Heavensward content

Alexander - The Fist of the Father (Savage)

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This article is about the (Savage) version. For the level 60 story-mode raid, see Alexander - The Fist of the Father. For the first tier of Alexander in general, see Alexander: Gordias.

Alexander - The Fist of the Father (Savage)

Level
60 (Sync: 60)
Item Level
190
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 Song of Steam and Steel
Location
Machinery Bay 44 / Hangar 8, The Fist of the Father
Region
Dravania
Stone, Sky, Sea
Available
Patch
3.05
The Echo
Permanent +20%

What fun is there in merely restating the facts? Never one to be content with the truth, the wandering minstrel has taken the liberty of retelling the tale of your journey into Alexander with his trademark embellishments. Some may question the value of such entertainment, but none can deny the skill with which he weaves his tapestry of song and verse, immersing you in memory...

— In-game description

Alexander - The Fist of the Father (Savage) is a level 60 raid introduced in patch 3.05 with Heavensward. Also known as A1S, it is the first sector of Alexander: Gordias (Savage).

Strategy

A1S Guide

This fight has a hard enrage of 8m30s, which means DPS will have to maximize activity. The boss has more health and more damage output than in normal mode, and his main damage abilities do a lot more damage and will require focused healing. The damage mitigation and healing requirements for this fight are very strict.

The door boss is a bit of a red herring and may trip up first-time runs. He will spawn adds repeatedly, and the off-tank should pull these. The main tank and the rest of the party should continue to focus on bursting Faust down, as he will buff his damage continuously over the course of the fight. The adds are meant to take your attention away from Faust. Continue as usual, and you will beat Faust, continuing to the next section.

Notable Attacks

  • Royal Fount: This is an untelegraphed cleave and should be faced away from the party.
  • Hydrothermal Missile: This will mark a random player with heavy repeated personal damage. Tanks should mit if marked, but healers should focus on healing the marked person if it is a healer or DPS.
  • Gunnery Pod: This is an untelegraphed raid-wide aoe that does medium damage; however, it can be used multiple times in a row so healers should be ready to heal the entire group quickly.
  • Photon Spaser: This is a massive arena-length line AOE that will instakill healers and DPS.

Mechanics

  • Adds and Resin Bombs: "Resin Bombs" drops bombs on several players, and will leave behind green puddles that deal a lot of damage as well as apply a strong Heavy debuff on players who stand in it. The strategy is to watch for the cast and have every party member move to one corner, dodging the circles when they spawn. The main tank is included in this, as the boss stops auto-attacking during the cast, but the MT should return to the boss after the cast bar ends. After the puddles spawn, 2 adds will spawn under the boss. The off-tank can safely pull the closest add to the puddles, and the DPS should pull the other add away from the boss to burst it down. The puddles the adds leave behind will shrink players who stand in them, so they should be avoided.
  • Phase 2 Split: Oppressor will move forward as sirens blare, and the off-tank should pull it to the southern end of the arena. A few seconds later, Oppressor 0.5 will spawn on the northern end of the arena, which the main-tank should pull. DPS and Healers should split between the bosses, forming 2 light parties.
  • Adds and Missiles: 4 lasers will spawn around the arena, indicating where the upcoming adds will need to be killed. Each boss will spawn two adds after casting "Emergency Reinforcements," and players should assign DPS to either the left or right add in each light party. After pulling the adds, DPS should pull them to their respective lasers and kill them on top of it. The bosses will spawn another set of Resin Bombs, so the dps should bait them away from the lasers in order to kill the adds under the lasers. The player targeted by the add will gain a stacking debuff, which will result in getting the debuff Mini if the stacks reach 6 before it's killed.
  • Hypercompressed Plasma: This is an attack that will do extremely high damage to tanks, so they should quadruple mit the first one, preferably saving invuln for the second occurance. Before and after each Hypercompressed Plasma, high raid damage takes place; healers need to be aware of this, as the tanks will most likely fall to critical levels. Hypercompressed Plasma will not occur more than three times per fight.
  • Jump Phase: Both oppressors will jump out of the arena, placing down two proximity markers. These have a long execution time, so they should be ignored for now. Every player should stack in the middle to bait the Resin Bomb. The resin bomb casts are sequential and will continue to pursue players, so players should split into the prior light parties and make their way to opposite corners of the arena so the party clears the proximity marker. After the mechanic resolves, there will be an enmity reset, and both light parties will need to redo the Adds and Missiles phase. Do note that the resin puddles will disappear by the time you need to worry about this.

