Pandaemonium: Asphodelos (Savage) Raid Guides FFXIV 6.08

[P1S] Asphodelos: The First Circle (Savage)

Overview

Nemjiji sequesters you in Aporia for what she insists will be a simple session of dictation, but what the glint in her eye promises will be so much more.

Whether or not her written account of your triumph over Erichthonios at the Gates of Pandæmonium will be strictly veracious… well, a little creativity never hurt anyone, right?

Asphodelos: The First Circle (Savage) is the first encounter of the Pandæmonium: Asphodelos (Savage) raid series released for Patch 6.05.

It is unlocked after finishing Pandæmonium: Asphodelos (Normal) and talking to Nemjiji in Labyrinthos.

If you have any suggestions, corrections or feedback for particular phases please let us know at feedback@akhmorning.com.

Loot can be found below.

Video Guide

We’ll bring you something nice once some time has passed and strategies have really solidified themselves. Until then, please make good use of the text guide below.

General Considerations

  • Everyone in the party should have a position for both Aetherial Shackles and Intemperance. Healers should be in a position that allows them to AoE heal with minimal issues during those mechanics.

Enrage & Required DPS

Boss HP Enrage Time
Erichthonios 23,796,496 10:00
  • Required raid DPS: 39,661.

Healer Role Considerations

  • For Intemperance, healers should either take the North and South or East and West squares. This will ensure that AoE heals are spread out efficiently. Never take a diagonal.

  • For Aetherial Shackles and Fourfold Shackles, healers should prefer to take the purple/straight line debuff for the same reason. Standing near the center of the arena will better ensure that everyone is hit by your heals.

Tank Role Considerations

  • Heavy Hand does not require a tank swap, but Pitiless Flail inflicts a magic vulnerability debuff. The off-tank needs to Provoke during the Pitiless Flail’s cast bar to prevent the main tank from getting destroyed.

  • Busters aren’t very frequent in this fight, so don’t be afraid to use Rampart for other damage. If you swap after Heavy Hand, both tanks can always have their 30% active for every buster, allowing more liberal use of other CDs.

  • True Flare is still painful. You should have more than just your active mitigation for it.

DPS Role Considerations

  • Not all raid AoEs hit the same. Shining Cells does heavy damage, so make sure you use some of your mitigation there. Ranged DPS can cover two Gem explosions and one Warder’s Wrath during Intemperance 1.

  • Overall, raidwide damage isn’t too high, so you should be able to spread out your raid mitigation and cover most everything.

Mechanics

Here we’ll explain the underlying mechanics throughout the encounter.

