Nael deus Darnus

One thing that makes Nael tricky is that although there are three lines leading up to Cauterize, there are four Fire/Ice/Lightning cycles so the two loops do not move in sync with one another.

The other difficulty is that the tempo in Nael’s phase is noticeably faster compared to Twintania, or most other encounters in general. Keep that in mind when reading the diagrams below- the mechanics resolve in sequence one after the other quickly.


Quotes

Nael telegraphs her upcoming attacks by saying a line- key words in that line indicate what attacks she is about to do, and in what order.

The quotes that Nael will use in this phase are:

O hallowed moon, take fire and scorch my foes!

Lunar Dynamo → Thermionic Beam

In → Stack

O hallowed moon, shine you the iron path!

Lunar Dynamo → Iron Chariot

In → Out

Take fire, O hallowed moon!

Thermionic Beam → Lunar Dynamo

Stack → In

Blazing path, lead me to iron rule!

Thermionic Beam → Iron Chariot

Stack → Out

From on high I descend, the hallowed moon to call!

Raven's Dive → Lunar Dynamo

Spread → In

From on high I descend, the iron path to call!

From on high I descend, the iron path to walk!

Raven's Dive → Iron Chariot

Spread → Out

Fleeting light! 'Neath the red moon, scorch you the earth!

Dalamud Dive → Thermionic Beam

Tankbuster → Stack

Fleeting light! Amid a rain of stars, exalt you the red moon!

Meteor Stream → Dalamud Dive

Spread → Tankbuster


Bahamut’s Favor

1. Have the MT Provoke Nael after the Bahamut's Claw is over, and center Nael, facing North.

2. Nael casts Bahamut's Favor, which summons five dragons around the room.

These dragons are responsible for much of the upcoming mechanics.

[Click to Expand] Dragon mechanics breakdown

Firescorched and Icebitten

  • One dragon will periodically tether to a random player, and after a period, hit that player with a Fire AoE that applies a Fire debuff to any player hit.

    If a player has an active Ice debuff, the two will cancel out. If a player already has Fire, this will kill the player.

  • Another dragon will cycle through the party list, hitting each player with an Ice debuff.

    If a player has an active Fire debuff, the two will cancel out. If a player already has Ice, this will kill the player.

Dooms and Wings of Salvation

One dragon will Doom 2-3 players that will kill the players when the timer expires. The Dooms are staggered and will expire one-by-one, after 6 seconds, 11 seconds and 16 seconds.

Another dragon will target a random player once for each Doom debuff with a white Wings of Salvation AoE that leaves behind a small puddle.

The only way to remove the Doom is to step into a small white puddle left behind when the Wings of Salvation explodes.

Because the Dooms are staggered, they must be cleaned in the right order.

Thunderstruck

The final dragon will periodically target two random party members with Thunder- a debuff that will go off in an AoE centered on that player that deals damage and paralyzes any other players that get hit.


First line

To summarize the mechanics sequence for Nael’s first line:

  1. Lunar Dynamo + Thunders
  2. Iron Chariot or Thermionic Beam
  3. Wings of Salvation #1 + Fire (in)
  4. Wings of Salvation #2
  5. Bahamut’s Claw

3. Nael will say her first line, which will lead to either:

  • Lunar Dynamo → Iron Chariot
  • Lunar Dynamo → Thermionic Beam

Two random players will be randomly targeted with a Thunder debuff- these two players must separate from the party while still being within Lunar Dynamo's safe zone.

The priority goes:

  • Left: MT ST H1 H2 D1 D2 D3 D4 :Right

4. After the Lunar Dynamo, either stack for Thermionic Beam, or move away from Nael to dodge Iron Chariot.

5. Dodge the white AoE together in the same movement so the party gets hit by the Fireball.

6. Dodge the second white AoE.

  • 6s Doom: Cleanse your Doom.

7. The second Wings of Salvation resolves, leaving behind a second white circle.

  • 10s Doom: Cleanse your Doom.

