Alexander - The Soul of the Creator (Savage)
Alexander - The Soul of the Creator (Savage)
- Level
- 60 (Sync: 60)
- Item Level
- 255
- 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
30 - Req. quest
- Who Lives, Who Dies, Who Retells Your Story
- Location
- Soul of the Creator
- Region
- Dravania
- S/S/S
- Available
- Patch
- 3.4
The Echo- Permanent +20%
None can deny the wandering minstrel's inimitable way with words, nor the manner in which his penchant for embellishment and exaggeration has rendered your triumph over the primal Alexander all the more triumphant─and the insurmountable odds over which you did prevail all the more insurmountable. Reach back into your memory and relive your adventure inside the steel giant as it will live on in the hearts and minds of all who hear the tale!
— In-game description
Alexander - The Soul of the Creator (Savage) is a level 60 raid introduced in patch 3.4 with Heavensward. The raid is also known as A12S.
Strategy
Prior to the Fight:
- Two DPS, one healer, and the off-tank should be assigned to Time Gates in Phase 4.
- Four markers should be placed halfway between the cardinals and inter-cardinals for Judgement Crystal placement in Phase 4.
- Two DPS should be assigned to soak the second hit of Void of Repentance in Phase 5.
Phase 1: 100% - 79%
| Name | Description |
|---|---|
| Divine Spear | An extremely high damage cleave. Damage is comparable to a tankbuster. |
| Punishing Heat | An unmarked casted AoE tankbuster. |
| Blazing Scourge | Two DPS are marked with Prey. Once the debuff expires, both players are hit with three high damage circle AoEs. |
| Incinerating Heat | A Stack marker targeting a random healer. |
| Mega Holy | High unavoidable party-wide damage. |
| Gravitational Anomaly | Nine red simple circle AoEs are created in a pattern, and an additional one is placed under the off-tank, a healer, and a DPS. These AoEs grow larger before exploding, dealing high damage and inflicting Infirmity and Damage Down for 45 seconds.
|
| Sacrament | Triangles of electricty appear around Alexander Prime's front, back, and sides. These fire giant simple line AoEs that deal high damage and inflict Infirmity and Damage Down for 45 seconds. |
| Radiant Sacrament | An unmarked simple donut AoE that deals high damage and inflicts Infirmity and Damage Down for 45 seconds.
|

Alexander Prime hits extremely hard with every attack. Healers will need to stay constantly active to protect their party from death.
Of note is Divine Spear and Punishing Heat, which will do extreme amounts of damage to the main tank in short bursts of time; Blazing Scourge, dealing high damage to two DPS; and Mega Holy, dealing high damage to the entire party.
Lastly, Gravitational Anomaly always appears in the same pattern, but in a random rotation and with three AoEs placed under the off-tank, a healer, and a DPS. Players should stack together prior to the cast and either run into the center (if Radiant Sacrament), or off to the side (if Sacrament).
- In the case of Sacrament being cast, players will be given a short amount of time after the Gravitational Anomalies resolve to run to a safe area away from the lasers.
- For Radiant Sacrament, the attack snapshots quite quickly after Gravitational Anomaly resolves, requiring players to find a safe spot closer to Alexander Prime to dodge the donut AoE in time.
At the end of the rotation or once brought to 79%, Alexander Prime will disappear and begin Phase 2.
| Attack | Strategy |
|---|---|
| Divine Spear | Use a heavy mitigation, as the next several attacks will hit extremely hard. |
| Punishing Heat | Mitigate heavily. |
| Divine Spear | Mitigate heavily. |
| Blazing Scourge | DPS marked with Prey should move a short distance away from the group to avoid hitting others with AoEs, but still must stay in healing range. |
| Incinerating Heat | All unmarked players should stack together to share the damage. |
| Mega Holy x2 | Heavy group healing is required. |
| Gravitational Anomaly | Players should stack together away from the center to place the three extra AoEs in a more manageable position. |
| Sacrament / Radiant Sacrament | Either move into the center for Radiant Sacrament or to any safe spot for Sacrament. In the case of the latter, players can dodge the lasers once the Gravitation Anomalies resolve. |
| Divine Spear | Mitigate the incoming damage. |
| Punishing Heat | Mitigate the incoming damage. |
| Phase 2 Start | |
Phase 2: Divine Judgement
Alexander Prime disappears and summons a series of enemies in its place. These enemies must be defeated quickly before Alexander Prime re-appears and wipes the raid. A large amount of Limit Gauge is built for every enemy killed, which must be saved for the final attack of the phase: Divine Judgement.
- Wave 1:
- Arrhidaeus's Lanner: Two groups of four spawn at the east and west. Tanks can pick up four each and bring them together in the center to defeat with AoEs.