Erichthonios Mechanics

Mechanic Effect
Heavy Hand Tank buster. No mandatory swap.
Aetherial Shackles Marks one player with Shackles of Loneliness and another with Shackles of Companionship.
Shackles of Loneliness Marks the three players furthest from the debuff holder with a red circle, and additionally gain one yourself. When the debuff expires, these circles explode into large AoEs. Do not stack them, you will die.
Shackles of Companionship Marks the three players closest the debuff holder with a purple chain. When the debuff expires, all affected players explode into small AoEs. Do not stack them, you will die.
Warder’s Wrath Heavy raid AoE.
Gaoler’s Flail Erichthonios puts two flails out on either side of him. There are three types flails: Sickle Flail, Mace Flail, and Ring Flail. Each flail does a different attack depending on its shape. Handle each flail’s mechanic in the order it comes out.
Sickle Flail 270 degree cleave. This attack covers his front, rear, and one flank. Dodge by standing in the other flank.
Mace Flail Chariot-like attack, a point-blank AoE. Stand away from the boss to dodge damage.
Ring Flail Dynamo-like attack, a donut with a safe spot inside. Stand close to the boss to dodge damage.
Pitiless Flail of Grace Knockback line tank buster followed by True Holy. The tank should heavily mitigate, while the other tank stands in a party stack and Provokes to bait True Holy. Applies a magic resistance debuff, so the original tank cannot stack.
Pitiless Flail of Purgation Knockback line tank buster followed by True Flare. Applies a magic resistance debuff, so the other tank needs to Provoke for True Flare. All other party members should get away from the Flare tank.
True Holy Split damage raid AoE. All party members should stack to share damage.
True Flare Proximity-based raid AoE. Stand away from the targeted player to minimize damage.
Intemperance Divides the room into a 3x3 grid, and places Aetherial Gems everywhere but the middle square. There are three kinds of gems: Shadow, Ice, and Fire.
Intemperate Torment The boss will hold his hands high or low, and release a raid AoE. The elevation of his hands determines whether the top or bottom Aetherial Gem in the tower explodes.
Barrel Death Gem Kills you with *Disastrous Spell if you are standing in the square when it explodes.
Hourglass Fire Gem Applies Hot Spell, killing you if you are hit with another Hourglass Fire Gem.
Cube Ice Gem Applies Cold Spell, killing you if you are hit with another Cube Ice Gem.
Shining Cells Heavy raid AoE that turns the arena into a circle, dividing it into Fire and Light Slices.
Aetherflail Identical to Gaoler’s Flail, but additionally explodes Fire Slices or Light Slices based on the element floating around the boss.
Aetherchain Explodes Fire Slices or Light Slices based on the element floating around the boss.
Shackles of Time Applies a debuff of the same name to a random player. When the debuff expires, all Fire or Light Slices matching the slice that player is currently standing on explode.
Slam Shut Raid AoE that ends Shining Cells and returns the arena to a square.
Fourfold Shackles The debuffs from Aetherial Shackles are randomly applied to all players. These shackle mechanics happen four times in succession. Determine whether you need to stand near or far, and stay in position until your debuff has exploded 4 times.
Lethe (Enrage) It’s kill or be killed!


Timeline

Phase 1 Timeline

Cast Time Effect Time Mechanic
00:08 - 00:12 00:14 Heavy Hand
00:19 - 00:22 00:23 Aetherial Shackles applied
00:27 - 00:31 00:32 Warder’s Wrath
N/A 00:36 Aetherial Shackles partners marked
N/A 00:41 Aetherial Shackles explosions
00:45 - 00:57 00:57, 01:00 Gaoler’s Flail
01:06 - 01:11 01:12 Pitiless Flail
N/A 01:16 True Holy or True Flare
01:19 - 01:31 01:31, 01:34 Gaoler’s Flail
01:40 - 01:44 01:45 Warder’s Wrath
01:56 - 01:58 02:01 Intemperance
02:04 - 02:13 02:15 Intemperate Torment
N/A 02:15 First Gem explosion
02:16 - 02:20 02:21 Warder’s Wrath
N/A 02:26 Second Gem explosion
02:26 - 02:30 02:31 Warder’s Wrath
N/A 02:37 Final Gem explosion
02:42 - 02:47 02:48 Pitiless Flail
N/A 02:52 True Holy or True Flare


Phase 2: Shining Cells 1 Timeline

Cast Time Effect Time Mechanic
03:01 - 03:08 03:09 Shining Cells
03:15 - 03:27 03:37, 03:39 Aetherflail
03:38 - 03:43 03:44 Pitiless Flail
N/A 03:48 True Holy or True Flare
03:51 - 04:03 04:03, 04:05 Aetherflail
04:10 - 04:14 04:15 Shackles of Time applied
04:20 - 04:24 04:26 Heavy Hand
N/A 04:30 Shackles of Time explosion
04:31 - 04:37 04:39 Slam Shut


Phase 3 Timeline

Cast Time Effect Time Mechanic
04:51 - 04:53 04:55 Fourfold Shackles buffs applied
N/A 05:03 First Fourfold Shackles explosion
N/A 05:08 Second Fourfold Shackles explosion
N/A 05:13 Third Fourfold Shackles explosion
N/A 05:18 Final Fourfold Shackles explosion
05:23 - 05:27 05:28 Warder’s Wrath
05:39 - 05:41 05:44 Intemperance
05:47 - 05:56 05:58 Intemperate Torment
N/A 05:58 First Gem explosion
06:01 - 06:13 06:13, 06:16 Gaoler’s Flail
N/A 06:09 Second Gem explosion
N/A 06:20 Final Gem explosion
06:24 - 06:28 06:29 Warder’s Wrath


