Seeker of Truth Trophy in Final Fantasy XIV: A Realm Reborn

  • Seeker of Truth

     

    Clear the Binding Coil.

    How to unlock Seeker of Truth

    In order to obtain the trophy for completing Binding Coil, you must successfully down turn 5. Turns 1 through 4 are not required to earn this trophy. I will discuss strategies below for all 5 turns, to provide information to those that wish to upgrade their gear to item level 80+ to meet the requirements to enter turn 5.

    The Binding Coil is designed to test groups in absolute cooperation and skill. Each member of the party must perform their role flawlessly in order to succeed as there is very little room for error.

    Beyond the dungeon hardships, PS3 users also suffer in that Voice Chat with the entire group is usually required after Turn 2, though some groups may be willing to tolerate the communication gap longer, or not at all.

    Do no attempt Coil Turn 1+ without:
    -Relic or Relic Zenith
    -Item Level 80 or higher: Make it your goal to achieve nearly full Mythology Armor
    -At least cursory knowledge the the fights included within the current turn. Groups will be more likely to work with you if you do your research and know your role, even without first hand experience.

    One additional note is that you should also be using food appropriate for your class in order to be at your best when running coil.

    Since patch 2.2, The Binding Coil has been adding to the Duty Finder feature with the following item level restrictions:

    Turn 1: Item Level 70
    Turn 2: Item Level 73
    Turn 3: Item Level 70
    Turn 4: Item Level 77
    Turn 5: Item Level 82

    The trophy will unlock upon the completion of your final turn, since it is possible to do the turns out of order if people carry you to new turns.

    It is believed that users can import their PC character to PS3 and complete any turn to unlock the trophy. I can not personally confirm this, and the lack of PS3 users making it through coil by platform hoping makes it hard to confirm otherwise, so just keep this in mind.

    Turn 1

    First Boss: ADS

    Moves to know:
    -High Voltage - Paralyzes party
    -Repelling Cannons - Melee range Area off Effect
    -Piercing Laser - Long column Area of Effect that is targeted at a single player
    -Adds that spawn by the entrance

    Basic strategy:

    -You absolutely must have a silence rotation for High Voltage. PLD/BRD/MNK all have the ability to silence. Double BRD is preferred, but MNK can solo it. PLDs may find it difficult to tank and silence because of animation locks.

    -Melee dodge repelling cannons.

    -Main Tank have boss where he spawns and off tank keep the adds by the door. Make sure that adds and boss do not get close to one another.

    -You can hold adds on the Off tank and burn down the boss, or kill a varying number of adds until the boss dies. This really depends on how well your DPS perform.

    You will work your way through an area that is full of trash mobs. These shouldn't be a huge issue, fight them as you have similar monsters throughout the game.

    Dungeon Boss: Caduceus

    This boss will be your first truly hard fight of the game, and he's all mechanics.

    Moves to know:
    -Hood Swing at 160 degrees to the from of him.
    -Tail Swipe 120 degrees behind him if anyone stands in range.
    -Steelscales buff for increased attack power
    -Splits body to form a copy of himself.
    -Acid Slime Split is an Area of Effect attack that hits a random party member and stays on the ground.
    -Floor panels and Slime adds

    Before you even attack the boss, you need to know:
    Who is the main tank?
    Who is the off tank?
    Which healer is responsible for healing who?
    Who will be dealing with the slimes?
    How will damage dealers be divided after the boss splits in two?
    Which tank will be pulling away after the split and who will tank in the original position?

    Basic Strategy:

    The main tank will pull the boss into the party's preferred tanking position. This is usually on one the border of two panels with the boss facing off the stage. The fight starts fairly basic with the tank gaining aggro while everyone attacks the boss.



    The image above is a display of the boss arena and the groupings in which each of the panels light up. Same-colored panels light up in unison. The grouping in which the panels light up is random. The red panels either side of the area are elevated and require you to run up the yellow walkways to reach them. Beware that these walkways cause a bleeding effect that does damage. For this reason, a ranged user can be stationed on the red panels before the split. Most parties ignore the elevated panels after the split and deal with the extra stacking buff.

    The boss will gain a buff that increases attack power about every 30 seconds called "Steelscales." In addition to this buff, certain floor panels will begin to pulse and glow. It is very important that only the person managing the slime adds is on these glowing panels before they stop glowing. Anyone on these panels when the glowing stops will spawn a dark matter slime add. Remember that the person who spawns the slime add will have aggro until the slime dies, is eaten, or the player dies.

