Monk DPS Tips for Asphodelos Savage — Endwalker 6.2
Monk overview for Pandæmonium Savage: Asphodelos
Asphodelus is the first raid tier released in the expansion FFXIV: Endwalker and consists of four fights, with the fourth fight having two phases and being split with a checkpoint:
- Warder of the Condemned: Erichthonios
- Mythic Creation: The Hippokampus
- Mythic Creation: The Phoinix
- Himitheos: Hesperos
If you are looking for more generalized guides, you should take a look at our Savage guides written by Lyra Rose, linked below each section.
Disclaimer: This document contains a number of suggestions on potential solutions to issues that arise when playing Monk in the current raid tier. That being said, there are certain times where the best course of action for a Monk may be more detrimental to others in the group than it is beneficial for the Monk themselves. As such, if your group decides they wish to do something different than the potential solutions listed on this page, discuss the changes with your group to try to reach a middle ground that benefits everyone. The suggestions listed below are not your only options for these fights, and so the information contained within this page should be treated in the capacity of guidelines rather than strict instruction.
Erichthonios (Savage)
The first fight of this raid tier is effectively a full uptime combat dummy with no room nor need for any kind of specific optimization. You may choose to use either the Lunar Solar or Double Solar opener here depending on your killtime, otherwise the rotation in this fight plays itself.
The only thing worth mentioning is to ensure that when you use
Brotherhood during Intemperance at 2 and 6 minutes, you are as
close to the middle of the room as possible to ensure you do not miss any
party members with the buff.
The Hippokampus (Savage)
Compared to P1S, this fight is a veritable nightmare for Monks thanks to
three main culprits. To outline the main issue first; Kampeos Harma. This mechanic
happens at roughly 4:18 into the encounter, and lasts for about 10 seconds. Now
due to the fact that most raid buffs are going to be coming off cooldown
shortly before Kampeos Harma begins, a majority of players simply hold their
cooldowns until the mechanic has resolved at around 4:30. Now this poses two
problems for us. Firstly, it can end up losing us a usage of either just
Riddle of Fire or both
Riddle of Fire and
Brotherhood. Secondly, it is almost guaranteed to lose us a usage
of
Perfect Balance. There are two main potential solutions we have
to combat these problems with, however ideally the entire group is aware of
the adjustments that we are required to make and are able to follow suit.
The first solution available to us is to do an early opener variant. Doing so
allows us to use a slightly adjusted burst window at 4 minutes without having to
hold our cooldowns, and as such guarantees that we get the maximum amount of
potential casts as possible. This also sidesteps the issue of overcapping
Perfect Balance stacks quite neatly. Unfortunately, a second
problem arises from this that we are not able to actually do anything about, but
it does help to bear in mind. Given that
Riddle of Fire is now
being used sooner, this means that we are required to use it before the Crash
mechanic at 3 minutes. As a result, we are forced to eat some downtime under this
Riddle of Fire usage, and so we should be acutely aware of precisely
how many GCDs can be executed before needing to
Six-sided Star in
order to ensure minimal waste. Unfortunately for us, the exact same situation
repeats itself at the 5 minute mark of the fight, this time with variable
timers. At the very least in this situation, there is a 50% chance of the burst
being uninterrupted depending on if you have either the short or long timer.
The second potential solution is a technique that we can use in a number of
situations to allow the ability to safely drift Riddle of Fire
without costing a cast of
Perfect Balance and without forcing a
usage of
Perfect Balance outside of buffs. Where other jobs can
generally drift their cooldowns to wherever is required somewhat easily with
minimal to no impact on the rest of their rotation, whenever a Monk wishes to
move the placement of
Riddle of Fire, we must keep in mind the
cooldown of
Perfect Balance. As such, where other jobs may be
able to simply shift their buff usage by 30 seconds to offset themselves for
whatever reason, we need to do two consecutive drifts on Monk. The first drift
is done on an odd window, and pushes
Riddle of Fire back by roughly
20 seconds. This allows us to execute a Double Lunar Odd
Riddle of Fire window. The sequencing of this is going to be the
same as the Optimal Drift Even window that happens around a Snap 1, but with a
Lunar
Perfect Balance sequence as opposed to a Solar. This will
put us in a state of having one Lunar Nadi while going into our next Even
window. Again, the next
Riddle of Fire window is going to need to
be drifted by roughly 20 seconds in order to accommodate the cooldown of
Perfect Balance. This window will be any of our potential Solar
Lunar even windows, depending on exactly where
Riddle of Fire ends
up falling. From here, our rotation has been shifted and we are now effectively
doing Double Solar, with all
Phantom Rushes happening in Even
windows from now on.
