|50||Southern Thanalan||8 Players||90 Minutes|
In order to battle the Primal Ifrit, you will need to reach level 50 and complete the main storyline through The Praetorium.
While Ifrit is killable with any group setup, there are a few jobs that greatly reduce the difficulty of the encounter. Primarily, having a Black Mage or a Summoner is important to limit break the Infernal Nails with Meteor. In addition to them, Paladins are extremely helpful using Shield Bash to interrupt Eruption. While other interrupts work, Paladins are capable of solo interrupting the entire fight. Considering the Duty Finder gives you two tanks for a one-tank fight, this is Paladin's optimal role in this encounter.
If you have a Paladin in the group, nobody else should be interrupting, and the Paladin should only interrupt the Eruption casts. If you interrupt too often, Ifrit will become immune to the interrupt during Eruption, and it is by far the most important ability to interrupt.
With the long raising animation, it can be difficult to revive in a location absent of AoEs long enough to gain control of your character. I have found the easiest method is to tell everyone not to accept the raise right away, and always use Swiftcast > Ressurection near the edge of the room. This allows the fallen player to wait until Radiant Plume hits the outside, granting them a large window to ressurect as long as Eruption is interrupted.
I have also had success reviving players in the final phase by casting it in the middle of the room just as Crimson Cyclone is ending, as Ifrit will always use plume along the edges first. This is great as people will usually accept it instantly, but they will need to move quickly to avoid the central plume.
If the healer level 3 limit break is needed, I will usually try to wait to cast it just before the final Crimson Cyclone fires off. This gives everyone a decent chance to get to the center of the room to avoid the Plume. A word of warning, the limit break will not reach the entire room. If a player is dead on the opposite side of the room, you will miss them with this limit break.
Defeating Ifrit will reward 10 Allagan Tomestones of Philosophy and 4 Allagan Tomestomes of Mythology.
This phase is nearly identical to Phase 1 of the Ifrit story encounter. The tank should back up to the wall so Vulcan Burst does not move them, allowing the ranged jobs to stand at max range without getting hit by Vulcan Burst themselves. When Eruption is cast, the Paladin should interrupt it every time. If you do not have a Paladin, set up a stun rotation between the Warrior off-tank and a Dragoon.
The only new ability in this phase is Crimson Cyclone. Ifrit will vanish and reappear on a random side of the room. He will briefly glow purple before blasting forward, damaging anyone in front of him. Just move out from in front of him and nobody should take damage. Try not to stand too close to the tank after the blast, as Ifrit will land on them and start using Incinerate fairly quickly.
Once Ifrit reaches 75% HP, he will shift into phase 2.
This phase will add the abilities Sear and Radiant Plume, as well as modify a few others. Radiant Plume will function just as it did in the low-level story, alternating between placing ground effects in the center of the room and placing them along the edge.
You should avoid stunning Radiant Plume, as it is predictable and fairly easy to dodge. In addition to Plume, Ifrit's eruption will also change slightly. Instead of doing a single crack under each person, it will do a series of three cracks, one every second or so. While most of these should be stunned, some occasionally sneak past the interrupts, so if you see the second crack appear, start running.
Finally, when Ifrit uses Crimson Cyclone, he will create a duplicate of himself. Both of these will use Crimson Cyclone a few seconds apart. If possible, I try to get fairly close to one side of them to ensure I will not be hit by the frontal. With careful positioning, you can also be between them.
Once Ifrit reaches 50%, he will spawn four Infernal Nails near the middle of the room. If you have a Black Mage or Summoner, use a level 3 Limit Break so that it will AoE all four nails. If you are lacking a Meteor limit break, a Monk or Dragoon should limit break the furthest nail from Ifrit to avoid being knocked back and interrupted. As the nails come down, the healers should also shield/stoneskin the designated melee to help prevent Vulcan Burst interrupting the limit break. All of the DPS should focus the next two nails down together, which should bring the limit break back up to level 2. Unleash it on the final nail and, if DPS was strong enough, you should have managed to kill all of the nails.
Once all four nails go down, Ifrit will leap into the air. Everyone should move close to the center of the room while Scholars pre-cast Succor and White Mages pre-cast Medica II. Scholars can also place Sacred Soil for the group to stack in, further reducing damage. As long as none of the nails survived and nobody is weakened, all the players should survive Hellfire. This also signals the start of the final phase.
This phase will feel chaotic the first time you reach it. However, it follows an exact pattern that, once memorized, makes it much easier. After Ifrit vanishes, he will create three copies of himself and use Crimson Cyclone. Once he reappears, he will use Radiant Plume along the edges of the room, followed shortly by a Radiant Plume in the middle of the room. Not long after these, Eruption is cast. This is the most important Eruption to interrupt. If it goes off, it will likely cause people to be out of place for the next ability, Radiant Plume. Unlike the previous Plumes, this will use a new pattern, filling up most of the room except for a small section near the boss. As soon as the Eruption is interrupted, everyone should stack into melee to prepare to dodge this plume. Once it goes off, Ifrit will retaliate with another Eruption before vanishing and starting the cycle over with Crimson Cyclone.