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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12088</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12088"/>
		<updated>2014-01-28T21:48:28Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Phase 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*As of 2.1 the strategy for this fight has changed. Eruption can no longer be stunned indefinitely. The new format allows stun to work three times before full resistance is built for 1 minute or so. Make sure if you are stunning Ifrit, that no other players are using stuns, and that you only stun eruption.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit. Also causes knockback.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
Plumes in this phase are outer plumes then inner plumes. Followed by Eruption then Cyclone.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
At roughly 50% hp. Ifrit will summon 4 nails. The nails are top priority. After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players. It is highly recommended to gather up when Hellfire occurs but not on top of the main tank. If the healers are slow at healing this damage, vulcan burst could follow doing damage to all in range.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Infernal Nails have had a drastic upgrade to damage nullification from Limit Breaks. Pre 2.1 a caster dps Limit Break 2 or better would destroy the nails outright. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break, have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then finish off the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 4 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
The order of attacks is:&lt;br /&gt;
*Outer Radiant Plumes&lt;br /&gt;
*Inner Radiant Plumes&lt;br /&gt;
*Eruption (should be stunned)&lt;br /&gt;
*Zone wide Radiant plumes (safe spot is behind Ifrit)&lt;br /&gt;
*Followed by Dashes. Left Ifrit always dashes first. (3 Ifrits)&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12085</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12085"/>
		<updated>2014-01-28T20:40:26Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Phase 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*As of 2.1 the strategy for this fight has changed. Eruption can no longer be stunned indefinitely. The new format allows stun to work three times before full resistance is built for 1 minute or so. Make sure if you are stunning Ifrit, that no other players are using stuns, and that you only stun eruption.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit. Also causes knockback.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
Plumes in this phase are outer plumes then inner plumes. Followed by Eruption then Cyclone.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
At roughly 50% hp. Ifrit will summon 4 nails. The nails are top priority. After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players. It is highly recommended to gather up when Hellfire occurs but not on top of the main tank. If the healers are slow at healing this damage, vulcan burst could follow doing damage to all in range.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Infernal Nails have had a drastic upgrade to damage nullification from Limit Breaks. Pre 2.1 a caster dps Limit Break 2 or better would destroy the nails outright. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break, have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then finish off the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 4 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
The order of attacks is:&lt;br /&gt;
*Outer Radiant Plumes&lt;br /&gt;
*Inner Radiant Plumes&lt;br /&gt;
*Eruption (should be stunned)&lt;br /&gt;
*Zone wide Radiant plumes (safe spot is behind Ifrit)&lt;br /&gt;
*Followed by Dashes (3 times)&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12084</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12084"/>
		<updated>2014-01-28T20:39:26Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Phase 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*As of 2.1 the strategy for this fight has changed. Eruption can no longer be stunned indefinitely. The new format allows stun to work three times before full resistance is built for 1 minute or so. Make sure if you are stunning Ifrit, that no other players are using stuns, and that you only stun eruption.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
Plumes in this phase are outer plumes then inner plumes. Followed by Eruption then Cyclone.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
At roughly 50% hp. Ifrit will summon 4 nails. The nails are top priority. After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players. It is highly recommended to gather up when Hellfire occurs but not on top of the main tank. If the healers are slow at healing this damage, vulcan burst could follow doing damage to all in range.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Infernal Nails have had a drastic upgrade to damage nullification from Limit Breaks. Pre 2.1 a caster dps Limit Break 2 or better would destroy the nails outright. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break, have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then finish off the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 4 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
The order of attacks is:&lt;br /&gt;
*Outer Radiant Plumes&lt;br /&gt;
*Inner Radiant Plumes&lt;br /&gt;
*Eruption (should be stunned)&lt;br /&gt;
*Zone wide Radiant plumes (safe spot is behind Ifrit)&lt;br /&gt;
*Followed by Dashes (3 times)&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12083</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12083"/>
		<updated>2014-01-28T20:38:53Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*As of 2.1 the strategy for this fight has changed. Eruption can no longer be stunned indefinitely. The new format allows stun to work three times before full resistance is built for 1 minute or so. Make sure if you are stunning Ifrit, that no other players are using stuns, and that you only stun eruption.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
Plumes in this phase are outer plumes then inner plumes. Followed by Eruption then Cyclone.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
At roughly 50% hp. Ifrit will summon 4 nails. The nails are top priority. After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players. It is highly recommended to gather up when Hellfire occurs but not on top of the main tank. If the healers are slow at healing this damage, vulcan burst could follow doing damage to all in range.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Infernal Nails have had a drastic upgrade to damage nullification from Limit Breaks. Pre 2.1 a caster dps Limit Break 2 or better would destroy the nails outright. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break, have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then finish off the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 3 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
The order of attacks is:&lt;br /&gt;
*Outer Radiant Plumes&lt;br /&gt;
*Inner Radiant Plumes&lt;br /&gt;
*Eruption (should be stunned)&lt;br /&gt;
*Zone wide Radiant plumes (safe spot is behind Ifrit)&lt;br /&gt;
*Followed by Dashes (3 times)&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12082</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12082"/>
