In development

The wiki with 9,600+ articles is live now — new features arriving in stages.

WIKI/raids/savage/Alexander - The Arm of the Son (Savage)

Alexander - The Arm of the Son (Savage)

savageHeavensward

Overview

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...

Strategy Notes

  • 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.
  • 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).

Boss Encounters

Quickthinx Allthoughts

  • 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.
  • 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.
  • The True Heart is vulnerable to Stun and Heavy.
  • 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).

Duty Information

  • Duty Finder: Savage Raids (Heavensward)
  • Time Limit: 90 minutes
  • Tomestones: 15 poetics

Music