Difference between revisions of "The Bowl of Embers (Extreme)"

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{{Trial Infobox
{{EX notice}}
| image = [[File: The bowl of embers extreme banner1.png]]
{{otheruses|the level 50 challenge-mode [[trial]]|the [[Main Scenario]] [[trial]]|The Bowl of Embers|the level 50 story-mode [[trial]]|The Bowl of Embers (Hard)|the [[Ultimate Raid]] involving [[Ifrit]]|The Weapon's Refrain (Ultimate)}}
| Patch = 2.1
{{Duty infobox
| Level = 50
| name = The Bowl of Embers (Extreme)
| Item Level = 67
| image = The bowl of embers extreme banner1.png
| Players = 8 (2 Tanks / 2 Healers / 4 DPS)
| description = Having partaken further of [[Ascian]] wisdom, the [[Amalj'aa]] have succeeded in summoning the mightiest incarnation of their god to date. [[Ifrit]] has returned amidst hellfire and brimstone, and the lizardmen bask in the heat of destruction as warriors of the [[Immortal Flames]] fall to the primal like slugs shriveling beneath the desert sun. Can a Warrior of Light prevail against such an irrepressible force?
| Time Limit = 60 minutes
| type = Trial
| Roulette =  
| level = 50
| MSQ =  
| level-sync = 50
| Side Quest = [[Ifrit Ain't Broke]]
| ilvl = 70
| Boss = [[Ifrit]]
| ilvl-sync =
| Poetics = 20
| difficulty = Extreme
}}
| size = 8
{{See also|The Bowl of Embers|The Bowl of Embers (Hard)}}
| time-limit = 60
| duty-finder = High-end Trials (A Realm Reborn)
| roulette = mentor
| location = The Bowl of Embers
| region = Thanalan
| entrance = Southern Thanalan
| entrance-coordinates = 35.3, 19.6
| tomestones = 20 poetics
| req-quest = Ifrit Ain't Broke
| patch = 2.1
| echo = ex-trial
}} {{TOC limit|3}}
==Strategy==
{{#ev:youtube|ckOvdydHERk|350|right|Ifrit (Extreme) Guide}}
===[[File:Aggressive difficulty r6.png|link=]] Lord of the Inferno: [[Ifrit]]===
====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.


==General Information==
*'''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 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 to prevent '''Incinerate''' from hitting them.
The Bowl of Embers (Extreme) is a level 50 [[trials|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 [[The Navel (Extreme)|Titan (Extreme)]] after completing [[Quake Me Up Before You O'Ghomoro]].


*Players will receive 20 [[Allagan Tomestone of Poetics]] for the completion of the trial.
*'''{{action icon|Eruption}}''', unlike the other difficulties, can no longer be interrupted and will be cast in two distinct ways. The first '''{{action icon|Eruption}}''' 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 '''{{action icon|Eruption}}''' targeted at the current off-tank who should maintain distance from the DPS, but close enough to perform a tank-swap if needed.


==Lore==
*'''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 a positional rotation to keep the party safe during mechanical overlaps.
''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.''
*'''Hellfire''' is used at three points during the battle, excluding the fourth and final Hellfire which is used to wipe the raid. With each one, a '''Radiant Plume''' will be cast over the entire arena, leaving two small safe-spots that rotate in a clockwise motion with each new '''Hellfire'''. Players are encouraged to utilize safe-spots in a coordinated manner to avoid mechanical overlaps. For example, tanks will often need to position Ifrit in one safe-spot and remain there with the DPS, while the healer afflicted by '''Searing Wind''' uses the other safe-spot to prevent inflicting damage and knockback to the group.


==Ifrit's Abilities==
*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.
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.
*'''Infernal Nails''' will need to be dealt with after '''Hellfire''' and are far more difficult to destroy. Unlike previous difficulties, 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 with the second, and then 13 on the last. The 13-nails specifically include a much larger nail in the arena centre which is a worthwhile target for a Level 3 (melee) Limit Break.


*'''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.
*Lastly, Ifrit will begin affecting two players with '''Infernal Fetters''' during the second phase – 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 need for tank-swaps throughout the encounter, allowing '''Infernal Fetters''' to reduce the damage done by a DPS and increase damage taken by an off-tank is a great hindrance if both players don't coordinate appropriately.


*'''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.
*Each phase lasts until Ifrit casts '''Hellfire''' at 75%, 50% and 15% health. After the 3rd Hellfire, players must slay Ifrit before he has time to cast a fourth and final Hellfire, which is a guaranteed raid-wipe.