- Wave 2:
- The General's Wing: Repeatedly casts Almost Holy, dealing party-wide damage and gaining a stack Magic Damage Up each time. Players must focus on one or two at a time in order to prevent the damage output from scaling too quickly.
- Wave 3:
- The General's Time: A magic-damage enemy with a large green AoE around it that buffs The General's Might with Damage Up. Additionally casts the tankbuster Half Gravity and adds a stack of Magic Damage Up to itself after each cast. Should be tanked away from the other enemy.
- The General's Might: A physical-damage enemy that casts the tankbuster Smash, and adds a stack Physical Damage Up to itself after each cast.
- Both enemies must be tanked separately. As Smash and Half Gravity will hurt more the longer these enemies live, DPS should focus on killing one as fast as possible before moving on to the other. A tank swap can occur afterwards if the other tank has run out of mitigations.
Once all enemies are dead, Alexander will appear and begin casting Divine Judgement. A Tank Limit Break 3 must be used once there are four seconds or less left in the countdown to survive the attack.
Phase 3: Temporal Stasis
| Name | Description |
|---|---|
| Chronofoil | Used at the start of Phase 3. Resets enmity. |
| Temporal Stasis | Alexander begins a 10 second cast and places four types of debuffs on players. At the end of the cast, time will be stopped and all debuffs will resolve where players are standing.
|

Alexander Prime re-appears and with the use of Chronofoil, sprouts a pair of wings.
The focus of Phase 3 is correctly placing the debuffs given during Temporal Stasis.
- Defamation should be spread to the East, West, and South edge of the arena, leaving the North safe for the remaining players.
- Restraining Order will require one player to stand south while the other stands north. As the tethers deal Unique damage, they are unaffected by Magic Vulnerability Up.
- House Arrest can simply stack together at the north.
- Shared Sentence will always be on two different players. If both stack together, players inside will die due to Magic Vulnerability Up. Players in the north will need to split to two sides while still remaining out of range of Defamation.
The first use of Temporal Stasis will put Defamation on 3 DPS, a random Tether type on both tanks, and Shared Sentence on the last DPS and one random healer.
The second use of Temporal Stasis will put Defamation on one tank and one healer, Tether together the other tank and healer as well as two DPS together, and lastly put Shared Sentence on the final two DPS.
Temporal Stasis is always followed by Gravitational Anomaly and Sacrament/Radiant Sacrament. As players can not choose where to place the AoEs, they should immediately run to the left or right to find a safe spot away from where players were standing prior.
At the end of the rotation, Alexander will disappear again and begin Phase 4.
| Attack | Strategy |
|---|---|
| Chronofoil | The main tank should use Provoke to re-establish enmity. |
| Temporal Stasis | Resolve the debuffs before time is stopped. The Shared Sentence healer can stack with the other healer while the DPS can stack with the tank. |
| Gravitational Anomaly | Run left or right to avoid the AoEs placed under the groups feet. |
| Sacrament / Radiant Sacrament | Either run towards Alexander Prime or to a diagonal safe from the lasers. |
| Mega Holy | Heal the party. |
| Divine Spear | Use heavy mitigations for the extreme amount of incoming damage. |
| Punishing Heat | Mitigate and heal. |
| Divine Spear | -- |
| Temporal Stasis | Two DPS will get Shared Sentence this time. The healer/tank tether should split away from the DPS tether and the Shared Sentence DPS will have to decide which group to stack with. |
| Gravitational Anomaly | Handle as before. |
| Sacrament / Radiant Sacrament | Will always be the opposite to what was cast previously this phase. |
| Divine Spear | Mitigate heavily and heal. |
| Punishing Heat | -- |
| Divine Spear | -- |
| Phase 4 Start | |
Phase 4: Time Gate
Alexander Prime creates four Time Gates and sends its minions through to change the past.
| Name | Description |
|---|---|
| Time Gate | Creates a time gate in the Northeast, Northwest, Southeast, and Southwest. Only one player can enter each gate. A Temporal Reconfiguration gauge will build up while all four enemies inside the Time Gates live, wiping the party if it reaches 100.
|
| Judgement Crystal | A random player outside the Time Gate is marked with a red spread circle arrow. This deals high damage and places a Judgement Crystal object on the arena.
|
| Inception | Alexander Prime becomes completely invisible, moves to a random cardinal or inter-cardinal edge of the arena, and fires Sacrament facing towards the center of the arena.
|
The party will need to assign four players to enter the Time Gates:
- Two DPS to the Northern gates.
- One healer to the Southeastern gate.
- The off-tank to the Southwestern gate.
Players inside Time Gates must begin attacking their respective enemies as soon as possible, as the Temporal Reconfiguration gauge builds faster while enemies are not in combat.