This technique is very helpful and can be applied to other situations, e.g.,
moving buffs off Pinax in P4S. However, due to the heavy drifting required it
does require a lot of pre-consideration before attempting. Firstly,
Riddle of Fire and
Brotherhood will end up being
pushed back anywhere from 30-40 seconds, which can easily lose you a usage
over the course of a fight depending on the killtime, and as such this should
not be used blindly. Secondly, given that we are shifting our even burst
windows, ideally you want the rest of the group to be able to do the same so you
do not end up misaligned. Depending on your party, this might not always be
possible. At the same time, if playing with a Ninja they will need to be aware
of - and following - your
Riddle of Fire double drift with their
Trick Attack.
The Phoinix (Savage)
P3S is another relatively straightforward fight, as you are able to easily manage full uptime throughout all of the time that the boss is targetable. The only thing worth considering for this fight is if you are simply playing to clear, or if you are looking to optimize your parse. On FFLogs the adds phase of this fight is removed and does not count, meaning any cooldowns spent in the adds phase is a cooldown "wasted." As such, you have two options.
If you are playing to clear and nothing more, you do not need to put in any extra effort, simply play the way you normally would. However, if you are looking to optimize your parse you have a couple of things to keep in mind.
Firstly, you will want to hold your first Riddle of Wind into
the first even window. This is because you will not be using it in the adds
anyway, so you are not going to lose a usage (that actually counts), and it will
be back up when needed. Secondly, you are going to want the adds phase to be as
slow as humanly possible. This is so that once the boss becomes targetable
again, your potion is back off cooldown. You may wish to pop your potion
slightly pre-pull in order to facilitate this. Finally, this is the only fight
of the tier that makes use of the Triple Blitz. How, why, and when to triple
blitz is mentioned in the main guide. This ends up with you able to do a full
reopener under your potion with three buffed blitzes.
Hesperos Phase One (Savage)
Again, phase one of P4S is quite straightforward, with the only consideration being how you want to handle your burst when it comes to Pinax. Depending on your killtime you have a few different ways to move your burst away from Pinax. Whether that be pushing your raid buffs back to 3/5 minutes instead of 2/4, or by doing the special drift that was discussed in the P2S section. Again, the solution here is dependent on your killtime, so discuss with your group to find the best option for you.
Speaking of Pinax, while there is a safe uptime strat that can be done for
this mechanic, if you get a bad pattern, are playing in PF doing bad strats, or
simply want to flex a little bit, the three charges on Thunderclap
do allow for full uptime regardless of pattern. The ability to dash to any
target, friendly or hostile, means that if you have a macro to dash to a ranged
party member that you are confident is going to be in the right place at the
right time, you are able to perfectly time your dashes between the snapshots of
the damage from the Lightning panel. This can be seen in the following examples
(credit to Peepo Smilers).
Hesperos Phase Two (Savage)
For the final fight of the tier, there is nothing too specific to Monk to be keeping in mind. The amount of uptime available to you is going to depend on your groups strategies for the various Acts, and there is nothing much you can do on an individual level to affect that.
Changelog
- 13 Jan. 2023: Up-to-date for Patch 6.3
- 20 Apr. 2022: Updated for Patch 6.1
- 24 Mar. 2021: Guide added.
Guides from Other Classes
"This Monk guide has been brought to you by Perfect Balance, a primordial being who has been playing Monk since the A Realm Reborn beta. A self-described "okay button pusher" recognised by many as being "bearable in small doses", PB is keen to make Monk more accessible to the general playerbase, with the main goal being to convey job nuance and intricacies in a digestible way. He streams raids live on Twitch and has a YouTube channel, where he uploads Monk PoVs and fight specific advice.
- Icy Veins is Getting a New Look
- FFXIV PLL #76 Recap - 6.4 Live Letter Part 1
- FFXIV PLL #75 Recap - 6.3 Live Letter Part 2
- Join Us Live on Twitch for the Icy Veins Podcast
- FFXIV PLL #74 Recap - 6.3 Live Letter Part 1
- Final Fantasy XIV will be in AGDQ2023 on Friday, January 13th
- FFXIV Announces Return to PAX AUS
- "Tales from the Dawn": Final Story Released