FFXIV Novus Stats Melding (Recommendations)

A nice guide to help you find out what stats and materia SUITS YOU for your Novus Relic Weapon!

So you’re done with the hellish Animus Grind – Welcome to the grindy world of Novus! But wait – What stats should you meld on your Novus!? If that’s what you’re wondering you’ve come to the right place. Let us guide you through the different ways you can meld your Novus Relic!!! Good luck! Each weapon recommendation has My FC Mates Mainclass recommendations. and My preference.


TankCurtana / Holy Shield Novus (PLD) || Bravura Novus Stats (WAR)
Healer: Thyrus Novus Stats (WHM) || Omnilex Novus Stats (SCH)
Melee: Sphairai Novus Stats (MNK) || Yoshimitsu Novus Stats (NIN)|| Gae Bolg Novus Stats (DRG)
Caster: Stardust Rod Novus Stats (BLM) || Veil of Wiyu Novus Stats (SMN)

Novus Stats FAQ

Novus to Nexus stat bonus? Huh? for each 22 of a stat, you get a small bonus when upgrading to Nexus. Each weapon can have 3 of these bonuses and we aim to capitalize on it (44 on a stat makes this bonus twice). Sadly, PLD Curtana/Holy Shield can only cap out on 2 of these bonuses.

Accuracy on DPS Novus!?!? Yes. Each DPS class (and tank class) has Accuracy on my “practical” melding recommendation. WHY? For added flexibility choosing the best gear. What happens if you dip below accuracy and are forced to use Skill Speed gear (I’m looking at you, Bard) – oooo I bet you wished you had ACC on your Novus now! Besides RELIC will almost always be filler to final boss weapons.

I MADE A MISTAKE MELDING MY NOVUS!? HELP!? Chill. You can fix that once your Novus is complete. You just need 1 Alexandrite and 1 Materia for each mismeld you did.

If you had one – what melds would you use!? MY (Subjective) preference is underlined and bolded.

I’m poor! Help! The lessen cost melds contain no IV’s AFAIK – and are sometimes even better.

Curtana (Holy Shield) Novus Stats Melding

Defensive: 31 Parry, 22 ACC
+Holy Shield: 11 Parry 11 ACC

A full defense, full flexibility meld that helps you switch gear around for maximizing other stats. Overall, a GREAT choice for any PLD.

Defensive (lessen costs): 22 Parry 22 Accuracy 9 DET
+Holy Shield: 8 Parry 8 ACC 6 DET

Sacrifice a little flexibility for some balance (and money saving) DET on your Curtana/Holy Shield is still pretty damn good.

No Parry: 22 Accuracy 22 DET 9 CRIT
+Holy Shield: 9 DET, 13 CRIT

For the above meld, freely adjust your CRIT and ACC numbers. Max out on DET if you can.

No Parry (lessen costs): 14 ACC 16 DET  23 CRIT
+Holy Shield: 8 ACC, 6 DET, 8 CRIT

This meld is a little weird… you don’t get any stat bonus but save a couple million gil :D.

A note on curtana: It’s hard to save money WHILE shooting for stat bonuses since curtana reaches the Materia IV tier much faster. It’s a bit annoying how the stats are split between the two weapons, but what can we do…

Waiting for FC input!

Mahiko San’s preference: Defensive (Lessen costs) – Since this is a tank class – removing ACC from your relic is folly. A good mix of Parry/ACC/DET is a solid build while saving money – what’s not to like!?

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Bravura Novus Stats Melding

Practical: 31 DET 22 ACC 22 CRIT
Practical (lessen costs): 22 ACC 23 DET 30 CRIT

I have to say this is a bit influenced by our groups playstyle. We try to make our Warrior OT as much as possible. IN MY OPINION, WAR OT is super effective due to debuff placements, this matters more since we run with a NIN. The melds above also serves as the “No Parry” Bravura melds.

Defensive: 44 Parry 22 ACC 9 DET
Defensive (lessen costs): 31 Parry 22 ACC 22 DET

Basic full defensive meld and a more balanced (IMO Superior) build that saves money and gives a great balance of stats.

Waiting for FC input!

Mahiko San’s preference: Defensive (lessen costs) –  The more I look at that spread of stats, the better it seems. Since the benefit of CRIT isn’t that huge, 22 DET and 31 Parry seem like a great spread between offense and defense! HOWEVER since my group favors WAR OT HEAVILY, I’d personally meld Practical(lessen costs) for MY team.

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Thyrus Novus Stats Melding

Balanced: 31 Piety, 22 DET, 22 Spell Speed
A good balance of stats – everything your WHM needs!

Balanced (lessen costs): 24 Piety, 23 DET, 28 Spell Speed

Accuracy: 31 Accuracy, 22 Piety 22 DET (Not as good compared to Accuracy on SCH Omnilex)

Just like the Omnilex, the “best stats” for Thyrus will never be universal. Each healer prefers this or that, and depends on playstyle/group. The above are solid recommendations none the less.

Mahiko San‘s (Official FC White Mage!) Novus: (Balanced)

First of all, let’s start with the 22 DET and 22 Spell Speed: I chose this because I don’t want too much DET or too much SS. My playstyle and speed of progression, however, cannot permit me to ELIMINATE Spell Speed (clutch heals and handling mechanics favors SS, not DET). Also, having at least 22 on a Novus stat gives you a +1 stat bonus when it upgrades. So why not, right?

Alot of WHM’s really like DET and don’t like SS. If that’s the case then simply meld 31 into DET, but I personally would not recommend it. The main reason people hate on SS is that bosses are “scripted” and precasting heals + perfect play leads to not needing it. People forget that actual human beings (not robots) pilot characters, and while PROGRESSING FAST thru raids, perfect play isn’t always there since knowledge of the encounter isn’t “ingrained in memory” yet. I like SS a little more than DET, and I stick to that. But I wouldn’t want to live without either.

Rest in Piety (31): I really like Piety. The max is 33 but if you choose to max it out you miss on a stat bonus from another stat (supporting stats cannot reach 22). This seems to be a no brainer. The very minimum Piety I’d meld on a Thyrus is 22. But since it’s the stat I FAVOR MOST – I put as much of it as I can.

No Crit? Yes, no crit. I DO NOT LIKE CRIT on White Mages – plain and simple. If you like crit – by all means… But I personally cannot and would not recommend it.

Lastly, Accuracy on Thyrus? isn’t bad if your group knows how to use it. I wanted to, but ultimately would rather meld Accuracy into body pieces/accessories if needed.

Mahiko San’s preference: Balanced –  Well, for the sake of continuity I had to put this section. If it isn’t obvious by now I chose the Balanced strat. 31 Piety, 22 DET and 22 SS.

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Omnilex Novus Stats Melding

CRIT Heavy: SCH: 44 CRIT +(31 DET or 31 Piety)
CRIT Heavy(lessen costs): 31 CRIT 22 DET 22 Piety

The obvious crit focused builds. I prefer the lessen costs one here since you may drop too much piety depending on itemization.

Accuracy*: 31 Accuracy, 22 CRIT 22 DET

Don’t laugh. I’d meld my Omnilex this way if I had one.

Like the Thyrus – healing stats really vary from person to person. Adjust as you see fit depending on your statics needs and your own play. Adjust accordingly!

Waiting for FC input!

Mahiko San’s preference: CRIT Heavy(lessen costs) OR Accuracy –  Depending on your groups need/speed, either of these two builds would work wonderfully. If you don’t DPS often, stick to the CRIT Heavy (lessen costs).

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Artemis Bow Novus Stats Melding

Practical: 44 CRIT 22 ACC 9 DET
Practical (Lessen Costs): 31 CRIT 22 ACC 22 DET

Heavy crit for more Bloodletters – no explanation needed here.

Brainless DPS: 44 CRIT 31 DET
Brainless DPS (lessen costs): Doesn’t exist

Well, trying to get as much CRIT as you can is a no-brainer. DET as a supporting stat is always good for any DPS class.

Waiting for FC input!

Mahiko San’s preference: Practical – I would NEVER meld an Artemis Bow without Accuracy, but that’s just me. If you’re really poor, the “lessen costs” variant is still EXTREMELY SOLID. Again, the accuracy on Artemis Bow helps you make sure you don’t get gimped by your own gear drops (like in FCoB tier).

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Sphairai Novus Stats Melding

Practical: 31 DET 22 ACC 22 CRIT
Practical (Lessen costs): 30 CRIT 23 DET 22 ACC

Brainless DPS: 31 DET 44 CRIT
Brainless DPS (Lessen costs): 23 DET 31 CRIT 22 Skill Speed

DET ACC CRIT is a common theme amongst DPS relic weapons which you’ll see alot coming up.

Tiffany Faye ‘s (Official FC Monk!) Novus: (Practical)

I recommend the 31-22-22 (DET ACC CRIT) meld because the relic is your comfort weapon. Having accuracy on your main weapon will give you the best flexibility when itemizing your character.
Although the current BiS list for monk already has sufficient accuracy even with the Crit/Det Dreadwyrm weapon, new equipment with better stats might come out on other slots (for example, a Crit/Det rings to replace the Ironworks Str Ring). The Accuracy zodiac would allow you to use the new ring without dropping below the accuracy cap.