8. Nael does a 5-hit Bahamut's Claw on the MT.


Second line

This is potentially the most hectic sequence in this phase:

  1. Fire (out)
  2. Thunder
  3. Thermionic Beam
  4. Lunar Dynamo or Iron Chariot
  5. Wings of Salvation #1
  6. Wings of Salvation #2
  7. Wings of Salvation #3 + Thunder
  8. Fire (in)
  9. Bahamut’s Claw

9. The second Fire tether appears.

  • 2nd Fire: Stand away from the party and take the Fireball solo.
  • Other players: If you have the Icebitten debuff (i.e: you missed the first Fireball), stack with the 2nd Fire player to remove Icebitten.

10. Nael will say her second line, which will lead to either:

  • Thermionic Beam → Lunar Dynamo
  • Thermionic Beam → Iron Chariot

At the same time, the two Thunderstruck debuffs will resolve.

  • Thunder: Stand away from the party (and not on top of one another).

11. First part of Nael's second line.

Stack in the middle for Thermionic Beam.

12. Second part of Nael's second line.

  • Either stay in and stacked to dodge Lunar Dynamo or
  • Move back to dodge Iron Chariot.

13. The first Wings of Salvation resolves, along with three Dooms at 6s, 10s, and 14s.

14. The second Wings of Salvation resolves.

Two random players get targeted with Thunderstruck.

  • 6s Doom: Cleanse your Doom debuff.

15. The third Wings of Salvation resolves together with the two Thunderstruck debuffs.

The Fire dragon targets a random player with the Fireball tether.

  • 10s Doom: Cleanse your Doom debuff.

16. 14s Doom: Cleanse your Doom debuff.

17. The third Fireball resolves.

Everyone stacks together to get the Firescorched debuff except the player that was 2nd Fire.

18. Spread out to prepare for Nael's third line.

Nael will Bahamut's Claw the MT.

Be careful, as all the mechanics can target a single player:


Third line

The mechanics for Nael’s third line will go:

  1. Spread
  2. Lunar Dynamo or Iron Chariot
  3. Wings of Salvation #1 + Fire → Thunder
  4. Wings of Salvation #2
  5. Wings of Salvation #3
  6. Ravensbeak

19. Nael will say her third line, which will lead to either:

  • Raven Dive → Lunar Dynamo
  • Raven Dive → Iron Chariot

The first part of Nael's third line resolves.

Nael will dive on a random player, hitting them with an AoE that will knock any other player hit out of the arena.

The Fire Dragon will also tether to a random player.

20. The second part of Nael's third line resolves. Either:

  • Move close to Nael to dodge Lunar Dynamo or
  • Move away from Nael to dodge Iron Chariot.

Two random players will be targeted for Thunderstruck.

21. The fourth Fire resolves as the first Wings of Salvation AoE appears.

22. Stay stacked just long enough to get the Fire debuff before dodging the Wings of Salvation AoE.

  • Players without Thunder: Dodge towards Nael, but stop just outside the Wings of Salvation.
  • Players with Thunder: Move far away from Nael (and thus, the party).

23. The second Wings of Salvation appears.

  • 6s Doom: Cleanse your Doom.

24. The third Wings of Salvation appears.

  • 10s Doom: Cleanse your Doom.

25. Have the MT recenter Nael, and face North.

  • 14s Doom: Cleanse your Doom.

26. Nael will then target the MT with Ravensbeak, a single-target tankbuster that also applies a Piercing Resistance Down II debuff, forcing a tank swap.


Fourth line (Cauterize)

The party will have to resolve Nael’s fourth line in conjunction with divebombs.

  • Three random players (other than the tank currently holding hate) will get marked with a green marker.
  • When the marker disappears, the dragons that will dive will lock onto where that player was standing at the time, and then dive at that position.
  • There are three dives in total in a 2-1-2 configuration:
    • The first two dragons clockwise from north (including north).
    • The third dragon clockwise from north.
    • The last two dragons clockwise from north.
  • The goal is to direct these divebombs away from the center of the arena where the rest of the party is.
  • Nael will also drop Hypernova AoEs on the first two baiters.