Phase 4: Shining Cells 2 Timeline

Cast Time Effect Time Mechanic
06:40 - 06:47 06:48 Shining Cells
06:55 - 06:57 06:59 Aetherial Shackles applied
07:04 - 07:08 07:10 Aetherchain
N/A 07:12 Aetherial Shackles partners marked
07:12 - 07:17 07:18 Aetherchain
N/A 07:18 Aetherial Shackles explosions
07:23 - 07:27 07:28 Warder’s Wrath
07:34 - 07:38 07:39 Shackles of Time applied
07:41 - 07:46 07:47 Pitiless Flail
N/A 07:50 True Holy or True Flare
N/A 07:54 Shackles of Time explosion
08:00 - 08:04 08:05 Warder’s Wrath
08:13 - 08:25 08:25, 08:27 Aetherflail
08:31 - 08:43 08:43, 08:45 Aetherflail
08:49 - 09:01 09:01, 09:03 Aetherflail
09:16 - 09:21 09:22 Warder’s Wrath
09:25 - 09:30 09:31 Warder’s Wrath
09:34 - 09:39 09:40 Warder’s Wrath
09:46 - 09:58 10:00 Lethe (Enrage)


Phase 1

We’ve divided this fight into four phases, splitting it up based on when Shining Cells turns the arena into a circle and Slam Shut turns it back into a square. Phase 1 begins in a square arena.

The fight opens with a tank buster. Whoever is tanking should appropriately mitigate Heavy Hand, and swap if desired. There’s no forced tank swap on this particular buster. Shortly after, the first bit of fun begins: Aetherial Shackles.

Aetherial Shackles

Aetherial Shackles will give out two debuffs, each to a random player:

  • Shackles of Loneliness (red, curved chain debuff) will send a large AoE attack to the three players farthest from the debuffed player, and additionally one on the debuffed player, when the debuff expires.
  • Shackles of Companionship (purple, straight chain debuff) will send a small AoE to the three players closest to the debuffed player, and additionally one on the debuffed player.

Getting hit by two circles spells certain death. Notice that this means all 8 players should have an AoE explosion at the mechanic’s resolution.

The straightforward way to resolve this is to designate which position is preferable for all your party members. as well as two “floaters” who can take either position, but each prefers a different position.

The Loneliness players should be far from the center of the room (a very safe strategy would be to go all the way to the corners), while the Companionship players form a small square near the center. Then there are three cases:

  1. Both debuffed players have the debuff that marks their preference. Everyone goes to their assigned spot.
  2. One debuffed player does not have their preference. The floater that prefers this “wrong” debuff trades spots with them, taking the debuffed player’s preferred spot.
  3. Neither debuffed player has their preferred debuff. Both players trade spots.

Note that while running around to get into your place, it may look like you’re marked for multiple AoEs. This is not a problem, as the markers will update themselves. The AoE you’re marked for only matters at the moment the debuff expires and the AoEs go out.

While everyone is moving around figuring out their shackles, Erichthonios will cast the raid AoE Warder’s Watch. Shortly after its damage goes out, the visual effect for Aetherial Shackles will appear around players, followed by the actual AoEs 5 seconds later.

[P1S] Asphodelos: The First Circle (Savage) - Aetherial Shackles

Once Aetherial Shackles is complete, the boss will begin casting Gaoler’s Flail.

In phase 1, there are two combinations:

  • Double Sickle
  • Mace and Ring

Erichthonios will slam two big flails into the ground, each one with a specific weapon head at the end of it. He swings them around a bit and attacks with them in the order that they were brought out. Dodge the first, then quickly move to the safe spot for the second.

  • Sickle head means that he will do a 270 degree attack that covers his front, rear, and the flank where the weapon is. The safe spot is his opposite flank.
  • Mace head means he will slam the ground in an area slightly larger than his target circle. Stand at max melee range and dodge this attack. (Chariot)
  • Ring head is the opposite of the mace. Step close enough to him and you won’t get hit. (Dynamo/donut)

The first flail is always Double Sickle, so you’ll have to dodge from one flank to the other.