Another reason I prefer the 31-22-22 meld because it is MUCH cheaper (potentially save millions of gil by skipping Crit IVs)

Mahiko San’s preference: Practical – 31 DET on MNK is insane if you can afford it. There’s really not much else to say with these straightforward DPS relics like Sphairai.

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Yoshimitsu Novus Stats Melding

Practical: 31 DET 22 ACC 22 CRIT
Practical (Lessen costs): 31 CRIT 23 DET 22 ACC

Brainless DPS: 31 DET 44 CRIT
Brainless DPS (lessen costs): Doesn’t exist

Yoshimitsu Novus melds are part of the no-brainer relic pile.

Waiting for FC input!

Mahiko San’s preference: Practical – SS is a junk stat on NIN as well. There’s not much else to say. If you’ve got the gil – this is the meld for your Yoshimitsu.

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Gae Bolg Novus Stats Melding

Practical: 31 DET 22 ACC 22 CRIT
Practical (Lessen costs): 30 CRIT 23 DET 22 ACC

Brainless DPS: 31 DET 44 CRIT
Brainless DPS (lessen costs): Doesn’t exist

Gae Bolg Novus melds are part of the no-brainer relic pile.

Eirlys Castillo ‘s (Official FC Dragoon!) Novus: (Practical)

Explanation for 31-22-22 Gae Bolg melding

(1) Reasons for maxing Det: Det is the most crucial substat for most classes. While crit is nice, an increase in det is a 100% increase in DPS, no matter how minor. Therefore maxing the Det component is something most would consider wise to do.

(2) Reasons for 22-22: The most important reason someone would want to meld 22-22 for the remaining 44 allowances is because 22 is the key number you want the substat to be at. For every 22 points into a substat, each upgrade will increase said substat by 1 point. Anything below 22 will remain that at that value through upgrades. Going 22-22 also means you don’t have to meld IV materias, which means there’s no chance of wasting copious amounts of gil.

(3) Reasons crit-acc: Crit is the next most important substat, some might argue it equally as important or even more so, but personally I think its Det>Crit for the reason stated in (1).

Accuracy is probably the most important substat for any non-healer class. Without sufficient accuracy, you risk missing which results in a massiva DPS loss, especially if it’s one of the big hits (Full thrust, Jump, etc.). While the i130 BiS list already has sufficient accuracy for T13 flanks, having spare accuracy on your weapon means more flexibility for BiS lists in the event of new equipment, especially accessories, being released (e.g. A crit-det ring)

Skill speed is definitely out of the question as it does nothing but help clip your DoTs, which means it’s actually a DPS loss.

Mahiko San’s preference: Practical – Since SS is a junk stat on Gae Bolg most of the time, this is the most feasible build. As always, if low on gil, do the lessen cost one.

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Stardust Rod Novus Stats Melding

Practical: 44 Spell Speed 22 ACC 9 DET
Practical (lessen costs): 31 Spell Speed, 22 ACC, 22 DET

Brainless DPS: 44 Spell Speed 31 DET
Brainless DPS (lessen costs): 31 Spell Speed 22 DET 22 CRIT

There’s almost NO WAY you can mess up a Stardust Rod Novus melding – all stats CAN be used by BLM.

Waiting for FC input!

Mahiko San’s preference: Practical – The sheer power of Spell Speed when stacked cannot be ignored on BLM’s. 44 SS is extremely potent! The lessen costs variant is still very good for your Stardust Rod.

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Veil of Wiyu Novus Stats Melding

Practical: 31 DET, 22 ACC 22 CRIT
Practical (lessen costs): 30 CRIT, 23 DET 22 ACC

As long as there’s no Spell Speed – we’re happy.

Brainless DPS: 44 CRIT 31 DET
Brainless DPS (lessen costs): Doesn’t exist.

I’ll say it once, I’ll say it again… Say no to Spell Speed on SMN. These melds look very similar to the Melee Relics, ey? Again since Summoners are severely limited by mana AND Spell Speed scales horribly on them – it should NEVER appear on your Veil of Wiyu.

Waiting for FC input!

Mahiko San’s preference: Practical – Veil of Wiyu should never had Spell Speed melded… If gil isn’t a factor this should be your relic stats. The lessen cost alternative is always there if you’re a little low on gil.

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Remember, these are just recommendations and you can meld however you want or tweak these builds to your liking! Good luck farming Alex, and finishing your Novus Relic! Hurry up and get to Nexus and get depressed farming lights!

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FFXIV Turn 13: Bahamut Prime Strategy Guide

Turn 13: Bahamut Prime Strategy Guide! EARN your Final Witness title! Enter Heavensward as a KING and not a CHUMP! Let our T13 Guide help YOU!

   SO! You’re finally here! Turn 13 – the final boss of 2.0… Bahamut Prime! Let our turn 13 guide help you get past this unbelievably epic trial! Like Samuel L Jackson always says, “Hold on to yer butts!”. After thirteen turns of struggle – and an endless grind for tomestones… Bahamut Prime stands as your final challenge. Begin your journey into Heavensward as a Final Witness.

Page 1: Pull to 52% (First Divebomb) | Page 2: “Zoo”, Akh Morn

Bahamut Prime: Phase 1

Megaflare: Megaflare is a multi-part skill. Lets see what happens step by step:
1) a random number of people in your party get tagged by Megaflare initial damage. This is AoE (Spread out, don’t hug your partymembers)
2) Those not hit by the initial AoE become “Friends“. Friends are marked by a ring around them.
3) 3 random people get a large circular ground effect under them. This explodes after some time – GTFO (dont put many these in the melee/stack zones)
4) ALL FRIENDS MUST UNITE (stack on top of each other), or else bad things happen. IE, Death.

As a general reminder: Succor > Split > No Hugs > Friends Unite > Medica II > Prepare for a Flame Breath

Flatten: Flatten is the early T13 tank buster. It deals HEAVY damage. Tank must mitigate this, to be safe. Healers must always shield this. To make matters worse, flatten is always followed by FOUR FLAME BREATH in phase 1.

Flame Breath: Massive elemental damage cleave. Happens many, many times during the fight and is something you should get used to ASAP. Your healers shouldn’t “be surprised” by this as you progress with learning the fight.

So here’s what happens: Megaflare > Flamebreath > Flatten > Flamebreath x4. Your MT must be healthy because the Flamebreath before Flatten CAN be lethal if you slacked on regens and got some unlucky hits. Make sure you guys prepare for that first of all. After that first one, the long flatten channel time begins. Stoneskin and Adloquium should be cast on tank. Once flatten completes, precast cures and physics to prepare for the next 4 Flame Breaths. Don’t just spam Cure II and Adlo here… save some mana by adjusting the cure needed depending on how heavy the damage is.

Tanks should ALWAYS spend a mitigation skill here if available.

Earthshaker: Chooses two random people between all DPS and Offtank. After a short delay Bahamut will fire lasers that damage everyone in its path, towards each selected person. Upon each impact, a pool of sludge remains – this happens 3 times. Standing on sludge will WRECK you for 3k a second so it’s not a good idea. Maximize efficiency by having each guy line up the sludge in opposite corners. Healing? This does physical damage. Healing this can easily go sour if you time it incorrectly. Channeling your heal right after the marker disappears is generally a safe timing. The safest rotation would be WHM: Cure II, Cure I, Regen. SCH: Adlo, Physick, Physick. Each healer should choose which “side” they’re going to heal. The afflicted guys, of course, have to travel to opposite sides quickly.

at 75% Gigaflare signals the phase change. This does an extreme amount of damage. Arcanist Virus should be SAVED for this and make sure there is no antibody. Get everyone up to full, Cure 3 if needed. Succor and Soil – hope for the best. Casting Succor at 76% prevents alot of BS. He may cancel his Flatten Combo just to phase – be wary of this combo. Make sure your Scholars Virus finger is fast.

A Note on Gigaflare: Gigaflare has a notoriously late check in our experience. a really late virus doesn’t actually reduce the damage. Same with succor shields… often times Giga goes off with our Galvanize intact. Counter this by pre-empting it more than you’re used to.

Bahamut Prime Phase 1 Rotation:
Megaflare, Flatten Combo, Earthshaker, (Repeat until 75%), Gigaflare -> Phase 2

Rotation Prime Phase 1 Rotation with Flamebreath:
Megaflare, Flamebreath, Flatten, Flamebreath x4, Earthshaker, Flamebreath (Repeat until 75%), Gigaflare -> Phase 2

All of these skills happen in different occasions in the fight. Get used to them ASAP cause you’ll be seeing them for a loooooooong time. On to phase 2: Balls.


Bahamut Prime: Phase 2 Balls

Adds (Shadow Of Meracydia): Hard hitting, each add should be virused (pref BLM or WHM). Two sources of Virus can tag all 3 dragons (You’ll be seeing 3 of these before phasing btw). These adds should be dragged all the way across from Bahamut, otherwise a tether forms between them and gives DEF+ and DMG+ to both of ’em. Do not want. These guys spawn around 1 minute apart from each other. Rouse and Divine Seal line up perfectly with this so keep it in mind.