*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.
===Phases===
====Phase 1====
This phase involves dealing with multiple '''{{action icon|Eruption}}s''' and '''Searing Wind''', requiring the group to co-ordinate to safe-spots while avoiding the affected Healer. Afterwards, the group will have to destroy the first wave of '''Infernal Nails''' (4) before Ifrit can cast '''Hellfire'''. Be mindful that one '''{{action icon|Eruption}}''' will be used on the off-tank during this nail-phase.


*'''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).
====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 must 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.


*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.
'''{{action icon|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 close together to avoid excessive debuffs. If all nails are destroyed before Ifrit casts '''Hellfire''', the next phase begins.


*Each phase lasts until Ifrit casts '''Hellfire''' at 75%, 50% and 15% health.
====Phase 3====
This phase is almost identical to the previous phase with exception to '''Infernal Nails''', 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 1==
====Phase 4====
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.
From this point onward, there will be no more '''Infernal Nails'''. The group must defeat Ifrit before the final '''Hellfire''' or the battle will end in a total raid wipe.


==Phase 2==
==Loot==
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.
*{{tomestone|Poetics|20}} [[Allagan Tomestone of Poetics]]
*{{Item icon|Ifrit Card}} (Drops at a fixed rate.)


'''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.
===[[File:Gold Coffer (small).png|link=]] Treasure Coffer===
{{Drops table header}}
{{Drops table row|Inferno Bangle of Fending}}
{{Drops table row|Inferno Bangle of Slaying}}
{{Drops table row|Inferno Bangle of Aiming}}
{{Drops table row|Inferno Bangle of Casting}}
{{Drops table row|Inferno Bangle of Healing}}
{{Drops table row|Inferno Horn}}
{{Drops table row|Aithon Whistle}}
{{Drops table row|Nightmare Whistle}}
{{Drops table row|Faded Copy of Primal Judgment}}
{{Table footer}}


==Phase 3==
==Achievements==
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.
This duty is associated with the following [[achievements]]:


==Phase 4==
{| {{STDT|mech1}}
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.
{{achievement table header}}
 
{{achievement table row|Going Up in Flames}}
==Loot==
{{achievement table row|Mightier than the Inferno}}
*[[Ifrit Card]]
*[[Inferno Horn]]
*[[Nightmare Whistle]] - an item used to summon the [[Nightmare]] [[Mounts|Mount]]
*[[Aithon Whistle]] - an item used to summoner the [[Aithon]] [[mounts|mount]]
{| class="wikitable sortable" style= "text-align: center"
|-
! Item
! Icon
! Slot
! Level
! iLvl           
! Job
! Def
! Magic Def
! Stats
|-
| [[Inferno Bangle of Aiming]] || [[File:ifrit extreme bracelets.png]]|| Wrists ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Dexterity]] +13, [[Determination]] +11, [[Critical Hit Rate]] +11
|-
| [[Inferno Bangle of Casting]] || [[File:ifrit extreme bracelets.png]]|| Wrists ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Intelligence]] +13, [[Accuracy]] +11, [[Spell Speed]] +16
|-
| [[Inferno Bangle of Fending]] || [[File:ifrit extreme bracelets.png]]|| Wrists ||50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Vitality]] +15, [[Parry]] +11, [[Skill Speed]] +16
|-
| [[Inferno Bangle of Healing]] || [[File:ifrit extreme bracelets.png]]|| Wrists || 50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Mind]] +13, [[Piety]] +8, [[Determination]] +11
|-
| [[Inferno Bangle of Slaying]] || [[File:ifrit extreme bracelets.png]]|| Wrists || 50 || 90 ||[[Classes|All Classes]]|| 1 || 1 || [[Strength]] +13, [[Accuracy]] +16, [[Critical Hit Rate]] +11
|-
|}
|}


==Images==
==Images==
[[File:ifrit extreme1.jpg|300px]]
<gallery heights=200px mode=packed>
 
File:ifrit extreme1.jpg
==Video Guides==
File:Ifrit extreme2.jpg
{{#ev:youtube|__bGIf3HFuk|350|left|Ifrit (Extreme) Guide}}
</gallery>


{{Duties nav|trial}}
{{Duties nav|trial}}

Latest revision as of 22:15, 13 August 2024

Disambig icon.png This article is about the level 50 challenge-mode trial. For the Main Scenario trial, see The Bowl of Embers. For the level 50 story-mode trial, see The Bowl of Embers (Hard). For the Ultimate Raid involving Ifrit, see The Weapon's Refrain (Ultimate).
Trial.png

The Bowl of Embers (Extreme)

