Tanking is so ridiculously easy on Ifrit. Just have to know your position and where to move before he comes back down from his jump, and you are good. Admittedly as a GLA, I actually like MRD tank more on Ifrit. Getting my MRD to 50 to do that.![]()
I disagree with OP, there needs to be stuff that kills everyone. If stuff isn't hard there is no accomplishment in killing it. While I may disagree with ppl flaunting shiny gear, they have definately earned the bragging rights. Why would we want to get rid of that???
PHASE 1 100-80%: Ifrit should be really easy. He doesn't use weaponskills, and just auto attacks. Use this time to break both horns. Spinstroke II, Victimize II and Bloodletter can break right horns. Twisting Vice and I think its Brutal Swing II can break the left. All melee (archers included) spam TP moves in this phase from the front to break his horns. Do not use high damaging weaponskills until horns are broken.Worth a shot, I suppose. I see nobody has taken the time to provide a link to the data about Ifrit's fight. I've seen the BlueGartr video, but I'm not as eagle-eyed as you people are, and would appreciate some kind of wiki page that helps spell out each nuance of the fight. (Like the stances of Ifrit, that had been mentioned earlier in this thread, for example.)
Phase 2: 80-50%~: Ifrit will now use weaponskills. He can use a conal fire breath attack and swipe and two others (crimson cyclone and eruption). He will use a weaponskill every 15 seconds. In this phase, melees should be in position. Lancers, Marauders and Puglist should be behind Ifrit as much as they can, mages and archers should be on left/right side. All people besides tank should be ready to move!
Crimson Cyclone - Ifrit Teleports, dashes across the screen for high damage. When he teleports, all should run in to where tank is. Tank should move up a little bit, and move back into position when he has landed.
Eruption - Move when cracks appear! Do NOT run into anyone else, especially the tank!
Phase 3: 50~% to 30~%: Ifrit is now glowing. He can use Radiant Plume now. Eruption now causes three cracks to appear (so NEVER run into another group). With Crimson Cyclone, he teleports three times now. Have all run to tank and enter passive mode, to recover some HP at this time. Tank stand still until he has warped for third time.
Radiant Plume - Summon spheres on ground that blow up for massive damage. If all people are standing where they should be, this move should never be a problem.
Hellfire Phase: 30~%: Ifrit summons Nails and reverts back to Phase 2 behavior. You have 60 seconds from now to kill nails and prepare for Hellfire. Use whatever defense augmenting skills you have (Rampart, Sentinel, Tempered Will, Emulate, .etc) at the end. A good idea might be to use Second Wind when nails spawn to have an idea when he will Hellfire.
Last Phase - Reverts back to Phase 3 Behavior, except Crimson Cyclone is buffed slightly (you treat it the same though). Just be as alert as you have been before and you'll win.
~ Everyone has a use.
It was an example. I don't have a DD's perspective for the fight. I only have the Gladiator perspective. And for the longest time, I was told I NEED Accomplice, I NEED Second Wind II, etc.
It's the same thing for other jobs. There are things that make whatever you're doing easier, but you don't NEED them to be effective.
DoW's Ifrit How To:
http://www.daevaofwar.net/index.php?...o-ifrit-guide/
For what its worth.
You haven't beaten Ifrit yet though. Not trying to be a dick... but....It was an example. I don't have a DD's perspective for the fight. I only have the Gladiator perspective. And for the longest time, I was told I NEED Accomplice, I NEED Second Wind II, etc.
It's the same thing for other jobs. There are things that make whatever you're doing easier, but you don't NEED them to be effective.
There is a reason you need certain skills. You need to mitigate damage, you need to be able to help heal (yourself). Using ONLY gladiator skills will put a lot of extra pressure on your mages.
^Not saying it's impossible... but it's very poor choice to make. Your mages will probably hate you![]()
Last edited by RemVye; 11-01-2011 at 02:35 AM.
Thanks. I'll share this with the people I run Ifrit with. It'll give me a better shot.
Question: About Radiant Plume, the way you mention it suggests there are some spots on the map that are "immune" to Radiant Plume. Can you clarify this for me?
Last edited by SilvertearRen; 11-01-2011 at 02:40 AM.
And we've never lost because of tanking. Also, if you re-read what I originally posted, I do have Cure II and Sac II. Most damage mitigation abilities come from Gladiator anyways.
I never said it isn't going to put a strain on the mages. However, strain on the mages does not make an ability REQUIRED. What is required is not getting yourself blown up.
You improve yourself to cause less strain on the ones healing you. That is the whole point of getting geared up. Hell, if I knew mages could just heal me fine no matter what, I would be tanking these fights naked.
In this case, getting abilities that help your survival from MRD, PGL, CNJ, and others are quite essential to becoming a viable tank, because I would be pissed if I was a mage and had to waste more MP on you because you couldn't take the time like the rest of us and make yourself as efficient as can possibly be.
WHY IS THIS GAME SO HARD?? THEY SHOULD MAKE IT EASIER JUST FOR ME
-Feral Ren
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