Before we go any further, you WANT to use up your limit break sometime during this phase. Melee LB on bahamut is recommended. Use your judgment on this one. The idea is to wipe your LB bar sometime in the middle of P2. Melee LB1 or 2, either or – the reason is you need LB3 for Last Bastion later on, and don’t wanna waste excess LB. Using Eye for an Eye on Bahamut when each add spawns is a good practice, too.

Flare Star: spawns 1-3 “balls” that have to be picked up by raidmemers. These balls are tethered to somewhen upon spawning, and will slowly travel towards them. After a short period of time the balls rush. They can spawn randomly in sets of 1,2,3 or 4 – but will always total to 7 per total rotation. Each ball gives a stack of STACKNAME, increasing damage dealt by a skill later on – Bahamuts Rage. Taking 3 balls is pretty much lethal for a non-tank. 2 balls is still risky – and extra attention will be needed to survive Bahamuts Rage. (more on this later)

Megaflare upgrade – Tower: Each Megaflare now comes with a tower. This tower spawns on a random raidmember before friends explode. The tower must be absorbed by somebody, taking moderate damage. If you fail to do so, massive AoE damage and partywide Bleeding debuff WILL CAUSE A WIPE. Note that you have to stay in the tower until you HEAR the explosion and SEE the visual effect. Just standing there as it disappears won’t cut it – better safe than sorry. It is unadvisable for friends to absorb towers – this can be fatal depending on composition and HP. (TIP) Healers shielding themselves before mega can have massive value. If healer is a friend, and tower spawns under you – you might have to move out and cancel your own cast (which is integral at this point). If you’re shielded, you can safely survive Friends + Tower combo – and fire your heal off.

Bahamuts Rage: This skills damage goes up for each Flare Star ball you ate. 1 is pretty standard, and you shouldn’t really worry about it. TWO is pretty heavy. BLM Apocatastasis is the best way to ensure someone with a 2-stack lives. Otherwise, full HP and shields would be good. Sacred Soil is some value here, since it happens right after megaflare. The main reason Rage is lethal is because your party will likely be damaged from the previous Megaflare. Stacking up for Cure III is the most value you’re gonna get from MP (ratio wise)

Think of this phase as 3 rotations. Each rotation will have an add, 7 total flarestar balls (3 times cast), megaflare and rage! Just survive this rotation thrice and you’re good!

at 52% Gigaflare signals the phase change. Mitigate it the same way as P1 Giga. Virus is essential, full HP, Succor/Shield. If it’s your first time past this phase – you will wipe to divebombs in about 10 seconds. There is a sucky way to phase which you should avoid. Having him phase with the combination of “Mega, Rage, Giga” is extremely painful. DPS harder to avoid this – Potions, Melee LB, etc…

Bahamut Prime Phase 2 Rotation:
Add, Flare Star, Flare Star, Flatten, Flare Star, Megaflare, Bahamuts Rage (Repeat until 52%), Gigaflare -> Phase 3

Bahamut Prime Phase 2 Rotation (With Flamebreath):
Add, Flare Star, Flame Breath, Flare Star, Flatten, Flame Breath, Flare Star, Megaflare, Flame Breath, Bahamuts Rage (Repeat until 52%), Gigaflare -> Phase 3

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Page 1: Pull to 52% (First Divebomb) | Page 2: “Zoo”, Akh Morn

FFXIV T12: Phoenix Strategy Guide (FCoB T3)

How to beat Turn 12’s boss: Phoenix. Beat the birds and bennys using our anti-avian strategy guide!

So you’ve beaten Kaliya, huh. Well get ready for Turn 12’s boss: Phoenix! I hope you channel your own revival powers – this may take more than a few wipes! Let our Phoenix guide help you out reducing that!
Navigation: [Page 1: Pull to 52%] [Page 2: Bennyland, Fountains]

Phoenix Phase 1: Benny, Blackfire & Whitefire

Bennu spawns every minute starting around 5s~ in. Don’t underestimate this little dude, he hits like a truck. Any free Virus should be used on benny (SMN, but BLM or WHM preferably). While killing Bennies isn’t too hard, Bennys must not die too close to each other (From here on we will call them Benny). Kill them fast or else Phoenix gets a stack of (forgotname). YOU DONT WANT THIS. Each time a raidmember dies, he also gets a stack.

Revelation is Phoenix’s tank buster. It’s a massive elemental damage nuke that cleaves. A tank CANNOT eat 2 straight revelations or he will die (it gives a debuff that increases the next revelations damage… to around 40k). This is why SMN and SCH Virus should be saved for Revs, and untraited Virus for Benny.

Blackfire & Whitefire: These two mechanics are right next to each other. Blackfire targets ONE DPS, ONE HEALER and OFFTANK always (considering all people are alive). It leaves an add (Blackfire is the name of skill and the add). You must not have 2 blackfires too close to each other. and never walk into a blackfires hitbox. Failing to do these things will result in a damaging pulse and a vulnerability up debuff.


Whitefire also targets ONE DPS, ONE HEALER and OFFTANK. A large white circular AoE spawns on the targets. They will take heavy damage. Remember not to get “venn diagrammed” by two whitefires – you will likely die. Whitefires AoE must hit Blackfires. Successfully tagging them gives then a HUGE HP DOWN debuff. Once the debuff is applied, kill the Blackfires.

How do we deal with this? Have all DPS pile up… both healers pile up… and offtank go off somewhere on his own (haha). This prevents blackfires from spawning too close to each other. For the following Whitefire, DPS tags the DPS Blackfire… Healer tags healer Blackfire… and tank on tank. Prevent alot of BS and reduces the needed communication when taking care of this mechanic.

Help! Blackfire timing is a little weird!! Yeah… its just something you have to get used to. After the castbar finishes, theres a short delay, then Blackfire spawns. The instant it spawns you HAVE to get out. Again, a few attempts at this and you should be okay.

We got three Benny?! Okay, theres no HARD CODED penalty to having alot of Bennys. However, practically speaking, having 3 Benny in Phase 1 means you’re sorely lacking DPS. A total of 5 Benny during Phase 1 + Phase 2 is the “practical maximum”. Bennys spawn around 1 minute after the last – so the first phase should last no longer than ~3 minutes.

Phoenix’s phase 1 rotation:
Benny – Revelation – Blackfire – Whitefire (Repeat)

Again, this is a really short phase. Here’s what your Phase 1 should look like ideally:
Benny – Revelation – Blackfire – Whitefire – Benny – Revelation – Blackfire – Whitefire (79%). Below 80%, Phoenix enters Phase 2.

Phoenix Phase 2: Brands, Blue + Red

Brand of Purgatory is the first skill you’ll encounter in this phase. It leaves a green (or sometimes purple) mark on a random (likely ranged or healer) party member. This skill has a few mechanics.
1) When phoenix casts Flames of Unforgiveness, if the debuff wasn’t passed… the current owner dies.
2) Passing the debuff is done by simply sticking together.
3) Damage is done to BOTH parties upon switching. A short delay later another chunky damage is done to the original owner.
4) Reminder is: Unforgiveness? Pass – Damage on both – Damage on Initial.

How do we deal with this? We pass it between both healers. Everyone else should be mindful to avoid their little area. Stoneskin and Adloq on the original holder, and a small shield on the recipient should be okay. We have the CLEAN healer approach the DIRTY healer when flames is being cast. The dirty one casts a large heal on him or herself while the recipient is travelling (to survive the second hit). Passing happens shortly after bluefire – so keep it in the mind of your healers “Bluefire? Shields up“.

Help! Brand went to a non-healer! It’s okay. Shield him and have the healer take it on Unforgiveness.

Next up in this phase Bluefire and Redfire. Bluefire is similar to T9 stardust. Once the blue marker expires a freeze field will spawn where the person was. Being in this field shortly after it spawns gives you a slow, heavy and DoT… it generally sucks. Once the field goes away it leaves a little pool of ice. Standing in this pool gives you a bebuff (Buff?) – It’s used for Redfire. Redfire spawns a slow moving fireball. It gets tethered to a random person in your raid. Have 1 guy (Healer or Bard, preferably) take the ice buff and stand in the redfire tether – this cancels it out. Failing to cancel out redfire tether will result in massive raidwide damage and a huge DoT.

Benny continues to spawn in this phase. Remember what was earlier mentioned, they have to die far from each other, a good formation is a huge X, with each point on the sides and middle becoming a benny death spot.

Phoenix’s phase 2 rotation:
Brand (only phase change) – Blue – Unforgiveness – Red – Revelation (Every ODD red) – Repeat (Benny every 1 minute)

This keeps repeating until Phoenix reaches 52% – then onto Phase 3 “Bennyland”. Again, remember to kill Bennies fast, and keep deaths to a minimum – you DO NOT want any stacks if possible. When it phases GTFO of the nearby area surrounding Phoenix. An autokill field spawns and you don’t want to be there. Getting to Phase 3 with 5 or less Bennys and having your party in good shape is the first hurdle you face in Phoenix – so remember to DPS hard and NO DEATHS!

CONSIDER USING MELEE LIMIT BREAK to Phase before a third Benny spawns in Phase 2. Having a total of 4 Bennys is a massive stress reliever for the next phase.