		<updated>2014-01-28T20:33:02Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*As of 2.1 the strategy for this fight has changed. Eruption can no longer be stunned indefinitely. The new format allows stun to work three times before full resistance is built for 1 minute or so. Make sure if you are stunning Ifrit, that no other players are using stuns, and that you only stun eruption.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will summon several Infernal Nails and gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Nails have had a drastic upgrade to damage nullification from Limit Break. Pre 2.1 a Limit Break 2 or better would destroy the nails. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break. Have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then burn the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 3 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
The order of attacks is:&lt;br /&gt;
*Outer Radiant Plumes&lt;br /&gt;
*Inner Radiant Plumes&lt;br /&gt;
*Eruption (should be stunned)&lt;br /&gt;
*Zone wide Radiant plumes (safe spot is behind Ifrit)&lt;br /&gt;
*Followed by Dashes (3 times)&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12081</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12081"/>
		<updated>2014-01-28T20:32:41Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Phase 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*As of 2.1 the strategy for this fight has changed. Eruption can no longer be stunned indefinitely. The new format allows stun to work three times before full resistance is built for 1 minute or so. Make sure if you are stunning Ifrit, that no other players are using stuns, and that you only stun eruption.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will summon several Infernal Nails and gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Nails have had a drastic upgrade to damage nullification from Limit Break. Pre 2.1 a Limit Break 2 or better would destroy the nails. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break. Have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then burn the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 3 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
The order of attacks is:&lt;br /&gt;
Outer Radiant Plumes&lt;br /&gt;
Inner Radiant Plumes&lt;br /&gt;
Eruption (should be stunned)&lt;br /&gt;
Zone wide Radiant plumes (safe spot is behind Ifrit)&lt;br /&gt;
Followed by Dashes (3 times)&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12080</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12080"/>
		<updated>2014-01-28T20:30:03Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*As of 2.1 the strategy for this fight has changed. Eruption can no longer be stunned indefinitely. The new format allows stun to work three times before full resistance is built for 1 minute or so. Make sure if you are stunning Ifrit, that no other players are using stuns, and that you only stun eruption.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will summon several Infernal Nails and gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Nails have had a drastic upgrade to damage nullification from Limit Break. Pre 2.1 a Limit Break 2 or better would destroy the nails. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break. Have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then burn the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 3 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12079</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12079"/>
		<updated>2014-01-28T20:29:47Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Phase 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
**As of 2.1 the strategy for this fight has changed. Eruption can no longer be stunned indefinitely. The new format allows stun to work three times before full resistance is built for 1 minute or so. Make sure if you are stunning Ifrit, that no other players are using stuns, and that you only stun eruption.&lt;br /&gt;
&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will summon several Infernal Nails and gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Nails have had a drastic upgrade to damage nullification from Limit Break. Pre 2.1 a Limit Break 2 or better would destroy the nails. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break. Have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then burn the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 3 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12077</id>
		<title>The Bowl of Embers (Hard)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Bowl_of_Embers_(Hard)&amp;diff=12077"/>
		<updated>2014-01-28T20:27:18Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Phase 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|The Bowl of Embers (Extreme)}}&lt;br /&gt;
{{#ev:youtube|ZoPhfrKRZFk|400|right|Ifrit Hard Mode Guide}}&lt;br /&gt;
[[file:ifrit1.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
[[file:ifrit2.jpg|400px|thumb|[[Ifrit]]]]&lt;br /&gt;
{{Quote|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that [[Amalj&#039;aa]] have already succeeded in calling forth [[Ifrit]], who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.}}&lt;br /&gt;
The Bowl of Embers (Hard) is a level 50 [[trials|trial]]. It requires a full party of 8 players. In The Bowl of Embers (Hard), players will face the fiery [[Ifrit]]. The Trial is unlocked through main story quests.&lt;br /&gt;
&lt;br /&gt;
*Players are awarded with 10 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 4 [[Level 50 Gear Guide|Tomestones of Mythology]] for completing The Bowl of Embers (Hard).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Phase 1===&lt;br /&gt;
For the first phase, non-tank players should not stand in front of Ifrit. This is due to several of his abilities:&lt;br /&gt;
* &#039;&#039;&#039;Incinerate&#039;&#039;&#039; is an instant frontal breath attack that deals a moderate amount of damage to all targets in front of Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Vulcan Burst&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Eruption&#039;&#039;&#039; is an ability that appears as red crackling glow under a random player. After a few seconds the ground will erupt, dealing heavy damage to all players within.&lt;br /&gt;
* &#039;&#039;&#039;Crimson Cyclone&#039;&#039;&#039; is an ability used by Ifrit. He stands at the edge of the boss room, in a sprinting pose for a few seconds. Ifrit then dashes forward, dealing heavy damage to all players caught in his path.&lt;br /&gt;
&lt;br /&gt;
Tanks should tank the boss at the edge of the boss room so ranged damage dealers and casters do not get hit by Vulcan Burst. Players should interrupt Ifrit&#039;s Eruption with stuns as often as possible. When Ifrit uses Crimson Cyclone, his charging attack, players should not be in front of the boss.&lt;br /&gt;
&lt;br /&gt;
At about 3/4 [[HP]], phase 2 begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During phase 2, Ifrit will summon several Infernal Nails and gain two new abilities:&lt;br /&gt;
* &#039;&#039;&#039;Sear&#039;&#039;&#039; is an instant attack that deals small amount of damage to all players near Ifrit.&lt;br /&gt;
* &#039;&#039;&#039;Radiant Plume&#039;&#039;&#039; is an ability that places glowing red circles on the ground. The circles will explode and deal heavy damage to all targets within after a few seconds.&lt;br /&gt;
&lt;br /&gt;
After a period of time Ifrit will perform his signature ability &#039;&#039;&#039;Hellfire&#039;&#039;&#039;. If any nails remain, Hellfire will instantly kill all players, but if they are all destroyed Hellfire will instead only do heavy damage to all players.&lt;br /&gt;
&lt;br /&gt;
It is recommended that any BLM&#039;s in the party use the Limit Break on the Nails to make quick work of them. Although not a necessity, it can provide breathing space to a party lacking good DPS.&lt;br /&gt;
&lt;br /&gt;
