The Bowl of Embers (Extreme)
- This article is about the level 50 challenge-mode trial. For the Main Scenario trial, see The Bowl of Embers. For the level 50 story-mode trial, see The Bowl of Embers (Hard). For the Ultimate Raid involving Ifrit, see The Weapon's Refrain (Ultimate).
The Bowl of Embers (Extreme)
- 50 (Sync: 50)
- Item Level
- Party size
- Full Party
8 man • 2 2 4
- Time limit
- 60 minutes
- Duty Finder
- High-end Trials (A Realm Reborn)
- Req. quest
- Ifrit Ain't Broke
- Southern Thanalan (X:35.3, Y:19.6)
- The Bowl of Embers
- The Echo
- On wipe: +5% (max +25%)
Having partaken further of Ascian wisdom, the Amalj'aa have succeeded in summoning the mightiest incarnation of their god to date. Ifrit has returned amidst hellfire and brimstone, and the lizardmen bask in the heat of destruction as warriors of the Immortal Flames fall to the primal like slugs shriveling beneath the desert sun. Can a Warrior of Light prevail against such an irrepressible force?
— In-game description
The Bowl of Embers (Extreme) is a level 50 trial introduced in patch 2.1.
Lord of the Inferno: Ifrit
Ifrit utilizes all of his abilities from previous difficulties, albeit far more deadly by comparison, as well as some additional mechanics exclusive to extreme mode.
- Incinerate, for example, will apply a stackable debuff named Suppuration to those it hits, reducing maximum HP of the target for its entire duration. As a result, the main and off-tank should occasionally swap to clear their stacks and prevent Suppuration from reducing their maximum health to dangerously low levels, all while keeping Ifrit turned away from the party to prevent Incinerate from hitting them.
- Eruption, unlike the other difficulties, can no longer be interrupted and will be cast in two distinct ways. The first Eruption is cast on 3 DPS in succession, which is best avoided by having all DPS players stick together and move as a group to prevent chaos and unnecessary damage. The second version is a single Eruption targeted at the current off-tank who should maintain distance from the DPS, but close enough to perform a tank-swap if needed.
- Searing Wind is an ability exclusive to extreme mode that is cast specifically at healers (assuming they are alive), causing them to periodically deal an explosive AoE knockback that inflicts massive damage to those caught in the blast, except the healer themselves. Due to this, both healers also need to maintain a positional rotation to keep the party safe during mechanical overlaps.
- Hellfire is used at three points during the battle, excluding the fourth and final Hellfire which is used to wipe the raid. With each one, a Radiant Plume will be cast over the entire arena, leaving two small safe-spots that rotate in a clockwise motion with each new Hellfire. Players are encouraged to utilize safe-spots in a coordinated manner to avoid mechanical overlaps. For example, tanks will often need to position Ifrit in one safe-spot and remain there with the DPS, while the healer afflicted by Searing Wind uses the other safe-spot to prevent inflicting damage and knockback to the group.
- Ifrit will use Crimson Cyclone after each Radiant Plume, only this time there will be an additional copy of Ifrit (4 in total), all with a wider attack compared to previous difficulties, making the mechanic more difficult to dodge. However, the charge-order hasn't changed, thus players should once again move beside the left-most Ifrit as it always charges first.
- Infernal Nails will need to be dealt with after Hellfire and are far more difficult to destroy. Unlike previous difficulties, destroying a nail will cause an Infernal Surge, inflicting arena-wide damage and applying an unavoidable debuff that increases damage taken for a short period. Due to this change, nails should be taken down individually rather than AoE'd down like in previous difficulties. Only 4 nails will be summoned after the first Hellfire, increasing to 7 with the second, and then 13 on the last. The 13-nails specifically include a much larger nail in the arena centre which is a worthwhile target for a Level 3 (melee) Limit Break.
- Lastly, Ifrit will begin affecting two players with Infernal Fetters during the second phase – typically a DPS and the off-tank – which increases damage taken, deals damage over time, and decreases damage done for its duration. This effect grows in potency depending on how far apart the two targets are, hence they must remain close together until the effect fades. Due to each nail-phase being a DPS check and the need for tank-swaps throughout the encounter, allowing Infernal Fetters to reduce the damage done by a DPS and increase damage taken by an off-tank is a great hindrance if both players don't coordinate appropriately.
- Each phase lasts until Ifrit casts Hellfire at 75%, 50% and 15% health. After the 3rd Hellfire, players must slay Ifrit before he has time to cast a fourth and final Hellfire, which is a guaranteed raid-wipe.
This phase involves dealing with multiple Eruptions and Searing Wind, requiring the group to co-ordinate to safe-spots while avoiding the affected Healer. Afterwards, the group will have to destroy the first wave of Infernal Nails (4) before Ifrit can cast Hellfire. Be mindful that one Eruption will be used on the off-tank during this nail-phase.
After Hellfire, the entire arena will be covered in plumes with a single safe-spot close to Ifrit, followed by a wave of Crimson Cyclone that must be dodged. To do so, players should move themselves to the left-most clone (which always dashes first), then move into the newly opened spaces to avoid the other copies. However, one Healer will be affected by Searing Wind during this time, encouraging them to dodge Crimson Cyclone from the opposite side to avoid damaging the entire group.
Eruption will continue throughout this phase, including another one on the off-tank during the arrival of the second set of nails (which includes 7 nails in total). Infernal Fetters will also be inflicted during this phase, forcing a DPS and off-tank to stick close together to avoid excessive debuffs. If all nails are destroyed before Ifrit casts Hellfire, the next phase begins.
This phase is almost identical to the previous phase with exception to Infernal Nails, which will now spawn 13 nails, including a large central nail that may require being burst down by a Level 3 (melee) Limit Break depending on overall DPS. Once again, players must destroy all nails before Hellfire to avoid a wipe. Unlike previous phases, unsync players can't skip this one; Ifrit will become invulnerable before he dies and force you to kill the nails anyway.
From this point onward, there will be no more Infernal Nails. The group must defeat Ifrit before the final Hellfire or the battle will end in a total raid wipe.
- Ifrit Card (Drops at a fixed rate.)
|Inferno Bangle of Fending||Bracelets||Tomestone||1|
|Inferno Bangle of Slaying||Bracelets||Tomestone||1|
|Inferno Bangle of Aiming||Bracelets||Tomestone||1|
|Inferno Bangle of Casting||Bracelets||Tomestone||1|
|Inferno Bangle of Healing||Bracelets||Tomestone||1|
|Inferno Horn||Crafting material||Basic||1|
|Faded Copy of Primal Judgment||Orchestrion Roll||Basic||1|
This duty is associated with the following achievements:
|Going Up in Flames||10||Defeat Ifrit in the Bowl of Embers (Extreme).||-|
|Mightier than the Inferno||5||Complete the Bowl of Embers (Extreme) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off.||-|