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Navigation: [Page 1: Pull to 52%] [Page 2: Bennyland, Fountains]

FFXIV Bahamuts Coil Guide Directory

Final Coil of Bahamut

Turn 13 (FCoB T4): Bahamut Prime 

Turn 12 (FCoB T3): Phoenix 

Turn 11 (FCoB T2): Kaliya

Turn 10 (FCoB T1): Imdugud

See: Endgame loot list and accuracy caps

-Currently refining some of the current bosses. Finishing text before adding more images / other refinements.
-Any older boss guides may be different currently due to Echo Buffs and Overgearing. The original guides are preserved for posterity.


Second Coil of Bahamut

Turn 9 (FCoB T4): Nael

Turn 8 (FCoB T3): Avatar (never got around to this)

Turn 7 (FCoB T2): Melusine (never got around to this)

Turn 6 (FCoB T1): Rafflesia

See: Endgame loot list and accuracy caps

Binding Coil of Bahamut

Turn 5 (FCoB T5): Twintania

Turn 4 (FCoB T4): Elevator Gauntlet

Turn 2 (FCoB T2): ADS

Turn 1 (FCoB T1): Caduceus

See: Endgame loot list and accuracy caps

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FFXIV T11: Kaliya Strategy Guide (FCoB T2)

How to beat Kaliya! Our strategy guide to beating the boss of Turn 11 (FCoB T2)! Don’t let this chumpy hydra tear you up!

So you’ve beaten Imdugud and well on your way to becoming a Final Witness! Don’t take a rest yet, chump – If you’re reading this, then that means you’re only 25% of the way!!!  Get off your butt and get your free kill on this MFing Hydra! How to beat the T11 boss: Kaliya!!! Luckily Kaliya doesn’t have a ton of mechanics but the fight culminates in a rather stressful final phase.


T11 Kaliya Phase 1: Pull to adds (60%)

“Okay I’ll MT” – Lisie Quiloud, last words (from our first pull)

Lets discuss some mechanics that happen thru most of the fight (except the P2 Adds phase).

Double frontal cleave – Kaliya does a two-hit wombo combo frontal cleave. This is deadly to non-tanks, if it isn’t obvious by now. This damage is shared by both tanks. While you can solo tank this, it’s recommended to double tank for 99% of groups. We gave this skill(s) a nickname: “HHHAAAAAUNK“.

Nerve Gas – covers 1/3rd of the map with a nasty ground effect. Do not be here when the cast ends. You will take heavy damage and a Vulnerability Down debuff. Nerve Gas always happens in sets of 3. A good reminder for your raid is to keep in mind that “After third, HHHAUNKing”. Drill that into your mind, people dying to haunk after cloud is more common than you think.

Secondary Head – a rather unexciting tank buster.

At 90% Kaliya casts Barofield. This remains up until Kaliya is dead. Barofield just meant you cannot pass THROUGH Kaliya during Nerve Gas. A dangerous field that does heavy damage, a slow and VULN UP if you enter it. Yeah, it’s a bad idea. So get used to dodging Nerve Gas WITHOUT passing inside Kaliya.

After Barofield goes up Kaliya gains two new abilities. They’re some kind of “missile” that Kaliya shoots in the air. We call them “Stack and Split” (sometimes Blue for Stack, Red for Split). After each Nerve Gas rotation Kaliya fires BOTH of these missles – the only question is which one lands first. Stack (as the name implies) means you have to stack to share the damage – 3 guys is enough, 4 recommended. Split (You guessed it) means you have to stay far from each other so you dont get tagged by two. Tips on surviving this:

  1. You can easily hear the sound effect of these missles. Be aware of it!
  2. If you DO NOT see a marking after the sound effect, it’s SPLIT first then STACK.
  3. Inversely if there is a marking after the sound effect, it’s STACK first then SPLIT.
  4. For the sake of consistency, make your splits look the same each time or at least assign a general area to prevent hugs.

Phase 1 is basically a tutorial for the basic mechanics of Kaliya. Phase 3 is pretty much a mirror of phase 1 (with 2 additional mechanics). This goes on until Kaliya reaches 60%. Once Kaliya reaches 60, she finishes whatever skill is happening and then proceeds to walk to the middle. GTFO of the middle because an insta-kill field will come up a few seconds later. Onto Phase 2!!!


Kaliya Phase 2: Kindergarten Shapes (Ball, Egg, Cube)

“Animation locked… haha, I wonder how strong this laser is?” – Eirlys Castillo, last words.

At 60% three adds spawn. The Cube, Ball and Egg (Not their in-game names). This phase is time-based, regardless if you complete what you need to do – Kaliya will phase after around 2 minutes 30 seconds (double checking). First of all lets summarize your objectives during this phase:

  1. Kill Ball & Cube at roughly the same time.
  2. Kill egg before phasing (roughly 2:30 duration)
  3. DO NOT have any 2 shapes come near each other.
  4. Prepare for massive AoE during phase transition (Nerve Cloud)

Sounds simple enough, ey? LOLNO! There’s tons of things that can go wrong here! But lets go through it one by one to maximize your chances. The Egg keeps moving around in a circle – again, they ANY ADD MUST NOT BE NEAR EACH OTHER. The main challenge is dealing with the ball.

Ball has a chunky amount of HP. It also greatly reduces magic damage taken. So it’s ideal that you use physical DPS to kill it. It has a strong cleave and good old Repelling Cannons, which is shared damage to all partymembers near the ball. Have all your physical DPS and 1 healer stay near the ball at all times. If thunder happens to go to this pile, simply have the victim move backwards. Most of the fatal damage comes from the Ball, so it’s recommended to throw a random virus on it when you can, and cycle Eye for an Eye on the ball tank. Also, we use WAR to tank the ball so he can be Storms Path’d. It does all magic damage so Halones STR Debuff doesn’t work on it.

Cube greatly reduces physical damage taken. So obviously have your MDPS beat it up. Aside from this, it’s not really special. Again, you should aim to kill ball and cube within 5 seconds of one another. If not, Egg will absorb the other – turning into Voltron and will wipe the floor with your face. Keep in mind the Cube has considerably less HP than the Ball.

Egg doesn’t have many special properties. It can only take damage when you’re near it. Aside from this, it’s main purpose is to punish parties that kill the cube or ball sooner than the other. If you’re struggling with DPS, consider Melee Limit Break on egg after both the Cube and Ball die.

One healer (preferably WHM) should walk around the inner circle following the ball group. This is so Medica II can heal the entire party – theres alot of random damage so keeping it up every 30s is a good idea.

Lastly there’s a few environmental effects while all of this is going on. Triple lasers which are insanely deadly on a long cast time. A periodic random Thunder Debuff(very similar to T9’s Thunderstruck). Also, touching the inner circle results in instant death. Get used to calling out thunder in your VOIP, it’s a common mess-up.

Egg is dead! Now what!? Prepare to resume your position from Phase 1. Nerve Cloud is coming right up. Make sure to soften the damage from Nerve Cloud by: Arcanist Virus, Succor and Sacred Soil. Warrior Storms Path, Monk Dragon Kick. Also, you may want to Stoneskin, Adloq or Apocatastasis those who may have weakness. This nuke is rather strong!!!

This phase may be confusing so lets summarize yet again what you need to do:

  1. Call out Thunders, Avoid Lasers
  2. Reduce damage of ball (Eye for Eye, Storms Path, Virus, Dragon Kick)
  3. Coordinate kill speed of ball and cube.
  4. Kill Egg (consider Melee LB)
  5. Prepare for Nerve Cloud (into Final Phase)

If you’ve survived, it’s on to Kaliyas Final Phase!

Kaliya Phase 3 (Final): Tethers (Nanospore Jet)

“Where does blue stack again?” – Mahiko San, last words.

Welcome to T11 final phase! The most annoying and stressful mechanic rears its ugly head here almost instantly: Nanospore Jet (commonly refered to as Tethers). Before we get into that – Kaliya RETAINS ALL SKILLS from Phase 1. By now, I hope you guys can avoid them well! Because tethers are effin’ annoying.

Nanospore Jet targets 2 sets of 2 people. One couple will be the “Green” tethers and the other will be the “Blue” tethers. From here on we will distinguish the two by calling it Green and Blue. First of all there is no difference between colors – they have the exact same effects. Here are the rules for each tether:

  • You can see the color of your tether from the status bar, or a visual effect.
  • They take some time to “settle in” – position during this settling time.
  • Once tethered you CANNOT GO TOO FAR from your partner.
  • ANY GREEN may not be near ANY BLUE; vice versa.
  • Failing the above results in heavy damage + Vulnerability Up.
  • Any tethered person who dies, instantly kills their partner.
  • Tank + Non-tank is never a tether combination. If one tank is tethered, the other tank will always be it’s partner.

You got that!?!? Drill it into your head! Nanospore Jet doesn’t F around and punishes slackers. As easy as Kaliya is; FOCUS is ultimately important in the final phase. So you’ve survived your first set of tethers? Good job! Now welcome to the real stress – Tethers + Nerve Gas.