As of 2.1. Ifrit&#039;s Nails have had a drastic upgrade to damage nullification from Limit Break. Pre 2.1 a Limit Break 2 or better would destroy the nails. Now in 2.1 the nails will still have around 20-30% hp. If you do not have caster dps limit break. Have the melee dps down the first nail. One dps should advance to the second nail and Limit break. Destroy the 3rd nail. Limit break should be up again at this point for the 4th nail (if not, it should be really close). Limit break then burn the fourth nail.&lt;br /&gt;
&lt;br /&gt;
===Phase 3===&lt;br /&gt;
After Hellfire has been cast, Ifrit enters phase 3 where he has all the abilities from phase 2 excluding Hellfire.&lt;br /&gt;
&lt;br /&gt;
==Gear Requirement==&lt;br /&gt;
Current gear requirements to complete Ifrit Hard Mode are varied. It is recommended for DPS, Tanks and Healers to have at least a one or two pieces from [[Amdapor Keep]].&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{main|Ifrit (Hard) Loot}}&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;br /&gt;
[[category:trial]]&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=12073</id>
		<title>The Minstrel&#039;s Ballad: Ultima&#039;s Bane</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=12073"/>
		<updated>2014-01-28T19:20:00Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:youtube|fT4czU31lAc|400|right|Ultima Weapon Hard Guide}}&lt;br /&gt;
[[File:ultima weapon2.jpg|400px|thumb|Ultima Weapon]]&lt;br /&gt;
[[File:ultima weapon1.jpg|400px|thumb|Ultima Weapon]]&lt;br /&gt;
The Minstrel&#039;s Ballad: Ultima&#039;s Bane is a level 50 [[trials|trial]] that requires the players to defeat the [[Ultima Weapon]]. The trial requires a full party of 8 players. To unlock Ultima Weapon (Hard), players must begin the [[quests|quest]]: [[The Ulitmate Ballad]].&lt;br /&gt;
&lt;br /&gt;
*Players can start the questline by talking to [[Alys]] at [[Mor Dhona]] (x22,y8).&lt;br /&gt;
&lt;br /&gt;
*Players will receive 20 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 17 [[Level 50 Gear Guide|Tomestones of Mythology]] for the completion of trial.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Ultima is a fight of speed, ability to dodge, and coordination. It&#039;s not a particularly hard fight as much as it is knowing what is coming next. Very little is random in this fight. Who is targeted by orbs, which players get eruptions, and where the magitek bits target are the only real random factors in the fight.&lt;br /&gt;
&lt;br /&gt;
*Three phases are make or break points in this fight. Ifrit is the first. People tend to struggle with the dashes in this phase. Airship 2 can be dangerous as the airships deal massive damage, the lasers could hit the tanks, and ultima could use diffractive laser all during this phase. And the Final Aetheric Boon is completely win or lose. If you don&#039;t trip all 4 sets, you lose instantly.&lt;br /&gt;
&lt;br /&gt;
*Ultima will apply the buff Negative Aetheroplasm (may need confirmation on exact name). Tanks swap at 3 stacks of the debuff, one stack is applied every ~20 seconds. If the stack reaches 5, that player dies. All non personnel not presently taking Ultima should not be in front of Ultima or risk getting a stack. Originally it was stated at 4. Reason for change is that 4 leaves really 0 room for mistakes. If you swap at 4 and the new tank eats fast heavy damage and dies, the run is over, as the original tank must take over with 4 stacks and dies on the next. At the least with 3 if this happens the original tank can take over again until the other tank is brought back up and healed up to take over.&lt;br /&gt;
&lt;br /&gt;
*Tank Purge is an attack repeated through every phase from Titan onward, it&#039;s an area-wide AoE that does a lot of damage.&lt;br /&gt;
&lt;br /&gt;
*It is strongly recommend you tank in the center until after the Garuda phase. Move Ultima to the Northwest or Northeast edge afterwards, NOT THE CENTER NORTH. This is for the Aetheric Boons. If tanked due north, the first boon will hit the tank immediately on spawn.&lt;br /&gt;
&lt;br /&gt;
*Ultima has a 10-minute enrage timer, so keep the DPS up.&lt;br /&gt;
&lt;br /&gt;
*Main tank doesn&#039;t have to dodge attack unless specified.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Garuda===&lt;br /&gt;
Garuda appears in the center, and Ultima will try to knock you into her AoE. Get behind Garuda and make sure Ultima can&#039;t knock you into the AoE.&lt;br /&gt;
&lt;br /&gt;
Eye of the storm appears, get to the VERY EDGE of the center, move to the outside ring as soon as the purple graphic disappears to avoid Titan smashing down in the center. THE TANK SHOULD DODGE THIS AS WELL.&lt;br /&gt;
&lt;br /&gt;
Most times you should only see: Mistral Shriek, Eye of the Storm, Mistral Shriek before Garuda vanishes for good.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Titan===&lt;br /&gt;
Full rotation is Outer Plumes, Inner Plumes, Tank Purge, Inner Plumes, Outer Plumes. Avoid the plumes, and gather up in center for Tank Purge so the healer can heal. Tank Purge starts to show during this phase.&lt;br /&gt;
&lt;br /&gt;
Average run is: Outside/Inside plumes, Tank Purge, Inner/Outer Plumes, Outer/Inner Plumes. Titan done.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Ifrit===&lt;br /&gt;
Ifrit phase begins with eruptions. Eruptions will appear under two random party members, they should run IN THE SAME DIRECTION around the edge of the map. I usually just go clockwise. After five eruptions, this attack ends. Do not run eruptions into the tank zone. If you have to eat one, just eat it. It will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Four plumes will appear, then a line of them, with Ifrit charging the field while the second set explodes. Avoid them by going to the edge and adjusting position as necessary. Ifrit can charge from any direction. It is recommended that players stay out of the center during Ifrit&#039;s stage, as Ifrits Dash will always go through the center in some direction.&lt;br /&gt;
&lt;br /&gt;
If all goes well you should get: Eruption, purge, plumes/charge, eruption, purge. Done with Ifrit. This phase is heavy in dps speed. The faster your dps the less you see. If they are quick enough you can avoid the second eruption, if they are slow you will get another plume/charge phase.&lt;br /&gt;
&lt;br /&gt;
===Phase Change===&lt;br /&gt;
After the primals are done, the fight changes a little. New attacks become available. Magitek Ray is now in use. Similar to story ultima, he will turn around and draw green lines on the ground. Can deal moderate to heavy damage if you stay in it.&lt;br /&gt;
&lt;br /&gt;
Orbs. He will cast out green orbs that track a player. The player will be noted with a symbol over their head. Run it out.&lt;br /&gt;
&lt;br /&gt;
Diffractive laser. No cast display bar. Deals heavy damage to all players in front of ultima. Recommended that only the main tank stay in front at this time. This attack is very deadly in airship phases. I can confirm 3600 roughly to my i80 bard.&lt;br /&gt;
&lt;br /&gt;
Tank Purge is still used through out the fight. Can be really bad if the tank purge and the healers have not healed it when Boons appear.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Aetheric Boon===&lt;br /&gt;
Four orbs appear on long tethers. 1 North to South. 1 East to West. They&#039;re connected in pairs, and will converge towards the center. If the orbs hit each other, they wipe the group. It is recommended ahead of time designate the player to stack on. When Aetheric Boon is cast, all players will be sent backwards. Players should then group up on the designated player and walk into an orb. Then repeat for the second, healing as necessary. Time is not critical for these two sets. You should have plenty of time to take these out.&lt;br /&gt;
&lt;br /&gt;
===Phase 5a: Magitek Bits 1===&lt;br /&gt;
