Updates 09/17/2013 - Added guide for Garuda - Hard Mode 09/17/2013 - Added guide for Ifrit - Hard Mode 09/07/2013 - Added guide for Garuda - Normal Mode 09/03/2013 - Added guide for Titan - Normal Mode
IFRIT - NORMAL MODE Location: Bowl of Embers Level: 20 Type: Instance Author:Maple Cookie
This fight is relatively easy as long as you are paying attention. At intervals throughout the fight, the ground will crackle indicating where Ifrit is going to aim his attack. Make sure to move away from these areas before he launches the attack.
At around 50% health, a 'Fetter' will spawn in the middle of the battlefield. All DPS must focus on destroying the Fetter. If the Fetter is not destroyed in time, the attack that Ifrit summons is likely to wipe the entire party. If you destroy the Fetter in time, Ifrit's attack will still do a large amount of damage, but nothing your healer shouldn't be able to handle.
After the Fetter, Ifrit will begin attacking with large AOEs that cycle from the inside to the outside. Just make sure you move out of these circles in time of it will probably one-shot you.
Tip: Use sprint to dodge out of the large AOEs. Since mages don't use TP, they should pretty much have this ready at all times.
TITAN - NORMAL MODE Location: The Navel Level: 34 Type: Instance Author:Maple Cookie
Titan will launch directional attacks that can knock your party members off the platform. This will permanently remove them from the battle and make it nearly impossible to complete. Everyone has to make sure to avoid these attacks at all cost.
The other primary attack Titan has is large AOE that covers the entire arena. You want to go all the way to the outside, getting as close to the red line as you can without actually touching it or going outside of the ring. If you are touching the red or outside of the ring, you will get knocked out of the arena. The farther you are away from Titan when he launches this attack, the less damage you will take.
During the second phase of the fight, Titan will start to encase a random party member in stone. The DPS will need to break this rock as soon possible and free them.
In phase 2 of the fight, Titan's Heart will spawn. This is found directly on Titan's body. Everyone must destroy the heart as soon as possible. Once the heart is destroyed, Titan will go into overdrive and start attacking very fast. At this point, you want to continue avoiding his attacks as normal and burn him down as quickly as possible. Make sure to use the DPS limit break here to finish him off.
GARUDA - NORMAL MODE Location: The Howling Eye Level: 44 Type: Instance Author:Maple Cookie
The first thing you will notice is that there is a large stone at the back of the room behind Garuda and the room is surrounded by four stone pillars that are 3 stacks high.
The tank should run straight in and grab Garuda and spin her around so she is facing the giant rock while your party members approach from the northwest side. Make sure Garuda is facing away from the stone pillars and your party members. Your party should spread out and refrain from attacking until the tank has initial hate and has positioned the mob. You don't want Garuda to turn around and potentially hit one of the pillars. All members should be away from the pillars so if Garuda attacks them, the pillars remain safe.
At about 75% health, Garuda will teleport back to the starting position and begin casting a large AOE. All party members must position themselves behind the stone pillars, placing the pillars between Garuda and themselves. Shortly after this attack, Garuda will summon a large number of Razor Plumes that must be destroyed immediately as they will begin attacking and destroying the pillars. Once the plumes are destroyed, return focus to Garuda.
At about 50% health, Garuda will teleport to the opposite side of the room and begin casting her large AOE again. Hide on the other side of the rocks and brace for the attack. The tank will need to pull Garuda way from the pillars again. Another set of Razor Plumes will spawn shortly after. Destroy these and after a short while, a final set of Razor Plumes will be summoned. After the third set of Plumes are destroyed, Garuda will teleport to the center of the room and launch another large AOE. Hide behind the pillars and prepare for the final phase of this fight. Garuda's blast will destroy the remaining pillars.
In this phase, Garuda will activate a large vortex around the arena. Everyone must move and stay inside the vortex while focusing on Garuda. Eventually Garuda will stop moving and begin casting her final attack. The healer should make sure that everyone is at full health. At this point, there are two different approaches to finish this fight. You can activate a DPS limit break to help burn down some of Garuda's HP before she attacks or save the tank's limit break to help survive the final attack. Other limit break strategies include saving the healer limit break to heal through the upcoming Plumes or to save an AOE limit break to help destroy them.
Whichever you decide, have everyone move away from Garuda, as far to the outside of the arena as possible, without touching the vortex. The attack will do a large amount of damage but if everyone made it to a safe distance, they should be able to survive, even more so with the tank's level 2 limit break up.
After this attack, it is a DPS race to defeat Garuda. Garuda will continue to summon Razor Plumes that will attack the party during this phase of the fight. You can choose to kill the Plumes or focus all fire on Garuda. It is recommended to kill the plumes when they spawn.