You can use this site to practice divebomb placement:

https://freehaha.github.io/nael-dive/

27. Nael will say her fourth line, which will lead to either:

  • Meteor Stream → Dalamud Dive
  • Dalamud Dive → Thermionic Beam

(Note this is the first line whose first mechanic is not fixed.)

At the same time, the first divebomb marker will appear above a player that's not the ST (who currently holds hate).

28. The first divebomb marker disappears, locking the first divebomb location as Nael targets that player with two Supernova AoEs.

The second divebomb marker appears above another player.

29. The second divebomb marker disappears, locking the second divebomb location as Nael targets that player with two Supernova AoEs.

The third divebomb marker appears above another player.

30. Nael disappears, and the first divebombs resolve.

The third divebomb markers disappears, locking in the third divebomb location.

31. The first part of Nael's fourth line resolves. Either:

  • Spread for Meteor Stream or
  • Stack in the middle to share a Thermionic Beam.

Because the first divebomb has already resolved, the first divebomb area is generally safe to spread around.

The party should also avoid the ST.

32. The second part of Nael's fourth line resolves.

The party should stack in the middle as it will dodge both cases, which are either:

  • A Dalamud Dive on the ST, or
  • A Thermionic Beam stack.

If Nael does the Thermionic Beam second, the ST can also join the stack to help share in the damage.

The third set of divebombs will also resolve.

33. Nael then does the 5-hit Bahamut's Claw on the ST, just like the sequence at the start of the phase.


Fifth and Sixth lines

The sequence of mechanics after this point are:

  1. Nael’s fifth line
  2. Nael’s sixth line
  3. Ravensbeak (tank swap)
  4. Bahamut’s Claw (5-hit tankbuster)
  5. Megaflare (enrage)

The fifth and sixth lines are a random selection of any combination from Nael’s first three lines.

This is much simpler now that the dragons are gone, so the party will no longer need to contend with Fire/Ice, Thunder, or Doom.


Seventh Umbral Era (Transition to Bahamut)

Depending on how the party did with Twintania and Nael, you should have either a Tank LB2 or LB3 available at this point.

Stack together at the south Neurolink (same place where you stacked for the transition to Nael) to prepare for a knockback.

  • If you have LB2: Tank LB before the knockback.
  • If you have LB3: Tank LB at the knockback.

The giant fireball will then pulse four times for raidwide damage- three weak pulses (Calamitous Flame), followed by one strong pulse at the end (Calamitous Blaze).

Recovering LB3

If you have an LB3 at the end of Nael, it may be useful to learn how to cheese Seventh Umbral Era so that you begin Quickmarch Trio with an LB3 (or at least very close to it), especially while progging Bahamut.

This will let you save runs with a healer LB3 that would otherwise result in a wipe, allowing the group to get some more practice in.

LB is built if someone in the party takes lethal damage, but is saved by shields or in this case, mitigation from the tank LB3. This is how we build the LB gauge at Twintania by doing a 5-man Fireball stack (increase damage to lethal by removing players, who are then saved by the shields).

The knockback damage from Seventh Umbral Era is based on proximity to the center.

The goal is to go down to around 6k HP, at which point Calamitous Flame would have killed the party in the absence of tank LB3. If players are taking too little damage, consider removing shields, or standing closer. If someone’s HP goes below 3k at the knockback, they are too close.

With a tank LB3 (80% mitigation), each weak damage pulse hits for a little under 1.4k damage, and the strong one for around 5.5k.

The healers should start casting a heal to make it in time for Calamitous Blaze, but watch out in case some party members are too low HP after the knockback (under 2.8k HP).


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Final Fantasy XIV Elemental DC Raid Macros