Five Magitek bits will appear in the center, and will start to spam lasers. It is recommended to start killing these bits from the closest to the melee dps in a clockwise fashion. Be aware that phase 5b starts shortly into this phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 5b: Airship 1===&lt;br /&gt;
Two airships will strike. One to the East and one to the West. Optimal safe zone is directly south along the outer rim for non-tanks. Tanks should be due North. Also recommended that one healer stay in range on the outside rim as near the tanks as possible to heal. As soon as the airship crash finishes, destroy the remaining bits.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Aetheric Boon 2===&lt;br /&gt;
6 orbs will appear this time. A short tether running north to south (first priority). Two long tethers running east to west. Immediately group up after knockback to eliminate the short tether. Then work your way through the other two sets allowing healing when necessary. Time is critical for the short tether.&lt;br /&gt;
&lt;br /&gt;
===Phase 7a: Magitek Bits 2===&lt;br /&gt;
Magitek bits will appear around the outer circumference of the map. Have dps work a clockwise rotation. Recommend starting in the North East since the melee dps will be nearest that bit.&lt;br /&gt;
&lt;br /&gt;
===Phase 7b: Airship 2===&lt;br /&gt;
Shortly after clearing a few bits, 4 airships will be called in. One Northeast, Southeast, Southwest, Northwest. Optimal safe zone is dead center for non-tanks. Do not run to early as the bits will trigger lines into the dead center. During this time, Main tank will eat heavy damage (can&#039;t turn ultima to center as he will use diffractive laser at this time). Recommend getting out of the center as soon as the airships start to crash as lasers will be targeting the center. Return to burning bits on the outer rim. It seems you can leave the center as soon as the airship animation comes into view. Graphics will be intense during this phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 8: Aetheric Boon 3===&lt;br /&gt;
Last phase is 4 incredibly short diagonal tethers. 1 West to south. 1 west to north. 1 north to east. 1 east to south (looks like a diamond). Timing is critical. If level 3 limit break is available, have tank cast it during boons cast time. Then have players run through all 4. With the level 3 limit break up players should be able to survive the tethers. If it is not available. Sacrifices will have to be made. Personally recommend that 2 players take this duty. One takes the two on the west and one takes the two to the east. Time is critical. If any orbs touch, raid wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 9: End===&lt;br /&gt;
Assuming you are through the final boons, and still under 10 minutes, you enter the final stage. Basically its just a burn phase. DPS race to the end. If you are fast enough you will win. If you took too long you may still have a chance as Ultima will teleport to the center at 10 minutes from starting the fight and start casting Ultima. Could possibly still win if Ultima is low enough. Limit Break if available.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Rings===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Slot&lt;br /&gt;
! Level&lt;br /&gt;
! iLvl            &lt;br /&gt;
! Job&lt;br /&gt;
! Def&lt;br /&gt;
! Magic Def&lt;br /&gt;
! Stats&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Aiming]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Bard]] || 1 || 1 || [[Dexterity]] +11, [[Accuracy]] +10, [[Determination]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Casting]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Black Mage]] &amp;lt;br&amp;gt; [[Summoner]] || 1 || 1 || [[Intelligence]] +11, [[Determination]] +10, [[Critical Hit Rate]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Fending]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Warrior]] &amp;lt;br&amp;gt; [[Paladin]] || 1 || 1 || [[Vitality]] +13, [[Determination]] +7, [[Parry]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Healing]] || [[File:ultima weapon hard ring.png]]|| Ring || 50 || 80 || [[White Mage]] &amp;lt;br&amp;gt; [[Scholar]] || 1 || 1 || [[Mind]] +11, [[Piety]] +7, [[Spell Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Striking]] || [[File:ultima weapon hard ring.png]]|| Ring || 50 || 80 || [[Dragoon]] &amp;lt;br&amp;gt; [[Monk]] || 1 || 1 || [[Strength]] +11, [[Critical Hit Rate]] +10, [[Skill Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Necklaces===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Slot&lt;br /&gt;
! Level&lt;br /&gt;
! iLvl            &lt;br /&gt;
! Job&lt;br /&gt;
! Def&lt;br /&gt;
! Magic Def&lt;br /&gt;
! Stats&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Aiming]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Bard]] || 1 || 1 || [[Dexterity]] +11, [[Accuracy]] +10, [[Critical Hit Rate]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Casting]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Black Mage]] &amp;lt;br&amp;gt; [[Summoner]] || 1 || 1 || [[Intelligence]] +11, [[Spell Speed]] +10, [[Accuracy]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Fending]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Warrior]] &amp;lt;br&amp;gt; [[Paladin]] || 1 || 1 || [[Vitality]] +11, [[Determination]] +10, [[Parry]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Healing]] || [[File:ultima weapon hard necklace.png]]|| Necklace || 50 || 80 || [[White Mage]] &amp;lt;br&amp;gt; [[Scholar]] || 1 || 1 || [[Mind]] +11, [[Determination]] +7, [[Spell Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Striking]] || [[File:ultima weapon hard necklace.png]]|| Necklace || 50 || 80 || [[Dragoon]] &amp;lt;br&amp;gt; [[Monk]] || 1 || 1 || [[Strength]] +11, [[Critical Hit Rate]] +10, [[Determination]] +10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Lore==&lt;br /&gt;
The Wandering Minstrel is wont to regale those who would listen with the heroic deeds of adventurers. News of your death-defying feats have reached him, and he would have you recount your fateful encounter with the Ultima Weapon.&lt;br /&gt;
&lt;br /&gt;
However, one must always be wary of the Wandering Minstrel and his gift for exaggeration. Upon hearing his ballad, you come to find your clash with the Ultima Weapon has been transformed into something far more epic than you remember.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=12072</id>
		<title>The Minstrel&#039;s Ballad: Ultima&#039;s Bane</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=12072"/>
		<updated>2014-01-28T19:19:09Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:youtube|fT4czU31lAc|400|right|Ultima Weapon Hard Guide}}&lt;br /&gt;
[[File:ultima weapon2.jpg|400px|thumb|Ultima Weapon]]&lt;br /&gt;
[[File:ultima weapon1.jpg|400px|thumb|Ultima Weapon]]&lt;br /&gt;
The Minstrel&#039;s Ballad: Ultima&#039;s Bane is a level 50 [[trials|trial]] that requires the players to defeat the [[Ultima Weapon]]. The trial requires a full party of 8 players. To unlock Ultima Weapon (Hard), players must begin the [[quests|quest]]: [[The Ulitmate Ballad]].&lt;br /&gt;
&lt;br /&gt;
*Players can start the questline by talking to [[Alys]] at [[Mor Dhona]] (x22,y8).&lt;br /&gt;
&lt;br /&gt;
*Players will receive 20 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 17 [[Level 50 Gear Guide|Tomestones of Mythology]] for the completion of trial.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Ultima is a fight of speed, ability to dodge, and coordination. It&#039;s not a particularly hard fight as much as it is knowing what is coming next. Very little is random in this fight. Who is targeted by orbs, which players get eruptions, and where the magitek bits target are the only real random factors in the fight.&lt;br /&gt;
&lt;br /&gt;