Inside the Time Gates, the healer and off-tank should focus primarily on surviving while the two DPS defeat their respective enemies as quickly as possible. After defeating The General's Wing, DPS players should jump south to help out the healer or off-tank with their fight. Once all four enemies are defeated, the Temporal Reconfiguration will be aborted and players will be kicked back out into the arena with Alexander Prime.
Meanwhile the party outside facing Alexander Prime will have the job of placing Judgement Crystals in preparation for the future.
Alexander Prime will stand still and begin casting Judgement Crystal on a random player. This player must move to one of the pre-assigned placement waymarkers until the crystal drops. Alexander Prime should be tanked a short distance away from these waymarkers—close enough that the main tank can run to the waymarker if targeted but far enough away that Alexander Prime does not trigger Tetrashatter. If the main tank is targeted, they should immediately run back to Alexander Prime once the crystal is placed to prevent Alexander Prime from moving closer to it.
Inbetween each cast of Judgement Crystal, Alexander Prime will cast a single ability that must be handled or dodged by the outside party of four. As there will only be one healer outside, players will need to be extra cautious about damage taken.

Once four Judgement Crystals are placed, Alexander will cast Inception and disappear. The only method to know where Alexander Prime has moved to is via Tetrashatter from one of the crystals. Players will have to look for which Judgement Crystal is exploding and move left or right and away to dodge both the Sacrament and the proximity AoE.
The red dots around the edge of the arena can be used as reference. There is one on each cardinal and inter-cardinal marking the potential Inception spots and thus relative safe spots. As the Judgement Crystals should be halfway between two red dots, players can move to the third red dot to the left or right of a shattering crystal to be safe from Inception.
After re-appearing after Inception, Alexander Prime always immediately begins casting Radiant Sacrament, forcing all players to sprint towards the boss from the opposite side of the arena.
Afterwards, Alexander Prime should stay tanked on the side of the arena, as after a couple tankbusters, they will cast Gravitational Anomaly and Incinerating Heat. By having players stacked on the side of the arena, the center is always left clear of AoEs and thus a safe place to stack for Incinerating Heat.
Alexander Prime casts Inception again, but this time marking the main tank with Defamation, one healer with Shared Sentence, and the rest of the party with random types of Tethers. The main tank will need to run to the opposite side of the arena along with one player from each Restraining Order pair while the other side stacks together for Shared Sentence.
The boss will do the same rotation of tankbusters, Gravitational Anomaly, and Incinerating Heat before beginning Phase 5.
| Attack | Strategy |
|---|---|
| Time Gates | Have two assigned DPS go into the north gates, an assigned healer in the southeast, and an off-tank in the southwest. |
| Judgement Crystal | Place the crystal on the first waymarker. |
| Incinerating Heat | Always targets the healer. Stack together and heal. |
| Judgement Crystal | Place the crystal on the second waymarker. |
| Sacrament / Radiant Sacrament | Dodge the AoE. |
| Judgement Crystal | Place the crystal on the third waymarker. |
| Punishing Heat | Mitigate and heal. |
| Judgement Crystal | Place the crystal on the fourth waymarker. |
| Inception | Move to the third red dot to the left or right of the detonating Judgement Crystal. |
| Radiant Sacrament | Immediately run to Alexander Prime once they re-appear. |
| Punishing Heat | Keep Alexander Prime tanked on the edge of the arena. Mitigate and heal. |
| Divine Spear | -- |
| Gravitational Anomaly | Stack together away from the center to place the AoEs, then run towards the center. |
| Incinerating Heat | Stack together in the center. |
| Inception | Assign the main tank and one player from Restraining Order pairs to one side, and the rest of the party stacks to the other side. |
| Radiant Sacrament | Run to Alexander Prime. |
| Punishing Heat | Repeat as before |
| Divine Spear | -- |
| Gravitational Anomaly | -- |
| Incinerating Heat | -- |
| Phase 5 Start | |
Phase 5: Summon Alexander
Alexander Prime re-summons a giant Alexander in the background and upgrades their repertoire of attacks.
| Name | Description |
|---|---|
| Void of Repentance | Two towers are created on opposite sides of the arena that each resolve three times in a row. Players inside the tower are inflicted with Magic Vulnerability Up for 9 seconds and Healing Potency Down for 45 seconds.
Each time the towers resolve, they shrink in size and increase in damage. The third and final size deals enough damage to be considered a tank tower.
|
| Holy Bleed | An upgraded version of Mega Holy, dealing even more damage to the entire party. |
| Holy Scourge | A four hit tankbuster on the main tank. Despite the main tank being marked with Prey, the off-tank using Provoke will cause the last three hits to impact them instead. |
| Chastening Heat | A high damage tankbuster used after Holy Scourge. Inflicts Physical Vulnerability Up.
|
| Communion | All four DPS are targeted with homing AoEs, repeatedly dropping puddles on the ground that inflict Bleeding. |
A short but high-damage phase, the main focus to surviving this final bout is handling Void of Repentance correctly.