    Anyone standing behind Caduceus will trigger an AoE Tail Swipe behind the boss. Melee party members should try to trigger this at often as possible in order to reduce incoming damage to the tank.

    The person in charge of these adds, Bard or Melee preferred, will weaken the add to about 25% health and pull the add to Caduceus. Caduceus will eat the slime and it will remove his Steelscales buff, thus bringing his attack power to normal. When pulling the slimes to the boss, be sure to approach directly from the side of Caduceus. The side is the only safe place to approach without taking damage. If someone on slime duty dies, the party will usually wipe from too many stacks of steelscales.

    If you are on slime duty, remember not to stray too far when leading the slime to the boss. If you move too far away, the slime will explode and cause massive area of effect damage.

    Tanks should NEVER stand on glowing panels. Doing so will usually feed the boss a full health slime which will recover his HP.

    Before Caduceus splits at 60% HP, it is very important that he be fed enough slimes to remove all buffs of steelscale. If steelscale is active when Caduceus splits, both enemies will have the buff.

    After the Split, the original tank should pull to a similar location of the original tanking location on the other side of the map so that the new tank can quickly gain aggro of the fresh target. It is very important to keep both Caduceus' far apart. If they come to close together, they merge back into one and stack steelscales every few seconds until his attacks can one shot anyone in the party.

    There are a few different ways to go about splitting your party for this fight after Caduceus splits into two. Option one is each Caduceus receives equal attention. 1 Healer, 1 Tank, 2 Damage per Caduceus. In this method, Caduceus must be fed in order to keep the Steelscales buff in check and damage must be nearly even on both bosses so they die around nearly the same time. If one dies too long before the other, the remaining Caduceus will stack Steelscales at a much faster rate and likely kill the Tank.

    Option 2, and the option I prefer, is the focus method. Before Caduceus splits, he needs to be at zero stacks of steelscales. After he splits, all Damage, 1 Tank, and 1 Healer will move with the Main Tank's Caduceus, while the Off-tank and 1 Healer stick with the new Caduceus. Damage while bring the original Caduceus down to 10% health and then switch to the other Caduceus. The new Caduceus will be killed before the party returns to the original Caduceus. Monk or Dragoon preferred to use limit break on the remaining Caduceus to finish out the fight. Option 2 requires an overall group average Item Level of 80 or above because Caduceus is generally not fed slimes after the split unless absolutely required.

    If you heeded all advice and your party made little to no mistakes - Congratulations on your Turn 1 victory!

    Turn 2

    This turn has a 12 minute time limit. If you don't complete the turn in 12 minutes, the dungeon kills the party.

    This dungeon has no normal monsters. It's an entire dungeon of ADS bosses. There are a total of 7 ADS' in the dungeon, but even the best groups will only be able to kill 5 at the most. Each mini-boss has it's own unique main ability. Killing a mini-boss removes its unique ability from the main boss. However, killing a mini-boss also grants the boss with a passive buff.

    What happens when you kill the boss of:
    -Sector I: Gives No passive buff. Removes Vacuum Wave ability from the main boss.
    -Sector II: Gives Pierce Resistance. Removes Ballast ability from the main boss.
    -Sector III: Gives Slashing Resistance. Removes Chain Lightning ability from the main boss.
    -Sector IV: Gives Blunt Resistance. Removes Gravity Well ability from the main boss.
    -Sector V: Gives Magic Resistance. Removes Firestream ability from the main boss.
    -Sector VI: Main Boss
    -Sector VII: Gives haste. Removes Allagan Rot ability from the main boss.

    What do these different abilities do?
    Vacuum Wave: Area of Effect attack that pulls all players towards ADS.
    Chain Lightning: A random target attack that does mild damage.
    Firestream: Directional Area of Effect that does a large amount of damage and gives a burning damage-over-time debuff.
    Ballast: Huge cone Area of Effect attack with a small safety directly behind ADS that pushes back anyone that gives hit, and in turn moves the boss.

    There is currently no way to kill all of the bosses in the time limit, so below are the two generally accepted routes to the boss itself.

    Decent Damage - Sector order: I, III, V, VI
    High Damage - Sector order: I, II, III, V, VI

    The difference between the two paths is that the second path removes Ballast and gives Pierce Resistance while the other path does not. The path you take depends greatly on your Damage dealers knowledge of their class, their gear, and turn experience.