*Three phases are make or break points in this fight. Ifrit is the first. People tend to struggle with the dashes in this phase. Airship 2 can be dangerous as the airships deal massive damage, the lasers could hit the tanks, and ultima could use diffractive laser all during this phase. And the Final Aetheric Boon is completely win or lose. If you don&#039;t trip all 4 sets, you lose instantly.&lt;br /&gt;
&lt;br /&gt;
*Tanks swap at 3 stacks of the debuff, one stack is applied every ~20 seconds. If the stack reaches 5, that player dies. All non personnel not presently taking Ultima should not be in front of Ultima or risk getting a stack. Originally it was stated at 4. Reason for change is that 4 leaves really 0 room for mistakes. If you swap at 4 and the new tank eats fast heavy damage and dies, the run is over, as the original tank must take over with 4 stacks and dies on the next. At the least with 3 if this happens the original tank can take over again until the other tank is brought back up and healed up to take over.&lt;br /&gt;
&lt;br /&gt;
*Tank Purge is an attack repeated through every phase from Titan onward, it&#039;s an area-wide AoE that does a lot of damage.&lt;br /&gt;
&lt;br /&gt;
*It is strongly recommend you tank in the center until after the Garuda phase. Move Ultima to the Northwest or Northeast edge afterwards, NOT THE CENTER NORTH. This is for the Aetheric Boons. If tanked due north, the first boon will hit the tank immediately on spawn.&lt;br /&gt;
&lt;br /&gt;
*Ultima has a 10-minute enrage timer, so keep the DPS up.&lt;br /&gt;
&lt;br /&gt;
*Main tank doesn&#039;t have to dodge attack unless specified.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Garuda===&lt;br /&gt;
Garuda appears in the center, and Ultima will try to knock you into her AoE. Get behind Garuda and make sure Ultima can&#039;t knock you into the AoE.&lt;br /&gt;
&lt;br /&gt;
Eye of the storm appears, get to the VERY EDGE of the center, move to the outside ring as soon as the purple graphic disappears to avoid Titan smashing down in the center. THE TANK SHOULD DODGE THIS AS WELL.&lt;br /&gt;
&lt;br /&gt;
Most times you should only see: Mistral Shriek, Eye of the Storm, Mistral Shriek before Garuda vanishes for good.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Titan===&lt;br /&gt;
Full rotation is Outer Plumes, Inner Plumes, Tank Purge, Inner Plumes, Outer Plumes. Avoid the plumes, and gather up in center for Tank Purge so the healer can heal. Tank Purge starts to show during this phase.&lt;br /&gt;
&lt;br /&gt;
Average run is: Outside/Inside plumes, Tank Purge, Inner/Outer Plumes, Outer/Inner Plumes. Titan done.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Ifrit===&lt;br /&gt;
Ifrit phase begins with eruptions. Eruptions will appear under two random party members, they should run IN THE SAME DIRECTION around the edge of the map. I usually just go clockwise. After five eruptions, this attack ends. Do not run eruptions into the tank zone. If you have to eat one, just eat it. It will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Four plumes will appear, then a line of them, with Ifrit charging the field while the second set explodes. Avoid them by going to the edge and adjusting position as necessary. Ifrit can charge from any direction. It is recommended that players stay out of the center during Ifrit&#039;s stage, as Ifrits Dash will always go through the center in some direction.&lt;br /&gt;
&lt;br /&gt;
If all goes well you should get: Eruption, purge, plumes/charge, eruption, purge. Done with Ifrit. This phase is heavy in dps speed. The faster your dps the less you see. If they are quick enough you can avoid the second eruption, if they are slow you will get another plume/charge phase.&lt;br /&gt;
&lt;br /&gt;
===Phase Change===&lt;br /&gt;
After the primals are done, the fight changes a little. New attacks become available. Magitek Ray is now in use. Similar to story ultima, he will turn around and draw green lines on the ground. Can deal moderate to heavy damage if you stay in it.&lt;br /&gt;
&lt;br /&gt;
Orbs. He will cast out green orbs that track a player. The player will be noted with a symbol over their head. Run it out.&lt;br /&gt;
&lt;br /&gt;
Diffractive laser. No cast display bar. Deals heavy damage to all players in front of ultima. Recommended that only the main tank stay in front at this time. This attack is very deadly in airship phases. I can confirm 3600 roughly to my i80 bard.&lt;br /&gt;
&lt;br /&gt;
Tank Purge is still used through out the fight. Can be really bad if the tank purge and the healers have not healed it when Boons appear.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Aetheric Boon===&lt;br /&gt;
Four orbs appear on long tethers. 1 North to South. 1 East to West. They&#039;re connected in pairs, and will converge towards the center. If the orbs hit each other, they wipe the group. It is recommended ahead of time designate the player to stack on. When Aetheric Boon is cast, all players will be sent backwards. Players should then group up on the designated player and walk into an orb. Then repeat for the second, healing as necessary. Time is not critical for these two sets. You should have plenty of time to take these out.&lt;br /&gt;
&lt;br /&gt;
===Phase 5a: Magitek Bits 1===&lt;br /&gt;
Five Magitek bits will appear in the center, and will start to spam lasers. It is recommended to start killing these bits from the closest to the melee dps in a clockwise fashion. Be aware that phase 5b starts shortly into this phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 5b: Airship 1===&lt;br /&gt;
Two airships will strike. One to the East and one to the West. Optimal safe zone is directly south along the outer rim for non-tanks. Tanks should be due North. Also recommended that one healer stay in range on the outside rim as near the tanks as possible to heal. As soon as the airship crash finishes, destroy the remaining bits.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Aetheric Boon 2===&lt;br /&gt;
6 orbs will appear this time. A short tether running north to south (first priority). Two long tethers running east to west. Immediately group up after knockback to eliminate the short tether. Then work your way through the other two sets allowing healing when necessary. Time is critical for the short tether.&lt;br /&gt;
&lt;br /&gt;
===Phase 7a: Magitek Bits 2===&lt;br /&gt;
Magitek bits will appear around the outer circumference of the map. Have dps work a clockwise rotation. Recommend starting in the North East since the melee dps will be nearest that bit.&lt;br /&gt;
&lt;br /&gt;
===Phase 7b: Airship 2===&lt;br /&gt;
Shortly after clearing a few bits, 4 airships will be called in. One Northeast, Southeast, Southwest, Northwest. Optimal safe zone is dead center for non-tanks. Do not run to early as the bits will trigger lines into the dead center. During this time, Main tank will eat heavy damage (can&#039;t turn ultima to center as he will use diffractive laser at this time). Recommend getting out of the center as soon as the airships start to crash as lasers will be targeting the center. Return to burning bits on the outer rim. It seems you can leave the center as soon as the airship animation comes into view. Graphics will be intense during this phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 8: Aetheric Boon 3===&lt;br /&gt;
Last phase is 4 incredibly short diagonal tethers. 1 West to south. 1 west to north. 1 north to east. 1 east to south (looks like a diamond). Timing is critical. If level 3 limit break is available, have tank cast it during boons cast time. Then have players run through all 4. With the level 3 limit break up players should be able to survive the tethers. If it is not available. Sacrifices will have to be made. Personally recommend that 2 players take this duty. One takes the two on the west and one takes the two to the east. Time is critical. If any orbs touch, raid wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 9: End===&lt;br /&gt;