How to deal with Tethers + Nerve Gas!? This basically sums up Final Phase. If you can do this well, this is gonna be a walk in the park. Otherwise, it’s gonna be a walk in the shart. Luckily we’ve devised a barbaric way to deal with this, or at least a way with the smallest amount of thought applied. For this we have 2 rulesets to follow: Positioning Rules and Movement Rules.

Positioning Rules determine where green or blue will initially stay (to prevent killing each other due to proximity). If you follow these by order, you shouldn’t have a problem!

  • If Tanks are tethered, other couple must be in complete opposite side.
  • If Melee is tethered, partner must approach melee.
  • No melee or tank tether? (Worst) Blue left, Green right.
  • All non-tethers people stack~ on any tethered couple (for baiting nerve gas, explained below)

These three simple rules will get you past the first hurdle of simply dying once tethers settle in. Once you’ve gotten used to this, here we have the Movement Rules.

  • Dodge to path of least resistance (wherever the clean floor is nearer)
  • Head on nerve gas? Dodge left (Clockwise). Opposite pile adjusts accordingly.
  • Keep in mind – after third Nerve, haunk.

Easy as that. If you followed the positioning rules and movement rules – tethers play out themselves. Of course, this may take a few wipes to get used to! I cannot stress the above mentioned POSITIONING RULES and MOVEMENT RULES. If your group refuses to organize or at least have a set behavioral pattern for tethers – Kaliya will best you 99 times out of 100. If you’re struggling with pugs, feel free to suggest the rules above! It’s better than winging it!

Turn 11 Kaliya Loot List

I really don’t know how to present by-turn loot list nicely so check this out for now: Bahamuts Coil Loot List.

Well, that’s about it! Feel free to comment with any other advice or (hopefully nonviolent) reactions! Best of luck killing Kaliya and getting past Turn 11!!!

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FFXIV T10: Imdugud Strategy Guide (FCoB T1)

Strategy guide on beating Imdugud! Charges, Prey! All you need to know about this SHOCKING fight!

So you’ve taken your first step into Final Coil! Good luck! The first boss you face is no pushover. I’d say the main points you need to maintain here are Focus and mechanics awareness! Our strategy guide for the boss of Turn 10 (Final Coil Turn 1) Imdugud!

“He’s too good.” – Everyone who stepped into T10

[PAGE 1: Phase 1: Pull to 85% – Phase 2: Adds]
[PAGE 2: Phase 3: Heat Lightning – Phase 4 Adds II – Final Phase]

Imdugud Phase 1: Full to 85%

Right off the bat we’re faced with 3 of his basic mechanics you’ll be seeing throughout the fight.

– Massive frontal cleave that does heavy damage to all guys. Naturally you want to face the boss away from the raid for this. I will reiterate that this cleaving mechanic is MASSIVE and the damage is no less BEEFY.
– Tailswipe that is easily avoidable. You can “bait” this to come out by going behind Imdugud. (He doesn’t do basic attacks during this time so it’s advisable to do so)
– Critical Rip is your usual tank-buster. A long wind up leading to a haymaker. It’s your tanks responsibility to use a mitigation skill for this. Healers should Stoneskin / Adloq this when possible.
— The above abilities will be used throughout the fight. The next two abilities will be, too, but I’d consider them special mechanics.

prey wild charge imdugud t10 ffxivWild Charge (Blue)
A two part mechanic. First a blue marker appears on top of a random, non-tank raidmember. There is no debuff icon for this. After a short delay, ALL PARTYMEMBERS NEARBY (and including) the marked person will be stunned and a Vulnerability UP debuff placed.

Next up Imdugud channels Wild Charge. He makes a beeline to the marked guy and will deal heavy damage to all guys in his path. However, this damage can be reduced by standing in front of Imdugud. The more people blocking, the less damage the victim takes. There is a caveat – the frontmost guy takes the most damage. Only a tank can survive this! So make sure the engine on your choochoo train is your offtank :D. Virusing charge is the largest value you can squeeze from Virus in this fight.

Prey (Red)
Another two part mechanic, albeit much simpler. First a red marker is placed on a random raidmember. Once the timer of this expires, it will deal MINOR damage to the afflicted person (500~). Easy to spot since there is a debuff icon. If this damage goes through (ANY of it), a new debuff is placed. Once this second debuff expires, it will deal a cripplingly huge amount of damage, coupled with a paralysis. Prevent all this BS by having your SCH Adloq or WHM SS after the initial red marker appears.. For SINGLE reds, it’s advisable for SCH to do it since Adloq has a significantly less cast time. For doubles, it’s discussed in P2.

For the remainder of this guide I will refer to them by (what our static uses) Blue & Red. Again these 5 attacks will be used for the ENTIRE DURATION OF THE FIGHT.


Before we discuss the second phase we will discuss a bit on Positioning and Markings

adds spawn points imdugud t10 ffxiv

A & B are where the adds spawn in both add phases (more on this later) Mark these areas whenever you zone into T10 so you won’t get confused. Easy reminder: The first dot in the first ring direct East and West is A and B. There are two practical ways to position boss (and adds, too):

  • Outwards Facing (less space efficient, safer for mechanics)
  • Sideways Facing (more space for your team, slightly higher risk for cleave)

A basic cycle of Red, Blue, Rip will repeat until he’s at 85%. He will become invincible at this point then on to Phase 2. The skill “Electrocharge” means he’s phasing – have your tanks position accordingly.


Imdugud Phase 2: Adds (Sons and Daughters)

“Cream the daughter first!! [email protected] the son now!” – Normal T10 Conversations

So, in case you haven’t noticed by now, the stage gets smaller and smaller, leaving a dangerous electric field whenever it recedes. This will continue to happen until you have nothing left to stand on. Anyways…

2 Sets of 2 adds spawn (total of 4, for the confused). 1 Son of Imdugud and 1 Daughter of Imdugud for each tank. If a son gets close to another son, they will be tethered and become extremely beefy. Same applies for daughters. In a nutshell, keep them AWAY from each other. Both the son and daughter of Imdugud inherited his skills (Not much of a surprise there). All adds have the massive frontal clear and tailswipe. So you’re going to want to position them facing outwards (like their daddy).

As per their individual traits… Daughter of Imdugud hits hard, Son of Imdugud leaves an electric pool on the ground (takes a while to vanish). Killing Daughter first is always a smart move. You don’t want people maneuvering around an electric pool. Remember to move the son as close to the edge as possible before killing, to minimize the area affected by the pool.

Red happens during this phase, too. But it can now sometimes target two people. As far as I remember it cycles between 2-1-2-1 targets before phasing. Could be 2-1-1-2-1-1 (will check later). For this, the WhiteMage has to Stoneskin one, Scholar has to Adloq the other. To make sure we dont target the same guy we arrange our party the same way (Healers > Tanks > DPS). One healer goes from the top of the list, the other goes from the bottom. If both healers get the mark, shield themselves. (Once succor reaches 500 or 600 due to gear, you can just use that)

This phase is TIME BASED. So wether or not you beat the adds before time expires, he will continue on the to next phase. The good news is, if you beat up the adds quickly you get to DPS imdugud for FREE until the timer runs out! The phase is ending when he begins to channel Electric Burst. (Generic AoE skill that you shouldn’t worry about!) From here you’re off to Page 2: Adds II to Final Phase.

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[PAGE 1: Phase 1: Pull to 85% – Phase 2: Adds]
[PAGE 2: Phase 3: Heat Lightning – Phase 4 Adds II – Final Phase]

FFXIV Turn 9: Nael Deus Darnus Guide

So, if you’re reading this, it probably means Nael bricked you from entering FCoB. It’s okay, cause we got your back! Turn 9 isn’t as daunting as you might think it is!

[Meteors] | [Golems to Megaflare] | [Heavensfall to Bahamuts Favor] | [Final Phase]

Turn 9 Phase 1: Meteors (Stardust)

This phase may seem very chaotic, but dont let it overwhelm you! In reality there are really only FOUR skills in this phase. This phase lasts from pull to Nael reaching 64% HP.

“The best thing you can do for your team in Phase 1 of T9 is to know the rotation”

Chunk 1 2 3 4 5
Stardust Stardust Ravensbeak Ravensbeak Stardust(?)
Ravensbeak Lunar Dynamo Stardust Stardust Dynamo (?)
Dive->Chariot Divebomb Double Dives Dive->Chariot Divebomb(?)
Thermionic LAND ON MT LAND ON MT Thermionic FORGOT

is just like Twintanias Death Sentence. A massive hit which your healers should preempt with shields (Stoneskin, Adloquium). It leaves a debuff on the target which explodes after a time (we call this Beak Poison). This promotes a tank swap strategy (As for this guide we’re going looking at a 2 Tank 2 Healer 4 DPS lineup)

Dive -> Chariot -> Thermionic these three skills always come together. Dive makes Nael go to a random party member, Chariot is a circle AoE that pushes (easily avoided) and Thermionic beam deals shared damage to all partymembers stacked onto the target.

Divebomb (Meteor Stream) chooses 3 random party members and deals significant AoE damage to them, and all those around them. Having a single member eat 2 of these is likely death… therefore spreading out is needed.