IFRIT - HARD MODE Location: Bowl of Embers Level: 50 Type: Instance Recommended: AF Author:Maple Cookie
This is the easiest of all the hard mode primals but can still turn into a mess with poor execution or an uncoordinated team. The tank will begin by grabbing Ifrit and pulling him to the top of the room, turning him so that his back is facing the party and the arena. All party members should refrain from attacking until initial hate is established by the tank.
Scenario 1: PLD/WAR or PLD/PLD In this scenario, the WAR should main tank Ifrit while the PLD focuses on stunning the 'Eruption' attacks. The only indicator for this attack is a casting bar, similar to Garuda's 'Slipstream' and other attacks. Ifrit will first start casting 'Eruption' at about 80-90% health. This is not a DPS race, the limit break bars must be filled, and doing additional actions could cause the boss to build up a resistance, so the PLD should focus on only stunning the 'Eruption' attacks with Shield Bash or Spirits Within and avoid using any other actions. Depending on how comfortable you are, you can enable 'Fight or Flight' and 'Sword Oath' for an additional damage buff or time the usage of your defensive cooldowns to mitigate some damage.
Occasionally, the boss will resist a single stun during the first part of the fight, but the damage from 'Eruption' at the point is not enough to be any cause for concern.
Ifrit also has an attack that can push party members to the outside. There is a pattern to when he does this and he will sometimes advertise the attack with a text bubble. As a PLD, you can use 'Tempered Will' to prevent getting knocked back. An 'Eruption' will usually follow the knock back.
Scenario 2: WAR/WAR This is more difficult but still doable. Due to the length of the cooldown and possible animation lock, the two WARs will need to coordinate and alternate their stuns. In this scenario, there is potentially a greater risk for the boss to resist a stun, so everyone in the party will need to be mindful of the 'Eruption' attacks and their positioning. The off-tank needs to follow the general rule of focusing on stuns while limiting all other actions.
At some point during the battle, Ifrit will teleport to one side of the room and begin using a charge attack. If you are facing the top of the arena, he usually rotates from left to right. Simply, avoid standing in front of Ifrit's path. As the fight continues, these attacks will multiply with up to 3 charges at once, so be sure to find a safe spot between or away from the charges.
At roughly 50% health, Ifrit will spawn 4 'nails'. If your tank was able to stun every single eruption, you should have enough to do a level 3 Limit Break.
Scenario 1: BLM/SMN Having a BLM or SMN makes this part of the fight very easy. The BLM/SMN will activate the L3 LB, hitting all of the nails at once. The DPS will then focus down the remaining nails. At this point, you should have enough for a L2 or another L3 LB, but don't use it just yet.
Scenario 2: No BLM/SMN This fight is increasingly more difficult without a BLM or SMN to AOE the pillars with their L3 LB. In this scenario, one of the DPS will need to L3 LB one of the back pillars and then L2 limit break the other back pillar. All DPS will need to focus on the same pillars. Once the limit breaks are used up, the remaining two pillars will need to be focused down as quickly as possible. If the DPS are undergeared, this may prove incredibly difficult.
If additional DPS is needed, the off-tank can help DPS down one of the nearest nails after stunning the first eruption. It is gamble on when to return to Ifrit to anticipate a possible second 'Eruption', that may or may not be cast.
Ifrit will cast 1-2 eruptions during this phase. Due to the increased damage of 'Eruption', party members caught in this attack are likely to die, causing a wipe.
In the next phase, Ifrit will begin casting Plumes. The pattern of this attack is outside-inside-stack. The party will need to move to the inside to avoid the first attack, to the outside to avoid the second attack, and then hug the boss for the final attack. Occasionally Ifrit will do an 'Eruption' attack in-between the outside-inside Plumes. An 'Eruption' will always precede the stacking Plume.
Ifrit will continue casting 'Eruption', repeating the same pattern of Plumes, and using his charge attacks until he is defeated.
GARUDA - HARD MODE Location: The Howling Eye Level: 50 Type: Instance Recommended: AF/Darklight, Ifrit Weapon Author:Maple Cookie
This is a mechanics heavy encounter that will require almost perfect execution from the entire party. Simple mistakes are the cause of most wipes and must be avoided at all costs. Raising party members is not practical as it consumes a large amount of MP, causes tanks to use unnecessary cooldowns, and will slow down the overall effectiveness of the group. Some groups may be able to successfully recover, but mistakes that lead to a party member's death will usually lead to a complete wipe. Multiple wipes can lead to fatigue and weaken morale, so it's best that everyone communicate, listen, pay attention, and execute to the best of their abilities.
Ranged attackers are desirable in this encounter due to Garuda's circular AOE and multiple Plumes being spawned throughout the fight that are easier to dispatch with BLM and BRD AOEs.