Assuming you are through the final boons, and still under 10 minutes, you enter the final stage. Basically its just a burn phase. DPS race to the end. If you are fast enough you will win. If you took too long you may still have a chance as Ultima will teleport to the center at 10 minutes from starting the fight and start casting Ultima. Could possibly still win if Ultima is low enough. Limit Break if available.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Rings===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Slot&lt;br /&gt;
! Level&lt;br /&gt;
! iLvl            &lt;br /&gt;
! Job&lt;br /&gt;
! Def&lt;br /&gt;
! Magic Def&lt;br /&gt;
! Stats&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Aiming]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Bard]] || 1 || 1 || [[Dexterity]] +11, [[Accuracy]] +10, [[Determination]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Casting]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Black Mage]] &amp;lt;br&amp;gt; [[Summoner]] || 1 || 1 || [[Intelligence]] +11, [[Determination]] +10, [[Critical Hit Rate]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Fending]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Warrior]] &amp;lt;br&amp;gt; [[Paladin]] || 1 || 1 || [[Vitality]] +13, [[Determination]] +7, [[Parry]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Healing]] || [[File:ultima weapon hard ring.png]]|| Ring || 50 || 80 || [[White Mage]] &amp;lt;br&amp;gt; [[Scholar]] || 1 || 1 || [[Mind]] +11, [[Piety]] +7, [[Spell Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Striking]] || [[File:ultima weapon hard ring.png]]|| Ring || 50 || 80 || [[Dragoon]] &amp;lt;br&amp;gt; [[Monk]] || 1 || 1 || [[Strength]] +11, [[Critical Hit Rate]] +10, [[Skill Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Necklaces===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Slot&lt;br /&gt;
! Level&lt;br /&gt;
! iLvl            &lt;br /&gt;
! Job&lt;br /&gt;
! Def&lt;br /&gt;
! Magic Def&lt;br /&gt;
! Stats&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Aiming]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Bard]] || 1 || 1 || [[Dexterity]] +11, [[Accuracy]] +10, [[Critical Hit Rate]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Casting]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Black Mage]] &amp;lt;br&amp;gt; [[Summoner]] || 1 || 1 || [[Intelligence]] +11, [[Spell Speed]] +10, [[Accuracy]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Fending]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Warrior]] &amp;lt;br&amp;gt; [[Paladin]] || 1 || 1 || [[Vitality]] +11, [[Determination]] +10, [[Parry]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Healing]] || [[File:ultima weapon hard necklace.png]]|| Necklace || 50 || 80 || [[White Mage]] &amp;lt;br&amp;gt; [[Scholar]] || 1 || 1 || [[Mind]] +11, [[Determination]] +7, [[Spell Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Striking]] || [[File:ultima weapon hard necklace.png]]|| Necklace || 50 || 80 || [[Dragoon]] &amp;lt;br&amp;gt; [[Monk]] || 1 || 1 || [[Strength]] +11, [[Critical Hit Rate]] +10, [[Determination]] +10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Lore==&lt;br /&gt;
The Wandering Minstrel is wont to regale those who would listen with the heroic deeds of adventurers. News of your death-defying feats have reached him, and he would have you recount your fateful encounter with the Ultima Weapon.&lt;br /&gt;
&lt;br /&gt;
However, one must always be wary of the Wandering Minstrel and his gift for exaggeration. Upon hearing his ballad, you come to find your clash with the Ultima Weapon has been transformed into something far more epic than you remember.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bard&amp;diff=12071</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bard&amp;diff=12071"/>
		<updated>2014-01-28T19:17:05Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:bard1.jpg|300px|thumb|Bard]]&lt;br /&gt;
{{Quote|The word &amp;quot;bard&amp;quot; ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.|[http://na.finalfantasyxiv.com/game/jobs/bard Game Description]}}&lt;br /&gt;
[[File:bard2.jpg|300px|thumb|Bard]]&lt;br /&gt;
[[File:bard concept art.jpg|300px|thumb|Bard concept art]]&lt;br /&gt;
Bard is a [[jobs|job]] that specializes in buffing their allies with songs and other enchantments. Bard improve upon the [[classes|class]] [[archer]] through the addition of group buffs. Bards have all the [[Archer Actions|abilities]] and [[Archer Traits|traits]] of [[Archer]]s. They can also use all the cross-class abilities of [[Pugilist]] and [[lancer]]. The most important [[attributes|stat]] for the bard is [[dexterity]], which increases [[Attack Power|attack power]]. The level of your Bard is equivalent to that of your Archer.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* Level 30 [[Archer]]&lt;br /&gt;
* Level 15 [[Pugilist]]&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
{{Main|Bard Actions}}&lt;br /&gt;
Bards use all the [[Archer Actions]] in addition to having their own unique actions for their Job:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action &lt;br /&gt;
! Icon           &lt;br /&gt;
! Level &lt;br /&gt;
! TP Cost&lt;br /&gt;
! MP Cost&lt;br /&gt;
! Cast Time&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Range &lt;br /&gt;
! Radius &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage&#039;s Ballad]] || [[File:mages ballad.png|mages ballad.png]]|| 30 || 0 || ?? || 3s || 2.5s || 0y || 20y || align = &amp;quot;left&amp;quot; | Refreshes MP of all nearby party members while lowering own damage dealt by 20%. &amp;lt;br&amp;gt; MP is drained while singing. &amp;lt;br&amp;gt; Refresh effect is lost if party members move out of hearing distance, and ends upon reuse. &amp;lt;br&amp;gt; Cannot be used with other songs.&lt;br /&gt;
|- &lt;br /&gt;
| [[Foe Requiem]] || [[File:foe requiem.png|foe requiem.png]]|| 35 || 0 || ?? || 3s || 2.5s || 0y || 20y || align = &amp;quot;left&amp;quot; | Reduces elemental resistances of all enemies by 10%. &amp;lt;br&amp;gt; MP is drained while singing. &amp;lt;br&amp;gt; Effect is lost if targets move out of hearing distance, and ends upon reuse. &amp;lt;br&amp;gt; Cannot be used with other songs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Army&#039;s Paeon]] || [[File:armys paeon.png|armys paeon.png]]|| 40 || 0 || ?? || 3s || 2.5s || 0y || 20y || align = &amp;quot;left&amp;quot; | Refreshes TP of all nearby party members while lowering own damage dealt by 20%. &amp;lt;br&amp;gt; MP is drained while singing. &amp;lt;br&amp;gt; Refresh effect is lost if party members move out of hearing distance, and ends upon reuse. &amp;lt;br&amp;gt; Cannot be used with other songs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rain of Death]] || [[File:rain of death.png|rain of death.png]]|| 45 || 200 || 0 || Instant || 2.5s || 25y || 8y || align = &amp;quot;left&amp;quot; | Delivers an attack with a potency of 100 to the target and all enemies near it. &amp;lt;br&amp;gt; Additional Effect: Lowers target&#039;s evasion by 10% for 20s &amp;lt;br&amp;gt; Additional Effect: 15% chance next Quick Nock will cost no TP for 10s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle Voice]] || [[File:battle voice.png|battle voice.png]]|| 50 || 0 || 0 || Instant || 300s || 0y || 0y || align = &amp;quot;left&amp;quot; | Doubles the effectiveness of all songs for 30s. &amp;lt;br&amp;gt; Does not work with Swiftsong.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cross Class Actions==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Pugilist]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Lancer]]&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
!Action&lt;br /&gt;
