[WIP] DRAFT P4S | Hesperos Part II *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)!

Introduction

Welcome to the SaltedXIV encounter guide for the second half of Asphodelos: The Forth Circle (Savage). This raid is split into two parts, upon completion of the first half and viewing the transition, subsequent wipes will not require the party to clear this boss again until they leave their instance. This raid requires an average item level of 580. The approximate minimum required partywide DPS to maintain is [TBD] in order to successfully clear. 

These are extra quick notes to help those progging, and will be significantly refined later.

Timeline

Act 1
0:11Searing Stream
0:26Akhantai: Act I
0:35Searing Stream
0:46Wreath of Thorns
0:59Hemitheos Thunder III
1:03Nearsight | Farsight
Act 2
1:18Akhantai: Act II
1:27Demigod Double
1:36Wreath of Thorns
1:45Dark Design
1:54Hermitheos Elements
2:01Hermitheos Elements
2:02Ultimate Impulse
Act 3
2:17Akhantai: Act III
2:38Kothornos Kick
2:47Kothornos Quake + Elements
2:49Hermitheos Water IV
2:53Hermitheos Thunder III + Kothornos Kick
2:57Kothornos Quake
3:01Nearsight | Farsight
3:16Heart Stake [ST + Bleed]
3:25Heart Stake [ST+ Bleed]
Act 4
3:29 Akhantai: Act IV
3:38 Searing Stream
3:47 Wreath of Thorns
3:55 Searing Stream
4:06 Hermitheos Elements
4:13 Hermitheos Dark
4:18 Hermitheos Fire IV / Dark IV
4:24 Hermitheos Fire IV / Dark IV
4:28 Ultimate Impulse | HF IV | HD IV
4:45 Searing Stream
Finale
4:54 Akhantai: Finale
5:03 Wreath of Thorns
5:11 Fleeting Impulse
5:17 Fleeting Impulse 1hit/p in succ.
5:27 Hermitheos Aero IV
5:29 Wreath of Thorns
5:37 Hermitheos Thunder III 1hit/p in succ.
5:46 Nearsight | Farsight
6:00 Searing Stream
6:09 Demigod Double
Curtain Call
6:22Akhantai: Final Curtain Call
6:37Hell’s Sting
6:41 – 7:13Hell’s Dark x8
7:13Ultimate Impulse
7:27Hell’s Sting
7:27 – 8:03Hell’s Dark x8
8:02Ultimate Impulse
8:15Ultimate Impulse Enrage
Credit to Nito for the timeline

Mechanic Overivew

High-damage attack on either half the party (DDDD, TTHH) or the whole party. The players marked for this hit is a visual tell for certain mechanics. 

High raid-wide damage.

Inflicts 4 party members at random with Role Call debuff that can/needs to be passed to the right role (either T/H or DPS) based on a previous bloodrake (not necessarily the most recent one). Once passed, the person that gave it away is inflicted with Miscast that prevents you from taking another Role Call debuff. 

Spawns 4 tethers at random. These need to be picked up by the correct role based on a previous bloodrake (not necessarily the most recent one). Once the cast time resolves, tethered players are hit with a medium-sized AoE dealing high damage – this damage is lethal if taken by the wrong role.

A two-part tankbuster that must either be tank-swapped or invulned. The first hit applies a debuff making the second hit taken deal leathal damage unless invulned.

Indicates the arena will change. Hesperos spreads his cape over the four quadrants of the arena, spawning 4 elemental tiles (water, fire, poison, thunder) with dangerous circles in the middle that should be avoided.

Cast that begins the four tile element phase. One tile from either thunder or water will light up, indicating the first mechanic. Then a second tile from either fire or poison will light up, indicating the second mechanic.

  • Lightning: proximity damage
  • Water: large knockback (Arm's Length and Surecast do work)
  • Fire: Two four-person shared stack hits
  • Poison: Splash AoE on all players (spread out).

Indicates that the boss will teleport to the named cardinal, and cast either a large conal cleave (sword glows) or a raidwide knockback (cape glows). Surecast and Arm's Length do work.

Inflicts “Acting [Role]” on all players, T/H will always receive “Acting DPS”, DPS will be randomly paired with “Acting Healer” and “Acting Tank” on two DPS each, respectively.

Inflicts an elemental debuff that causes the three previously tethered floor tiles to do lethal damage at the end of the mechanic.

Summons 8 orbs (4 on a cardinal, 4 on an intercardinal) that tether to the closest player. Once tethered, the orb will become a “Not [Role]” orb based on the existing role currently tethered. These orbs must be absorbed in pairs, based on the ACTING [ROLE] debuff.

All four tiles explode, with the three previously tethered tiles dealing lethal damage. The untethered “safe” tile will deal high party damage. The arena floor will then revert back to normal.

Summons four towers that must be soaked by players that meet the criteria displayed within. Either “Not Tank/Healer” or “Not DPS”.

Fight Strategy

Excuse the typically janky form of these notes –
There is a checkpoint at this stage so you don’t loose all prog after he turns into an over grown turkey man thing with claws

Searing Stream – Heavy hitting raidwide dmg

Akanthai: Act 1

Spawns 8 towers in an arrangement around the outside of the arena at the same time as 4 large overlapping circular floor aoe’s
These towers are then replaced by stakes that the boss will tether to
If he tethers north and south then west and east will be safe
If he tether west and east then north and south will be safe
Floor aoes go off first so they must be dodged before going to a tower/stake (you can assign who goes to what tower freely – yay for uptime)
Once your tower / stake has been taken you move to the sides of the previously exploded floor aoe’s in order to dodge the ones now going off
I.E If boss tethers east and west – party go north south, then take towers, then dodge north and south (He handly shows you all of the mechs via what he tethers too but it happens fast!)