[P1S] Asphodelos: The First Circle (Savage) - Gaoler's Flail

Once you’ve done that, he’ll attack with one of his Pitiless Flail busters: Pitiless Flail of Grace or Pitiless Flail of Purgation. Both busters begin with a powerful knockback line AoE aimed at the current tank. This damage is not shared, so just mitigate it properly. You may use knockback prevention if desired or necessary. Additionally, it applies a Magic Vulnerability debuff, requiring a tank swap to deal with the second attack.

After he’s shot his line AoE, he follows up with a second attack depending on which buster he used. Pitiless Grace follows up with True Holy, a split AoE buster. The other tank should Provoke during Pitiless Grace’s castbar, and stack with all other party members to soak this damage. Pitiless Purgation follows up with True Flare, a proximity buster. The other should still Provoke during the cast bar to take this attack. However, instead of stacking with the party, they should stand far away. Remember that the original tank still has a magic vulnerability debuff, so you don’t want to be too close to them either!

Once the buster sequence is over, Erichthonios uses another Gaoler’s Flail – this time it’ll be Mace and Ring. The order is random, so use your eyes and dodge appropriately. This is followed up by another raid Aoe with Warder’s Wrath, and then the next fun mechanic of the fight begins: Intemperance.

Intemperance

Intemperance begins with the arena being split into a 3x3 grid, and a stack of three Aetherial Gems spawning in all squares except the middle. These stacks can have three different types of gems in them:

  1. The Hourglass Orange Gems remove Cold Spell and give the player the Hot Spell debuff, which will kill them if hit by another Hourglass Orange Gem explosion.
  2. The Cube Ice Gems remove Hot Spell and give the player the Cold Spell debuff, which will kill them if hit by another Cube Ice Gem explosion.
  3. The Barrel Death Gems simply kill you instantly with Disastrous Spell if you are caught in their explosion.

If an Ice or Fire gem explodes and nobody is standing in the square, the square explodes for heavy raid-wide damage, and applies a Damage Down to all living players. Additionally, the North Middle and South Middle stacks do not have Barrel Death Gems, but all other stacks have a Barrel Death Gem as their middle gem.

Erichthonios will cast Intemperate Torment, holding his hand high or low to indicate whether the top or bottom gem will explode first. The middle gem will always explode second, leaving only one gem left, which explodes last. Before the second and third gems explode, Erichthonios will use Warder’s Wrath, so healers should make sure to keep everyone topped up throughout this mechanic.

There are two patterns that matter for resolving the mechanic. One is when the South square contains three Cube Ice Gems, and the other is when it contains two Cube Ice Gems and one Hourglass Fire Gem.

  • If all gems are Ice:

    1. Soak your original position for the first gem.

    2. Determine whether the final gem in your original position requires a debuff change or not.

    3. Move to the middle column. If you don’t need a debuff change, stand in the middle square. If you do, stand in the appropriate North or South square. The second gems explode.

    4. Move back to your original position and soak the final gem.

This is very straightforward and requires little special adjustment. However, if the North and South gem stacks have two types of gems in them, things get a little bit more complicated.

There are two main ways to resolve this case. One strategy involves assigning responsibility to a small number of players, while the other involves having all players move the exact same way. We’ll explore both options here.

  • If one gem is Fire: Option one (floaters)

    Assign the player who is N and either NW or NE to be floaters. They will need to swap positions to resolve this mechanic. There are two possibilities: A low hand (bottom gem explodes first) or a high hand (top gem explodes first).

    • Low hand:

      1. Soak your original position for the first gem.

      2. Have the NE or NW player soak the N square. Everyone else resolves the second explosion in the middle or at the S square.

      3. Have the original N player and the player that soaked N the second time switch places for the third explosion.

    • High hand:

      1. Soak your original position for the first gem.

      2. Have the N player soak the N square. Have the other floater soak the S square. Everyone else should resolve the mechanic normally.

      3. Have the original N player and the other floater switch places for the third explosion.

    This option places the responsibility on only two players. Everybody else can simply resolve the mechanic normally, and go back to their original square. However, there is another solution which involves having everyone make the same movement.

  • If one gem is Fire: Option two (rotation)

    Like the floater solution, this solution varies depending on the boss’s hand. However, this solution requires everybody rotate a single square clockwise to resolve.

