrier.

    When Bahamut broke out of Dalamud to start the Seventh Umbral Calamity, this obviously did not get as worse as it could have on account of one Louisoix Leveilleur's sacrifice. However, the extent of the Seventh Umbral Calamity, to compile it as a list, is as follows;
    -The whole of Eorzea was pierced and altered by his assault on the realm. If you see all those orange crystals, those are corrupted. The attack also created gouges and rifts in the earth.
    -Vylbrand weathered a huge tidal wave that wiped out many settlements, and Bahamut's attack not only damaged a part of the Salt Strand, but also corrupted Pharos Sirius.
    -The Black Shroud was originally a maze in 1.0, but the Calamity caused a wildfire that razed the forest and made it more spacious. The corrupted aether also weakened the Elementals, loosening their grip of influence on the Shroud and generally making them less threatening. The fires also changed Gridania a little, as Mih Khetto's Amphitheater used to be in the northern end of the city before it was burned down.
    -Thanalan suffered some landscape changes, shutting off trade routes and causing Ul'dah to have to find ways of how to link them AGAIN. It's most notable in Eastern Thanalan, as it used to be more open and not have a whole gorge going through it.
    -Coerthas suffers an eternal winter due to its aetheric balance shifting heavily towards ice. It used to be a beautiful green grassland in 1.0, but now it's a cold and icy tundra. This also threatened Ishgard and its settlements with the climate change.
    -The Warriors of Light become lost to the masses, being remembered as silhouettes in front of a blinding glare. If you were playing a character from 1.0, you basically "come back from the dead" and are remembered again at the end of 2.0.

    As a side-note; as every job has a unique Limit Break, summoners have Teraflare as theirs as the job is linked to Bahamut. You can potentially see the LB during ARR patch content, or even use it yourself if you are a summoner!

    Reply
  4. Spoilers for Shadowbringer raids below:

    Since you mentioned them incorporating things from FF10, the places where you fight the reformed Ramuh centaur in, is actually the Thunder Plains from FFX if you look in the background, it's even got the little Al-Bhed building in sight beyond the battlefield.

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  5. These are actually pretty soloable from level 80 on. Second Coil Turn 4 (T9) can be tricky if you don't know some of the mechanics. But all in all, I don't think you have anything to worry about 🙂 not with a full unsync party anyway.

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  6. I disagree with Dan about the normal raids' overall relevance to FFXIV. Coils, Omega, and now Pandaemonium all have major story relevance to FFXIV. The alliance raids, on the other hand… so far, it's Crystal Tower and maybe MOTR. The Heavensward raid series add some really nice flavor, but they're not all that story-critical.

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  7. COILS! i'm so hype that you're actually doing this, bit sad you're unsyncing but hey coils gets out there so that's good

    Edit: you say that there are "Miss-steps" mechanicly and i hard disagree, aside from age of some mechanics no longer existing to take into coils it is nearly perfectly what a raid should be and i'm saddened they didn't take it's example to heart

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  8. The quests to unlock the hard versions of the Ifrit, Titan, and Garuda fights are required before you can continue into Heavensward. Not that anything ever tells you that until you hit the wall…
    Yay, Alisaie! We finally get to know her. She is one of my favorite characters and I would love to say more about that but, spoilers.
    I kinda wish they would make this raid series easier and part of the MSQ. Or just easier…
    Twintania was a total pain… until I figured out how to turn on unsync and went in by myself at level 90.

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  9. Well Dan, the excitement of going through this game and meet this characters is shared. It’s been super cool to be able to experience this FF game that I’ll never play. Plus it’s made better by your shenanigans, I’m so glad you had the crazy idea of doing a play through of this massive mmo. It’s been awesome

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  10. When you started this "story-focused" series I was sure you'd skip this one in favor of the "main" story. Glad you're doing it! Not only is it a great story I wanted to revisit, but it's also a raid series I DIDN'T want to REPLAY. (I don't have a guild of awesome people to back me up and this raid isn't part of the roulette to find random party members with (likely for good reason), so as you said I'd stomp through alone with a max level, unsynched character. But some fights absolutely REQUIRE having other team members present to do mechanics to avoid a horrible death, so I was waiting days at a time for a break in my friends' busy schedules to help me out. Not something I want to do again so soon.) So yes, very glad you're doing it so I don't have to!

