Ifrit: Bowl of Embers
Lord of the Inferno
A Guide to the Story-mode fight with Ifrit
After completing the three initial dungeon quests, your city story-line quests send you to Camp Drybone in Eastern Thanalan. Here you begin a set of investigations into attacks carried out by the Amalj’aa beastmen. This investigation culminates in the Lord of the Inferno quest line and ultimately leads you into the party battle with Ifrit.
This guide addresses this initial fight with Ifrit. The fight takes place in a special battle arena located in Eastern Thanalan. The fight is targeted towards level 20 characters and will level sync players to level 22 if you are above that level.
Lord of the Inferno Solo Quest
The final step of unlocking Bowl of Embers involves a lengthy fight in which you defend a squad of Immortal Flame guards from an Amalj’aa ambush. I played through this as a gladiator and primarily focused on taking out add packs, leaving the Immortal Flames sergeant to fight the named Amalj’aa. The fight was a fairly straightforward endurance challenge, simply stay alive taking out as many Amalj’aa as you safely can.
Aela, as a conjurer, had a bit harder time with this fight. Initially she set about healing as many guards and the sergeant as she could keep up. Her encounter cycled through far more waves than did mine and she was eventually overwhelmed.
On the second attempt, she didn’t “play to win,” as she had seen how mine ended. Rather, she simply played to “stay alive,” and let the Sergeant get beaten down. It appears you are supposed to lose this event, but stay alive, triggering the captive state needed for the Ifrit battle.
You enter the Ifrit battle from a jail cave in Amalj’aa territory. You need a party of four for this next fight. The party needs to be level 20 and needs to at least be on this step of the quest. People past this quest step can come in and assist you. Talk to Adala, the nearby gateguard, for entrance into the Ifrit battle arena.
While it is natural to want to click through the dialog and quickly get to the Ifrit fight, it’s worthwhile to watch and pay attention to this at least once. The dialog prior to Ifrit contains some clues as to the importance and background of your character and how he/she fits into the larger story arc.
The Ifrit battle arena is a circular ring of fire. Ifrit makes a spectacular entrance and sets up on the far side of the fire ring. Ifrit breathes a cone of fire frequently in his attacks, so only the party tank should be in his front arc. Make sure that the healer and dps stay behind Ifrit throughout this engagement.
There are three mechanics to the Ifrit fight, failing to successfully counter these mechanics will kill party members. Otherwise, this fight isn’t terribly difficult, as long as the healer remains standing, even a careful duo can complete the fight.
The first mechanic, eruption, begins after Ifrit takes about 25% damage. Periodically, Ifrit will cast the eruption ability. This effect places a large aoe damage ring somewhere on the battlefield, generally underneath the feet of at least one party member. The eruption effect looks like ground spikes, not the “get out of the red” aoe circle you see from other monsters. Once the spikes land under your feet, you have only moments to get off them before they explode into a fiery burst. The eruption ability will continue throughout the remainder of the encounter.
The second mechanic happens near the 50% mark of the fight. In this mechanic, Ifrit drops a fiery sword into the ground. The sword is targetable and needs to be destroyed immediately. Have the DPS be on guard and shift to the sword the moment it drops. I’m not sure what happens if you leave the sword up, but let’s assume it’s bad! In the story mode, this mechanic only happens once. Once countered you will not see it again.
The third mechanic begins at about the 25% mark. During this stage, Ifrit will place ground effects either on the outside of the ring (forcing players to run to the inside) or on the inside of the battle arena (forcing players to run to the outside). He does these back to back with and then pauses a bit before cycling them again. Stay moving to avoid the inside-outside damage effects and then return to beating on Ifrit after they complete.
What? No Treasure?
Technically, you didn’t defeat Ifrit,you just pushed him back. Further, this is only story-mode Ifrit, he’s far weaker than his normal planar self. So, no, no treasure for you on this engagement. However, you do advance your story-line which leads to some rather useful unlocks. Upon completing Ifrit you begin your eligibility quests for Grand Companies!
I also recommend you pay attention to Tancred in the subsequent quest lines. Tancred gives you a critical piece of information letting you know your victory over Ifrit was a pyrrhic one. FFXIV:ARR has a very dark story line and your sugar-coated happy ending comes crashing down in the aftermath of Ifrit. Someone has been reading their George R.R. Martin!
You will encounter Ifrit again later on in the game (most likely 50th, but I can not yet confirm this). In version 1.0, Ifrit was a full party (8-person) encounter on his hard mode. The mechanics for hard mode back then were similar to the story mode fight, with a few more wrinkles. I expect we will get Ifrit as a hard mode, full party, 8-person fight in Beta-4 and beyond!
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