hi everyone welcome again to the visual
guide for the bowl of embers hardmode
where we will meet up with our old buddy
effort in this video we look at the hard
version of the encounter unlike the
original this version requires an eight
men party to complete at this time rate
composition for this encounter usually
calls for a paladin for stuns and a
summoner or black mage for their limits
breaks we begin by taking him against
the far side of the arena the backbone
mechanics of the original fight are
still there you will do the usual knock
back and begin to cast eruption all of
these eruption casts must be interrupted
by our paladin
eventually he will do his rush ability
this is new to the hard mode encounter
if it will leap up into the air and land
at a random point around the outer edge
of the arena he will rush forward and
anyone caught in his path will take
damage he will do this throughout the
encounter multiplying as the fight
progresses up to three clones of himself
at once as long as you keep out of their
direct lines you'll be fine this first
phase is mainly a burn while
interrupting and avoiding the rushes
note that he casts eruption after each
major ability so paladin's should be
prepared to interrupt all of these as
stuns have diminishing returns it's
important not to interrupt anything
unnecessarily each interrupt also counts
towards your Limit Break which is
important later on plumes follow a set
pattern and be easily avoided if you
know what to expect the first ring of
plumes will happen around the outer edge
of the arena after a few seconds they'll
spawn in the center of the room you're
used to this though you've seen this
pattern in story mode
phase 2 begins at 50% with 4 nails
spawning around the center of the room
here is where your black mage or
summoner Limit Break comes in handy the
AoE Limit Break will bring each nail
down to around 15% at which point they
can easily be focused down this is
technically the only time Limit Break
unique so the next Limit Breaks can be
used at your group's convenience once
the nails are down if it will cast
Hellfire and lead us into phase 3
at this point eruptions will one-shot
anyone standing in them so interrupts
are absolutely imperative here avoid the
rush and keep an eye out for plumes at
this point in the hardmode another
cluster of plumes will occur after the
normal pattern that will engulf the
entire arena except an area around
efferent all ranged and healers mistak
in a safe zone before returning to their
positions as long as you remember this
pattern outside inside everywhere you'll
dance around these plumes like a pro
that pretty much covers each major
mechanic in the hardmode dodges attacks
avoid plumes interrupt eruptions and
you'll have them down in no time good
luck on your weapon drops up next we
have Garuda hard as always thanks for
watching until next time