    Attacks to know from all ADS bosses in the dungeon:
    Frontal Cleave: A heavy damage attack to the front of ADS. This attack gives a stacking debuff to those hit by it.
    Stacking Debuff: This debuff, mentioned from the attack above, increases damage taken to those effected. The duration of this buff is 30 seconds, but each new cleave will renew the debuff and cause further damage to the tank.
    Repelling Cannons: An immediate range Area of Effect that causes mid-high damage. This damage is further increased from the aforementioned stacking debuff, so be extra careful.
    High Voltage: Paralyzes party. Because of the added AoE, this is even more deadly than it was in Turn 1. This MUST be silenced. (BRD, MNK)

    Stacking Debuff & Cleave:

    The above image is a simple diagram of melee versus tank positioning for each of the ADS fights.

    The blue arrows indicate tank positions versus cleave, and the yellow arrow is where the melee damage should stand to avoid cleave. The tanks will need to swap threat in order to let the debuff wear off before swapping threat again. The melee are positioned to avoid cleave entirely.

    Dungeon Boss: ADS (again!)

    Moves to know:
    Frontal Cleave: A heavy damage attack to the front of ADS. This attack gives a stacking debuff to those hit by it.
    Stacking Debuff: This debuff, mentioned from the attack above, increases damage taken to those effected. The duration of this buff is 30 seconds, but each new cleave will renew the debuff and cause further damage to the tank.
    Repelling Cannons: An immediate range Area of Effect that causes mid-high damage. This damage is further increased from the aforementioned stacking debuff, so be extra careful.
    High Voltage: Paralyzes party. Because of the added AoE, this is even more deadly than it was in Turn 1. This MUST be silenced. (BRD, MNK)
    Piercing Laser: Random line target Area of Effect, like ADS from turn 1.

    Special Moves:
    Allagan Rot @ 75% Health: Allagan Rot is a debuff that effects a random player in the group. This debuff has a 15 second duration that, when allowed to run out, explodes the affected party member and causes massive Area of Effect damage that will kill the entire party. More info on this move in the next mini-section.

    Gravity Well @ 50% Health: This is a random ground AoE ability that imbues heavy on anyone it happens to touch. Heavy slows movement speed greatly.

    Ballast @ 25% Health: 340 degree Area of Effect attack with a knockback effect. This can be safely avoided by standing behind ADS.

    Allagan Rot, how do you survive this mechanic?

    Allagan Rot, as mentioned above, is a random player debuff with a 15 second duration that explodes the affected player and kills the party if it's allowed to expire. In order to avoid this, you have to give the debuff to another player, which refreshes it. In order to pass the debuff to another player, you just have to walk near the person.

    When you pass Allagan Rot, you will gain immunity to the debuff for 45 seconds and the new player will be infected by the debuff. That player will than have to pass it along. The best time to pass Allagan Rot is any time within 1-4 seconds. Do not let it go off, but also do not pass the debuff too soon. If you pass the debuff too soon, you will have to add an addition melee damage user, or off tank into your Rot rotation in order to offset the time.

    How you choose to pass Allagan Rot will depend on your set up, but it is important to remember to spread out. You do not want to accidently pass the debuff too soon. When you pass Rot through a healer, have someone give the healer the debuff and someone else take it off of him. Let the healer focus on healing the party.

    If you successfully avoid the Area of Effect dance party and survive Allagan Rot, then congratulations on your Turn 2 Victory!

    Turn 2 - The Enrage Method

    This method only effects the final boss of the fight, and voids some things such as tank swapping and Allagan Rot.

    Note: Since Patch 2.2, High Voltage has been nerfed to a point where most groups can shrug it off without worrying about a silence rotation. Because of this, Enraging this Turn is even easier than ever before.

    It is recommended that your party consist of:

    PLD/WAR - WHM - WHM - WHM/SCH - BRD - Damage - Damage - Damage

    The main difference between this method and normally running Turn 2 is that you have to allow the final boss to enrage. When he enrages, a BRD must switch his song buff to Mage Ballad because this fight is every MP focused. Healers must Area of Effect heal the group with Medica and Medica II while the group kills the boss.

    The most important part of this method is making sure to engage at the right time. You must wait until your message window says "1 Click Remaining" which means you have one minute before the boss uses an AOE spam move that will usually wipe a normal party. Most groups pull 30 seconds after the 1 click warning.

    If the group pulls at the correct time, it will be mere seconds before the boss enrages and the healers begin AOE spam healing the group. The BRDs or BRD/PLD will still be silencing High Voltage until the boss enrages.

    After the enrage, as mentioned earlier, the Healers Area of Effect heal the group while Damage quickly kills the boss.

