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Alexander - The Arm of the Son (Savage)

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This article is about the (Savage) version. For the level 60 story-mode raid, see Alexander - The Arm of the Son. For the second tier of Alexander (Savage) in general, see Alexander: Midas (Savage).

Alexander - The Arm of the Son (Savage)

Level
60 (Sync: 60)
Item Level
225
Difficulty
Normal
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
90 minutes
Phoenix Down
Not Available
Duty Finder
Savage Raids (Heavensward)
Tomestones
Allagan Tomestone of Poetics 15 
Req. quest
Feature Quest A Refrain for the Undaunted
Location
Electrocution Gallery, The Arm of the Son
Region
Dravania
Stone, Sky, Sea
Available
Patch
3.2
The Echo
Permanent +20%

Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel's reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...

— In-game description

Alexander - The Arm of the Son (Savage) is a level 60 raid introduced in patch 3.2 with Heavensward. Also called A7S, it's the third section of Alexander: Midas (Savage).

Strategy

This fight requires players to pay attention to various mechanics and tells to avoid receiving heavy debuffs and wiping the party. Many of the mechanics in this fight are similar to the Normal fight but will have tighter timings or additional mechanics added on.

Quickthinx has a few attack sets that can be skipped with high DPS, but otherwise goes through a single attack rotation that ends with an enrage.

The arena is broken up into one large circle in the center and four smaller squares in each corner. Outside of these arenas are spikes which, when stood on, inflicts Vulnerability Up and a weak Flesh Wound damage-over-time debuff. The damage from these spikes is negligible as long as they are not stood on during an attack— players will be required to run over them repeatedly throughout the fight.

Additionally, should a player die at any point in this fight, Quickthinx will gain a stack of High Wire for 30 seconds, increasing their damage by ~12.5% per stack.

Pre-fight Setup:

Each player will want to be assigned a unique cardinal or inter-cardinal position to spread out for bombs. Tanks may want to swap their positions based on who is actively tanking at the time.

A spot for Prey should be assigned (center recommended).

An assigned corner and a rotation direction (clockwise or counter-clockwise) should be decided for when the center circle becomes electrified in phase 4.

Quickthinx Allthoughts Abilities
Name Description
Corporal Punishment A large Magic Hammer Magic Hammer AoE appears under two players. If not dodged, inflicts an 80 second Bleeding debuff and drains 5000 MP.
Sizzlespark Unavoidable magic damage to the entire party. Inflicts a stack of Lightning Resistance Down for 15 seconds (maximum of 2 stacks), increasing the damage of Sizzle attacks by ~50%.
Sizzlebeam A random player is marked with a purple arrow. That player is then shot with a lightning beam, dealing damage to them and any other players in a line. Inflicts Electrocution for 20 seconds.
Uplander Doom Attacks the main enmity target with repeated physical damage, each shot inflicting Physical Vulnerability Up. Debuffs do not apply if the damage is shielded/prevented.
Bombs Bombs are chained to either one or all players. These bombs explode in a large AoE and inflict a stack of Magic Vulnerability Up each. Taking two bomb blasts is often lethal.
Zoomdoom One player is targeted with a tether and another is marked with Prey, and two of the corners become Jails of four potential colors (Jails explained separately below).

The tethered player will be pulled into the Jail the tether originates from, while the Prey player will get grabbed alongside any other nearby players and dropped into the other jail.