Final Notes

  • After the first jump phase, it will be repeated until the hard enrage at 8 minutes and 30 seconds.
  • Keep the bosses within 3-5% of each other to prevent a hard enrage when one dies too far before the other
  • The fight has an attack-based progression rate, so the boss will use the exact attacks every time. You can use this as a timer.

Loot

Treasure Coffer 1

Name Type Item Level Rarity Quantity
  Gordian Earrings of Fending Earrings 210 CBlue 1
  Gordian Earrings of Slaying Earrings 210 CBlue 1
  Gordian Earrings of Aiming Earrings 210 CBlue 1
  Gordian Earrings of Casting Earrings 210 CBlue 1
  Gordian Earrings of Healing Earrings 210 CBlue 1
  Gordian Neckband of Fending Necklace 210 CBlue 1
  Gordian Neckband of Slaying Necklace 210 CBlue 1
  Gordian Neckband of Aiming Necklace 210 CBlue 1
  Gordian Neckband of Casting Necklace 210 CBlue 1
  Gordian Neckband of Healing Necklace 210 CBlue 1
  Gordian Wristband of Fending Bracelets 210 CBlue 1
  Gordian Wristband of Slaying Bracelets 210 CBlue 1
  Gordian Wristband of Aiming Bracelets 210 CBlue 1
  Gordian Wristband of Casting Bracelets 210 CBlue 1
  Gordian Wristband of Healing Bracelets 210 CBlue 1
  Gordian Ring of Fending Ring 210 CBlue 1
  Gordian Ring of Slaying Ring 210 CBlue 1
  Gordian Ring of Aiming Ring 210 CBlue 1
  Gordian Ring of Casting Ring 210 CBlue 1
  Gordian Ring of Healing Ring 210 CBlue 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
  Gordian Earrings of Fending Earrings 210 CBlue 1
  Gordian Earrings of Slaying Earrings 210 CBlue 1
  Gordian Earrings of Aiming Earrings 210 CBlue 1
  Gordian Earrings of Casting Earrings 210 CBlue 1
  Gordian Earrings of Healing Earrings 210 CBlue 1
  Gordian Neckband of Fending Necklace 210 CBlue 1
  Gordian Neckband of Slaying Necklace 210 CBlue 1
  Gordian Neckband of Aiming Necklace 210 CBlue 1
  Gordian Neckband of Casting Necklace 210 CBlue 1
  Gordian Neckband of Healing Necklace 210 CBlue 1
  Gordian Wristband of Fending Bracelets 210 CBlue 1
  Gordian Wristband of Slaying Bracelets 210 CBlue 1
  Gordian Wristband of Aiming Bracelets 210 CBlue 1
  Gordian Wristband of Casting Bracelets 210 CBlue 1
  Gordian Wristband of Healing Bracelets 210 CBlue 1
  Gordian Ring of Fending Ring 210 CBlue 1
  Gordian Ring of Slaying Ring 210 CBlue 1
  Gordian Ring of Aiming Ring 210 CBlue 1
  Gordian Ring of Casting Ring 210 CBlue 1
  Gordian Ring of Healing Ring 210 CBlue 1

Music

Section Theme
Pre-Boss   Sins of the Father, Sins of the Son
Boss   Locus