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Lunar Dynamo: A big donut AOE that heals the boss for any damage done. Can hit pets! Safe spots are
right on top of the boss and very, very far away. You may find it easier to start running when its coming up, since
its really big. Having a /p macro helps (see Solitudes guide for specific attack timings).
Thermionic Beam combo
1. Ravensdive: Jumps to a healer or ranged DPS for small damage, then immediately
uses
2. Iron Chariot: Avoidable circle AOE for lots of damage and knockback, and when its
done...
3. Thermionic Beam: Marker over a players head that is a turbo-charged Gaseous Bomb
from T8 (15k damage split among all targets). Everyone except the MT should simultaneously run out of
the Iron Chariot circle and into the center of the arena to soak the damage.
4. Ravensdive: Back to the MT, which is why they dont help soak Thermionic.
Melee DPS can usually keep DPSing Nael during this combo, especially MNKs, who will
want to keep their stacks up. Figure out what works for you.
Meteor Stream
1. Nael becomes untargetable, and white markers appear above several players heads.
2. Meteor Stream: High AOE damage with no ground marker centered on the marked
players. DO NOT STAND NEXT TO ANYONE WITH A WHITE MARK! One set of marks goes out on the
first Stream and two sets happen in succession on the second Stream. The latter may require targeted
healing if one player is targeted by both waves. Calling these doubles out in voice chat for a quick
Lustrate is helpful.
3. Dalamud Dive: Nael goes back to the tank with a high-damage small AOE. Melee should
not return to the tank until after this goes off.
Phase 1 rotation
Red dust > Beak > Beam combo > Yellow dust > Dynamo > Meteor Stream (x1) > Beak > Red dust > Meteor Stream
(x2) > Beak > Yellow dust > Beam combo > Red dust > Beak > Dynamo > Meteor Stream (x1) > Beak > Yellow dust >
Meteor Stream (x2)
You want to finish this phase before or immediately after the Stardust marked in red (i.e. four meteors on the field, it
drops the fifth) to be on track for the enrage and to have an easier time in phase 2a.
tl;dr - Place your meteors correctly, group in center following ground AOE (except MT), spread out for white marker
1. Place the golem meteors correctly, then run away from them so you dont die. Ideally, run to the center or
other gathering point for heals. If the MT still has Ravens Blight, do not stand next to them!
2. MT grabs green (because it does lots of damage to its target), and OT pulls either red or blue. The final
golem is pulled by the healers and/or Eos. Take each golem near a set of meteors, to be fed to it as its health
gets low.
If you have a PLD OT, have them grab red (if killing green before first switch), because it
will turn blue and use Earthshock soon after, which the PLD can silence.
Aggro management can be very tricky in this phase. Manage healing aggro carefully, and
watch your burst DPS on the first golem.
3. Focus down golem #1. If the MT and healers can handle it, feed it any nearby meteors as you do so.
4. Focus down the golem that is about to turn the color you want for #2, assuming you killed #1 before the
switch; otherwise, go straight to that color. Feed it any nearby meteors as you do so. If you meant to kill green
(for example) as #1 and you missed the switch, youll probably want to move to the new green.
5. Focus down the final golem, feeding it any remaining meteors. Depending on how fast you kill the
golems, the meteor markers for phase 2b may appear while this golem is still alive. A /p macro with warning
sounds at 55 and 60 seconds can be useful here.
tl;dr - Follow color order, dont let them touch, feed all meteors by the end of the phase, silence blues Earthshock
After the second golem meteors fall, its the same mechanics and strategy as 2a. Burn a single color down so you dont
have to deal with it, feeding it two meteors on the way, then repeat for the remaining two golems. Keep PLD or BRD
focused on blue following the first switch to silence Earthshock. Each golem should ideally eat two meteors, and all
meteors must be gone by the end of the phase.
When 65 seconds have elapsed, regardless of progress on the golems, Nael will announce Megaflare with a 10 second
visual countdown. This needs every possible piece of damage mitigation -- Galvanize, Stoneskin, etc. -- as it does 5k-6k
damage to everyone before that mitigation. Kill golems ASAP and hustle to get the shields in place. If any meteors are
left when Megaflare goes off, they will explode and wipe the raid. Golems wont wipe you directly if left alive, but it
probably means you dont have Succor and Stoneskin on everyone, which is a problem.
This move has a cast bar, so you have a few seconds to get into position.
Many groups find it helpful to have a waypoint denoting a safe place to group up for
Megaflare (group heals) and Heavensfall. There are spokes pointing to the boob circles in phases 1
and 2 -- an ideal waypoint spot is centered on the small dot at the tip of each spoke.
Nael no longer uses Ravensbeak or Ravensclaw (so standing in front is safe), but auto-attacks deal
more damage and there are several new mechanics.
Bahamuts Claw: Multiple physical hits to the MT for high damage. This isnt a huge problem right now,
but it will be in phase 4.
Garrote Twist: A random-aggro debuff that applies a stack of Garrote at regular intervals. Nine stacks of
Garrote will kill you, but nothing bad happens until then.