  • Both the tether and the Prey debuff can be passed to other players— the tether by interception and the Prey by touching the marked player.
    • When Prey is passed to a new player, the previous player will be marked with Slippery Prey, preventing them from being marked again.
  • Both players grabbed into Jail will be hit with a magic explosion. This explosion will kill any players with Magic Vulnerability Up from a prior Bomb.
  • When the boss flies into the air at the end of the initial cast, players in melee range will be inflicted with Suppuration, reducing max health and increasing damage taken.
Panzer doll A small doll spawned alongside Jails. Attacks with high magic-damage damage and must be picked up by a tank. Self-destructs after 30 seconds.
Sturm doll A giant doll spawned alongside Jails. Will attempt to cast Kugelblitz which, if not stunned, inflicts the entire party with Paralysis for 20 seconds. Self-destructs after 30 seconds.
Thrown Flames A random healer is marked with a red arrow. This player is then shot with a fire beam, inflicting them and any other players in a line with Searing Wind for 20 seconds.
  • Searing Wind functions exactly the same as in Bowl of Embers (Extreme): Debuffed players will repeatedly burst in a large AoE, damaging and knocking back nearby party members.
Weight of the World The spikes around the arena retract, Shanoa the Cat appears, and two giant metal balls begin rolling randomly around the arena. Players hit by will take heavy damage and be knocked back.
Undying Affection Shanoa will create a True Heart which flies towards Quickthinx. If this True Heart is not killed before it reaches the boss, he will heal 1.5% HP and be buffed with four stacks of High Wire for 30 seconds.
  • The True Heart is vulnerable to Stun and Heavy.
Electrocution Field The circular center platform is electrified, dealing high Electrocution damage and forcing players to move to the four corners for safety.

Jails always appear in pre-set pairs based on phase and will never repeat the same type twice in a row. While the order of which pair appears first and second is random, the attack prior to Zoomdoom will always target a job type matching the upcoming jails.

  • Phase 1: Tanks and Healers (white+green), and casters with melee (red+purple).
  • Phase 3: Casters and Healers (red+green), and tanks with melee (white+purple).
  • Phase 6: Casters and Tanks (red+white), and melee with healers (purple+green).

While the tether only ever grabs one person, the Prey will grab all players in an AoE around the target. If multiple players are grabbed, the jail will spawn an additional enemy for each grabbed player. It is critical that only one player is grabbed by Prey or else the jail will often result in the death of all inside.

Jail Types
Color Ideal Job Description
White Tank The player is dropped into a freezing room with an enemy that must be killed to escape. This enemy casts a single tank-buster AoE, then attempts to push the player into the walls. Touching the walls will Freeze the player for 10 seconds.
Green Healer The player is dropped into a jail spewing poison gas for 20 seconds. All players are poisoned, dealing damage over time and reducing healing unless the jailed person stands on the spewing vent, ensuring only they are poisoned.
Red Magic DPS The player is attacked by a slime buffed with Physical Vulnerability Down. The player inside is inflicted with Pyretic until the Padlock on the outside is broken by the rest of the party. Breaking the Padlock is top priority.
Purple Melee DPS The player is inflicted with Throttle and must kill the Alarum buffed with Magic Vulnerability Down within 20 seconds else all players inside the cage will die.

When Zoomdoom is cast, the players tethered and targeted by Prey will always be incorrect. No matter the jail types, players will need to swap the targets to not only the correct job type but also avoid the player who was targeted by the bomb.

Note: The explosion from the tether jail is large enough that it reaches the center arena. Players with Magic Vulnerability Up should avoid being near the tether jail entirely.

Quickthinx Allthoughts Rotation
Phase Attack Strategy
Opening Corporal Punishment x2 Dodge the AoEs. This is even more vital as a caster as these will significantly drain your MP.
Sizzlebeam The marked player should stand off to the side while others move out of the way.
Sizzlespark Heal the entire party.
Bomb (All players) Assign players to the cardinals and inter-cardinals. Players at inter-cardinals should run their bombs across the spikes and stand in the corner while cardinals stand at the edge of the circle.
Phase 1

(Skipped if below 74%)

Bomb (One Player) The chained player should move the bomb away from the others. If a DPS is chained, jails will be red+purple. If a healer is chained, jails will be white+green
Zoomdoom Players should move away from Quickthinx to avoid Suppuration. The player that wants to be in the Prey jail should swap in the center while the rest move to the edges.

Whoever was chained to the bomb can not enter a jail as they will die to the explosion. Off-tanks should grab whichever Doll appears and these enemies should be killed quickly.