!Icon&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Featherfoot]] || [[file:featherfoot.png]]|| 4 || [[Feint]] || [[file:feint.png]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Second Wind]] || [[file:second wind.png]] || 8 || [[Keen Flurry]] || [[file:keen flurry.png]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Haymaker]] || [[file:haymaker.png]] || 10 || [[Invigorate]] || [[file:invigorate.png]] || 22&lt;br /&gt;
|-&lt;br /&gt;
| [[Internal Release]] || [[file:internal release.png]] || 12 || [[Blood for Blood]] || [[file:blood for blood.png]] || 34&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantra]] || [[file:mantra.png]] || 42 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Quest&lt;br /&gt;
!Quest-Giver&lt;br /&gt;
!Rewards&lt;br /&gt;
|-&lt;br /&gt;
|30 || [[A Song of Bards and Bowmen]] ||align = &amp;quot;left&amp;quot; |[[Luciane]] - [[New Gridania]] (x15,y11) ||align = &amp;quot;left&amp;quot; |Unlocks Bard, [[Mage&#039;s Ballad]]&lt;br /&gt;
|-&lt;br /&gt;
|35 || [[The Archer&#039;s Anthem]] ||align = &amp;quot;left&amp;quot; |[[Jehantel]] - [[South Shroud]] (x21,y21) ||align = &amp;quot;left&amp;quot; |[[Foe Requiem]]&lt;br /&gt;
|-&lt;br /&gt;
|40 || [[Bard&#039;s-eye View]] ||align = &amp;quot;left&amp;quot; |[[Jehantel]] - [[South Shroud]] (x21,y21) ||align = &amp;quot;left&amp;quot; |[[Army&#039;s Paeon]]&lt;br /&gt;
|-&lt;br /&gt;
|45 || [[Doing It the Bard Way]] ||align = &amp;quot;left&amp;quot; |[[Jehantel]] - [[South Shroud]] (x21,y21) ||align = &amp;quot;left&amp;quot; |[[Rain of Death]]&lt;br /&gt;
|-&lt;br /&gt;
|45 || [[Pieces of the Past]] ||align = &amp;quot;left&amp;quot; |[[Jehantel]] - [[South Shroud]] (x21,y21) ||align = &amp;quot;left&amp;quot; |[[Choral Tights]], [[Choral Ringbands]] &amp;lt;br&amp;gt; [[Choral Sandals]], [[Choral Chapeau]] &lt;br /&gt;
|-&lt;br /&gt;
|50 || [[Pieces of the Past]] ||align = &amp;quot;left&amp;quot; |[[Jehantel]] - [[South Shroud]] (x21,y21) ||align = &amp;quot;left&amp;quot; |[[Battle Voice]], [[Choral Shirt]]&lt;br /&gt;
|-&lt;br /&gt;
|50 || [[A Relic Reborn]] ||align = &amp;quot;left&amp;quot; | [[Gerolt]] - [[North Shroud]] (x30,y20) ||align = &amp;quot;left&amp;quot; | [[Artemis Bow]] (Relic Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Classes and Jobs}}&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=12070</id>
		<title>The Minstrel&#039;s Ballad: Ultima&#039;s Bane</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Minstrel%27s_Ballad:_Ultima%27s_Bane&amp;diff=12070"/>
		<updated>2014-01-28T19:09:03Z</updated>

		<summary type="html">&lt;p&gt;Juice2k8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:youtube|fT4czU31lAc|400|right|Ultima Weapon Hard Guide}}&lt;br /&gt;
[[File:ultima weapon2.jpg|400px|thumb|Ultima Weapon]]&lt;br /&gt;
[[File:ultima weapon1.jpg|400px|thumb|Ultima Weapon]]&lt;br /&gt;
The Minstrel&#039;s Ballad: Ultima&#039;s Bane is a level 50 [[trials|trial]] that requires the players to defeat the [[Ultima Weapon]]. The trial requires a full party of 8 players. To unlock Ultima Weapon (Hard), players must begin the [[quests|quest]]: [[The Ulitmate Ballad]].&lt;br /&gt;
&lt;br /&gt;
*Players can start the questline by talking to [[Alys]] at [[Mor Dhona]] (x22,y8).&lt;br /&gt;
&lt;br /&gt;
*Players will receive 20 [[Level 50 Gear Guide|Tomestones of Philosophy]] and 17 [[Level 50 Gear Guide|Tomestones of Mythology]] for the completion of trial.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Ultima is a fight of speed, ability to dodge, and coordination. It&#039;s not a particularly hard fight as much as it is knowing what is coming next. Very little is random in this fight. Who is targeted by orbs, which players get eruptions, and where the magitek bits target are the only real random factors in the fight.&lt;br /&gt;
&lt;br /&gt;
*Three phases are make or break points in this fight. Ifrit is the first. People tend to struggle with the dashes in this phase. Airship 2 can be dangerous as the airships deal massive damage, the lasers could hit the tanks, and ultima could use diffractive laser all during this phase. And the Final Aetheric Boon is completely win or lose. If you don&#039;t trip all 4 sets, you lose instantly.&lt;br /&gt;
&lt;br /&gt;
*Tanks swap at 3 stacks of the debuff, one stack is applied every ~20 seconds. If the stack reaches 5, that player dies. Originally it was stated at 4. Reason for change is that 4 leaves really 0 room for mistakes. If you swap at 4 and the new tank eats fast heavy damage and dies, the run is over, as the original tank must take over with 4 stacks and dies on the next. At the least with 3 if this happens the original tank can take over again until the other tank is brought back up and healed up to take over.&lt;br /&gt;
&lt;br /&gt;
*Tank Purge is an attack repeated through every phase from Titan onward, it&#039;s an area-wide AoE that does a lot of damage.&lt;br /&gt;
&lt;br /&gt;
*It is strongly recommend you tank in the center until after the Garuda phase. Move Ultima to the Northwest or Northeast edge afterwards, NOT THE CENTER NORTH. This is for the Aetheric Boons. If tanked due north, the first boon will hit the tank immediately on spawn.&lt;br /&gt;
&lt;br /&gt;
*Ultima has a 10-minute enrage timer, so keep the DPS up.&lt;br /&gt;
&lt;br /&gt;
*Main tank doesn&#039;t have to dodge attack unless specified.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Garuda===&lt;br /&gt;
Garuda appears in the center, and Ultima will try to knock you into her AoE. Get behind Garuda and make sure Ultima can&#039;t knock you into the AoE.&lt;br /&gt;
&lt;br /&gt;
Eye of the storm appears, get to the VERY EDGE of the center, move to the outside ring as soon as the purple graphic disappears to avoid Titan smashing down in the center. THE TANK SHOULD DODGE THIS AS WELL.&lt;br /&gt;
&lt;br /&gt;
Most times you should only see: Mistral Shriek, Eye of the Storm, Mistral Shriek before Garuda vanishes for good.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Titan===&lt;br /&gt;
Full rotation is Outer Plumes, Inner Plumes, Tank Purge, Inner Plumes, Outer Plumes. Avoid the plumes, and gather up in center for Tank Purge so the healer can heal. Tank Purge starts to show during this phase.&lt;br /&gt;
&lt;br /&gt;
Average run is: Outside/Inside plumes, Tank Purge, Inner/Outer Plumes, Outer/Inner Plumes. Titan done.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Ifrit===&lt;br /&gt;
Ifrit phase begins with eruptions. Eruptions will appear under two random party members, they should run IN THE SAME DIRECTION around the edge of the map. I usually just go clockwise. After five eruptions, this attack ends. Do not run eruptions into the tank zone. If you have to eat one, just eat it. It will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Four plumes will appear, then a line of them, with Ifrit charging the field while the second set explodes. Avoid them by going to the edge and adjusting position as necessary. Ifrit can charge from any direction. It is recommended that players stay out of the center during Ifrit&#039;s stage, as Ifrits Dash will always go through the center in some direction.&lt;br /&gt;
&lt;br /&gt;
If all goes well you should get: Eruption, purge, plumes/charge, eruption, purge. Done with Ifrit. This phase is heavy in dps speed. The faster your dps the less you see. If they are quick enough you can avoid the second eruption, if they are slow you will get another plume/charge phase.&lt;br /&gt;
&lt;br /&gt;
===Phase Change===&lt;br /&gt;
After the primals are done, the fight changes a little. New attacks become available. Magitek Ray is now in use. Similar to story ultima, he will turn around and draw green lines on the ground. Can deal moderate to heavy damage if you stay in it.&lt;br /&gt;
&lt;br /&gt;
