Binding Coil of Bahamut Turn 4 was added in patch 2.0 of the A Realm Reborn expansion.
Binding Coil of Bahamut Turn 4 becomes available at level 50 as part of the “Primal Awakening” quest, which is given by Urianger – The Waking Sands (X:6, Y:5).
The raid has a minimum ilevel of 77 to enter and rewards you with:
Allagan Tomestone of Poetics: 10
Guide
Turn 4 takes place in a lift that is descending. Waves of monsters will spawn and you have exactly one minute to take them out before the next wave spawns. The whole turn is basically a DPS check and there are six phases, each lasting up to a minute. Each player must learn when to use their cooldowns to give the most burst damage and understand where to position themselves for each phase. If a phase has not been cleared in time the next one will start on top of it and you can be overwhelmed quickly. Below is a detailed guide for turn 4. The optimal party setup for this turn is to have two tanks, two healers, two mage DPS and two physical DPS. I didn’t say two ranged and two melee because this isn’t about the range, it’s about the type of damage dealt. So a BRD fits into the physical damage dealt. Phase 2 will explain why.
Phase 1
In phase 1 you will find six Clockwork Bug creatures. The tank should round them up and the DPS players should use an AoE rotation to kill them. Physical DPS players should be careful not to use all their TP on these and allow BLMs to provide the bulk of the damage. However you are on a timer so be aware of that too.
Phase 2
In phase 2 we will have two Clockwork Soldiers and two Clockwork Knights. Each tank will take a Knight and Soldier and tank them away from each other. The Knights have a Stoneskin effect that will absorb magical damage and reflect it back at the caster, while the Soldiers will absorb physical damage. This is why it is important to have a balanced party setup as mentioned earlier. In this phase the magical DPS should kill the Soldiers while the physical DPS are killing the Knights.
Phase 3
Phase 3 will bring a Clockwork Dreadnought and four Clockwork Bugs into play. These are the same bugs from phase 1 but this time you will not kill them. The Clockwork Dreadnaught is able to feed on these bugs to increase its strength and this is what you need to do. This has to be done quickly because for each bug fed to a dreadnought it will heal the dreadnought by a large amount. So you must do this at the start of the fight.
Equally it is important to kill this Clockwork Dreadnought quickly as it is a DPS race. I mentioned the whole turn is a DPS race and it is, but this is a mini DPS race within the turn. Basically if phase 4 drops on to you before you kill the dreadnought it can cause the dreadnought to be healed to full health, almost certainly causing a wipe.
With Dreadnoughts in any phase of this turn no one but the tank should be standing infront of them. They deal very high damage from their fronts and it is important that everyone else is behind.
Phase 4
Phase 4 is much the same as phase 1, and should be handled the same with heavy use of AoE abilities. The BLM should keep his Convert for this phase so that he is able to use a Double Flare (use Quelling Strikes before doing this!) and help kill the mobs quickly.
The only difference between phase 4 is that there will be two Spinner-rook monsters in the fight. These have the ability to reduce the maximum HP of a player so the tanks should be targeting these along with DPS players when they need to use their single target skills. But over all the focus should be on AoE DPS.
Phase 5
Phase 5 brings a Clockwork Soldier, a Clockwork Knight and a Clockwork Dreadnought. This phase you will not be able to complete before the next phase starts but you can make good progress.
Your priorities should be the Clockwork Soldier and the Clockwork Knight. The off-tank should hold these while the main tank holds the Clockwork Dreadnought. The Dreadnought should be last on your kill order while the DPS attack and kill the appropriate target from the Soldier and Knight, just like you learned in phase 2. After the Soldier and Knight have been defeated start work on the Dreadnought, but do not expect to finish it. Phase 6 will begin before this happens and your priorities will change.
Phase 6
Phase 6 is the final phase and brings with it a Spinner-rook, four Clockwork Bugs, a Clockwork Knight, a Clockwork Soldier and a Clockwork Dreadnought.
Immediately upon phase 6 starting the group should take focus off the Dreadnought from phase and feed the Clockwork bugs to the new Clockwork Dreadnought. Most likely one or two will find their way to the Dreadnought from phase 5 and heal it a bit but this is not a disaster.
The DPS should then begin attacking the Spinner-rook. This must die quickly and most groups will have the melee DPS player limit break it. Meanwhile the off-tank should be holding the Clockwork Knight and Soldier and hold them away from the group.
Once the Spinner-rook has died the DPS should move on to the appropriate Knight or Soldier as with phase 2 and 5 and kill these quickly. The next mob on the kill list is the Dreadnought from phase 5. It should already be half dead and until it is killed there is still a lot of risk of a party wipe. This should be killed as soon as possible.
Lastly the group should kill the phase 6 dreadnought. The healer should be ready for AoE heals because after a certain amount of time lightning will begin to AoE the room and this needs to be healed through while the DPS finish off the fight.
Bosses
The Binding Coil of Bahamut Turn 4 raid contains one boss, which is Clear. This drops a variety of equipment.Binding Coil of Bahamut Turn 4 Map
Binding Coil of Bahamut Turn 4 has 1 map. We have listed the maps in order of entry. Click on the map for a larger version.