Sizzlespark
Uplander Doom x4 Shield healers can attempt to minimize Vulnerability debuffs with shields, but otherwise tanks should swap at three stacks.
Bomb (One Player) Will be on the opposite job type as the previous bomb.
Zoomdoom Will be the two jail types that were not present previously. Swap jail targets as necessary and burn down the Doll, stunning it if necessary.
Sizzlebeam The targeted player should split away from the group.
Sizzlespark
Phase 2

(Skipped if below 64%)

Uplander Doom x5 +

Weight of the World

Be ready to tank swap. The spikes will retract and the boss will need to be dragged away from both Weight of the Worlds and Shanoa regularly.
Undying Affection All DPS should focus on destroying the True Heart and the off-tank should Stun it while the main-tank moves Quickthinx away.
Sizzlespark
Thrown Flames A healer will be targeted should move away from the group to prevent multiple players from being debuffed. The healer must stay far away from the rest of the party until the debuff expires.
Undying Affection Once again, focus the True Heart. The boss should be moved back to the center afterwards as the spikes will return soon after.
Sizzlebeam
Sizzlespark
Phase 3 Bomb (One Player) If a healer gets the bomb, Jails will be red+green. If a DPS gets the bomb, jails will be purple+white.
Zoomdoom Move away from boss and pass tether and Prey accordingly.
Sizzlebeam
Sizzlespark x2
Bomb (One Player)
Zoomdoom Will be the jails that were missing previously.
Uplander Doom x5 Prepare to tank-swap.
Sizzlespark x2 Large amount of healing will be required.
Sizzlebeam Start spreading out to cardinals and inter-cardinals for the next attack.
Bomb (All players) Handle as done in the opening.
Sizzlespark x2
Uplander Doom x6 Be prepared to tank-swap or use an invulnerability.
Phase 4 Thrown Flames The healer targeted by this should move to a separate corner by themselves while the rest of the party moves to a chosen corner.
Electrocution Field Stack together in the corner of one of the corner squares.
Corporal Punishment x4 As a stack, rotate around the edges of the square in the same direction so that there is always a safe area to stand.
Sizzlespark Healers will need to get whatever healing they can before the next round of AoEs.
Corporal Punishment x4 Rotate around the edges a second time. The Searing Wind has the option to run across the spikes and join the group here, but they must be quick.
Sizzlespark x3 Players should use any damage-down debuffs at their disposal against the boss. Healers will need to work hard to keep the party alive here.
Sizzlebeam This beam will hurt a lot due to the Lightning Resistance Down debuffs. Shield the target in preparation.
Sizzlespark x2 More heavy AoE healing needed.
Phase 5 Thrown Flames +

Weight of the World

Once again, a healer will need to separate from the group. Avoid hitting other players with this.
Undying Affection Kill the True Heart and keep the boss away.
Uplander Doom x6 Invulnerability is recommended here.
Sizzlebeam
Thrown Flames Another healer will be targeted here. Be careful if the boss is moving a lot.
Undying Affection Kill the final True Heart and move back to the center.
Sizzlespark x3 Heavy AoE heals required.
Phase 6 Sizzlebeam / Bomb (Two Players) If the off tank is targeted by Sizzlebeam, the red+white Jails spawn. If a bomb drops on a DPS and healer, the purple+green Jails spawn.
Zoomdoom
Sizzlespark
Sizzlebeam
Sizzlespark x3 Be prepared for a lot of healing.
Sizzlebeam / Bomb (Two Players) Will be whichever attack was not used prior.
Zoomdoom Jails will be the two that weren't present earlier.
Uplander Doom x6 If an invulnerability is still available, it should be used here.
Sizzlespark
Sizzlespark (Enrage) Kill the boss before the 10 second cast finishes.

Loot

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Midan Leg Gear Coffer (IL 240) Midan Leg Gear Coffer (IL 240) Other N/A ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Midan Head Gear Coffer (IL 240) Midan Head Gear Coffer (IL 240) Other N/A ABasic 1
Midan Hand Gear Coffer (IL 240) Midan Hand Gear Coffer (IL 240) Other N/A ABasic 1
Midan Foot Gear Coffer (IL 240) Midan Foot Gear Coffer (IL 240) Other N/A ABasic 1

Music

Section Theme
Main Locus Locus