The Bowl of Embers (Extreme)

From Final Fantasy XIV Online Wiki
Revision as of 19:03, 5 December 2019 by RopeDrink (talk | contribs)
Jump to navigation Jump to search

Template:Trial Infobox

See also: The Bowl of Embers and The Bowl of Embers (Hard)

General Information

The Bowl of Embers (Extreme) is a level 50 trial requiring a party of 8 players with an average item level of 70 or above. To unlock the trial, players must be on the quest Ifrit Ain't Broke and should have defeated Titan (Extreme) after completing Quake Me Up Before You O'Ghomoro.

Lore

Though there have been no overt signs of Ifrit's stirring, Urianger suspects that the situation will soon change. Visit the Hall of Flames in Ul'dah and warn High Flame Commander Swift of the impending danger.

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 succeeded 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 scorching encounter.

Ifrit's Abilities

Ifrit utilizes all of his abilities from previous difficulties, albeit far more deadly by comparison, as well as some additional mechanics exclusive to extreme mode.

  • Incinerate, for example, will apply a stackable debuff named Suppuration to those it hits, reducing maximum HP of the target for its entire duration. As a result, the main and off-tank should occasionally swap in order to clear their stacks and prevent Suppuration from reducing their maximum health to dangerously low levels, all while keeping Ifrit turned away from the party in order to prevent Incinerate from hitting them.
  • Eruption, unlike the other difficulties, can no longer be interrupted and will be cast in two distinct patterns. The first is cast on 3 DPS in succession, which is best avoided by having all DPS players stick together and move as a group to prevent chaos and unnecessary damage. The second version is a single Eruption targeted at the current off-tank who should maintain distance from the DPS, but close enough to perform a tank-swap if needed.
  • Searing Wind is an ability exclusive to extreme mode that is cast specifically at healers (assuming they are alive), causing them to periodically deal an explosive AoE knockback that inflicts massive damage to those caught in the blast, except the healer themselves. Due to this, both healers also need to maintain their own positional rotation to keep the party safe during mechanical overlaps.
  • Hellfire is used at three points during the battle, specifically at 75%, 50% and 15% of Ifrit's health. With each one, a Radiant Plume will be cast over the entire arena, leaving only two small safe-spots that rotate in a clockwise motion with each new Hellfire. Due to mechanical overlaps, these safe-spots need to be utilized by the party in a specific way. For example, tanks will often need to position Ifrit in one safe-spot and remain there with the DPS to avoid damage, whilst the healer afflicted by Searing Wind can utilize the other safe-spot to prevent inflicting damage and knockback to the group.
  • Ifrit will use Crimson Cyclone after each Radiant Plume, only this time there will be an additional copy of Ifrit (4 in total), all with a wider attack compared to previous difficulties, making the mechanic more difficult to dodge. However, the charge-order hasn't changed, thus players should once again move beside the left-most Ifrit as it always charges first.
  • Infernal Nails will need to be dealt with after Hellfire and are far more difficult to destroy. However, destroying a nail will cause an Infernal Surge, inflicting arena-wide damage and applying an unavoidable debuff that increases damage taken for a short period. Due to this change, nails should be taken down individually rather than AoE'd down like in previous difficulties. Only 4 nails will be summoned after the first Hellfire, increasing to 7, and then 13 on the last. The 13-nails specifically include a much larger nail in the arena centre which is usually best to tackle by using a level 3 Limit Break (melee).
  • Lastly, Ifrit will begin affecting two players with Infernal Fetters after the second Hellfire, typically a DPS and the off-tank, which increases damage taken, deals damage over time, and decreases damage done for its duration. This effect grows in potency depending on how far apart the two targets are, hence they must remain close together until the effect fades. Due to each nail-phase being a DPS check and the potential need for tank-swaps, allowing Infernal Fetters to reduce damage done and increase damage taken is a great hinderance unless both players co-ordinate appropriately.
  • Each phase lasts until Ifrit casts Hellfire at 75%, 50% and 15% health.

Phase 1

This phase involves dealing with multiple Eruptions and Searing Wind, requiring the group to co-ordinate to safe-spots while avoiding the affected Healer. Afterwards, the group will have to deal with the first wave of Infernal Nails (4) which need to be destroyed before Ifrit can cast Hellfire. Be mindful that one Eruption will be used on the off-tank during this nail-phase.

Phase 2

After Hellfire, the entire arena will be covered in plumes with a single safe-spot close to Ifrit, followed by a wave of Crimson Cyclone that needs to be dodged. To do so, players should move themselves to the left-most clone (which always dashes first), then move into the newly opened spaces to avoid the other copies. However, one Healer will be affected by Searing Wind during this time, encouraging them to dodge Crimson Cyclone from the opposite side to avoid damaging the entire group.

Eruption will continue throughout this phase, including another one on the off-tank during the arrival of the second set of nails (which includes 7 nails in total). Infernal Fetters will also be inflicted during this phase, forcing a DPS and off-tank to stick as close together as possible. Assuming all nails are destroyed before Ifrit casts Hellfire, the group will avoid a wipe and Phase 3 will begin.

Phase 3

This phase is almost identical to the previous phase with exception to the nail phase, which will now spawn 13 nails, including a large central nail that may require being burst down by a level 3 melee Limit Break depending on overall DPS. Once again, players must destroy all nails before Hellfire to avoid a wipe.

Phase 4

From this point onward, there will be no more nails, making it similar to the previous phase, except now the fight is a DPS check. The group must defeat Ifrit before the final Hellfire or the battle will end in a total wipe.

Loot

Item Icon Slot Level iLvl Job Def Magic Def Stats
Inferno Bangle of Aiming Ifrit extreme bracelets.png Wrists 50 90 All Classes 1 1 Dexterity +13, Determination +11, Critical Hit Rate +11
Inferno Bangle of Casting Ifrit extreme bracelets.png Wrists 50 90 All Classes 1 1 Intelligence +13, Accuracy +11, Spell Speed +16
Inferno Bangle of Fending Ifrit extreme bracelets.png Wrists 50 90 All Classes 1 1 Vitality +15, Parry +11, Skill Speed +16
Inferno Bangle of Healing Ifrit extreme bracelets.png Wrists 50 90 All Classes 1 1 Mind +13, Piety +8, Determination +11
Inferno Bangle of Slaying Ifrit extreme bracelets.png Wrists 50 90 All Classes 1 1 Strength +13, Accuracy +16, Critical Hit Rate +11

Images

Ifrit extreme1.jpg

Video Guides

Ifrit (Extreme) Guide