If you think of it this way, like mentioned earlier, the phase only has FOUR SKILLS TO LOOK OUT FOR. The very first step to beating this phase consistently is KNOWING THE ROTATION BY HEART. It’s been half a year-ish since I’ve seen the 5th chunk, so let me get back to you on that…

Here are the MAIN PROBLEMS groups face when tackling this phase:

Knowledge of the Phase Rotation (Fixed by studying the above table)
Meteor (Stardust) Placement & Positioning
Unexpected Ravensbeaks Killing MT

Meteor (Stardust) Placement & Positioning

ffxiv turn 9 meteor stardust placements Okay so basically putting 2 meteors close to each other is a wipe. The image on the left is an isometric view of how meteors can be placed. The little triangles on the “rune” mark the ideal meteor placements.

Failsafe 1: If you’re caught unaware by Stardust (SHOULD NOT HAPPEN), and the 2 Ideals next to you have meteors on them (usually happens in the melee pile)… put it on a DESPERATE node (The tips of the tenatacles).

Failsafe 2: If you guys accidentally put a meteor in a critical zone, AND IT DIDN’T BLOW UP, you can still salvage the run… you just have to adjust your GOLEM METEORS in the later phase.

Again, being NOT CAUGHT unaware is your best defense against non-ideal meteor placements. Like I said… KNOWING THE ROTATION BY HEART.

The melee pile (+tanks) have the highest risk of having full ideals. If this is the case, simply have the MT reposition to the nearest tentacle with a free ideal spot.

Ranged guys should use up all ideal nodes opposite of the melee pile first, then the middle nodes.

Desperate nodes aren’t so bad as long as you guys are experienced with the later golem phase (Meteor eating can get a little sketchy if too many meteors are clumped up)… the best situation you want coming out of phase 1 is a good and even spread of meteors.

 Unexpected Ravensbeaks Killing MT

Your tanks should have mitigation up for every beak. If timed correctly (right at the start of beak cast), it mitigates the Beak Poison damage too. But for the most part, healers can remove a chunk of damage from these beaks by casting (primarily) Stoneskin and Adloquium. TIMING is important here, though. Like I said before… knowledge of the rotation!

  • Ravensbeak 1: Begin casting shields 1 or 2s AFTER Stardust castbar.
  • Ravensbeak 2: Begin casting shields after ONE HEAL upon Naels descent.
  • Ravensbeak 3: Begin casting shields after THREE HEALS upon Naels descent.
    (At least this is how I time it in my head, should suffice as a guideline)
  • Use Eye for an Eye each time the tanks swap after beak.
  • Virus can be used (but not on all of them) and Sacred Soil help a ton.

“6 Meteors!?” Means your group DPS is on the low side, and have a REAL DANGER of reaching enrage. Work on gear/rotation when not practicing T9.

At 64% HP, Nael disappears from the arena – and onwards to Phase 2!

[Meteors] | [Golems to Megaflare] | [Heavensfall to Bahamuts Favor] | [Final Phase]

Turn 9 Phase 2: Golems, Meteor Barrage, Megaflare

Here are your objectives for this phase:

  1. Land golem meteors safely
  2. Feed existing meteors to golems (with certain RESTRICTIONS)
  3. Kill golems (Leaving no meteor)
  4. Land all 6 Meteor Barrages safely
  5. Land second set of golem meteors safely
  6. Feed remaining meteors to golem set 2.
  7. Kill golems (Leaving no meteor)
  8. Prepare for MEGAFLARE.

Phase 2A: Golems (First Set)

Once Nael flies back into the arena, 3 green colored meteors spawn on random party members. The same rules apply for the previous stardusts! Ideally you want to land them at the center of each circle (conveniently, there are three in the middle of the rune). “Help! We landed a meteor in the critical area during phase 1!” Chill. Use up any empty Desperate or Ideal nodes. make sure to make small adjustments based on misplaced meteors. As time passes, you’ll be experienced enough to land these well.

Three golems spawn (random location). Blue, Green, Red. Tanks pull Red & Green. DPS and/or Healers pull Blue. After a set period of time, the Golems will “Shuffle colors”… which we will call Color Change. Lets talk about the golem skills.

Green Golem Hits like a truck. Upon spawning and upon color change he will do a supercombo of Thunderclap -> Headbutt. Make sure your tanks mitigate this. Demolish is your general AoE spell that also hits hard.

Blue Golem Does almost no damage thru basic attacks. Magnetism attracts all meteors and players to it. This is the first skill he does so positioning Blue Golem in between 2 meteors is the best bet. !!EARTHSHOCK!! is a RAID ENDING skill… it MUST be silenced (preferably by Bard) or else your entire group is paralyzed and will likely die to the following mechanics.

Red Golem is also weak. His PACMAN (skillname) is pretty easy to avoid. but his other skill… we call it THE WORST SKILL IN THE GAME hahaha. Earthen Heart shoots a deadly AoE on the ground which leaves a nasty DoT. It’s unavoidable under some circumstances (multiple yellow meteors eaten) and kills outright sometimes (multiple reds eaten). Althought this shouldn’t be too much of a problem, it can be annoying.

“FEEDING METEORS!?” Yep. Golems must be lead near meteors for them to “eat” them. The best timing to feed them is when they’re nearly dead. Why? Eating a meteor gives golems superpowers!! So by feeding them when they’re really low you avoid the brunt of these effects. Yellow Meteor = Speed Up, Red Meteor = Damage Up. As a general rule of thumb NO METEOR may remain before the next mini-phase.

The best order of killing golems should be Blue > Green > Red. After about a minute these guys HAVE to be done FEEDING and KILLING GOLEMS. If not? well, back to Phase 1 for you.


Phase 2B: Meteor Barrage

While there are many strategies used to get past this… we call ours THE PAIN TRAIN. While there are prettier strategies to get past this, Pain Train has the least friction. It’s also very easy to teach newer players in the group. How is it done? Simple!

The Pain Train (a guide)

  • Stack up tightly together. Wait for first meteor sign.
  • On Sprint.
  • Run clockwise (or counter if rebellious)
  • Pray to Nophica (Althyk if rebellious)
  • ???
  • Profit.

I wish there was more to it. During the early days we made complex diagrams on how to get past barrage… but the only diagram we needed was a circular one. Have your healers Swiftcast + MedicaII/Succor after the third meteor. “How do we know if it worked?” If you return to the spawnpoint, or Naels life resets to 100%, Pain Train failed. Step 4 of the Pain Train miniguide should not be ignored. Do some AoE heals after this process stops (6 Meteors) and get ready for the second set of golems!

Phase 2C: Golems (Second Set) -> Megaflare

If you guys can get to this point, killing golems should be your middle name. I need not repeat any instructions regarding this since it’s pretty much a repeat of Phase 2A. The only thing that makes this phase unique is MEGAFLAREAfter GREEN GOLEM dies, Stoneskin every non-tank partymember. Scholar should Succor + Sacred Soil when everyone is stacked on B and MT is on C. Same rules apply: All golems have to be dead, all meteors consumed.

If you’ve survived Megaflare.. you’re about to see Phase 3 of the fight! If things were rough up to this point for you, bust out the Allagan Lubricant – THIS AIN’T NOTHIN’ YET!

[Meteors] | [Golems to Megaflare] | [Heavensfall to Bahamuts Favor] | [Final Phase]

Turn 9 Phase 3: Heavensfall, Scourge

Ahh If it’s your first time here, Heavensfall will likely kill you purely by it’s power of over the top visual / audio effects. Or it will kill you because it is a ONE HIT KILL MECHANIC (as it descends). Nael lands on your MT and the aformentioned skill happens a few seconds later. Here are your objectives for this phase:

  1. Survive and position well for Heavensfall 1
  2. Kill the first Scourge (dragon)
  3. Cleanse any Garrote Twists
  4. Survive and position well for Heavensfall 2
  6. Kill the second Scourge (dragon)
  7. Cleanse any Garrote Twists
  9. —-On to Final Phase—-
  10. Position for Heavensfall 3 (Preferably Optional from here on)
  11. Die
  12. Point fingers
  13. Harvest a smegma of pride by trying to be the last guy alive
  14. (CHUMPS PHASE HERE)(47%)

Reaching bullet point #10 means a failed run, in case you read that wrong. So let’s discuss what goes on here. Let’s begin with Heavensfall.

Heavensfall has a few effects. Getting caught near the middle will kill you or any pet standing in the immediate vicinity of Heavensfall. There are 3 Heavensfall patterns (yellow floor). We will not be discussing the third. Standing on any yellow lit up floor UPON ITS EXPIRY will result in damage and paralysis (not good).

  • The first pattern (“Hourglass”) is largely ignored with superior positioning. (Hopefully you followed the waymarks we provided)
  • the second patter (“Pizza”) is an alternating pattern that looks like a pizza.(Has 2 supernovas… will discuss this later)
  • The third? hehe.