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  11. Oh I remember these fights, though my memory is from after second coil was released, after the nerfs.

    I remember fighting ADS for the first time. You needed someone to keep High Voltage from going off by silencing it, either by a pld, mnk, or brd. You needed two people, because it would recast faster than Spirits Within or Blunt Arrow can come off cooldown. After a bit, another ADS would show up that you'd have to pull away to kill.

    For the mobs after, I remember a tank would just pull all of them and run away so the team and kill the golem, and once the path to the boss was opened, the tank would let themselves die at the entrance to the arena and you would revive them so you wouldn't have to deal with any of the other mobs.

    I honestly don't remember much about Caduceus other than the platforms glowing to let you know that you can't stand on them, but you also had to deal with poison puddles?? I don't remember.

    For Turn 2, I remember we would kill two of the nodes and then wait until seconds before enrage (since it's 10 minutes) and then pull the last node and burn it down while the healers healed through the enrage aoe casts. Of course, this was after Second Coil was released, so it was a lot easier to manage, but the point of doing it was to avoid the Allagan Rot mechanic, which is like, timed hot potato but finicky passing mechanics.

    Turn 4 I remember dreadnoughts being scary, but spinner rooks were even scarier as they could reduce your max health. You'd feed the bugs to the dreadnoughts to get rid of them and then burn the dreadnought down. I believe Knights had magical stoneskin and Soldiers had physical stoneskins so you had to split up the party on which ones to fight.

    Turn 5. Wow, there's so much to say here. Fireball is marked with a red triangle AOE that needs at least 3 other people to get hit with it to survive the damage. Conflag was a blue circular aoe that will entomb whoever is targetted along with anyone within range and will detonate if not killed. The more people soaking fireball, the faster the detonation time on Conflag.

    Divebombs became easily avoidable by having everyone stack in one of the pits on the arena. This forces Twintania to dive from behind the group rather than from one of 5 set points, so once you saw the marker everyone runs out and away from Twintania at an angle, then pile back on. The rule of thumb was "Toe in the fire" for positioning. If you somehow got hit, there's a secondary hole to the right that you can hide in since it would take too much time to run back.

    Twisters, as explained, has only one telegraph – the cast bar. Once it's done, it will drop twisters underneath random people that will detonate if walked into and has a sizable range when exploding. Because no one knows who's targetted, everyone needed to run in a path that won't cross with each other so you don't accidentally step in someone else's twister. If one detonates, it tends to be devastating.

    Also, in the final phase, Dreadknights will appear that will stun someone and walk towards them. If they reach that person, they will detonate and die and the Dreadknight will start targetting someone else.

    Of course, as you can see, almost all these mechanics are moot points now that you can do them unsynced 🙂

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  12. Coils is a little strange compared to the later raid series*, but I agree that it is very important to do…at some point. Most of it is easily soloable (or even with just one friend) starting from around level 70. Going in with a Full Party unsynced like Dan is doing? Overkill for most of it. But that's the best kind of kill. T9…..yeah T9 is rough. You need buddies for that and I'm not entirely sure why. I just know I died to some instakill mechanic when I tried to solo it, but not when I grabbed a few people off party finder

    *Every other raid series is an even 4 raids per tier, which are unlocked one at a time, rather than all at once like Coils. You do a fight, have some cutscenes, unlock the next fight, and so on. No more "waiting until the end of the tier" for story like here.

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  13. It's time for Durmin's first Raid! Second Raid? Eh, depends on how you slice things, it doesn't really matter. This is your spoiler free lore comment!

    The Coils of Bahamut is an 8 player Raid Series, which spans 13 instances, in 3 distinct chunks (a chunk was what was dropped in a single patch). The story line of Coils is a bit of an oddity in FFXIV, because it largely deals with issues that were lingering from the storyline of the 1.0 version of the game. Thus, it is good for lore, but it can be confusing for those who didn't experience 1.0. Fortunately, Dan's going to fill in those gaps. And, we get Alisaie back! Her character model is totally not just an Alphinaud model with a different head and mirrored earrings. Nope. Nyalisaie is showing off some of her newer outfit.

