[WIP] DRAFT P3S | The Phoinix *Live Updates*

Draft guide for the first floor Pandæmonium Savage
SaltedXIV et al.
Table of Contents
This page is a work in progress!
We're working hard to provide complete guides for all the savage fights, but it didn't feel right to keep the notes to ourselves in the meantime. Take the information here with a ... grain of salt 😉 that it may be inaccurate and is subject to change! Some parts are not yet completed. Want to help? Join the SaltedXIV discord!
This page will be frequently updated! (between sleep and my own prog)!


This is a collection of notes and diagrams for the second floor of the savage tier, as we work our way through making these fully fledged guides!


Phase 1
0:09Scorched Exaltation
0:16Heat of Condemnation
0:29Experimental Fireplume
0:39Left/Right Cinderwing
0:52Darkened Fire
1:03Brightened Fire
1:30Heat of Condemnation
1:39Scorched Exaltation
1:51Devouring Brand
1:57Experimental Fireplume
2:09Searing Breeze
2:15Left/Right Cinderwing
2:23Heat of Condemnation
2:32Experimental Fireplume
2:41Trail of Condemnation
Phase 2 - Adds
2:55Adds(Sunbirds x3)
3:20Revive Adds(Sunbirds x3)
3:30Fireglide Sweep
Phase 3 - Fountain of Fire
4:28 Dead Rebirth
4:47 Heat of Condemnation
5:02 Fledgling Flight
5:26 Experimental Gloryplume
5:56 Fountain of Fire
6:05 Sun’s Pinion
6:29 Scorched Exaltation
6:37 Scorched Exaltation
6:47 Heat of Condemnation
Phase 4 - Firestorms
7:02 Firestorms of Asphodelos
7:10 Flames of Asphodelos
7:15 Experimental Ashplume
7:28 Flames of Asphodelos
7:41 Storms of Asphodelos
7:52 Darkblaze Twister
8:00 Searing Breeze
8:06 Experimental Ashplume
8:21 Scorched Exaltation
8:33 Death’s Toll
8:42 Fledgling Flight
8:48 Life’s Agonies
9:19 Experimental Gloryplume
9:34 Trail of Condemnation
9:53 Devouring Brand
9:59 Experimental Fireplume
10:11 Searing Breeze
10:17 Left/Right Cinderwing
10:28 Scorched Exaltation

Mechanic Overivew

Normal tank buster

Randomly target 1 player with Red shackle and 1 with Purple shackle. Red will tether to 3 furthest players, purple will tether to 3 nearest players. Each player will then have a circle AoE goes off around them. Red AoE circle is much bigger than purple circle

  • Chakram (DNC Weapon)- In Hitbox safe
  • Mace (Spikey Ball) – Out Hitbox safe
  • Sickle – Triangular safe spot opposite of where the sickle is (one segment) Boss may drop one on each side so pay attention to which one drops first, move to its opposite side then swap to the other side
  • Can do more than one at once – slower goes off second
  • During Phase 1, Chakram and Mace come together and 2 Sickles will come together – uses both during phase one in a random order.
  • During Shining Cells (Phase 2 or 3?): Mace or Chakram will be paired with a Sickle – same safe zones as above apply

1 Stack Tankbuster with knockback that applies a vulnerability debuff and then requires the party to stack

Massive tank buster – either have the Main tank invuln and run away then tank swap or have the OT provoke and run away (mitigation is still required)

Room-wide AoE

  • One Person per square during 1st and 3rd hit
  • Lines in between the squares become insta death 
  • Purple gems insta death 
  • All players will start in their clock position’s square until after the first gem is consumed
  • There are three possible iterations, and they will be referenced in this guide by what the Tank’s gems look like and then by whether the top or bottom gem goes off first – careful attention must be payed to which debuff you receive on the first gem and whether it was the top or bottom gem:
  • Option 1: 1-2/2-1 Bottom First:
    • During the second gem, all DPS except NW will move into the center. NW DPS will move to North to change colors and stay there for the third gem. Healers will move to South during the second gem then back to their initial positions. North tank will move to south for the second gem then NW for the third gem. South tank will move to center during the second gem and back to their initial position for third gem
  • Option 2: 1-2/2-1 Top First:
    • During the second Gem, all DPS except SW will move to the center. SW will move to South to change colors and stay there for the third gem. Healers will do the same thing as the above option, moving to South then back to their initial positions. Tanks will do the opposite of above – South tank will move North for the second gem then SW for the third gem. North tank will move to center for the second gem then back to their initial position for the third gem.
  • Option 3: Triple Ice at South
    • During the second gem, all DPS will move to South to change colors then back to their initial positions for the third gem. Healers will move to the center for the second gem then back to their initial positions for the third gem. North tank will remain in the north square for all 3 gems. South tank will move North for the second gem and then back to south for the third gem
Images provided by Rapture Blackblad twitch.tv/rapturetv