The Ghost of Meracydia: The adds for phase 3, one after each Heavensfall. Picked up by OT.
Tail Whip: A single-target (not cleave) hit for 5k-6k damage.
Fire Breath: Liquid Hell. Persistent fire AOE that ticks for 1.5k damage.
Their auto-attacks also hit for up to 2k. Everything coming out of the Ghost hits hard.
Binding Chain: At 50% HP, it stops hitting the OT and channels this skill on two random
players, who will be marked by Holmgang-like chains from the Ghost. This cast takes about 10 seconds
and adds Garrote stacks to the chained players as it goes. If the add isnt killed by the end of the cast,
those players die, no matter how many stacks of Garrote they have. Save all cooldowns and burst
damage for this.
Death AOE: As it dies, the Ghost marks a huge circle AOE on the ground that needs to
be avoided. Melee should start running as soon as they use their final GCD. Its not instant death, but its
not good.
Finally, each Ghost produces three white circles on the ground upon death which heal
Garrote Twist and Garotte when stepped on. These are precious resources that disappear when used,
so only players with Garrote TWIST -- not just regular Garrote stacks from the add -- should pick them
up! Naels second cast of Garrote Twist will happen right before Heavensfall 2, and you can grab a circle
right away as long as youre positioned properly for the knockback immediately after.
Super Nova: These are cast during the second Heavensfall, and are black AOE void zones (with no cast
indicator) on two random players. Get out of them immediately. If you step in them after the first second or so,
youll take lots of damage and a Heavy debuff, which makes dealing with Heavensfall very difficult. They
disappear fairly quickly.
Most groups use their LB3 during this phase in one of three ways. You can melee LB3 the second Ghost to get it out of
the way quickly; you can caster LB3 Nael and the first Ghost to push the phase; or you can kill the first Ghost and
melee LB3 Nael after Heavensfall #2 to push the phase before ever seeing the second Ghost. The latter two methods
require high DPS and are not recommended for new groups (melee LBing the second Ghost is more consistent).
Its important to get Nael to 47% before the third Heavensfall, and ideally with all Ghosts dead or almost dead. That
Heavensfall is a huge pain to deal with, and the Ghost being dead or mid-cast for Binding Chain means its not hitting
your OT while Nael starts phase 4. Basically, you dont want any of the P3 mechanics happening when P4 starts.
tl;dr - Dont stand in the yellow slices or void zones, focus adds, save DPS cooldowns for Binding Chain, death AOE
Phase 4: 47% - 0%
This phase starts when Nael casts Bahamuts Favor for the first time as you move from 47% to 46%, which summons
three untargetable dragons around the edge of the arena -- Fireclaw, Iceclaw, and Thunderclaw. Unlike P1, all players
(including ranged classes) should group on or very close to the MT until a mechanic dictates otherwise. DRG and MNK
will want to learn when Thunderstruck (below) is going out and time their rear/flank attacks appropriately.
For all of this phase, and unlike phase 3, prioritize learning the mechanics over taking risks and pushing your DPS. It
takes long enough to get here, and there are plenty of mechanics to learn.
Bahamuts Favor: The move itself gives Nael a stack of Damage Up, making this phase progressively
harder to heal as the stacks add up, but the real problems are the dragons attacks.
Fireball: A player will be targeted by a yellow line, and after a few seconds, theyll do a
fire AOE around them (think Scyllas fireballs in Syrcus Tower). This does minimal damage and applies
the Firescorched debuff...but it kills anyone who is already Firescorched (bad) and removes Icebitten
(good). The accepted strategy is that Fireballs are alternately taken out of the group and brought into the
group (fire out, fire in), starting with out. If you are targeted by a fire out, however, youll need to
watch your stacks and ensure you dont get hit by a fire in if you still have Firescorched.
Iceball: No line or marker, just a chunk of ice that flies at you and gives the Icebitten
debuff. Like Firescorched, getting Icebitten a second time will kill you. Iceclaw will go through the whole
party list before targeting you again, so you have that much time to stand in a fire AOE to remove the
debuff. If youre already Firescorched, Iceball will remove it. If youre not targeted by a fire out, you
never need to worry about this debuff. Just make sure you get hit by each fire in.
Thunderstruck: Doesnt interact with the above two, but also doesnt have an obvious
line or marker. A visible bolt of lightning will strike a random player and grant the Thunderstruck debuff,
which explodes in a medium-ish AOE after five seconds. Anyone hit with the AOE will take lots of
damage and get a crippling, non-healable Paralyze. The player with the debuff is not affected, so running
out of the group negates the entire attack.
Bahamuts Claw: As in P3, but with more hits and way more damage. This is the
tank/healer mechanic for this phase, and it becomes very challenging as Bahamuts Favor adds up. With
one Favor stack, a single PLD can survive with a ton of cooldowns, but youll want to tank-swap it later
on. You can either swap right before, have the OT take every hit with cooldowns, and then Provoke it
back, or Provoke mid-Claw to have each tank take half of the hits.
