Ifrit (hard)

Discuss end-game content in this section - partner up and find team members for battles such as the Binding Coil of Bahamut, the Crystal tower, as well as the relic quest line, hard mode primals and other high level dungeons. Find help guides and ask questions here.
Ifrit (hard)
December 16th, 2013, 10:12 am

Party setup
2 tanks, 2 healers, 4 dps

The ideal case is to have a PLD for stunning, and a BLM/SMN to do limit break during the nail phase. Note it's still possible to do everything without a PLD and BLM/SMN but it requires some good coordination and communication amongst the party members. Consider a BLM, SMN, MNK, or DRG as a required member of your team. 4 BRD is a bad idea.


Recommended Gear
You will be required to be at least average item level 49.


General Notes
The main idea of this fight is to introduce you to party communication and coordination. Make sure everybody knows their role before getting started, and discuss how you'll deal with the nails.

This fight has 3 phases. Throughout the entire fight, an attack called eruption needs to be stunned. If you have 2 WAR, they will have to alternate stuns. If you have a PLD they manage this duty themselves. It's imperative that nobody else interferes, as you do not want stuns to be resisted especially in the 3rd phase.


Phase 1
Initially Ifrit won't do much. Eruptions start out small, it's good that players dodge these as if they won't get stunned. He'll also do a vulcan blast which knocks back melees, but ranged that are just within the bounds of the attack will take 700ish damage. It's best that ranged get to know how large this attack is and stay just outside its bounds. Eventually he will jump and reappear on the side. He will then charge straight across the room and do significant damage to anyone it hits. Envision a rectangle as wide as him, starting at him and going straight across the room relative to how he's facing. avoid it.

When down to ~70% health he introduces a mechanic, the fire plumes. They first appear along the outer perimeter, and then will appear in the inner part of the area a little later. This pattern will repeat, slowly. Also after this point, when ifrit jumps, 2 of him will appear and take the stance to charge. It is possible to stand between them and not get hit, same on the opposite side of the room. I believe that relative to facing them, the one to the left always goes first.


Nail Phase
At about 50% health, 4 nails will appear. Based on your party you would have one of the following strategies set before you started the fight.

If there is a BLM/SMN, they will deliver a level 3 limit break that will hit all 4 nails. Other dps should worry about doing ~25% dmg to all the nails, if the limit is still charging. If the LB is delivered immediately the dps just clean up.

If there is no BLM/SMN, then a melee dps will deliver LB to 2 of the nails. The other dps work on destroying the other 2 nails. Be sure to discuss this at the beginning and everybody understands how this will go. If not executed properly, you will not destroy the nails quickly enough.

If Ifrit jumps before the 4 nails are destroyed, your party will be wiped. Otherwise everybody gets hit for 30-50% of their health and the fight continues.


Phase 3
There is a rigid pattern followed now.

Plumes (outer perimeter) - Plumes (inner area) - Eruption - Plumes (everywhere except under him) - Vulcan Blast - jump/charge

The above pattern repeats until either Ifrit or the party is defeated. There is not much time between the first sets of plumes so be ready to move quickly. The eruption that follows will typically cover at least half of the area, so it's really imperative for stuns to work. The 3rd set of plumes cover the entire area except for directly under ifrit. Typically after the 2nd set everybody runs under Ifrit, in anticipation. The jump/charge that follows will feature 3 ifrits charging instead of just 2. Again, keep in mind that relative to facing them, they will charge from left to right.

As long as everybody follows the pattern and does well to dodge the charges, things will go just fine. It's all the same mechanics introduced early in the fight, but a bit faster and wider reaching.
Haggar
Neko Steward
Neko Steward
 
Posts: 798
Joined: March 4th, 2013, 10:23 am
Location: Maryland
FFXIV Avatar: Haggar Drinksalott
FFXIV Free Company: Nekomimis FTW!
WKC Avatar: Haggar/Bertha


Re: Ifrit (hard)
December 20th, 2013, 5:53 am

So they've changed up eruptions a little, and how Ifrit resists stuns. The strategy is still to have somebody stunning them, but pure stunbot mode doesn't work anymore. As a result, if you bring a DRG along you would only need 1 tank in your party. Something else that's important to note is the limit break. With a strong party it's a struggle to get to 2 bars of limit break during the nail phase.

This was just from observation in 2 runs earlier. If anybody has some more sound information please share, I'll await some more details before changing up the main post.
Haggar
Neko Steward
Neko Steward
 
Posts: 798
Joined: March 4th, 2013, 10:23 am
Location: Maryland
FFXIV Avatar: Haggar Drinksalott
FFXIV Free Company: Nekomimis FTW!
WKC Avatar: Haggar/Bertha



Return to End-Game Sandbox

Who is online

Users browsing this forum: No registered users and 1 guest


cron