Heavy Raid wide AOE and phase change, definitely requires mitigation. The room will now turn into pizza slices just like in normal mode

Debuffs a random player. Whichever color they are standing on will explode while the other color is safe. A great way to deal with this is to designate a color for the debuffed player at the start of the fight and have all other players stand on the opposite color

Advanced version of Aetherial Shackle. Shackles bounce from one player to another. The goal is to target 4 players with purple shackles and 4 with red shackles (again, red shackles drop a larger AoE)


  • Scorched Exaltation: Raidwide
  • Heat of Condemnation: Double tank tether buster. Tanks need to take tethers and be away from the party and each other.
  • Experimental Fireplume: Similar to Normal. Either a baited big out circle or shiva circles. If it’s shiva move into the second edge hit to be safe. If it is big circle, everyone stacks middle to bait it then move to safe area.
  • Left / Right Cinderwing: Cleaves relative to the boss (boss’ left, boss’ right)
  • Darkened Fire: Spawns Darkened Fire mobs on all t/h or all dps. Buddy system on intercardinal squares around the boss.
  • Devouring Brand: spawns fire in a cross shape through the arena, from the edges.
  • Searing Breeze: Spawns aoe puddles under all party members that need to be dodged. Stack up to make this easy.
  • Trail of Condemnation: Boss dashes through arena. This is accompanied by either a spread or a buddy stack. See below
  • Dead Rebirth: Raidwide. (Presumably this wipes the party if adds phase is not done correctly?)
  • Fledgling Flight: Spawns eyeball adds on top of a player. They will face the same direction the indicator faces, and do an aoe out that direction shortly after they have been dropped.
  • Experimental Gloryplume: Combines an Experimental Fireplume with a stack or a spread. The telegraph will be fire balls (same as Experimental Fireplume) followed by dark balls indicating the stack or spread.
  • Fountain of Fire: Mechanic vomit – see below
  • Firestorms of Asphodelos: Big Raidwide and spawns the fire pillars
  • Flames of Asphodelos: Pizza AOEs around the boss one after another.
  • Experimental Ashplume: Stack or spread marker – dark balls that are the same as in Gloryplume
  • Darkblaze Twister
  • Death’s Toll: Puts a debuff on everyone in the party. It will have 1, 2, or 4 stacks. See below for how to resolve.
  • Life’s Agonies: Heavy Raidwide and resolves the above mechanic.

Detailed Order and Explanations

Phase 1

Scorched Exaltation
Heat of Condemnation
Experimental Fireplume
Left / Right Cinderwing
Darkened Fire
Pair off DPS and support team members, and have one pair stand on each of the small intercardinal squares on the arena around the boss. This ensures the darkened fire mobs spawn the correct distance apart. If the mobs spawn too close together they will tether and cause a wipe.

Players will then receive a dark puddle, and a number from 1-8. Players need to spread out such that two darkened fire mobs are hit by their puddle, and around the boss as shown in the diagram below. Each player will be hit by two puddles so healing will be needed.

If the mobs don’t die from the hits or are missed, be sure to finish them off quickly.

Heat of Condemnation
Scorched Exaltation
Devouring Brand
Experimental Fireplume + Bait Puddle + Searing Breeze
The party must all move into one of the safe quadrants If it’s Shiva you need to react and move into a quadrant that takes the first hit.

Party should stack up tightly near the edge of the arena to bait the Searing Breeze puddles. Move into the middle of the arena (as much as you can – don’t step in the fire cross) to dodge.

Left / Right Cinderwing
Resolves after the fire leaves the arena, so don’t worry if the safe spot is initially in fire.

Heat of Condemnation
Experimental Fireplume
Trail of Condemnation
Phoinix will dash across the arena, and telegraph either buddies or spread.



