Dunno if anyone else has posted this, but this is a very nice up to date THM guide: http://www.youtube.com/watch?v=eMBmtSODzgo&feature=youtu.be Now if only the server would recognize that my character is not actually standing in the cracks ><
Speaking of, is there anything else I should be doing?
I mean I've got Sentinel, Provoke, Flash, Aegis Boon -> Wardum, Rampart, Sanguine Rite and Cure. I use all of that and the Flat Blade combo, sometimes I'll throw in a Shield Bash too.
As often as possible all of that is on cooldown, except for Rampart which I try to save for after Ifrit jumps back in.
I mean the only reason I ask is because I've never seen another tank lose hate on Ifrit, ever. Yet here I am losing it almost every fight now.
I've actually seen the strange green to red hate happen in other groups too. Usually in fights where the server doesn't seem to know where people are really standing. I am not sure there is anything that can be done if it is a random server lag issue.
Other than that, I am not sure if you are already doing this so forgive me if this is old news, but one thing I see tanks do if there is melee in the party is step forward into Ifrit's body for a second to cast Sentinel so it hits all of them rather than waiting for the melee to go to the tank. I don't know for sure if this is helpful though. I am no expert.
Sacred Prism -> works as well; just cast it on the DD instead of yourself so it hits more people. Other than that, yell at the DDs to not get hit so they have to heal themselves lol. You could shoot a tell to Parrun Bury too; he never lost hate and didn't use the rampart AoE o.o
I've been chatting about positions in the shell every once in a while, so I might as well put a few scribbles down to make it easier.
This is going to sound mean and I am sure someone will probably be angry that I am bringing it up here, but this is the single best piece of advice I have ever heard while running Ifrit: Everyone makes mistakes and no one should be punished for making one or two, especially when they are new to the fight, but there are some people (*coughDDcough*) who either don't follow instructions and kill their team mates or repeatedly die or both. Raising is not only risky to do outside of being in range of a corpse during triple dashes, it is mana expensive and uses a precious cooldown. If you have "that person" in your party, leave him/her dead and save your mana/cooldown for someone important, like a healer. This also has the added bonus of letting the dead person observe how the fight is done without the stress of participating, if they care to improve.
On the topic of raising, unless a healer is dead or you are a badass risk taker you should try and wait for a triple jump to raise the dead.
As for damage that needs to be done for a smooth run, melee DPS should try and shoot for at least 8k. THMs should shoot for at least 10k (very easy to do so long as you don't have to constantly res/heal). ARC… I don't know. I have only ever seen one that didn't die a lot and he did 4k, which was less than the tank did. Every little bit helps though. I have never seen a PGL in the fight.
As for positions, there are two that I have seen done successfully in pugs. This might be old news to most of us:
THM SAFE SPOT - MAIN POSITION This is the strat you will see the most and the one pretty much everyone is familiar with. With this one, everyone is responsible for themselves so make sure you have a way to heal yourself in case something goes wrong. Second Wind is amazing, Cure is ok, Stoneskin is also amazing if you have it. Those who have Sacred Prism can give Stoneskin to others during jumps if they have the mana.
After the tank picks up Ifrit all DDs should auto attack Ifrit to at least 1500 TP, if not more. After that, go to your position.
The tank positions Ifrit smack in the middle of two "rocks" on the ground texture directly across from where the party enters the Bowl of Embers. The two healers set themselves up at range from Ifrit's Vulcan Burst to heal the tank. Melee DD sticks to Ifrit's ass, using Second Wind to heal themselves from damage taken due to Vulcan Burst. Range DD stands just to the left of a small pile of pebbles directly in front of the group, keeping them away from Vulcan Burst. All range on this spot should be standing on top of one another. DO NOT SPREAD OUT. As long as everyone is in the right spot no one will get hit by Radiant Plume and it becomes a stress free combo for everyone. In a perfect run, the only damage anyone will take (besides the tank) is from Hellfire.
As a side note for people who don't know, only try and start combos immediately after Ifrit does a special move and you are safe. You can tell when he is about to do a move by watching your combat log for "Ifrit readies [insert ability here]." Getting caught in an animation lock, even so called instant casts, during an Eruption sucks and is likely to kill you. Spell cancelling is extremely unreliable. Don't trust it.