Here’s a toolbox link

Nearsight OR Farsight
Nearsight: large tankbusters on both tanks (one tank either side of turkey man should be good but these go on the closest to the boss so tanks should be in hitbox while everyone else is max melee)
Farsight: 
large tankbusters on both tanks (again one either side of his hitbox is fine but since they go on the furthest people from the boss the tanks should be further out then everyone else)

Akanthai: Act 2

Thing to note orange tethers stay together (2 sets), purple tethers bait the large aoe, do not break the green tether (like at all don’t let it break ever)
Healer and tank with the first tethers take the towers north and south or east and west depending on what the boss tethers to. – these should not be dropped in the initial safe spots for aero/fire but rather on the other side of the towers.
After the first tower the person with fire tether goes to the next safe spot (opposite of previous aoes like before) – this tether will always be a dps unless there is a death
The other tank and healer will take the second tower (on a cardinal)
The fire tether will then pop on the stake / thorn (slightly off cardinal) as a 3 man stack.
Aero debuff will drop off at this point.

Here’s a toolbox link

Demigod Double – Hard hitting shared tank buster, can be invulned (happens during Act 2)

Ultimate Impulse – heavy raidwide dmg

Akanthai: Act 3

Split party in to melee group and ranged group.
The ranged party will soak their towers first. One melee will bait the boss’s jump by being the furthest away from the boss.
After the kick, the remaining three people from that group will have to bait the earthshakers (one in front of boss, 2 either side of that).
Meanwhile the ranged to move into their respective towers on the opposite side.
Once both the earthshakers and towers have gone off party should move to the middle of the arena for a knockback. Do not stand too close to the boss, either. Be prepared to use Arm's Length, Surecast or position yourself to be knocked towards your next position (ranged back at the wall, melee opposite).

One person from the ranged group that took towers needs to move to the far wall to bait the next kothornos kick opposite of where the first was baited..
The remaining three people from the ranged group will then have to move around Hesperos to bait their earthshakers out and north/south, the same as the melee group had.

Here’s a toolbox link

Nearsight OR Farsight
Nearsight: large tankbusters on both tanks (one tank either side of turkey man should be good but these go on the closest to the boss so tanks should be in hitbox while everyone else is max melee)
Farsight: 
large tankbusters on both tanks (again one either side of his hitbox is fine but since they go on the furthest people from the boss the tanks should be further out then everyone else)

Heart Stake – Bleed tank buster

Akanthai: Act 4

Everyone will be tethered to a stake/thorn.
Those with purple tethers will need to stand on the stake one clockwise spot from their tethered stake.
Those with blue tethers need to go across, then clockwise one stake.
The reason for this is that 4 stakes will be towers that are activated by the tether being snapped and they need to be soaked by the purple tethers, while the blue tethers get a semi large water aoe droped on them when their tower breaks.

Once water AoEs have gone off everyone moves back to the middle
Much like act 1 there will be a large aoe that goes off – the person who is tethered to the opposite stake/thorn wants to run to the thorn/stake to explode it
The party will then rotate either clockwise or counter clockwise with the remaining tethers to repeat the explosions.
(Note – everything in Act 4 hurts so much and people are often everywhere so shields/mitigations are recommended for most of this)

Here’s a toolbox link

Searing Strength – heavy raidwide dmg that happens during act 4

Akanthai: Finale

Weirdly maybe the easiest one of the acts
4 players will get tethered to a tower/stake/thorn (the other four players will be tethered to a different one)
Player should loosely spread around the thorn they are tethered to
Turkey man will then randomly throw red balls onto the player (they do create a small aoe)
Count the balls! The number ball you are hit by is the tower that you have to take
Tower one is designated by the boss tethering to it first! (then others will go around either clockwise or counter clockwise)
(Note – you have to pay attention during this mechanic but otherwise it’s pretty simple)

Here’s a toolbox link

Akanthai: Curtain Call

For curtain call you can always do the same break order. The pattern shown the boss is irrelevant.

How many of these can he actually do….
Once again everyone gets a tether but they also get a debuff with a timer on it
Without breaking your tether you should move opposite to the stake/thorn you are tethered to
Meanwhile Boss will do outward line AoEs – stand in the one that appears second and move into where the first one was after it has exploded.
Tether order seems to always be one of the following –
Tank DPS Healer DPS Tank DPS Healer DPS
Healer DPS Tank DPS Healer DPS Tank DPS
Tanks and healers break their tether by moving to the thorn/stake at 6 seconds
DPS break their tethers in the same way but at 12 seconds
It’s better to be early due to the debuffs and server ticks
Once everyone has resolved their tethers there will be an Ultimate Impulse cast
Everyone will be reapplied with a tether and debuff and the mechanic will repeat itself.

Here’s a toolbox link

ENRAGE – Ultimate impulses that hit harder until instakill

Contributors
  • Vjkta Lascaille
  • Mordred Kishi, Uptime Strats, corrections, clarifications.

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