Spread (single red light): players should not get hit by the dash, and spread out along both sides of it. Players can move to the same spot every time.

Buddy stack (two red lights):  Use the same buddy pairs from earlier, and spread out the pairs in a line along the length of the dash. Buddy pairs can move to the same spot every time.

Phase 2 – Adds

Raidwide (Flames of Undeath)
Sunbirds should be pulled apart, and to the edge of the arena in each cardinal.

The adds cleave so be careful.

They will revive bigger, and create multi segmented tethers (The add will jump to a person, and then to the next person in the line). Tanks pick up two adds each.

Resolve as follows, ensuring that after a bird dashes to you (if you have two tethers) you take a step back as their second dash is lethal. 

Double tethers run opposite the bird you are tethered to – single tethers opposite the person you’re tethered to. This should end up with a single and double tether near each bird.

These tethers will also hurt anyone else they charge through, so players should bait them around the edge and avoid hitting others.

After tethers, adds should be killed one at a time, spread out in cardinal positions. They enrage if not killed in time.

Raidwide (Flames of Undeath)

Phase 3 – Fountain of Fire

Dead Rebirth
The Off Tank will start receiving autos from the boss at this point (whenever the boss has the little eyeball adds floating around him)

Heat of Condemnation
Fledgling Flight

For this first Fledgling Flight, players should drop their eyeball on the edge of the boss’ hitbox, and have it facing the wall. This ensures the center is safe from all the eyeball cleaves.

Experimental Gloryplume
If the combination contains Shiva, split the party so that melee go into one safe spot with the boss, while ranged take the opposite. Stacks can be resolved with light parties.

Have a designated stack spot if it is out and stack.

Fountain of Fire
Closest two players to the boss bait three pairs of pink AOEs.

  • Ranged first (N/S)
  • Tanks second (E/W)
  • Melee third (N/S)

As soon as you get your puddle, move out of the middle so the next pair can bait. Puddle pairs should drop their puddles outside the boss’ hitbox ring, directly across from each other. First and third pairs should be N/S. Second pair E/W. Leave enough space in the middle for the next pair to bait, but be close enough for melee uptime. Third pair will need to start at about a 45 degree angle and move into the cardinal once the first pair’s mechanic is fully resolved.

When your puddle drops, it will spawn a purple add with a proximity tether. Move through the boss and just past the opposite person’s add until the tether is happy. If done correctly, melee should be able to maintain uptime. 

While this is all happening, healers take the fountains around the outside of the arena and get a massive healing buff.

Scorched Exaltation x2
Heat of Condemnation

Phase 4 – Firestorms of Asphodelos

Flames of Asphodelos
Three fire pillars spawn around the outside of the arena.

Experimental Ash Plume
Storms of Asphodelos
Double tank tethers and TEA style single hit Protean Wave + Fire Pillar proximity baits

Darkblaze Twister
Tethers the three fire pillars at the edge of the arena. One tether will be dark. The party should start near it, at the edge of the boss’ hitbox.

Searing Breeze puddles will spawn under the party. The party should stagger step clockwise around the boss. You’ll end up just about where you started.
Experimental Ashplume will telegraph a stack or spread.
There will be a Knockback from the dark tethered pillar. You will want to have a light party split, with each light party getting knocked towards a separate fire pillar. You want to get knocked back as close as possible to the pillar without touching it, as there is a ring AOE around the pillar and only a small area is safe.

As soon as the knockback happens, resolve the stack or spread. This is very similar to the knockback mechanic in E12S Second phase.

Scorched Exaltation

Death’s Toll
Everyone in the party receives a random number of debuff stacks (1, 2, or 4)

Fledgling Flight
These eyeballs need to be placed facing inward. Essentially, to resolve the mechanic you want to be hit by the same number of eyeball cleaves as the number of stacks that you have.
The below image shows the safe spots for each debuff number.

Life’s Agonies
Kills anyone who still has a stack. Also does a lot of damage.

Experimental Gloryplume
Wait until the stack or spread telegraphs before moving

Trail of Condemnation
Another spread or buddy stack dash.

Devouring Brand
Experimental Fireplume + Searing Breeze + Left / Right Cinderwing
Same as earlier in the fight – bait by the edge and dodge towards the middle

Scorched Exaltation x2
Final Exaltation – Enrage

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