Lunar Dynamo combo
1. Ravensdive: As in P1. If your aggro is set up normally/correctly, the Ravensdive will
always target the person who got the first fire out.
2. Thunderstruck: This happens at the same time as Ravensdive, but the explosion
happens during Lunar Dynamos donut.
3. Lunar Dynamo: Immediately after Ravensdive, and thus not centered on where the MT
was standing. Everyone needs to quickly follow the Ravensdive or get hit by Dynamo. The trick to
managing Thunderstruck here is for most of the party to stand behind Nael at the new position -- i.e. not
too far from where you were before -- and for the Thunder target to stand ahead. Naels facing doesnt
change after Ravensdive, so this boils down to the Thunder target just needs to run a bit further than
everyone else. This is also doable a bunch of other ways, so figure out what works for your group.
Iron Chariot/Beam combo
Iron Chariot: Now it starts the combo, and will start its cast a second or two after the red
line for the second fire out. Its not preceded by a dive, so its just a circle around the boss. Then a few
things happen at once:
Thunderstruck hits a non-MT target;
Thermionic Beams marker appears over a different non-MT target;
and three Super Novas are cast on three more non-MT targets. To handle this, everyone
but the MT and the Beam target should stay scattered following Iron Chariot, and NOT in the middle of
the room. As the second Super Nova hits, everyone converges on the center to soak the Beam damage,
leaving the third Super Nova behind them. Thunderstuck explodes around the first or second Super
Nova, and that player can head to the center as soon as it does.
With careful positioning, melee DPS can form a triangle around Nael to continue DPSing
during this combo (especially MNK to avoid losing stacks), but be very very mindful of the Super Novas.
A fire in Fireball also goes out right after Beam, so make sure to get hit by that
(excepting possibly the target of the fire out from Iron Chariot, if they still have Firescorched).
Divebombs
For this attack, the placement of the dragons from Bahamuts Favor is key. There are
exactly three possible dragon layouts, and each pattern will appear only once until all three are
exhausted. The divebomb pattern from the first Bahamuts Favor will be random out of the three, the
second Favors divebombs will be one of the other two, and the third Favors will be the final pattern.
There are two actual divebombs, with a marker for each; one with two dragons at once,
and then one with just the final dragon. Since there are only three possible patterns, its a matter of
quickly identifying which pattern is active and setting waypoints accordingly. We use waymark A for
where to place the first divebomb, and waymark B for the second, with waymark C always at 12 oclock
for orientation. Placing these marks is an excellent job for the main tank at the beginning of the phase,
right as Favor is being cast. Pop your cooldowns for Bahamuts Claw and scope out the arena as follows:
If there is a dragon at 12 oclock, its north pattern, or pattern 1, or
whatever. Place divebomb #1 at 2 oclock (A), and divebomb #2 at 9 oclock (B). (images
courtesy of Stufoo)
Everyone who is not placing a divebomb marker should stay in the center of the arena,
loosely spread out for Meteor Stream (see below) but not so far that you get hit by a divebomb. When
placing markers, get as close to the wall as you can to minimize how much of the arena is hit by each
dragon. As divebombs are approaching, make sure you know where the waypoints are so you can start
running if targeted! Its also a good idea to pop Sprint after placing the marker to make sure you avoid
the actual divebomb.
But thats not all! During the first and third Bahamuts Favor divebombs, youll have to deal
with a double Meteor Stream. Do not stand next to anyone with a white marker, and try to leave room for
the divebomb-placers to get back to the middle without running smack into a Stream. Like in phase 1,
this is followed by Dalamud Dive on the MT, so stay spread out until Nael lands to avoid that AOE.
During the second Bahamuts Favor divebombs, it gets even worse. Nael will cast Iron
Chariot (ground circle AOE) right after the first divebomb marker, single-target dive to the MT, and then
Lunar Dynamo (big donut) right as the final divebomb goes out. Depending on the divebomb pattern,
the person placing the second marker may not be able to get there in time, even with Sprint. Dont sweat
it, though. Better for one person to get hit by Dynamo than for the whole group to wipe to a divebomb.
First & Third Bahamuts Favor rotation
Claw > Fire (out) > Lunar Dynamo combo > Fire (in) > Fire (out) > Chariot/Beam combo > Fire (in) > Claw >
Divebombs (first 2) > Meteor Stream 1 > Divebomb (final) > Meteor Stream 2 > Dalamud Dive on MT > a brief respite
where Nael only auto-attacks before the next Favor
Second Bahamuts Favor rotation
(first row same as above) >
Divebombs (first 2) > Iron Chariot > Divebomb (final) > Raven Dive to MT > Lunar Dynamo > that brief respite again
tl;dr - There isnt one. Sorry. Phase 4 is hard.
Ideally you will kill Nael by the fourth cast of Bahamuts Favor or shortly thereafter. Once you get through a full Favor
rotation with everyone alive, youve totally got this. You can do it!