Ifrit Extreme Mode (FFXIV: ARR)

All we know about Ifrit Extreme Mode in the upcoming 2.1 Patch!

Ifrit Extreme Mode Teaser Video

Ifrit Extreme Mode Abilities

Radiant Plumes, Incinerate, Cleave and all his goodies make a return. Just a bit more beefy now!

Eruption – Now non-interrupt-able. There are variations of the basic single eruption, and the eruption that follows two different members (Like Ultima Weapon).

Crimson Cyclone – Ifrits rush skill. Now with a much fatter AoE and 4 clones!

Searing Wind – The key mechanic to Ifrit extreme mode. Always targets a healer. The target continually pulses a large AoE pushback. This does massive damage, and all other party members should avoid the afflicted healer.

Tank Swapping – Ifrits stacking debuff is especially nasty. Reduction of max hp for each stack – switch it up once the OT is clean!

Infernal Fetters – A chain that links 2 people together, it has 3 effects, becoming more severe as their distance grows. Obviously, stay close to each other to prevent this.

  • Fire DoT.
  • Increase damage taken.
  • Decrease damage dealt.

Infernal Nail – now causes damage and vulnerability up when killed. As usual, any nails present before Hellfire is cast means a KO for the party.

Ifrit has three Nail -> Hellfire cycles.

 

Ifrit Extreme 1st Nail Phase

The first set of nails are pretty basic. 4 nails, 1 on each edge of the map. All dps should focus on the nail opposite from Ifrit, then once the searing wind target is determined melee may destroy the nail of the “safe” healer, and ranged on the “dangerous” healer.

Hellfire is cast and then then Radiant Plumes quickly after.

A note on Radiant Plumes

  • The safespot changes after each Hellfire.
  • Every safespot has a “mirror” safespot on the opposite end.
  • If you feel like you won’t make it – just get hit by one. It’s better than dying.

Radiant plume safe-spot is around 1:30 for this one.

Ifrit Extreme 2nd Nail Phase

The second set of nails goes all the way around the ring of the stage. Again, kill the opposite nails(melee), and nail nearest ifrit(ranged). When searing wind is refreshed, ranged and melee should clear the nails of the respective healers.

Infernal fetters makes its appearance here. The off-tank is targetted, and a random DPS. DPS and off-tank should travel closely together. This can be tricky when a tank swap is needed. Make sure that while the chain is on, you do not stay too far apart from each other.

Again, Hellfire is cast and then then Radiant Plumes quickly after.

Radiant plume safe-spot is around 2:00~ for this one. (Mirrored on opposite end)

Ifrit Extreme 3rd Nail Phase

The third and final set of nails are, well, everywhere. with one mega nail in the middle. 13 Nails in total. The large nail should be killed last. After identifying which healer has searing wind, DPS must work on the nails closest to healers, then outwards. Killing the large nail does quite a significant AoE pulse.

The final Hellfire is cast, and Ifrit should be defeated shortly after.

Radiant plume safe-spot is around 2:30~ for this one.

Ifrit Extreme Tips / Strategy

Ifirt Extreme Mode Loot List

Tank – Inferno Bangle of Fending
Healer – Inferno Bangle of Healing
Bard – Inferno Bangle of Aiming
Caster – Inferno Bangle of Casting
Melee – Inferno Bangle of Striking

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