Alexander - The Arm of the Father raid guide
Alexander - The Arm of the Father source-backed raid guide: unlock facts, first-clear prep, local mechanic notes, and related wiki source links.
On This Page
- Raid (Normal) quick facts
- Before queueing
- Boss and mechanic notes
- Duty finder and rewards context
- Completion notes
- Verification boundary
Raid (Normal) quick facts
In the Enigma Codex are writ the designs for a walking citadel. It was known as Alexander, a self-sufficient bastion for logic and reason and a beacon of knowledge for a world adrift-so says the treasure hunter Mide. The Illuminati dreamed this century-old dream, and in so doing gave form to their primal. Yet no matter how beautiful an ideal, the reality of fanatics with such power is a tarnished, ugly thing. By your hand must this threat be stopped.
- Category: Raid (normal)
- Difficulty: normal
- First Appearance: Patch 3.01, *Heavensward*
- Level: 60
- Item Level Requirement: 170
- Party Size: Full Party (8 players)
- Required Quest: Tinker, Seeker, Soldier, Spy
- Entrance: The Dravanian Hinterlands
- Region: Dravania
Before queueing
Use the quick facts to check level, item level, party size, required quest, entrance, roulette, and time limit before queueing for Alexander - The Arm of the Father.
- Repair gear and meet the listed level/item-level requirements.
- Tell the party if it is your first clear.
- Use the local wiki link for exact duty facts and related articles.
Boss and mechanic notes
Alexander - The Arm of the Father has local boss notes for: Living Liquid. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- Protean Wave - Conal AoE in several directions that deals damage and knocks back. Sidestep the telegraph to avoid.
- Splash - Light raid-wide AoE, cast 3 times in succession.
- Sluice - 4 players get markers above their head. These players should spread out from the rest of the raid, as they will deal AoE damage around themselves. Shortly before this AoE goes off, additional circular AoE telegraphs will spawn underneath several random players (not necessarily the same players marked for the Sluice AoE).
- Wash Away - Raidwide that knocks each player in a random direction. The knockback distance is slightly less than the radius of the platform. To avoid being knocked out of the safe area, everyone including the MT should stand in the center of the platform, or use their anti-knockback abilities.
- An orange tether from the boss to a random player. This player needs to pass the tether to a tank who then needs to stay away from everyone else. When the tether expires, an AoE will strike the tethered player and the area around them, hitting extremely hard and potentially killing any non-tanks hit by it.
- 2 players will have an icon appear above their head, a red + or a blue -. Note that both players can get the same icon. If the two players have the same debuff (e.g. + and +) they should stack together in the center, as they will be pushed away from each other, potentially into the pool around the boss area if they are too close to it. If they have opposite debuffs (e.g. + and -) they should spread out, as they will be pulled together a set distance. Colliding will cause both players to take damage and get afflicted with Atrophy for 40s, reducing all attributes by 30%.
- Cascade - Deals AoE damage and spawns 3 large static AoE pools around the room. Players should avoid standing in or being knocked back into these pools.
- The boss's cleave will now apply Blunt Resistance Down. The tanks should spread away from each other and tank swap every 4-5 stacks.
- The magnetic tethers from the Tornado phase appear here as well, and are handled the same way. If the two signs/colors differ, the players should run away from each other. If the signs/colors match, the players should run near each other, and ensure that they'll be pushed away in a safe direction (not into a pool or the edge of the room).
- If the boss reaches his hard enrage, a final Cascade will be cast that wipes the raid.
Duty finder and rewards context
Use this section to decide whether the duty belongs in roulettes, high-end queues, mentor roulette, or repeat farming.
- Duty Finder: Normal Raids (Heavensward)
- Roulette: Normal Raid
- Time Limit: 90 minutes
- Tomestones: 10 Poetics
Completion notes
After your first clear, check whether the duty has mapping, clear, Blue Mage, loot, music, or collection reasons to return.
- Achievement: Mapping the Realm: Gordias III
- Music: Pre-Boss: Sins of the Father, Sins of the Son
- Music: Boss: Locus
Verification boundary
This page is generated from local TJPedia wiki data. It does not invent missing mechanics, NPC coordinates, loot tables, or current-party-finder strategies. High-end positioning and current-prog tactics still need human review before being labeled as a full strategy guide.
- Source-backed: duty facts, local boss notes, achievements, and music.
- Needs human review: exact high-end progression strategy.
- Use official patch notes for changed requirements or rewards.
Related on TJPedia
Sources
Auto-draft eligible, human review required for volatile guide updates.