Garrote / Garrote Twist is a debuff you’ll notice Nael throws out during this phase. The red one can pretty much be ignored (Garrote)… the PURPLE (Garrote Twist) one is a critical mechanic that HAS TO BE DEALT WITH. How? That comes in the next step…

Phase 3b: First Dragon

A dragon spawns randomly in the map. Watch out – he hits like a TRUCK. Pre-emptively shielding the off-tank is a good idea here. Both tanks mitigating when a dragon is present should be standard practice! These guys have a few skills

“Fire Breath” leaves a fire AoE on the ground. Obviously, avoid this.
“Death Sentence” is usually his very first attack once it spawns. Be ready for it!!
Binding Chains is the main mechanic here. If the add stays alive for too long, it will bind 2 random players (they are stunned). If the Binding Chains castbar finished – they die. How to avoid this? Kill them as fast as humanly possible. This would be a great time to use Magic Limit Break, hitting both Nael and Dragon.

Killing dragons cause them to drop “CANDY” which is the only way to cleanse GARROTE TWIST. These candies can expire, so make sure both victims of garrote twist are FAST at picking them up.

The first Garrote Twist should be cleansed ASAP. The second one can wait till after 2nd Heavensfall.

Phase 3c: Heavensfall #2, Possible 2nd Dragon

Heavensfall 2 happens and as advertised earlier: It really does look like a Pizza. Allagan Pizza. With Lasers. There is something new here, though! Supernova.

Supernova is basically a landmine. Nael puts them DIRECTLY ON TOP of 2 random raid members here. GTFO of these black circles. After a few seconds pass, these supernovas will be “armed” and being near one will suck you in, do massive damage, paralyze, and is all around a sucky thing to happen to you. What do we do here? Bait Supernova to hit the edges of the screen. Heavensfall -> Pushback -> (Dont reposition yet) -> Supernova 1-2 -> Reposition. This way, novas are clearly away from the group!

IT IS VERY POSSIBLE TO PHASE NAEL HERE (47%). If not, a repeat of phase 3b happens, which isn’t that bad anyway. If you do NOT phase after second dragon you will likely see Heavensfall 3. Don’t ask.

[Stardust, Ravensbeak][Golems to Megaflare][Heavensfall to Bahamuts Favor][Final Phase]

Turn 9 Phase 4: Ice, Fire, Lightning, Favor/Claw & Divebombs!!!

Well well well! Final phase of turn 9! You’re moving up in the world! It’s time to bust out the Allagan Speculum…

“It don’t matter if ya got 4 or 5 X-Potions, Claw and Divebombs are rough- hope you brought Allagan Lotion!”
-Mahiko MC, Turn 9 Rap.

Once Naels HP reaches 47% HP the final Phase of T9 begins. It’s marked by Nael casting “Bahamuts Fervor” which leads to “Bahamuts Claw” (More on this later) a quick summary of how the final phase goes…

Elements -> Thermionic -> Divebombs (R1) -> Free Phase -> Elements -> Thermionic -> Divebombs (R2) (REPEAT)

There’s really only 4.5 miniphases going on here. Namely: Elements, Thermionic, Divebombs (Rotation 1 and 2) and Free Phase.

Turn 9 Phase 4: Elements

The first thing youll notice are the debuffs Fire and Ice. 

  • Fire randomly targets a raidmember (signified by a red line). The target will explode and give the Fire debuff to all players nearby.
  • Ice targets the entire party 1 by 1, and continually cycles.
  • A player getting hit by fire twice leads to death.
  • A player getting hit by ice twice leads to death.
  • Fire and Ice debuff cancel each other.

While this may seem complicated, there is a popular pattern to handle this almost automatically. The “mantra” is as follows:

First fire out DYNAMO : Second fire in: Fire out CHARIOT : Prepare for thermionic. Again there are some small exceptions to this…
(Dynamo and Chariot are the skills you’re probably familiar with from P1)

  • If you were the target of any Fire out, be careful that you dont have the debuff in the next Fire in. (Happens more often than you think)
  • If you have Ice during any Fire out, CHASE THE FIRE (Not always necessary, but very very safe)

Lastly, after every fire comes a Lightning. Lightning targets a random raidmember. After a few seconds this party member explodes for massive damage and paralyzes all nearby allies. This does not affect the person who was initially targeted by lightning. This is easily solved by having the lightning member move BEHIND Nael, while your party stacks in front.

If no one panics, this subphase is a breeze. Next, thermionic

Turn 9 Final Phase: Thermionic / Supernova

Again some very familiar skills return here. Thermionic Beam from P1 and Supernova from Heavensfall phase. You will be entering this subphase from these previous skills of nael: Fire out CHARIOT -> Lightning.

The initial preparation for this is to have your Fire victim and Lightning victim hug the walls. That keeps the middle SAFE (where you’ll be stacking for thermionic, like P1)

Nael does these skills in order: Supernova, Supernova, Supernova, Thermionic Beam, Bahamuts Claw.

First of all, Sacred Soil in the middle once this pattern begins. Have everyone stay AWAY from the middle. DO NOT move in for thermionic until AFTER the 2nd Supernova. The timing here can be a little tight… right after 2nd Nova, get to middle to stack ASAP. This Thermionic Beam is much more painful that the one from Phase 1.

What kills most groups here is either FAILURE TO STACK QUICKLY ENOUGH, or TANK DYING TO CLAW right after beam. Healers and tanks, keep this in mind – after every thermionic is a claw.

What’s Bahamuts Claw? It’s a direct upgrade to Ravens Beak from P1. It’s a tank-buster that does extreme damage. Be sure to have Virus on, Stoneskin/Adloq, and tanks use a mitigation skill. It gets stronger and stronger each time it happens! Note that you can actually can provoke a few hits off it WHILE it’s happening! So offtank can soak one or two slashes.

Turn 9 Final Phase: Divebombs

Ahhh… the infamous divebomb yet again. As if we haven’t seen enough in t5? Divebombs happen twice each time it comes up in Naels rotation.

  • R1: Divebomb -> Meteor Stream -> Divebomb -> Meteor Stream -> Freephase. OR
  • R2: Divebomb -> Chariot -> Divebomb -> Lunar Dynamo -> Freephase.

For R1: Meteor Stream is the Divebomb from P1. DON’T STICK TO EACH OTHER! and as usual, healer does AoE heals in between Meteor Streams.

For R2: Much easier, avoid chariot as always. Lunar Dynamo might hit the guy who baited divebombs. How to dodge divebombs!?! I’ll be posting about that in the next update but for now Check out this image by Encore FC.

So you’ll be coming into this phase from:
Thermionic > Bahamuts Claw > (Ensure markings are set) > Divebombs > R1/ R2 > Divebombs > R1/R2 > Free Phase

Free Phase is exactly that: Nothing happens here except a Bahamuts Claw. After sometime, the rotation goes back to Elements and repeats until he is dead. The enrage is at 13 minutes: Nael casts megaflare and will instakill your party.

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[Meteors] | [Golems to Megaflare] | [Heavensfall to Bahamuts Favor] | [Final Phase]

FFXIV Rogue General Guide & FAQ

STEALTH YO’ FACE! Everything you need to know about being a Rogue in FFXIV ARR. How to become a Rogue? Rogue Stats, Skills, Traits, and more!

Note that this page contains what we know for SURE, and will be updated come 2.4

FFXIV: A Realm Reborn Rogue FAQ

How do I become an Rogue!
You cannot choose Rogue as a starting class, so you have to beat your level 10 class quest on any other class before choosing to become a Rogue. If you’re a new player and plan on going Ninja straight up, choose Pugilist as your starting class and may as well level it to 15.

Where is the Rogue guild?
The Rogue guild is located in Limsa Lominsa.

Check out our Rogue Leveling Guide!

What’s the best Rogue race?
Elezen Wildwoods, [more info: Racial Stats guide], Since they have the highest DEX (23). The next best races in order:
Mi’Qote: Seeker of the Sun (22)
Lalafell Plainsfolk (22)
Hyur: Highlander (21)
Roegadyn: Sea Wolf (18)

What’s the best Rogue god?
God choice is irrelevant for Rogues right now. [more info: Gods guide]


What are the best crafting and gathering jobs for Rogue?
Blacksmith (Weapons), Leatherworker (Armor) and Goldsmith (Accessories in general).
The most ideal gathering job to support this is Mining (But sadly all ninja daggers need wood, so a little bit of Botany)

What advanced jobs require Rogue?
Ninja requires (???)30. It’s the only job which requires Rogue as of now.
[Complete Job requirements Guide]

What’s a good Rogue stats build?
DEX (Increases Damage), with VIT coming a far second (Increase HP pool). For secondary stats and more in-depth info check the link below.
[Full info: Rogue / Ninja Stats & Materia Guide]. Long story short, dump all 30 points into DEX.

What are the Rogue traits and abilities?
Right here :) Scroll down.

More advanced information on Rogues can be found in the Ninja Guide.