    There are small variations of this strategy, and depending on your setup, there may be useful shortcuts you can take.

    We’ll present our method for resolution:

    • Low hand:

      1. Rotate clockwise from your original position. Absorb this gem’s explosion.

      2. Handle the second gem for your original position. Acquire the appropriate debuff.

      3. Move back to your original position for the final gem explosion.

    • High hand:

      1. Go to your original square and absorb the first gem explosion.

      2. Handle the second gem for the position clockwise from your original position. Acquire the appropriate debuff.

      3. Move to the square clockwise from your original position for the final gem explosion.

This solution requires more players to be moving, but it guarantees a consistent action for everyone. Once you’ve learned your position, the possible actions you need to take will be learned quickly.

[P1S] Asphodelos: The First Circle (Savage) - Intemperance

Once the final gem explodes, you’ve made it through the trickiest mechanic in the fight! Erichthonios will do another Pitiless Flail buster, and then move on to Phase 2 – Shining Cells 1.

Phase 2: Shining Cells 1

This phase begins with Erichthonios taking his time to cast Shining Cells. It deals heavy raid damage and transforms the arena into a circle.

This circle is divided into radial slices, marked as either Light and Fire Slices depending on the element on the floor. There is an inner and outer ring, which will be very important when dodging Aetherflail, his first ability of this phase.

Aetherflail is identical to Gaoler’s Flail, but additionally makes either Light Slices or Fire Slices explode, dealing lethal damage. Look at the element flying around the boss’s body to determine which will explode.

In this phase, the flails consist of one Sickle Head and either a Mace Head or a Ring Head.

To manage all of these mechanics:

  1. First determine the flank that is safe from the Sickle Head.
  2. Then, determine whether you need to be standing in the inner or outer ring to dodge Ring Head or Mace Head, respectively.
  3. Finally, look at the element that will explode and adjust your position within the flank to be standing on the opposite element.

Stay in place until both flails have swung, and you’ll have successfully dodged all damage.

After the first Aetherflail, another Pitiless Flail is unleashed. If your tank is taking the knockback, be careful about the edges of the arena, as the diagonals are no longer as long as they were. This buster sequence is followed by another Aetherflail.

Manage it appropriately, and the boss will then cast Shackles of Time. This applies a debuff to a random player. When the debuff expires, all slices matching the one that player is standing on will explode. If they’re on light, everyone else should stand on fire, or vice versa.

While you’re sorting that out, another Heavy Hand tank buster will come out. Once it’s done, Shackles of Time will expire and half of the arena will explode. Erichthonios then casts Slam Shut, a moderate raid AoE that transforms the arena back into a square. This marks the end of Phase 2.

Phase 3

Phase 3 begins with Fourfold Shackles – a slight twist on an existing mechanic.

This is very similar to the Aetherial Shackles you saw at the start of the fight. However, in this scenario, the debuffs are immediately handed out to all eight players. Really, it’s four sets of 2 debuffs, where each set lasts for a different duration. You don’t get much of a choice about where you get to move. The core mechanic is still the same, but it will go off a total of four times.

Once you know which debuff you have, get into position and stay put until you have exploded four times. If your strategy involves Loneliness debuffs going to the corner of the arena, don’t fret too much! It’s still possible to clear even with four players doing reduced damage to the boss during this mechanic.

[P1S] Asphodelos: The First Circle (Savage) - Fourfold Shackles

Once all of the debuffs have expired, you’re safe to break formation. There will be another Warder’s Wrath for healers to heal through, and then a second Intemperance.

Intemperance 2

In most regards, this Intemperance is identical to the first one. However, instead of casting Warder’s Wrath twice, Erichthonios will instead cast Gaoler’s Flail after the first gems have exploded. These flails will always be Mace Head and Ring Head, though their order is still random. It’s important to not panic, and make sure you resolve the mechanics in the correct order:

  1. Intemperate Torment, first gems explode.
  2. Gaoler’s Flail is cast, but nothing has gone off yet.
  3. The second gems explode.
  4. The first and second flails do their attack.
  5. The final gems explode.

