Hey guys sorry for little OT but on page 2 somebody posted link to FFXIV parser, its says file not found. Can anyone please give some working link?
Thanks.
Party Composition
MRD, CNJ, CNJ, THM, LNC, LNC, LNC, LNC
The reason LNC outshines other DPS classes is because of a) it's overall dmg buff in 1.19 and b) it's auto attack range. We have also completed the fight with MRD DPS and have made attempts with PGL and GLA as well. ARC is useless due to having an animation lock on every single light shot and overall low DPS with the multi buff nerf in 1.19.
Phase one starts by initiating the pull from the zone in area. Have your tank pull him back to the ring of fire wall. Melee DPS should initiate from the get go and full out DPS. Don't worry if they pull hate as Ifrit does very low melee damage in the first phase. Have your THM focused on Poison, Bio, Dia - keeping them up 100% of the time as well as refreshing Slow on Ifrit whenever it is off of cooldown. One CNJ should be focused on keeping Stoneskin on the Melee DPS group everytime it is off of cooldown. The other CNJ will be main healing the tank.
Continue to have CNJ keep rolling Stoneskins on the DPS group and the THM keep up Poison, Bio, Dia and Slow. Phase one ends when Ifrit's HP reaches 75% HP.
Phase two starts when Ifrit's HP reaches 75%. Another indication the phase has started is when Ifrit uses his first special ability, who go off every 15 seconds (barring Slow debuff). The tank will be incurring damage from Swipe (frontal conal melee damage) as well as Incinerate which is a flame breath targetted at the person on the top of the threat list. Just have one CNJ focus on the tank just like before. This phase is mechanically the same as the last except your party will have to "move out the fire".
Main Abilities
Vulcan buster (AoE knockback and damage), Crimson Cyclone (Teleport and Dash attack), Eruption (Voidzone) and Radiant Plume (Multiple voidzone grid) will all fire off every 15 seconds at random. He will never use the same ability twice.
Affects: Everyone
Crimson Cyclone will teleport ifrit into the air and land him in 1 of 8 possible spots on the outer edge of the fire ring. He will then charge for a second and do a dash attack to another one of the 1 of 8 spots. He will always dash to the adjacent area.
Affects: Everyone
Eruption will spawn a cracked lava voidzone underneathe the player second on the threat list. After about 2~3 seconds the eruption will explode damaging anyone inside of it's radius. The best way to avoid this ability is to look for Ifrit's "tells". He will put his body in a crouched linebacker position 1 second before he uses it. After Eruption is recognized, anyone in the radius should run directly away from the voidzone.
Affects: Healers and DPS
Radiant Plume will spawn 5~6 dark pools of energy radially around Ifrit. When Radiant Plume (henceforth refered to as "Plume") goes off, everyone within a pool must move out of it or they will incure large amounts of damage. The best way to avoid it is to look for another one of Ifrit's "tells". He will kneel down on one knee and put his right arm up in the air as if in summoning. Run towards Ifrit as the pools spawn at least 5 yards away from him, creating a "safe zone" around his body. Another alternative is to run inbetween the pools, but due to hitbox registering on the server, this can prove fatal in most cases.
Affects: Healers, DPS and RARELY the Tank
Continue to have CNJ keep rolling Stoneskins on the DPS group and the THM keep up Poison, Bio, Dia and Slow. Phase two ends when Ifrit reaches 50% HP.
Phase three starts when Ifrit's HP reaches 50%. Another indication the phase has started is when Ifrit starts to glow. This phase is identical to phase two aside from three exceptions.
Eruption will now spawn x3 on the person who is second on the threat list. The voidzones will follow said person and then continue to explode in succession. The best way for everyone to avoid this is to not run in the same direction as the person targetted.
Crimson Cyclone will now teleport Ifrit x3. Same mechanics as before except now he will teleport and dash three times in a row.
The last exception is that he will use a new ability called Sear. This is a 8~10 second AoE damage pulse that lasts from Phase three to five. It will deal damage to anyone within it's range. The best way to counter this is to have your DPS either a) Auto Attack from max distance (best used with LNC) or to b) joust in an out (best used with PGL/MRD).
Continue to have CNJ keep rolling Stoneskins on the DPS group and the THM keep up Poison, Bio, Dia and Slow. Phase three ends when Ifrit's reaches 30% HP.
Phase four starts when Ifrit's HP reaches 30% and only lasts for 60 seconds, whereafter Ifrit will cast Hellfire (Astral Flow). Another indication the phase has started is when Ifrit summons x4 Infernal Nails on the battlefield. He will summon them in a Quadrilateral around himself. Each Infernal Nail (henceforth refered to as "Nail") has roughly 2000HP. Each represents a damage tier for his Hellfire (Astral Flow) ability, and by killing them the abilitie's damage will be reduced. For this guide you will only need to kill off ONE of the Nails.
Position your DPS in such a way that the Nail is between them and Ifrit. Have them DPS the nail until it is dead and then continue to DPS Ifrit. A good tactic for this phase is to have MRD using Storm's Path (AoE) and LNC using Doomspike II (column AoE).
Continue to have CNJ keep rolling Stoneskins on the DPS group and the THM keep up Poison, Bio, Dia and Slow. Phase four ends when the 60 second timer is up and Ifrit casts Hellfire.
Phase five starts immediately after Ifrit uses Hellfire. This phase is identical to phase two and three aside from four exceptions.
Eruption will now spawn x2 on two people who are on the threat list and they are larger than the previous phases. The voidzones will follow the targetted players and then continue to explode in succession. The best way for everyone to avoid this is to not run in the same direction as the players targetted.
Crimson Cyclone will now teleport Ifrit x3 and there will be three of him in each teleport converging on 3 of 8 possible dash points. The best way to avoid this is to get inbetween 2 of the 3 Ifrit clones and stand still until the phase is over.
Plume now spawns across the entire battlefield. The same mechanics apply to this phase where you need to get within Ifrit's Sear range which is the "safe zone" around his body.
Sear now pulses every 5 seconds so it is imperitive that your CNJ keep up rolling Stoneskins and Curagas on the DPS and Tank. Once Ifrit reaches 0% you have obviously bested the god and you deserve a pat on the back!
- Please keep checking back throughout the week! Again, congrats to Scorpion Linkshell for world first kill and thank you to Yoshida and the Development Team for making such an awesome encounter. Keep up the good work!
- We will try and have a full fight Lancer POV video up asap but please be patient because we are still farming this and it will take time to encode and upload to youtube ^^. I will try and have the written guide out later tonight for sure though. Thanks for all the support gaiz.