FFXIV A Realm Reborn: Rogue Skills / Abilities

?Spinning EdgeDelivers an attack with a potency of 150.
?Perfect DodgeCompletely avoid the next physical attack. Duration:5s
?Gust SlashDelivers an attack with a potency of 100.
Combo Action: Spinning Edge Combo Potency: 200
?Kiss of the WaspApply wasp venom to your weapon, increasing damage dealt by 20%.
Changes the additional effect for Jugulate to Stun Duration: 2s
Shares a recast timer with Kiss of the Viper and cannot be used simultaneously with any other weapon poisons. Effect ends upon
?MutilateDelivers an attack with a potency of 60.
Additional Effect: Damage over time Potency: 30 Duration: 30s
?HideBlend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies 10 levels higher than your own, or certain enemies with special sight. Cannot be executed while in combat. E
?AssassinateDelivers an attack with a potency of 200.
Can only be executed when target's HP is below 20%.
?Throwing DaggerDelivers a ranged attack with a potency of 120.
?MugDelivers an attack with a potency of 140.
Additional Effect: Increases the amount of items dropped by target if Mug is the finishing blow.
Viper Venom Effect: Changes additional effect to absorb 50% of damage as HP
?GoadRefreshes TP of a single party member. Duration: 30s
?Sneak AttackDelivers an attack with a potency of 300.
500 when executed in front of target.
Can only be executed when under the effect of Hide, and shares a recast timer with Trick Attack.
?Dancing EdgeDelivers an attack with a potency of 100.
Combo Action: Gust Slash
Potency increased to 260 when executed from a target's flank during combo. Combo Bonus: Decreases target's slashing resistance by 10% and HP recovery via healing magic by 20% Duration: 20s
?Kiss of the ViperApply snake venom to your weapon, increasing damage dealt by 20%.
Changes the additional effect for Mug to absorb 50% of damage as HP.
Shares a recast timer with Kiss of the Wasp, and cannot be used simultaneously with any other weapon poisons. Effect end
?Death BlossomDelivers an attack with a potency of 100 to all nearby enemies.
?Aeoilian EdgeDelivers an attack with a potency of 100.
Combo Action: Gust Slash Potency: 320
?JugulateDelivers an attack with a potency of 80.
Additional Effect: Silence Duration: 1s
Wasp Venom Effect: Changes the additional effect for Jugulate to Stun Duration: 2s
?Shadow FangDelivers an attack with a potency of 100.
Combo Action: Spinning Edge Combo Potency: 200
Combo Bonus: Damage over time Potency: 40
Duration: 18s
?Trick AttackDelivers an attack with a potency of 240.
400 when executed from behind target.
Rear Bonus: Increases target's damage taken by 10% Duration: 10s
Can only be executed when under the effect of Hide, and shares a recast timer with Sneak Attack.
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FFXIV: Ninja General Guide & FAQ

All you need to know about Ninjas in FFXIV: A Realm Reborn! How to become a Ninja, Ninja requirements, Ninja skills, FAQ’s and Guides!

How do I become a Ninja in ARR?

You need to level a Rogue to 30) first! You also need to complete any MSQs prior to L30. If you’ve met these requirements, you can return to the Rogue’s Guild in Limsa Lominsa Lower Decks (8,16) to get your quest to obtain the “Soul of the Ninja“. Once you’re done with all of these, equip your soul crystal which can be found in your armory.

What’s the Ninja playstyle?

Unlike other melee classes, Ninja has the least positional strikes. The uniqueness of the Ninja rotation is based all around the Mudras. Choosing the best Ninjutsu for the situation and not getting confused on Mudras would separate the chumps from the Hokages!

What are good Ninja stats?

DEX is the main Ninja stat, increasing their damage dealt. For secondary stats, we shall see. But Determination and Critical Strike are always a safe choice.

What are the Ninja Traits?

Gonna put up the updated NIN traits table soon… but for now, I will list the traits currently available to NIN.

  • Dripping Blades – L6
  • All Fours – L14
  • Enhanced Dexterity – L20
  • Fleet of Foot 0 L20
  • Dripping Blades II – L36
  • Enhanced Dexterity II – L40
  • Enhanced Dexterity III – L60
  • Shukiho – L62
  • Enhances Shukuchi – L64
  • Enhanced Mug – L66
What are the Ninja Skills?

Aside from the skills below, you may use any skill you’ve learned as an Rogue. 

ShukuchiMove quickly to the specified location.
Cannot use when bound.
Ten (MUDRA)Mudra hand sign for "heaven." Duration: 5s
Shares a recast timer with the mudras Chi and Jin.
Chi (MUDRA)Mudra hand sign for "earth." Duration: 5s
Shares a recast timer with the mudras Ten and Jin.
Jin (MUDRA)Mudra hand sign for "man." Duration: 5s
Shares a recast timer with the mudras Ten and Chi.
NinjutsuExecutes a ninjutsu depending on Mudra used. FAILS if any other action is taken before Mudras are combined or expires.
Shares a recast timer with the mudras Ten, Chi, and Jin.
KassatsuResets the ninjutsu cooldown. Next ninjutsu is auto-critical. Duration: 15s
Fuma ShurikenDelivers a ranged ninjutsu attack with a potency of 240.
Mudra Combination: Any one of the Ten, Chi, or Jin mudra
KatonDelivers fire damage with a potency of 180 to target and all enemies near it.
Mudra Combination: Chi→Ten or Jin→Ten
RaitonDelivers lightning damage with a potency of 360.
Mudra Combination: Ten→Chi or Jin→Chi
HyotonDelivers ice damage with a potency of 140.
Additional Effect: Bind Duration: 15s (PvP 12s)
Mudra Combination: Ten→Jin or Chi→Jin
HutonIncreases attack speed by 15%. Duration: 70s
Mudra Combination: Jin→Chi→Ten or Chi→Jin→Ten
DotonCreates a patch of corrupted earth, dealing damage with a potency of 30 to any enemies who enter.
Duration: 24s
Additional Effect: Heavy (while upon corrupted earth)
Mudra Combination: Ten→Jin→Chi or Jin→Ten→Chi
SuitonDelivers water damage with a potency of 180.
Additional Effect: Grants the caster Suiton Duration: 10s
Mudra Combination: Ten→Chi→Jin or Chi→Ten→Jin
Rabbit MediumFailed Mudra combinations result in this useless skill.

We chose not to order the skills by level to further increase clarity of the Ninja System.


How many role actions skills can Ninja use?

Ninja can have up to 5 role actions (5 for Advanced Jobs, as compared to 10 that Rogue can equip). Our Melee DPS Role Actions Guide might help you in choosing what role actions are best.

Do I have to level up Ninja separately?

No, your EXP in Ninja rises as you level up your Rogue class. Leveling up as s Ninja will increase your Rogue EXP.

Any other Ninja Guides and Resources?

If you’re aspiring to be a kick-ass Ninja, you’re gonna want to read a few of these resources:

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FFXIV Summoner (SMN) Cross Class skills guide

What are the best Summoner Cross Class Skills? Find out the best cross-class skills of SMN and the best way to get them!

Click on our
Caster DPS Role Actions Guide
for the updated version!

What are the Arcanist -> Summoner Cross Class Skills? Here, we will be strictly discussing the cross-class skills Summoner can get from the other base classes.

How many cross-class skills can I get as a Summoner? Any job class may only equip five (5) cross-class skills.

From what other classes does Summoner get skills from? Archer and Thaumaturge.

What are the best Summoner cross-class skills? This is discussed below.

Full list of Summoner (SMN) Cross-class skills

NameIconLevelDescriptionFrom Class
Raging Strikes4A large damage boostArcher (ARC)
Surecast8Your next spell cannot be interrupted by damage.Thaumaturge (THM)
Ice II12Weak AoE bind.Thaumaturge (THM)
Hawk's Eye26+DEX and +AccArcher (ARC)
Swiftcast27Causes your next spell to have no cast time.Thaumaturge (THM)
Quelling Strikes34Reduces Enmity GeneratedArcher (ARC)


Summoner (SMN) Cross-class skills discussion

Raging Strikes: A low level skill, but a damn good one. Learn to maximize this in raids!

Surecast: You’re only equipping this since you can’t really use anything else. While borderline useless – it has the rare application.

Ice II: A weak potency AoE attack, with a bind effect. Only useful for around 3+ enemies. Better than spamming RUIN!

Swiftcast: THE BEST CROSS-CLASS SKILL of all time. For summoner, using this with Resurrection is a great addition to any raidgroup.

Quelling Strikes: Make it a habit to use this on pull and on newly spawned adds in raids. Your tanks will thank you.

Hawk’s Eye: Absolutely useless to you. +DEX and +Accuracy (physical) have zero practical use for you.

Ideal Summoner (SMN) Cross-class progression

  1. Archer to 4 for: Raging Strikes.
  2. Thaumaturge to 15 for: Unlocking SMN. (Unlocks Blizzard II along the way)
  3. Arcanist to 30 for: SMN Requirement.
  4. Summoner to 50 for: Maximum level.
  5. Thaumaturge to 27 for: Swiftcast
  6. Archer to 34 for: Quelling Strikes (All Cross-class skills obtained)
    You got Hawk’s Eye along the way: USELESS FOR YOU.


  • Summoners use skills from: Archer and Thaumaturge.
  • Add Swiftcast to your repertoire! Using this for Shadowflare is probably your default.
  • Raging Strikes – learn to time this well in raids! Combine it with Contagion for PROFIT!
  • Quelling Strikes, while not super important for SMN… use it at the start of fights! Also on adds that spawn!
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