Orbs. He will cast out green orbs that track a player. The player will be noted with a symbol over their head. Run it out.&lt;br /&gt;
&lt;br /&gt;
Diffractive laser. No cast display bar. Deals heavy damage to all players in front of ultima. Recommended that only the main tank stay in front at this time. This attack is very deadly in airship phases. I can confirm 3600 roughly to my i80 bard.&lt;br /&gt;
&lt;br /&gt;
Tank Purge is still used through out the fight. Can be really bad if the tank purge and the healers have not healed it when Boons appear.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Aetheric Boon===&lt;br /&gt;
Four orbs appear on long tethers. 1 North to South. 1 East to West. They&#039;re connected in pairs, and will converge towards the center. If the orbs hit each other, they wipe the group. It is recommended ahead of time designate the player to stack on. When Aetheric Boon is cast, all players will be sent backwards. Players should then group up on the designated player and walk into an orb. Then repeat for the second, healing as necessary. Time is not critical for these two sets. You should have plenty of time to take these out.&lt;br /&gt;
&lt;br /&gt;
===Phase 5a: Magitek Bits 1===&lt;br /&gt;
Five Magitek bits will appear in the center, and will start to spam lasers. It is recommended to start killing these bits from the closest to the melee dps in a clockwise fashion. Be aware that phase 5b starts shortly into this phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 5b: Airship 1===&lt;br /&gt;
Two airships will strike. One to the East and one to the West. Optimal safe zone is directly south along the outer rim for non-tanks. Tanks should be due North. Also recommended that one healer stay in range on the outside rim as near the tanks as possible to heal. As soon as the airship crash finishes, destroy the remaining bits.&lt;br /&gt;
&lt;br /&gt;
===Phase 6: Aetheric Boon 2===&lt;br /&gt;
6 orbs will appear this time. A short tether running north to south (first priority). Two long tethers running east to west. Immediately group up after knockback to eliminate the short tether. Then work your way through the other two sets allowing healing when necessary. Time is critical for the short tether.&lt;br /&gt;
&lt;br /&gt;
===Phase 7a: Magitek Bits 2===&lt;br /&gt;
Magitek bits will appear around the outer circumference of the map. Have dps work a clockwise rotation. Recommend starting in the North East since the melee dps will be nearest that bit.&lt;br /&gt;
&lt;br /&gt;
===Phase 7b: Airship 2===&lt;br /&gt;
Shortly after clearing a few bits, 4 airships will be called in. One Northeast, Southeast, Southwest, Northwest. Optimal safe zone is dead center for non-tanks. Do not run to early as the bits will trigger lines into the dead center. During this time, Main tank will eat heavy damage (can&#039;t turn ultima to center as he will use diffractive laser at this time). Recommend getting out of the center as soon as the airships start to crash as lasers will be targeting the center. Return to burning bits on the outer rim. It seems you can leave the center as soon as the airship animation comes into view. Graphics will be intense during this phase.&lt;br /&gt;
&lt;br /&gt;
===Phase 8: Aetheric Boon 3===&lt;br /&gt;
Last phase is 4 incredibly short diagonal tethers. 1 West to south. 1 west to north. 1 north to east. 1 east to south (looks like a diamond). Timing is critical. If level 3 limit break is available, have tank cast it during boons cast time. Then have players run through all 4. With the level 3 limit break up players should be able to survive the tethers. If it is not available. Sacrifices will have to be made. Personally recommend that 2 players take this duty. One takes the two on the west and one takes the two to the east. Time is critical. If any orbs touch, raid wipe.&lt;br /&gt;
&lt;br /&gt;
===Phase 9: End===&lt;br /&gt;
Assuming you are through the final boons, and still under 10 minutes, you enter the final stage. Basically its just a burn phase. DPS race to the end. If you are fast enough you will win. If you took too long you may still have a chance as Ultima will teleport to the center at 10 minutes from starting the fight and start casting Ultima. Could possibly still win if Ultima is low enough. Limit Break if available.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Rings===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Slot&lt;br /&gt;
! Level&lt;br /&gt;
! iLvl            &lt;br /&gt;
! Job&lt;br /&gt;
! Def&lt;br /&gt;
! Magic Def&lt;br /&gt;
! Stats&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Aiming]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Bard]] || 1 || 1 || [[Dexterity]] +11, [[Accuracy]] +10, [[Determination]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Casting]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Black Mage]] &amp;lt;br&amp;gt; [[Summoner]] || 1 || 1 || [[Intelligence]] +11, [[Determination]] +10, [[Critical Hit Rate]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Fending]] || [[File:ultima weapon hard ring.png]]|| Ring ||50 || 80 || [[Warrior]] &amp;lt;br&amp;gt; [[Paladin]] || 1 || 1 || [[Vitality]] +13, [[Determination]] +7, [[Parry]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Healing]] || [[File:ultima weapon hard ring.png]]|| Ring || 50 || 80 || [[White Mage]] &amp;lt;br&amp;gt; [[Scholar]] || 1 || 1 || [[Mind]] +11, [[Piety]] +7, [[Spell Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Band Of Striking]] || [[File:ultima weapon hard ring.png]]|| Ring || 50 || 80 || [[Dragoon]] &amp;lt;br&amp;gt; [[Monk]] || 1 || 1 || [[Strength]] +11, [[Critical Hit Rate]] +10, [[Skill Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Necklaces===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Icon&lt;br /&gt;
! Slot&lt;br /&gt;
! Level&lt;br /&gt;
! iLvl            &lt;br /&gt;
! Job&lt;br /&gt;
! Def&lt;br /&gt;
! Magic Def&lt;br /&gt;
! Stats&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Aiming]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Bard]] || 1 || 1 || [[Dexterity]] +11, [[Accuracy]] +10, [[Critical Hit Rate]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Casting]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Black Mage]] &amp;lt;br&amp;gt; [[Summoner]] || 1 || 1 || [[Intelligence]] +11, [[Spell Speed]] +10, [[Accuracy]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Fending]] || [[File:ultima weapon hard necklace.png]]|| Necklace ||50 || 80 || [[Warrior]] &amp;lt;br&amp;gt; [[Paladin]] || 1 || 1 || [[Vitality]] +11, [[Determination]] +10, [[Parry]] +10&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Healing]] || [[File:ultima weapon hard necklace.png]]|| Necklace || 50 || 80 || [[White Mage]] &amp;lt;br&amp;gt; [[Scholar]] || 1 || 1 || [[Mind]] +11, [[Determination]] +7, [[Spell Speed]] +14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultima Chocker Of Striking]] || [[File:ultima weapon hard necklace.png]]|| Necklace || 50 || 80 || [[Dragoon]] &amp;lt;br&amp;gt; [[Monk]] || 1 || 1 || [[Strength]] +11, [[Critical Hit Rate]] +10, [[Determination]] +10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Lore==&lt;br /&gt;
The Wandering Minstrel is wont to regale those who would listen with the heroic deeds of adventurers. News of your death-defying feats have reached him, and he would have you recount your fateful encounter with the Ultima Weapon.&lt;br /&gt;
&lt;br /&gt;
However, one must always be wary of the Wandering Minstrel and his gift for exaggeration. Upon hearing his ballad, you come to find your clash with the Ultima Weapon has been transformed into something far more epic than you remember.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{trials}}&lt;/div&gt;</summary>
		<author><name>Juice2k8</name></author>
	</entry>
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