    As Dan explains, The Coils of Bahamut Raids were the hardest content in the game for ARR. And we do mean hard . Entire weird strategies were developed by players to clear these raids. Some strats were seen by the developers, and they introduced new Savage difficulty versions of the 2nd chunk of fights specifically to prevent those weird strats from working. The good news is, the raids aren't as hard anymore! As in, they literally aren't as hard anymore, with each subsequent chunk release, the previous fights have been nerfed. As far as I am aware, not even the minimum item level feature mimics how hard these raids were. Today, with standard item level sync, some of these fights can be quite difficult, but that's not how most players experience these fights. Unless you're the type of player looking for a very specific old school challenge, most players run The Coils of Bahamut like how Durmin is doing them: get some high level friends, unsync the fights, and watch the story. If you're sufficiently high level (~ level 80), you can even solo these fights with ease. I'll talk about a couple of quirks of the old strategies (with thanks to Larryzaur's FFXIV History video), but for the most part, the lore you're wanting will come from the cutscenes.

    I want to point out the glowy portal effect at 8:20. This is the entrance to the Raid, and each Dungeon & Trial also has these. Back when ARR was new, it was customary for dungeons to have physical entrances (I understand WoW does this too). But back in ARR, the entrances were the ONLY way to go into duties. So on Raid Night, folks would have to travel to these entrances and prep. I suppose it might have contributed to some community, but I think we all much more prefer Duty Finder. The devs continue to give new content entrances that just open Duty Finder. I'm not sure if this is a design philosophy they carry (to provide a bit of awareness where locations are relative to each other) or if this is a bit of the infamous "spaghetti code" from ARR that is required for the game just to run.

    Back when Coils was first released, the idea that a Raid fight was just fighting a boss was a long ways off. This is why Durmin comes across lots of minibosses and small packs of enemies, with some of the "Turns" (each raid for this series is called a Turn, numbering 1-13) are nothing but small enemies. Another bit of ye ol' strat was that if a member of your group went into the Raid, and killed smaller enemies up until the boss, this would persist for your group on raid night. So teams would have dedicated members (they probably had the extra time to do this) who would go in, kill the small enemies, unlocking the shortcut to the boss, so that on raid night, the team could just warp to the boss!

    23:05 – This ADS was once so difficult, players decided that invoking the enrage timer made it easier to fight! An Enrage Timer is usually the point on the clock where the boss has decided that they have had enough of the players' shenanigans. It doesn't matter how much damage you've done, the boss will change tactics in an effort to kill all of you, sometimes with an attack that just instantly kills the party. In this case, the ADS stops doing fancy attacks, and just constantly fires off an AOE that hits everyone for high damage. This was considered easier than dealing with the normal Allagan Rot debuff, as 3 healers would spam group heals and everyone else would just full attack.

    25:07 – "-Downtown, Walking Fast, Faces Pass., and I'm Homebound" Look, this was a great joke back in Side Quest, I'm not stopping it.

    The platform & elevator sections of Coils can have a disorienting, motion sickness feeling. This is particularly bad on the platforms, because the changes in direction occurs based on when enemies die. So when unsynced, the enemies can die so quickly the party is can be whipped to and fro.

    As Dan notes, Twintannia was once a terrifying enemy, with instant death when she knocks enemies into the flames. But starting in the flames is also lethal, as every DPS player in the team demonstrates at 34:45. But I'm interested in the Lore of the enemies in this fight! The lesser dragons here are named The Scourge of Meracydia. This is not as in "The Scourge which afflicts Meracydia", but rather, "The Scourge from Meracydia". That's right, we've now met the residents of the southern continent of Meracydia! And we also know from Syrcus Tower that the late Allagan Empire was conducting a conquest of Meracydia. Somehow, the Allagans managed to capture the elder Primal Bahamut within Dalamud, and then launch it into orbit. But the discoveries in the wreck of Dalamud brings more questions. How is Bahamut alive? Is that truly Louisoix Leveilleur? Durmin will have to delve deeper…

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  14. 17:46 "Great views, though, right?" My absolute favorite part of raiding (albeit in Destiny 2 rather than here in FFXIV) – the setpiece moments and vistas. (EDIT: Also the tunes. The tunes are great in both games)

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  15. Man, that mass death at the start felt entirely intentional by the party, something to make the fight last more then 10 seconds (because a full party of unsync'd high level chars? Yeah, totally not going to see any mechanics, and just delete the boss. You can pull that unsynced and solo at this point with the right classes and skill combos.) it was funny though, certainly, and at least showed a little more of the fight.