Click for a larger version.
Binding Coil of Bahamut Turn 4 Loot List
Below is a listing of all loot for the raid Binding Coil of Bahamut Turn 4.Items () | Stats/Compatibility/Description | Level | iLvl | |
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Allagan Aetherstone – Foot Gear | An Allagan device that, when affixed to gear, augments the gear’s strength. | 1 | 180 |
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Allagan Aetherstone – Hand Gear | An Allagan device that, when affixed to gear, augments the gear’s strength. | 1 | 180 |
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Allagan Bracelets of Fending All Classes | Vitality: +16, Direct Hit Rate: +18, Tenacity: +13, Strength: +15 Chest: Clear | 50 | 90 |
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Allagan Bracelets of Healing All Classes | Mind: +15, Spell Speed: +18, Piety: +13, Vitality: +14 Chest: Clear | 50 | 90 |
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Allagan Breeches of Casting THM ACN BLM SMN RDM BLU PCT | Intelligence: +30, Vitality: +29, Critical Hit: +36, Direct Hit Rate: +25 Chest: Clear | 50 | 90 |
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Allagan Choker of Aiming All Classes | Dexterity: +15, Skill Speed: +18, Critical Hit: +13, Vitality: +16 Chest: Clear | 50 | 90 |
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Allagan Choker of Striking All Classes | Strength: +15, Skill Speed: +18, Determination: +13, Vitality: +16 Chest: Clear | 50 | 90 |
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Allagan Cuirass of Aiming ARC BRD MCH DNC | Dexterity: +30, Vitality: +32, Skill Speed: +36, Critical Hit: +25 Chest: Clear | 50 | 90 |
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Allagan Earrings of Casting All Classes | Intelligence: +15, Critical Hit: +18, Spell Speed: +13, Vitality: +14 Chest: Clear | 50 | 90 |
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Allagan Foot Gear Coffer (IL 90) | A weighty chest containing a piece of Allagan attire. Required level: 50. IL: 90. 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. | 1 | 1 |
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Allagan Hand Gear Coffer (IL 90) | A weighty chest containing a piece of Allagan attire. Required level: 50. IL: 90. 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. | 1 | 1 |
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Allagan Head Gear Coffer (IL 90) | A weighty chest containing a piece of Allagan attire. Required level: 50. IL: 90. 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. | 1 | 1 |
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Allagan Leather | A large piece of treated chimerical leather used by the Allagan Empire to craft light armor. | 1 | 90 |
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Allagan Leg Gear Coffer (IL 90) | A weighty chest containing a piece of Allagan attire. Required level: 50. IL: 90. Leg 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. | 1 | 1 |
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Allagan Ring of Healing All Classes | Mind: +15, Piety: +18, Determination: +13, Vitality: +14 Chest: Clear | 50 | 90 |
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Allagan Ring of Maiming All Classes | Strength: +15, Determination: +18, Direct Hit Rate: +13, Vitality: +16 Chest: Clear | 50 | 90 |
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Allagan Rope Belt of Casting THM ACN BLM SMN RDM BLU PCT | Before becoming obsolete due to advancements in tailoring, belts such as this were used for holding up trousers and the like. | 50 | 90 |
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Allagan Rope Belt of Healing CNJ WHM SCH AST SGE | Before becoming obsolete due to advancements in tailoring, belts such as this were used for holding up trousers and the like. | 50 | 90 |
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Allagan Silk | A spool of thick chimerical silk used by the Allagan Empire to craft mage robes. | 1 | 90 |
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Allagan Sollerets of Aiming ARC BRD MCH DNC | Dexterity: +19, Vitality: +20, Determination: +22, Critical Hit: +15 Chest: Clear | 50 | 90 |
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Allagan Sollerets of Striking PGL ROG MNK NIN SAM VPR | Strength: +19, Dexterity: +19, Vitality: +20, Determination: +22, Skill Speed: +15 Chest: Clear | 50 | 90 |
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Allagan Tassets of Striking PGL ROG MNK NIN SAM VPR | Before becoming obsolete due to advancements in tailoring, belts such as this were used for holding up trousers and the like. | 50 | 90 |
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Allagan Tunic of Healing CNJ WHM SCH AST SGE | Mind: +30, Vitality: +29, Piety: +36, Determination: +25 Chest: Clear | 50 | 90 |
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Allagan Visor of Maiming LNC DRG RPR | Strength: +19, Vitality: +20, Critical Hit: +22, Determination: +15 Chest: Clear | 50 | 90 |
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Allagan Visor of Striking PGL ROG MNK NIN SAM VPR | Strength: +19, Dexterity: +19, Vitality: +20, Determination: +22, Critical Hit: +15 Chest: Clear | 50 | 90 |
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Allagan Wootz Nugget | A small chunk of the alloy used by the Allagan Empire to craft heavy armor. | 1 | 90 |
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Heavy Allagan Gauntlets GLA MRD PLD WAR DRK GNB | Strength: +19, Vitality: +20, Direct Hit Rate: +22, Determination: +15 Chest: Clear | 50 | 90 |