    This method is favored by Pick-up Groups in party finder, but will still easily get you through Turn 2 and on to Turn 3.

    Turn 3

    This turn is just normal monsters and an easy jump puzzle. The video above will easily tell you everything you need to know in under 2 minutes.

    Congratulations, on to Turn 4!

    Turn 4

      Turn 4  

    This turn is a huge damage check, and requires very high damage to successfully complete. The turn will be split up into phases that will be explained as such below.

    Phase 1

    The first phase spawns 6 enemy Clockwork Bugs.

    In this phase, the main tank will group up all enemies in the center to be killed with Area of Effect damage by your party.

    Red Dots = Spawn Locations
    Dark Blue Dot = Main Tank
    Light Blue Dot = Off Tank
    Dark Blue Circle = Tanking Position

    Phase 2

    After the Clockwork Bugs are defeated, 2 Clockwork Knights and 2 Clockwork Soldiers will spawn.

    Each tank will take one of these groups separately. Damage dealers of the group will focus targets until dead.

    Moves to know:
    -Clockwork Knights reflect magic damage back onto the user, even skills such as flash.
    -Clockwork Soldiers nullify physical damage.

    While keeping these moves in mind, it is important to split damage dealers accordingly.

    Red Dots = Spawn Locations
    Dark Blue Dot = Main Tank
    Light Blue Dot = Off Tank
    Dark Blue Circle = Tanking Position
    Light Blue Circle = Off Tanking Position

    Phase 3

    DAMAGE CHECK!

    This phase spawns 1 Dreadnaught and 4 Clockwork Bug enemies.

    The main tank pulls the Dreadnaught while the party stands nearby so that the spiders move close to the Dreadnaught. The spiders will be absorbed by the Dreadnaught and the damage dealers will focus all effort into killing the Dreadnaught before the next phase. Rotate tanking cooldowns to reduce incoming damage.

    Red Dots = Spawn Locations
    Dark Blue Dot = Main Tank (Place Holder Position)
    Light Blue Dot = Off Tank (Place Holder Position)
    Dark Blue Circle = Tanking Position**
    Green Circle = Party Position*

    *Generally party members just need to stay clear of AoE, but for this phase, the party will want to stand near the Dreadnaught in order to cause the Clockwork Bugs to walk close enough to be absorbed.

    **It's very important that the main tank face the dreadnaught toward the center of the arena. This will allow the main tank to be easily positioned to take his Spinner Rook during the next phase.

    Phase 4

    This phase spawns 4 Clockwork Bug and 2 Spinner Rook enemies.

    Much like Phase 1, these enemies will be gathered up and the party must defeat all enemies with Area of Effect damage before Phase 5. Note that the Main Tank should take aggro on the left Spinner Rook, while the Offtank controls the rest of the group. This will make it easier for each tank to avoid the Pox debuff, which heavily reduces overall Health.

    As soon as the enemies go down, Main tank should head to the north and Off tank should head near the center of the map to head off the next wave of enemies.

    Red Dots = Spawn Locations
    Dark Blue Dot = Main Tank
    Light Blue Dot = Off Tank
    Dark Blue Circle = Tanking Position*

    *Tanking in the center will leave the Off Tank in position to pick up the adds next phase while the Main Tank moves to the north side.

    Phase 5

    This phase will spawn a Dreadnaught in the north, 1 Clockwork Knight, and 1 Clockwork Soldier in the center and east sides of the map.

    The main tank will keep the Dreadnaught busy while the Off tank holds the Knight and Soldier. Damage dealers will burn the Knight and Soldiers accordingly until they die and then attack the Dreadnaught until the final phase starts.*

    *Alternatively, parties may request that the Dreadnaught in phase 5 be killed before the Knight and Soldier spawns. This method requires the Off-tank to run in circles with the Knight and Soldier to avoid damage until the part is ready to attack. If successfully done this way, the Main Tank will be considerably easier to heal throughout phase 6.

    Red Dots = Spawn Locations
    Dark Blue Dot = Main Tank
    Light Blue Dot = Off Tank
    Dark Blue Circle = Tanking Position
    Light Blue Circle = Off Tanking Position

    Phase 6

    All hell breaks loose here.

    This phase spawns 1 Dreadnaught (in addition to the Dreadnaught from last phase), 2 Clockwork Bugs, 1 Spinner Rook, 1 Clockwork Knight, and 1 Clockwork Soldier.

    The main tank will tank both dreadnaught enemies in the north side of the elevator and rotate defensive cooldowns.