In the beginning of the fight, the main tank will want to run through the center of the room and grab Garuda immediately, spinning her around so that the tank's back is against the giant rock at the top of the room, and Garuda's back is facing the four pillars. The remaining party members will want to approach from the west (left) side of the room and position themselves in the northwest corner of the room. Garuda will periodically use an attack called 'Slipstream' that will cause a brief stun. The tank will need to dodge these attacks by running through Garuda and then returning back to their starting position. Garuda will also periodically summon multiple Plumes. The party will need to AOE and focus down these Plumes immediately as they will start attacking and breaking the pillars. The tank should keep Garuda facing away from all other party members at all times. The party should be spread out in the northwest corner of the room and should not be standing next to any of the pillars as Garuda will randomly target party members and could potentially hit the pillars if they are in close proximity.
Similar to normal mode, at about 80-90% health, Garuda will disappear and teleport to the giant stone. Assuming, you started tanking Garuda here, there will be no change in her position. The party will need to get behind one of the stone pillars immediately, placing the pillar between Garuda and themselves, to avoid getting damaged from her attack. At about 70-80% health, Garuda will disappear and teleport to the center of the room. Everyone will need to hide behind the pillar on the opposite side. As soon as the casting bar has completed, party members should quickly reposition themselves back at the northwest corner of the room and away from the pillars as Garuda will usually turn to attack the party and may potentially hit the pillars.
At about 60% health, just before Garuda's final attack, she will teleport to the center and spawn another set of Plumes. If you are pushing your DPS too hard, Garuda will occasionally spawn a second set of Plumes right after the first set. At 50% health, Garuda will teleport to the center of the room and begin casting her large AOE that will destroy the remaining pillars. The party does not have to be behind any of the pillars but should stack somewhere near the northwest corner of the room so the healers can easily bring everyone back to full health after the large AOE. You will need at least 6 stones remaining from the four pillars of stacked stones in order to survive the attack.
Garuda will resume attacking and tornadoes will appear in the room. The tornado AOE will be indicated on the ground by a large green circle. The tank will want to be positioned in the northwest corner of the room with a decent amount of space between the nearest tornado and the rest of the party. After a short while, Garuda will disappear and teleport to the back of the room. Two Garuda clones will spawn into the room.
The main tank will want to pop one or two of their defensive cooldowns at this time. The off-tank will need to grab both clones and spin them around so that their backs are facing the rest of the party, usually at the opposite side of the main tank. The party will need to refrain from doing any actions until the off-tank has established hate and positioned the mobs, but this all needs to happen very quickly as it is a bit of a DPS race to kill the clones.
One of the clones will be a healing type and the other will be an attacking type. The names of the mobs are the same but the type will be randomized. The healing clone can always be identified by the green targeting line. The other clone will have a red targeting line. The DPS will need to focus down the healing clone while avoiding to pop too many offensive cool downs. Defensive cool downs are recommended. With the first clone down, the DPS should now pop their offensive cool downs and focus on the second clone.
Once the clones are defeated, Garuda will summon Plumes into the room. When you see this message, the tornadoes will begin to move around the room and the party will need to rotate in a clockwise pattern around the room, from roughly 10/11 o'clock to 5/6 o'clock. During this time, Garuda will continue to summon Plumes. Immediately focus down any 'Satin Plumes' and ignore the rest. The other plumes will explode on their own, causing negligable damage.
Once the tornadoes stop moving and disappear, everyone will need to immediately move to the center of the room for 'Eye of the Storm'. During this phase, a large vortex will surround the arena. The main tank will want to pull Garuda to the top of the circle, near the northwest corner, with her back facing the party. Shortly after, Garuda will disappear and teleport to the back of the circle and spawn her clones again. The main tank should pull Garuda back to the same position and pop any available defensive cooldowns while the off-tank should grab the two clones and spin them around at the opposite (southeast) corner. This should give the party enough room to kill the clones without getting hit by Garuda's AOE or any of the cleave attacks from Garuda and her clones. The same procedure to defeat the clones should be used here. You may want to use a DPS L3 LB on the clones here or save it for the next set of clones, depending on how close you are to finishing off Garuda. Once the clones are defeated, the vortex will disappear and the tornadoes will respawn.
The party needs to move to the southwest part of the room and begin moving in a clockwise pattern once again, until they return to their original starting position in the northwest corner of the room. This pattern of tornadoes, clones, and 'Eye of the Storm' will continue until Garuda is defeated.
BEHEMOTH Location: Coerthas, Behemoth's Dominion Level: 50 Type: FATE Items: Behemoth's Horn (x1 for Silver, X5 for Gold)
When Behemoth is near death he will execute Meteor and kill anyone within range. The best strategy is for all parties to save their limit break until he is near death and then execute everyone's limit break at once to finish him off.
Spawns once every 48-72 hours.
ODIN Location: Central Shroud, South Shroud, etc. (Random) Level: 50 Type: FATE (Random)
The weather will change in the zone that Odin spawns in. The FATE icon will not appear until you are close to the target. When Odin is near death, he will execute Zantetsuken and kill anyone nearby.
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