JUMPS AND DASHES When Ifrit jumps into the air, melee DD should run toward the tank. When in doubt, step a little toward the east, since being in the exact center of the two tanking "rocks" cuts it a little close sometimes. Range DD should run south east from their position toward one of the "rocks". In phase 1, Ifrit will only dash once. In phase 2 (red mode) he will dash three times. In phase 3 (after Hellfire) he will dash three times with 2 other copies of himself. Melee should start running back to their position as soon as he finished his last dash to avoid getting swiped if they can. In phase 3, Ifrit casts his abilities a little faster so I recommend not starting a combo immediately after a jump. Wait until he casts another ability to be safe.
When Ifrit's health gets low, he summons 4 Inferno Nails. Kill at least 1. Killing 2 makes very little difference, so don't bother taking down a second Nail if you are not full health. Dashes and Eruptions will be like phase 1 during this time (only 1) so keep that in mind. After a minute has passed Ifrit will jump to the center of the room and perform Hellfire, so don't start any combos or cast lengthy spells 10 seconds before he does so. At this time you should cast Sentinel or Sanguine Rite (if you are a THM) or both. Immediately after cast Second Wind and get to a safe spot if you are not in one already. Try and be aware of where other people are during this phase, because it is a little chaotic.
If you don't have Sentinel or are not a THM with Sanguine Rite I'd recommend eating some Knight's Bread to give yourself a little more HP. The effect might change in the next patch.
ERUPTIONS - READ THIS Healers should hug the fire wall and go south. Melee DDs should go south west, close but not on the range DD, unless the left healer also has Eruption and there is a risk of hitting them. If that is the case, melee DDs should run directly south at which point Range DDs need to step out of the way. Range DDs should run directly south, TOUCH THE DAMN FIRE WALL, then run either left or right in a J shape.
Really. Touch the wall. If you are doing it right you will have plenty of time to escape and you will keep the eruptions in a nice, tidy line and everyone lives.
But more likely than not there will be someone in the group who doesn't give a shit about anyone else and tries to cut corners. You know when you were not the target of an Eruption, your monitor shows that you are off the Eruptions, but you died anyway? More likely than not it was a corner cutter (combined with server lag) that killed you. The worst part is that corner cutters usually think they are doing the right thing and are repeat offenders. Don't be "that person." Don't cut corners.
This is the second way to easily wipe a group. Always run south. Even when you don't think you have the Eruption, still go south until you are absolutely sure it isn't on you. If you don't you can kill healers and melee DD. Don't do this.
EVERYONE STICKS TOGETHER STRAT - MAIN POSITION I am going to be up front and say that I don't care much for this position because there are a lot of things that can go wrong, but it does work very well if everyone is on the same page. Also, ARC sucks for this strat due to their combo range limit. Poor ARC.
The idea is that all DD stacks on Ifrit's butt and eats Vulcan Burst, using Second Wind when they can to keep their HP topped off. Unlike the "THM Safe Spot" strat you can spread out a little, but no one should be behind anyone else. No one gets hit with Radiant Plumes. The tank can step forward to hit all the DDs with Sentinel which is nice. However, if they step forward too far and miss time it the entire group can eat an Incineration. Another plus is if any THM has Sacred Prism they can step forward and give the tank Sanguine Rite for extra protection and mana if needed.
Another plus is that if someone isn't paying attention or gets killed due to an animation lock, their body should be close enough for everyone to be in range to raise them.
During dashes, all DDs pile on top of the tank. The CNJs cast Sacred Prism > Stoneskin, AoE Cures (if needed) and/or Protect (if needed) at the pile. If CNJs can't get around to it someone else can fill in an emergency, but I would recommend not doing it that way if it can be helped. CNJ buffs are more powerful and it is too easy to overwrite them. Also, it is a drain on a THMs already small pool of mana while CNJs have much better means of regenerating. It seems to work out better to let CNJ handle the buffs, while DDs handle raising/Sanguine Rite (if needed).
ERUPTIONS For all the negatives, this is the best positive aspect of this strat. With no one being positioned south DDs are free to run back with little worry of being caught in a cross eruption. Because everyone runs directly south CNJs are less likely to be PK'd.
But almost every group has "that person" who doesn't listen. Because everyone is so close together this could easily wipe a group. And yes, I have seen someone run toward the tank and kill him on an Eruption. It's a good thing I had Featherfoot equipped for that run. :/
Bailey Grey Sackholders replied
708 weeks ago