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  16. While few raids are as referenced as Coils et al, all raid content – normal or alliance – somehow serve to further existing plot threads… And are brought up at surprising points later in the game, too!

    That said, it feels like they changed the severity of what you affect in raids from "crucial story development" to "secondary/tertiary story development" after ARR.

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  17. THE TALE OF DURMIN

    Ep 040

    The story of Eorzea is a grand and sprawling narrative. One that, unfortunately, belies a simple telling broken up over months of individual sessions – including necessary if tragic breaks. In the interest of helping viewers remember the characters and terminology they have seen before I have taken the liberty of creating a pronoun glossary of sorts of Durmin's adventures.

    A few notes before we get started (this text will be the same in every episode, so feel free to skip it in future episodes). First: And most importantly, this glossary is COMPLETELY SPOILER SAFE . I have manually built each entry from the episodes that preceded it; although I have played most of the game, I have taken every effort to just copy information from these videos. Second: This is not a story recap, most of the story will not appear here. This is just a glossary of terms. Finally: This little project turned out to be significantly more exhausting that I anticipated and while I am happy to continue, I will make mistakes. There may be missing information in these records, and I welcome any additions provided they can timestamp the text where the information came from. I also shift in and out of various tones as I get more and less tired, so please forgive these inconsistencies, I plan to slowly unify the tone over time now that 2.0 is complete.

    I'll also be including fun facts about the glossary at the end of each expansion.

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  18. Please please play more final fantasy games! I’m absolutely fascinated by the series however I’ve never had the chance to play them and I’d love to see you play them.

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  19. Leveilleur's double L isn't pronounced with an L sound, so more appropriate pronunciations (and I think all of these are used by voice actors at some point in the game) would be any combination of the following: First syllable "Le" or "Leh", second "veh" or "vay", and third "yur". I thing the current voice actors for Alphinaud and Alisaie use "Le-vay-yur". Maybe more like "Le-vay-er".

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  20. Just want to say, I'm so happy you're covering the Coils in this series! It's especially fitting given that you kicked off the playthrough with that 1.0 primer and, like you said, this storyline is… relevant to the events covered in the primer. I'm excited to relive it again!

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  21. 7:01 Ah, Let me explain something for this moment. You see flight was not available in The base game FF14:ARR (aka 2.0) it was added in the "Heavensward" expansion (AKA 3.0) but didn't work in older regions of the game. It only worked in areas added in and after 3.0, and you had to unlock it via a quest and stuff, and was retroactively added to 2.0 zones in patch 5.3 which was during the "shadowbringers" expansion. 2.0 zone are an exception to the rules, flying in 2.0 zones are unlocked from the get go the moment you have a mount. This matters here because normally(other rater prior to 5.3) you can't get to that side of the gate, you have to fight your way in from the western side of Castrum Occidens moving eastward from entrance past all the mobs who would attack you if you crossed their line of sight. Here however flying puts you above the enemy's sight line, allows you to sorta "sequence break"(which is where you get to a location in a game that your not supposed get to in the fashion you do, thus breaking the sequence of events planed), and it's puts you out of the "normal"(old) bounds of the game! They did make sure nothing too weird happens when you go out of bounds in 2.0 zones, like say getting stuck or weird clipping but you still encounter odd things like this not being able to click something from the out of bound side of the fence.

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  22. Turn 3, there was a chest that requires something absurd to reach, like going almost all the way down to remove the forcefields, and then going to the top and going the wrong way at nearly every turn.

    Had like, an elixir 10% of the time and a potion the rest of the time.

    An absurd challenge for a tiny reward.

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  23. 13:31 HEHEHEHE N'yalisaie Leveilleur is actually a clever name. In case you don't get it. it's lore compliant with naming conventions of the Miqo'te (cat people) player race as they almost always have a letter the apostrophe at the beginning of their name, they match the look of Alisaie in the hair and face, and it's a cat pun cause Nya is Japanese for meow! The only way I can think of that name being more clever is if it were N'yalisaie Leveillepurr !

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  24. You did in fact pronounce Faux's name correctly.

    That's the werewolf costume I'm wearing. Although I recently switched out the werewolf ears for the tamamo headband, because it jiggles and it's adorable.

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  25. Best canarie in the coal mine is dan after all with his considerate party that just wants him to enjoy everything : D
    Oh and if you enjoy Final fantasy X so much, maybe that can be a new playthrough as well followed up with X-2? 😀

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