The bowl of embers extreme banner1.png
Level
50 (Sync: 50)
Item Level
70
Difficulty
Extreme
Party size
Full Party
8 man 2 Tank role.png 2 Healer role.png 4 DPS role.png
Unsyncing
Allowed
Time limit
60 minutes
Duty Finder
High-end Trials (A Realm Reborn)
Roulette
Mentor
Tomestones
Allagan Tomestone of Poetics 20 
Req. quest
Feature quest Ifrit Ain't Broke
Entrance
Southern Thanalan (X:35.3, Y:19.6)
Location
The Bowl of Embers
Region
Thanalan
Patch
2.1
The echo icon1.png The Echo
On wipe: +5% (max +25%)

Having partaken further of Ascian wisdom, the Amalj'aa have succeeded in summoning the mightiest incarnation of their god to date. Ifrit has returned amidst hellfire and brimstone, and the lizardmen bask in the heat of destruction as warriors of the Immortal Flames fall to the primal like slugs shriveling beneath the desert sun. Can a Warrior of Light prevail against such an irrepressible force?

— In-game description

The Bowl of Embers (Extreme) is a level 50 trial introduced in patch 2.1.

Strategy

Ifrit (Extreme) Guide

Aggressive difficulty r6.png Lord of the Inferno: Ifrit

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 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 to prevent Incinerate from hitting them.
  • Eruption.png  Eruption, unlike the other difficulties, can no longer be interrupted and will be cast in two distinct ways. The first Eruption.png  Eruption 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.png  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 a positional rotation to keep the party safe during mechanical overlaps.
  • Hellfire is used at three points during the battle, excluding the fourth and final Hellfire which is used to wipe the raid. With each one, a Radiant Plume will be cast over the entire arena, leaving two small safe-spots that rotate in a clockwise motion with each new Hellfire. Players are encouraged to utilize safe-spots in a coordinated manner to avoid mechanical overlaps. For example, tanks will often need to position Ifrit in one safe-spot and remain there with the DPS, while the healer afflicted by Searing Wind uses 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. Unlike previous difficulties, 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 with the second, and then 13 on the last. The 13-nails specifically include a much larger nail in the arena centre which is a worthwhile target for a Level 3 (melee) Limit Break.
  • Lastly, Ifrit will begin affecting two players with Infernal Fetters during the second phase – 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 need for tank-swaps throughout the encounter, allowing Infernal Fetters to reduce the damage done by a DPS and increase damage taken by an off-tank is a great hindrance if both players don't coordinate appropriately.
  • Each phase lasts until Ifrit casts Hellfire at 75%, 50% and 15% health. After the 3rd Hellfire, players must slay Ifrit before he has time to cast a fourth and final Hellfire, which is a guaranteed raid-wipe.

Phases

Phase 1

This phase involves dealing with multiple Eruption.png  Eruptions and Searing Wind, requiring the group to co-ordinate to safe-spots while avoiding the affected Healer. Afterwards, the group will have to destroy the first wave of Infernal Nails (4) before Ifrit can cast Hellfire. Be mindful that one Eruption.png  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 must 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.png  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 close together to avoid excessive debuffs. If all nails are destroyed before Ifrit casts Hellfire, the next phase begins.

Phase 3

This phase is almost identical to the previous phase with exception to Infernal Nails, 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 Infernal Nails. The group must defeat Ifrit before the final Hellfire or the battle will end in a total raid wipe.

Loot

Gold Coffer (small).png Treasure Coffer

Name Type Item Level Rarity Quantity
Inferno bangle of fending icon1.png  Inferno Bangle of Fending Bracelets 90 CBlue 1
Inferno bangle of slaying icon1.png  Inferno Bangle of Slaying Bracelets 90 CBlue 1
Inferno bangle of aiming icon1.png  Inferno Bangle of Aiming Bracelets 90 CBlue 1
Inferno bangle of casting icon1.png  Inferno Bangle of Casting Bracelets 90 CBlue 1
Inferno bangle of healing icon1.png  Inferno Bangle of Healing Bracelets 90 CBlue 1
Inferno horn icon1.png  Inferno Horn Material N/A ABasic 1
Aithon whistle icon1.png  Aithon Whistle Other N/A ABasic 1
Nightmare Whistle.png  Nightmare Whistle Other 1 ABasic 1
Faded copy of primal judgment icon1.png  Faded Copy of Primal Judgment Orchestrion Roll N/A ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Going up in flames icon1.png  Going Up in Flames 10 Defeat Ifrit in the Bowl of Embers (Extreme). - 2.1
Mightier than the inferno icon1.png  Mightier than the Inferno 5 Complete the Bowl of Embers (Extreme) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 5.15

Images