As damage increases with every resolution, healers should split to each take the first Void of Repentance hit. They should then swap with a DPS—who will take the second hit. Finally, both tanks will take the final third hit.
During the third hit, a healer will be targeted by Incinerating Heat. The two DPS that took the second hit of Void of Repentance must stay out of the stack, as they will still be debuffed with Magic Vulnerability Up.
Healers must immediately heal the party to full health to survive Holy Bleed, and then focus on the main tank who will be targeted by four hits of Holy Scourge and then Chastening Heat. Tanks can either use all mitigations or an invulnerability to survive, but a tank swap must occur after due to the Physical Vulnerability Up.
Alexander Prime will then use Void of Repentance again, but at the same time target all DPS with Communion.
- DPS should place puddles on the outside area of the arena while healers move to take the first hit of Void of Repentance. At the same time, the tank must point Alexander Prime's cardinals away from the Voids to aim the upcoming Sacrament away from the towers.
- Two DPS should move to take the second hit of Void of Repentance, moving slowly around the edges of the tower as to leave space for the tanks afterwards.
- Tanks move to take the final hit of the Void of Repentance while the rest of the part (minus the DPS marked with Magic Vulnerability Up stack for Incinerating Heat.
After another set of Holy Bleed and tankbusters, the phase will repeat until either the boss is defeated or enrages and uses Judgment Protocol to wipe the party.
| Attack | Strategy |
|---|---|
| Void of Repentance | Have healers take the first hit and DPS take the second hit. |
| Incinerating Heat | While tanks take the third hit of Void of Repentance, the rest of the party should stack—excepting the two DPS that took tower hits and are debuffed with Magic Vulnerability Up. |
| Holy Bleed | Heal the party to full. |
| Holy Scourge | The tank should either use all mitigations available or an invulnerability. |
| Chastening Heat | Tank-swap after. |
| Void of Repentance + Communion | The DPS should place puddles around the edge of the arena while the healers take the first hit. The tank must face the boss's cardinals away from the Voids. |
| Sacrament | If this isn't faced away from the Void of Repentances, the group will likely wipe. |
| Incinerating Heat | Handle as before. DPS should no longer be chased by Communion. |
| Holy Bleed | Handle as before. |
| Holy Scourge | -- |
| Chastening Heat | -- |
| Repeat | |
Loot
Treasure Coffer 1
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Paladin's Alexandrian Arms (IL 275) | Other | N/A | Blue | 1 |
| Alexandrian Metal Axe | Marauder's Arm | 275 | Blue | 1 |
| Alexandrian Metal Guillotine | Dark Knight's Arm | 275 | Blue | 1 |
| Alexandrian Metal Spear | Lancer's Arm | 275 | Blue | 1 |
| Alexandrian Metal Knuckles | Pugilist's Arm | 275 | Blue | 1 |
| Alexandrian Metal Katana | Samurai's Arm | 275 | Blue | 1 |
| Alexandrian Metal Daggers | Rogue's Arm | 275 | Blue | 1 |
| Alexandrian Metal Bow | Archer's Arm | 275 | Blue | 1 |
| Alexandrian Metal Cannon | Machinist's Arm | 275 | Blue | 1 |
| Alexandrian Metal Rod | Two-handed Thaumaturge's Arm | 275 | Blue | 1 |
| Alexandrian Metal Grimoire | Arcanist's Grimoire | 275 | Blue | 1 |
| Alexandrian Metal Rapier | Red Mage's Arm | 275 | Blue | 1 |
| Alexandrian Metal Cane | Two-handed Conjurer's Arm | 275 | Blue | 1 |
| Alexandrian Metal Codex | Scholar's Arm | 275 | Blue | 1 |
| Alexandrian Metal Meter | Astrologian's Arm | 275 | Blue | 1 |
| Alexandrian Chest Gear Coffer (IL 270) | Other | N/A | Basic | 1 |
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Alexandrian Weapon Coffer (IL 275) | Other | N/A | Basic | 1 |
| Toy Alexander | Minion | N/A | Basic | 1 |
| Arrhidaeus Master Key | Other | N/A | Basic | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Sins of the Savage Creator I | 5 | Complete Alexander (Savage). | - | 3.4 |
| Sins of the Savage Creator II | 10 | Complete Alexander (Savage) 5 times. | - | 3.4 |
| Sins of the Savage Creator III | 20 | Complete Alexander (Savage) 10 times. | - | 3.4 |
| Mightier than the Prime | 5 | Complete Alexander - The Soul of the Creator (Savage) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. | - | 5.15 |
Music
| Section | Theme |
|---|---|
| Phase 1 + Adds | Moebius |
| Final Phase | Rise |
| Temporal Stasis | Stasis Loop |
| Inside time gate | Out of Time |