100%~80% 1. Enter, Tank will pick up Ifrit and move it to the NE position. Lances and Mrds will follow in. Lances will move to the right of the tank an use Spin Stroke II on his right horn, Mrds to the left of the tank using Brutal Swing II on the left horn. Both horns should incap before the second stage, which begins at 80% Skill: Basic auto attacks and Ifrit's Incinerate
80%~50% 2. At 80% he will move into stage 2, at this point both lncs and mrds should be behind Ifrit, and the tank doing there thing. Stage 2 is when Ifrit will start blasting out his skills every 15seconds, so be counting down from 15 in your head everytime he use's his skills. After he has used a skill, its time to use yours, 1 quick buff, like Raging Strike and then Doomspike II, keep it short, all the time be counting 15secs. When he dives dd need to collapse on the tank and move in for safety, this is the time to buff up your attacks with everything on your bar, move out after he vanishes a second time. BUT WAIT! even when he has dived, the 15sec skill timer has already reset and counting, so when he has come out of a dive, he will follow up with another skill straight away, so wait too see what that is then pull your attack. Do this until 50%; Stage 3. Skills: Ifrit's Vulcan x1 (dive), Eruptions x1, Plume (all 3 NEED to be avoided), Incinerate.
50%~30% 3. Stage 3 will begin at 50%, you will also notice he is now permanently red, he skills will now have an interval of 12seconds, so be counting to 12 in your head over and over. Pretty much the same, Stay ahead of his skill, attack when the opportunity presents itself, be smart and know yourself when to attack! Skills: Ifrit's Vulcan x3 (dive), Eruptions x3, Plume (all 3 NEED to be avoided), Incinerate
30%~ 4. Stage 4 will begin at 30%, he will call forth 4 nails, Astral Flow. We will target all 4 nails. When the Nails are down, continue to attack Ifrit, and avoid his attacks, he will still be using eruptions and cyclone at this point! with 20 seconds remaining we all need to gather heal up and stoneskin. BUT! he is tricky at this point and will use a eruption x1 usually were we have gathered, so DO NOT lock yourself in that position until after the eruption. When he jumps into the center, EVERYONE needs to use Sentinel. Skills: Ifrit's Vulcan (dives) x1, Eruptions x1, Astral Flow, Hells Inferno, Incinerate.
30%~0% 5. Stage 5 will begin straight after he has used Hells Inferno. He will get aggressive at this point. Straight after Hells Inferno, everyone needs to heal up and SS needs to be put up EVERY COOL DOWN. During this part everyone needs to keep up there own HP the best they can, avoiding plumes, eruptions and cyclone very frequently, attacking at the right time, and not getting locked in animations. Keep this up right until he dies. He has no more tricks at this point, its more of his final struggle to kill us and usually he succeeds. Skills: Ifrit's Vulcan x9 (3 jumps each with 3 attacks), eruptions x6-9 (on the 2-3 people with the most hate after the tank), Plume, Incinerate.
Things to know!
- When he dives get to a safe zone, dont linger in the middle of the map.
- When theres an eruption, run backwards away from your party members, we don't want any mpking.
- Remember the timings, dont get caught in an animation lock, it will only kill you.
- Sears do not count as skills, they do not reset the 15second counter.
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Provided by Nayito Alsinet
I made this chart about Ifrit run. The BRD can be changed to THM.
IMO, this is the best set up, best positions and running directions. The WHM can keep curing when they are running from the eruptions. Each THM can destroy 1 spike so Hell's Fire only does 300 dmg if we use Stoneskin, Sanguine Rites and Sentinel. Only having 2 people per spot, which will minimize the risk of bringing too many eruptions to the WHM's.