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

Like us on Facebook, Follow us on Twitter for more updates. Also, check us out on YouTube and Twitch!

 

FFXIV ARR Ifrit Hard Mode

Featured-Image

While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that the Amalj’aa have already suceeded in calling forth Ifrit, who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a schorching encounter.

Ifrit hard mode is the first hard-mode boss you will encounter, as the entry level eight-man encounter. His fight has three phases, and a transition in between.

Interrupting Eruption is the key to winning this fight, from Phase 1 to end. Ifrit has 2 interruptible skills, Eruption and Radiant Plume. Interrupting Eruption is much more worth it. Why? It’s “harder” to dodge and predict Eruption, as compared to Radiant Plume. And in his final phase, Eruption pretty much covers 80% of the map.

Ifrit Hard Mode Phase 1

Phase 1 of Ifrit is just like Ifrit normal mode. He has the same abilities, but obviously much much stronger.

  • Incinerate – The usual frontal cone attack, but it hurts like hell to non-tank classes. Face away from your party.
  • Vulcan Blast – Massive PBAoE pushback. Healers, stay at maximum range to the tank to prevent getting hit by this. An untimely vulcan blast can mean getting into a bad situation.
  • Eruption – The same random AoE attack which blows up after a certain time.
  • Radiant Plume – A non-random AoE attack which blows up after a certain time. Either on the outer ring, or inner part.
  • Crimson Cyclone – Ifrit disappears and randomly reappears in one end of the ring. After a short period he will dash forward all the way to the other end, dealing damage too all in his path. Increases to two “clones” after a while.

P1-p2 Transition

Infernal Nail shows up again. This time, there are FOUR that spawn. Failing to kill these will result in an instant KO by Hellfire.

Using a Summoner or Black Mage Limit Break is highly advised here, and makes this transition much easier.

Ifrit Hard Mode Phase 2

  • Eruption – Increases the number of AoE’s as time progresses. Again, you must interrupt these as they are deadly and can result in situations where a player can’t escape.
  • Radiant Plume – Radiant plume gains a third pattern. The only reliable safe zones are directly behind him, and in front of Ifrit. Ranged players, don’t stay too far from Ifrit at this point. You wont make it behind him in time.
  • Crimson Cyclone – maxes out at 3 clones, and will usually kill anyone hit by 2.

Hard mode Ifrit Loot List

Ifrit drops Item Level 60 Weapons for all Classes.

Paladin – Ifrit’s Blade. Marauder – Ifrit’s Battleaxe
White Mage – Ifrit’s  Cane. Scholar – Ifrit’s Codex.
Monk – Ifrit’s Claws. Dragoon – Ifrit’s Harpoon.
Black Mage – Ifrit’s Cudgel. Summoner – Ifrit’s Grimoire.
Bard – Ifrit’s Bow.

Summary & Tips

He has all the same skills, only gaining Crimson Cyclone. 3 Clones max. Staying in between 2 of the clones is actually a safe zone.

Again, interrupting Eruption is the key to winning this fight. Make sure you have one or two guys (preferably Paladin) to interrupt it. However, make sure it’s a coordinated effort because doing stuns unnecessarily will result in him RESISTING the stun. DPS and Healers, have faith in the cancelling of Eruption. If you’re running with a good group, don’t move out of it. More movement = longer fight. But to be safe you can make a run for it each time Eruption lands at your feet.

Ranged / Healers – Do not stay too close to edge of the ring. An outer Radiant Plume will likely tag you, even if you run ASAP. Stay a good 25% away from the edge, as you can minimize movement to dodge either a inner or outer Radiant Plume.

Allagan Tomestones (Philosophy & Mythology)

 

Featured-Image

What are Allagan Tomestones?

Allagan Tomestones are an end-game currency you get from various duties (Dungeons/Trials) which you can use to buy end game equipment. There are two types of Allagan Tomestones (Philosophy and Mythology). The Allagan Tomestones of Philosophy are easier to obtain than the Mythology (see our list of where to get Tomestones below)

How many Allagan Tomestones can you carry? What is the cap for Allagan Tomestones?