    The off tank will group the remaining enemies away from the main tank and run around them in a circle. Running around them in a circle abuses the slow turning rate from the enemies and therefore avoids some incoming damage.

    Throughout this fight, it is recommended that healers try to conserve mana for the possible enrage timer that can happen towards the end of this phase. Damage users should focus DPS on the kill order listed below.

    Kill Order:
    1. Spinner Rook (Some compositions use Melee Limit Break here. The rook has to die as quickly as possible.)
    2. Dreadnaught (the one from Phase 5)
    3. Clockwork Knight + Clockwork Soldier (split melee and magic damage to appropriate targets)
    4. 1 Clockwork Bug (If he didn’t die to Area of Effect damage already)
    5. Feed the other spider to the final Dreadnaught and kill him.

    Red Dots = Spawn Locations
    Pink Dot = New Dreadnaught Spawn
    Dark Blue Dot = Main Tank
    Light Blue Dot = Off Tank
    Dark Blue Circle = Tanking Position
    Light Blue Circle = Off Tanking Position

    Congratulations on your Turn 4 victory!!

    Turn 5

    The video above, courtesy of mrhappy, will serve as a visual walkthrough of Turn 5.

    Unlike the other turns of the Binding Coil, you will not be able to complete this turn with just Darklight armor and your Relic. The blessing of being in Coil this far is that you should be quite a few pieces deep into iLvl 90 armor from loot within the Binding Coil.

    You will need to be in mostly iLvl 90 armor, which is gear obtained either from Mythology tomes or Binding Coil itself. Interchange the armor sets for the best stat results.

    Also consider using HQ Foods and Potions. A quick note on foods, 1 star and 2 star foods, at this current point in time, are impossible to stat cap even in full iLvl 90 armor. The buffs obtained from the best foods is actually less than their level 40-45 counterparts. Research the food that is right for your class to ensure that you are getting the most for your gil.

    Potions such as INT potions will only last a short time, but Damage over Time abilities used under the effect of a potion will lock your buffed stats into the damage of the ability itself. What this means is that potions for temporarily increasing your attributes could do a lot to increase your damage, or you may want to consider resistance potions for phases in which you will be contending with fireball.

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Comments
  • This is THE End-Game Raid/Instance so expect this to be a challenge, hopefully it's difficult, and will encourage working well with the rest of your Dungeon Team I'm a Conjurer slowly aiming to become a White Mage, so keep me in mind :] Yuliana Greyfanze
  • is this the trophy delaying getting the platinum untl november?
  • you cant do pvp right now so thats whats delaying the platinum trophy
  • As of today (9/24), one month after the game was released to early access, no one has cleared the Binding Coil of Bahamut yet. Zero people. Yeah.
  • Our static raid group on my free company have cleared the first 2 turns so far the issue is grinding the earlier turns so everyone can get gear drops
  • There is a total of 5 turns in the coil.. and from what I here every time one is completed you have to wait a week to do it agin. So I can take up to 5 weeks if your lucky.
  • not true. you can complete all 5 turns in a single week, then progress resets. you cannot however go back to completed turns so basically you get 5 instances per week. no one has completed turn5 yet (one has via a glitch.)
  • I'm wondering why this trophy is just bronze and not gold.....
  • Hi add me if you have a character in Odin , I lancer , have exp and geared , not +1 yet but its just a matter of time , also have Coiled LS , cheers
  • i know a FC group on Shiva server who have beaten turn 5. according to them the Coil isn't yet finished so this trophy is still not attainable
  • @10 The trophy pops when you clear Turn 5. I have some FC mates that have cleared the Turn 5 and have the trophy.
  • HOW IS THIS BRONZE!?!
  • Hey, anyone have a group on Adamantoise that can clear this? I only need the turn 5. Just can't do it with Duty Finder. I'm good til Twisters myself. PSN: johnequickiii Eastern Time
  • There is no way I can complete this with randoms using the Duty Finder T.T If anyone has a FC or a raid group on Zodiark, please please send me a message. I'm properly geared, iLvl 120 everything except one ring, which is iLvl 90 GMT+1 PSN: TfT_02 FFXIV: Rlyehs Lament Job: Dragoon
  • 8D Managed to get this trophy! Check the party finder if someone is looking for a party to do the T5 coil, if not - create your own. I've found my group this way and it worked really well!
  • Hey, I'm a tank looking to get this trophy. Please let me know if you're looking for others.
  • Is this easier now with Stormblood released?

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