Therefore, you should not worry about dodging the flails until after the second set of gems explodes. Note that because of the size of Ericthonios’s hitbox, players have ample room to dodge both flails while staying quite close to their assigned square. Once you’ve dodged them both, it shouldn’t take you but a moment to get back into your square to soak the final gem.

After the final set of gems explodes, there’s one more Warder’s Wrath cast before moving on to the final phase – Shining Cells 2.

Phase 4: Shining Cells 2

Once again, Erichthonios has a long cast bar to transition into the final phase. The familiar slices and chains will show up on the floor.

This time, however, the first thing cast will be Aetherial Shackles. This is identical to the first Aetherial Shackles. However, while you are adjusting your positions, the boss will additionally be casting Aetherchain, which will explode either Light Slices or Fire Slices. This forces everyone to stand much more strictly in different quadrants of the room while dodging. Handle these dodges appropriately, and your Aetherial Shackles will explode at the same time as the final Aetherchain cast.

This is followed by a Warder’s Wrath, and then an application of Shackles of Time. The boss immediately begins casting Pitiless Flail once the debuff is applied.

The marked player will need to move appropriately with the rest of the party (whether to stack or avoid the flare, but cannot be standing on the same element as everyone else. The debuff expires around the same time as the stack or flare mechanic, so be careful!

Once both of those mechanics are resolved, Erichthonios will cast one Warder’s Wrath before casting Aetherflail three times in a row. Continue dodging these in the same way as you did in Shining Cells 1, while squeezing out every last bit of damage you can.

Once that’s done, he will cast three final Warder’s Wrath, followed by a long cast bar for his enrage Lethe. Even with Day 1 gear and un-optimized Aetherial Shackles strategies, it is possible to kill the boss without seeing the enrage cast bar.

Once you’ve downed Erichthonios, collect your loot with pride!

Loot

Ericthonios drops 3 of the following i600 accessory coffers:

Accessories

Slot Item Jobs Major Substat Minor Substat
Wrist Asphodelos Amulet of Aiming BRD DNC MCH NIN 127 Determination 89 Direct Hit Rate
  Asphodelos Amulet of Casting BLM RDM SMN 127 Spell Speed 89 Determination
  Asphodelos Amulet of Fending DRK GNB PLD WAR 127 Tenacity 89 Determination
  Asphodelos Amulet of Healing AST SCH SGE WHM 127 Critical Hit 89 Determination
  Asphodelos Amulet of Slaying DRG MNK RPR SAM 127 Direct Hit Rate 89 Critical Hit
Ear Asphodelos Earrings of Aiming BRD DNC MCH NIN 127 Critical Hit 89 Direct Hit Rate
  Asphodelos Earrings of Casting BLM RDM SMN 127 Direct Hit Rate 89 Spell Speed
  Asphodelos Earrings of Fending DRK GNB PLD WAR 127 Critical Hit 89 Determination
  Asphodelos Earrings of Healing AST SCH SGE WHM 127 Critical Hit 89 Determination
  Asphodelos Earrings of Slaying DRG MNK RPR SAM 127 Critical Hit 89 Determination
Neck Asphodelos Necklace of Aiming BRD DNC MCH NIN 127 Critical Hit 89 Skill Speed
  Asphodelos Necklace of Casting BLM RDM SMN 127 Critical Hit 89 Direct Hit Rate
  Asphodelos Necklace of Fending DRK GNB PLD WAR 127 Skill Speed 89 Determination
  Asphodelos Necklace of Healing AST SCH SGE WHM 127 Piety 89 Critical Hit
  Asphodelos Necklace of Slaying DRG MNK RPR SAM 127 Critical Hit 89 Skill Speed
Ring Asphodelos Ring of Aiming BRD DNC MCH NIN 127 Critical Hit 89 Direct Hit Rate
  Asphodelos Ring of Casting BLM RDM SMN 127 Determination 89 Spell Speed
  Asphodelos Ring of Fending DRK GNB PLD WAR 127 Critical Hit 89 Determination
  Asphodelos Ring of Healing AST SCH SGE WHM 127 Determination 89 Critical Hit
  Asphodelos Ring of Slaying DRG MNK RPR SAM 127 Direct Hit Rate 89 Determination

Change Log

  • 2022/01/07: Release of this guide.