These are questions that get asked a lot, the simple answer is you can can carry up to 2,000 of each, for Mythology though there is a 300 450 a week cap (changed in 2.1). To view this cap simply go to your Character menu and click on ‘Currency’. The Tomestones on top are the Philosophy, the ones on the bottom are Mythology

FFXIV-ARR-Allagan-Tomestone-Limit

Where can I use Allagan Tomestones? What can I buy from Allagan Tomestones?

In Mor Dhona (Revenants Toll) there is an NPC ‘Auriana’ near the Aetheryte. This is where you can spend your Allagan Tomestones, all the armor here is higher quality than that of the story quest. Also important to note that if you are doing your ‘A Relic Reborn’ quest, you will need to purchase a ‘Bottle of Radz-at-Han Quenching oil‘ for 900 Allagan Tomestones of Philosophy after defeating Titan Hard.

FFXIV-ARR-Allagan-Tomestone-NPC-Aurianca

Where do you get Allagan Tomestones of Philosophy / Mythology?

Here is what we have so far, if you know of any other sources, please note down in the comments!

PlaceTome of PhilosophyTome of Mythology
Duty RouletteLow level dungeons - 100
Main Scenario - 100
Low level dungeon - 10
High level dungeon - 40
Must be level 50 to receive tomestones
If you are not level 50 you receive GC currency instead
Award is only received once per day
DUNGEONS
Castrum Meridianum100-
The Praetorium100-
Amdapor Keep10030
The Wanders Palace10030
Copperbell Mines (Hard)10050
Haukke Manor (Hard)10050
Pharos Siruis10050
Crystal Tower20050
The Binding Coil of Bahamut-50 (Myth only drops for Turn 1,2,4,5)
PRIMALS
Ifrit (Hard)104
Garuda (Hard)157
Titan (Hard)2015
Ultima's Bane2017
King Moggle Mog1512
Garuda (Extreme)2519
Titan (Extreme)2522
Ifrit (Extreme)2525
OTHER
Beast Tribe Daily0,5,10,150,3
Timeworn Leather Map??
Timeworn Goatskin Map??
Timeworn Toadskin Map??
Timeworn Boarskin Map??
Timeworn Peisteskin Map??

What is Darklight Armor / Relic+1 Armor / End Game Armor?

Here is the known tier system for equipment right now:

  • Story Quest / Grand Company / Crafted gear
  • Darklight: buy using Allagan Tomestones of Philosophy
  • Primal Weapons (Hardmode) from Titan (item level 80) > Garuda (item level 70) > Ifrit (item level 60)
  • Relic Weapon: from quest chain ‘A Relic Reborn’
  • Relic+1: buy using Allagan Tomestones of Mythology
  • Allagan: drops from the Binding Coil of Bahamut
  • Allagan Weapon (i95): drops from turn 5 of the Binding Coil of Bahamut

FFXIV ARR Ifrit – Lord of the Inferno

Ifrit is the first legitimate boss you’re going to fight. Don’t let nostalgia get to you: Ifrit can catch you off guard!

Ifirt Phase 1

“Flame Breath”: A wide cone of fire without a warning area. It’s important that Ifrit never faces the rest of the party.

Vulcan Burst: (PBAoE, knockback): A huge AoE knockback. Don’t worry, the fire walls do not damage you. While annoying for casters, this does not do significant damage.

Eruption – A targetted AoE attack that you must run out of the moment you see it. The affected area is pretty big. Damage ranges from 50-75% of your health.

All of the above abilities will continue throughout the fight.

Ifrit Phase 2

Infernal Nail – At 50% Health Ifrit will spawn “Infernal Nail”. This should be killed immediately. After a set amount of time, Ifrit will cast Hellfire. If Infernal Nail is still alive, your party will be KO’d.

Hellfire – Like mentioned above, a sure KO if Infernal Nail is still alive. This still does a huge amount of damage otherwise. There are two ways to deal with this, either a tank cast limit break before it hits, or a healer casts limit break after it lands. Either way is okay.

Radiant Plume – This ability can affect either the outer rim of the ring, or the inner area. It’s quite obvious, because the floor turns to Lava. After a few seconds of casting it explodes. Avoid this, because it can deal critical amount of damage.

Primals:
Ifrit | Titan | Garuda | ???